LordshadowRagnarok
Smash Journeyman
That boomerang had better be becoming Geno Whirl >_>
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...That's the point of those moves. Geno moves around basically constantly with his attacks, which makes things difficult for both him and his opponent.Are you doing any aerial momentum changes? His momentum is very strange when using most of his aerial moves like Bair, Dair, and Fair. I find it difficult to hit with any of those moves consistently.
It will, but I'm completely redoing the attack for it.That boomerang had better be becoming Geno Whirl >_>
Oh, is that an invitation to put a link to mine on this thread?I am indeed still working on him. I'm gonna do an update before too long, I just want a couple of things worked out first, then I'm going to be looking at getting more community feedback. (Although any now would be great.)
After the tweaks I've done, he feels a lot smoother than the first release. Expect it soonish.
That said, if anybody wants to take things into their own hands, we can always vote on what works better/is more Geno-y.
What do you mean, exactly?He does feel a bit strange in the air, but i guess thats exactly him lulz.
Like, what he means is when you're just dragging a puppet through the air by its strings, it looks awkward.What do you mean, exactly?
Any tweaks you can think of, I'm all ears.
I'm not sure, but I don't think that Defensive Collision reflects projectiles - I think it's used for shielding only. I haven't tested it, but maybe you want to try a Special Offensive Collision with flags 33C10602 and the second undefined value set as 204FFFC3. I did that once on a different project and made an attack that would deflect projectiles if it hit them.Yes but... How does my Geno feel awkward in the air?
Also, if anybody can figure out how to get Projectile Reflecting to work on his DownB, I'd be much appreciative.
Currently, I have Defensive Collision 0-3, 0-0, 0-2 set, but it's not doing anything. This is basically the one thing preventing me from updating. (I've got a changelist of around twelve move tweaks done already.)
What i mean is that it feels akward. A bit to heavy yet so easy handable in the air. It's weird i dunno lol. I can't describe it to good, but it does feel like what i said. I suggest make him fall a bit slower, but not to slow.What do you mean, exactly?
Any tweaks you can think of, I'm all ears.
His Bair is REALLY good for ledge-guarding. Use it to intercept somebody coming back on the stage, it's got a long lasting hitbox, and if they take the time to hit you instead, that's more time they're falling to their death. (Use it backwards, of course)What I meant was that Geno's Fair and Bair are very difficult to hit with.
His fair is very easy to predict and easy to miss with, and his Bair almost completely stops all of his momentum which just doesn't fit his play style well.
I would leave his momentum unaffected when using both Bair and Fair, I think it would really improve is aerial game overall.
No love for geno whirl? rocket punch should be fsmash IMOThat's what the boomerang is going to be. When we can edit projectiles, it's happening.
I'd rather not. Moves such as his Bair are pretty unique, and I think the mix of comments (Ranging from "I can't do anything with it" to "It's awesome!") show that he actually feels like a new character. Keeping attacks similar to his old ones won't really help distinguish him from Toon Link.There seems to be a lot of mixed feelings concerning Shadic's idea for Geno's aerial game... Maybe it might be best to just keep TLink's aerials more or less the same (with appropriate effect changes, of course)? He already had a pretty good aerial game.
That would probably work pretty well. I think I'm going to have to yank your Geno Whirl, after looking at the details of how it works exactly. And of course, I'm not going to try and claim credit for it or anything. That'd be dumb on multiple accounts.As an alternate suggestion, perhaps we could consider a 'soft collab'? As in, make the details of our different versions open to each other, so if we prefer something the other person thought of, we could use them for our own as well (giving credit, of course), while still retaining our own versions. It would make the spirit of this project a little more focused on trying to produce the best Geno possible and avert potentially non-constructive 'competitive' feelings that would tend to arise in this sort of situation, if you know what I mean. (I should warn you, though, that the coding for my Geno's specials is kind of convoluted, mainly as a result of trying to squeeze complex behaviors into Toon Link's ridiculously small number of available actions. For example, Geno Beam and Geno Blast both use the same actions to work. So, if you wanted to copy my Specials, you might have to copy all of them together.)
This completely sums up my opinion on the two versions. I definitely think that this is the way you two should go.I'll just put my two cents in here...
I love IF's concept of the vertical kills relating to the stars. That focus is pretty good, and connects on a deeper level with who the character is, not just some new character who plays weird.
IF's specials are wicked and very true to SMRPG. That Fsmash is really cool too. I do like the Dtilt better on this one too, but not by any wide margin.
Shadic's feels a little more polished or experimental with respect to the aerials and some of the ground moves. The idea of his aerials to cause him to be pulled around like a puppet on strings is really cool. I think multiple jumps would go a long way towards making that feeling too, and maybe toning down the momentum shift on Fair. Bair and Dair are solid, imo. They feel weird, but they play great if you know what you're doing.
You both have some really cool ideas and concepts going for your respective interpretations. I hope you guys eventually (sometime down the road) do a more definitive, collaborative version of Geno, but it's really neat to see the different directions you're going with him.
I suppose that my version might not be as completely different from Toon Link's as Shadic's will be, but that's largely because a lot of Toon Link's physics and play style is a lot like how I think Geno should play already - floaty physics, good range to his attacks (again, Geno fought exclusively with projectiles in SMRPG), high ground speed, etc. Hopefully, good use of special effects could change the looks of his attacks from swinging an invisible sword to firing a gun, but I'm still working on that.Okay, here are my thoughts on these PSAs.
Indigo, I understand your version is not far along yet in development, so I kept that in mind while testing him. I really like the timing based ideas you are implementing, it really lends the character an SMRPG essence. I see you still have a ways to go with the animations and aesthetics (pulls out his bow for Geno beam, shield appears on his arm during some attacks, hookshot still makes a sound during ground throw etc) but while you develop that I hope you differentiate his moveset some from 2link, right now he feels too much like his base character. I assume you have been focusing on specials so far, because they're pretty slayer. Side b looks and feels awesome, don't know what effect you used but it's good and I like the different angle on the air version. Down b is possibly one of the wildest things I've seen in this game so far, but seems really OP. I see you added a lot of endlag to try to balance it, but I still think it has high potential for abuse. However, it looks like pure sex. Neutral b, I think, could use more range but other than that looks and performs well (minus the bow). I don't have much else to say because it's still in the experimental stage, but I am also looking forward to whatever you come up with next.