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Project M: 3rd Strike | Parry Testing

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
Progress Video:

Video Description
Current State:
Dash; if hit during first 3 frames (shown in red),
parry animation will start (shown in blue).

Time freezes for 16 frames.
Animation can be cancelled at frame 15 or followed up to another Dash Parry

Problems:
Parry Set to Dash.
Hitlag does not immediately allow transition from dash to parry.
[Passframe command needed to prevent this.]
Time freeze, if projectile parried, also affects attacker
____________________________________
Future State:
Similar to 3rd Strike Parrying -- tap forward to block high to mid attacks, tap down to parry low attacks.

Projectiles sent by Attacker only freeze the projectile and not the attacker.
----------------------
Testrun with Nvidia Shadowplay on Dolphin
(MILES BETTER THAN...uhh...other recording software, @__@)

Super Smash Bros. rights go to Nintendo and any other copy rights go to their respective owners

Juri Stance, with credit to Juri PSA by Kagemaru and JRush from the kc-mm community
~meow

Music: FFX remastered OST Playlist here:
https://www.youtube.com/watch?v=TYIa-H6fpTg
 

Shun_one

Smash Ace
Joined
Jan 2, 2013
Messages
910
Location
Addison, IL
NNID
not_shun_one
This is a fairly clever implementation of parry's. I hope you're able to fix all the issues you're currently having with it, but the current result is quite promising. I am intrigued enough to continue watching this.
 

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
^ ^
Ty, as long as one person likes it, well...that's good enough for me.

Oh yah...here's a link to Sheik's data with the current method of parrying.
https://www.dropbox.com/sh/1gu4g5pehd1l3a3/AADlgtZgCfsPdEqW34b4_NPEa?dl=0
Effected Action folder= 478 I believe

Effected SubAction Folders
=Dash
=LadderSomethingAirR? XD which is now called SheikParry2
=LadderblehblehAirL???! now called SheikParry

MotionEtc included within. Any other files which are not normally found in a fighter folder are irrelevant.

If anyone has an idea with how to meet the goals I need in the description, that would be much appreciated. I'll think about a way, meanwhile.

Thank you~
 

JiFoJoka

Smash Cadet
Joined
Jul 12, 2014
Messages
39
Awesome that you added a parry mechanic! There are some things which you might want to think about.
  • Benefits of parrying against benefits of shielding (eg. avoid shield breaks).
  • From the video, it me be problematic to use in 3-4 player games.
  • Maybe check if there's a way to assign a button to it (like Project M uses Taunt to footstool)
  • Parry Falco's kick spam because ... you know ... Evo Moment 37 ...
Other than that, keep up the good work!
 

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
I want parrying to feel natural; thus I agree that the best way to do it would be a directional stick release command.
My current goal is to first find out what PSA command I can use to mean "If forward directional stick released" and edit the damage subactions accordingly
 

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
The forward command.

I didn't like the results of If forward release because I couldn't put super armor with it /the input was either too easy to use or an impossibly short window. So, after much trial and error, I finally think it's time to try an if forward tap command which will then activate the super armor for 3 frames, which if hit in those frames will activate the parry. Dash Dancing may be removed for the build for balancing purposes. That probably won't be welcome, but it only makes sense. I literally JUST asked about the forward tap command in Kitty Corp since I'm not sure how to do that, so I need to wait for that to happen.

Also, setting the command to activate with the damage subactions was a waste of time and overpowered, since only a few hits activate the damagelw1-3 animations.

All parrying will take place by simply tapping forward at the right time in the right animations (dashing, falling, jumping, etc...will test to find the best animations to use for balancing purposes)
 
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Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
Oh yah, the forward tap command is needed so that air parrying can function properly

The only complete coding I have now is setting the parry to dash, since dashing already involves tapping forward to some degree XD

It looks beautiful <3 @O@
The results are basically the same as the video, but there is no delay in the animation switch from dashing to parrying
 
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Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
The scripting has been complete for a few days, btw..I've just been animating the whole time, so everyone knows : D

I usually just update the video description.
 
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