PseudoTypical
Smash Lord
Got a chance to test out the fixed model, and the tail's rigged! The rest of the problems are obviously still there, but at least now you won't have to do more re-rigging than necessary.
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As far as I know, it seems like you never played nor watched gameplay of Skullgirls. It might be best if you at least watch gameplay of her before you judge her. I didn't even explain everything she can do. Plus the game itself is balanced meaning every character is good including Cerebella. Tager sucked in all 5 Blazblue games (seriously arc system works?). I don't hate Tager, it is just that he was never balanced out with the cast. Mike Z (really good Tager player) is the game designer of Skullgirls. Just wanted to point that out if that gives you any interest.Just sounds like Cerebella has a nicely done kit. My favorite would def be Tager. He needs some stuff tightened up, but his core concept is awesome. I wonder if we could even pull off Magnetic Mewtwo...
Unfortunately they do. They can't use specials, and I know there's a whole bunch of other technical problems, although I don't know them myself. I think the idea has been well explored but nothing's come out of it.I have a question, and I apologize if it has already been addressed here or elsewhere. If Mewtwo has to overwrite an existing character, can it be one of the alloys? They are after all four currently unused character slots, which would make them a perfect place to hack in new characters like Mewtwo without stepping on any toes. I don't know if the alloys have any special properties about them that would make this difficult or impossible, but I do remember seeing hacks that made them playable, so I think it's something to consider.
I have a question, and I apologize if it has already been addressed here or elsewhere. If Mewtwo has to overwrite an existing character, can it be one of the alloys? They are after all four currently unused character slots, which would make them a perfect place to hack in new characters like Mewtwo without stepping on any toes. I don't know if the alloys have any special properties about them that would make this difficult or impossible, but I do remember seeing hacks that made them playable, so I think it's something to consider.
Wait, so is this perfectly viable for characters that don't have projectiles?It's also incredibly difficult to code projectiles out of thin air. It's part of the reason why a Plug and Play on both Wario or Jigglypuff isn't ready yet.
The move is coded and everything, but the animation keeps on rotating backwards. I'm really close right now.
This sounds awesome, if hard to master. Definitely a Mewtwo move. I'll make sure to try it out as soon as I can.@Afro sort of. This shine will retain the same startup properties, but will add much more depth to the character. Here's what it does. First, Mewtwo pauses, creating a shockwave that lets out the shine hitbox. That's 5 frames. Then he starts rotating around his front foot and moving forward, a la green hand. This lasts for 20 frames. For the first 10 frames he is vulnerable, but for the las 10 he has knockback armor of 15% perfect for most projectiles. At frame 25 he sticks out his hand and generates a shine-like orb that absorbs projectiles. This also generates a fairly strong hitbox. The move is coded and everything, but the animation keeps on rotating backwards. I'm really close right now.
That sounds interesting. I look forward to it!@Feryx pretty much what they said. Unfortunately it's also the same with people like super wario and giga bowser. There's also a non-functioning character slot for Mewtwo in the game's code. As for the .rels, they aren't going well. I'm going to try and get some help. Please let me know what you think if you do try him, i can always use the extra feedback.
@Afro sort of. This shine will retain the same startup properties, but will add much more depth to the character. Here's what it does. First, Mewtwo pauses, creating a shockwave that lets out the shine hitbox. That's 5 frames. Then he starts rotating around his front foot and moving forward, a la green hand. This lasts for 20 frames. For the first 10 frames he is vulnerable, but for the las 10 he has knockback armor of 15% perfect for most projectiles. At frame 25 he sticks out his hand and generates a shine-like orb that absorbs projectiles. This also generates a fairly strong hitbox. The move is coded and everything, but the animation keeps on rotating backwards. I'm really close right now.
Like a record baby round, right round.YOU SPIN ME RIGHT ROUND, BABY, RIGHT ROUND.
Just as I pack my Wii away for college. haha I'll make sure to try it ASAP.I'm testing the banishing flat tomorrow morning because I need to go to bed and I can't get to my Wii. Here is the move now if you want to test it badly: http://www.mediafire.com/folder/9qc8zsgebqj9o/Move_Testing
Basically I fixed the turning around animation, and now I am using character momentum to get him to move forward. I just need to make sure I gave him enough momentum. What he was doing before is he would finish the move only to snap back all the ground he gained from advancing. It made the move look bad, and it took away the approach option. I did some digging and figured out that is a limitation brought on by the way the move was coded, so I opted to add a momentum event. I just hope he moves enough now, otherwise I'll have to add more momentum.
On another note, do you mind if I remove the final smash to code psychic? I need the extra space since I am using Wario's bite as a base, which takes up a lot of space. I know that the final smash isn't too important since this is project M, but I just wanted to make sure before I started messing around with too much stuff.
I usually don't even get that far, since it freezes when I bite the opponent (unless that's affected by the other things). Glad it'll be a lot simpler.yeah usually it's that way because wario does strange stuff when he eats food and bombs and stuff. I'm trying to parse it down to the essentials, otherwise I would need 10 action tabs. Good luck at college!
*sigh* Skullgirls never gets any love....
I still look forward to the new move though.
EDIT: @Anonistry Are you suggesting that characters with no unique gimmick are not competitive to use. If so, that is bull crap! It is true that Cerebella does not have a crazy gimmick. But that absolutely does not mean the character is "100% not interesting". Cerebella can handle herself in all situations. While Tager is sitting at a garbage tier spot due to horrible match ups. Tager does so poorly against characters like Nu and Hazama who can spam projectiles on him. It hurts seeing Tager struggle like that with little to no options. Cerebella has options. Like I said you can't judge Cerebella until you actually see her in action. I can judge Tager because I have seen the horrors of playing as Tager. Skullgirls is more competitive than Blazbllue.
Thank you for your feedback on flat, I am glad to see my idea worked. I thought I fixed the flat sweetspot, but I think that's a limitation of the graphic. I'll have to change the timer frames so it activates earlier. The aerial momentum thing is something I have been trying to add. I know that most characters can di out of their side-b, so I figure that it's just a simple matter of adding the right variable or command. I tired one thing in an earlier version that didn't change it, but I bet I can get it working. I agree that letting him fall on characters would be an excellent addition. Just fyi, the shine he generates actually absorbs projectiles. I figured that matched barrier better since barrier actually increases defense instead of reflecting attacks. Mewtwo doesn't gain any hp, but he can absorb projectiles like Wolf's blaster. Physical hits like link's arrows clank with the hitbox because of their properties, but most lasers and other projectiles will be absorbed.Okey-dokey. Since the whole Tager/Cerebella thing is over, here's some things I noticed.
Right now, I can be lenient on Flat because it's WIP, but it's coming along smoothly. The animation is nice, although not what I expected. The properties are working fine, as it has both Shine and Flat hitboxes. The Shine hits his whole body and Flat clanks low projectiles like Link's Arrows. A problem I noticed is when falling and Flatting, the Flat sweetspot comes out just before the shadow graphic. A nice touch is the fact that the Shine hitboxes don't clank any projectiles. You also got the midair JC Shining to work! That alone makes for crazy mixups, because the horizontal plane spinning of Flat combined with vertical plane spinning o a double jump makes it look really odd to the opponent and helps unexpected movement. Also, is it possible to code Down-B moves to retain aerial momentum after execution? I'm not sure a single character can do it, which is a shame. Mewtwo would benefit greatly from being able to Fall-Flat on people.
As a side note, I'm not sure if you've been tinkering with angled Psycho Cut, but the up angle fires the graphics in a 45 degree angle downward right in front of Mewtwo. This is odd, because the hitboxing is nowhere near the graphic. Again, WIP.
And finally, I don't need a Final Smash, especially if it takes up coding space. Final Smashes are just a waste in a game like P:M. Just as a question, you said you were working with Wario's Bite? Does this concept of importing moves from other characters only work with non-projectile moves? Or is this a hint that progress is being made on a Plug and Play over Wario...?
Lol don't worry man. I found your conversation very enlightening. Now I want to give skull girls a try. Your opinion was perfectly fine, as it gave me insight into a game that is super balanced.I am starting to get off topic... Ok I will shut up about Cerebella vs Tager. I guess my opinion was more aggressive than it should have been.
I don't care about final smashes either. I find items really annoying at times so I never use them. Whatever works best is fine with me .
That's no fun... Dang. I'll have to make a vid so you can see what it looks like. Enjoy college!Maybe just keep the final bit of Mewtwo's final smash (the explosion) and change the animation so it looks more like Psystrike.
Can't try any more Mewtwo demos since I have no Wii in college lol. Sounds good so far!
If you mean in the short-term, too, I'd also like to see!That's no fun... Dang. I'll have to make a vid so you can see what it looks like. Enjoy college!
Yeah, for perspective, Mewtwo is tied with the likes of Torterra (109), Aggron, Lucario, Golem, and Snorlax for base 110 attack.Mewtwo has base 110 Attack; your Mega Punch argument is mooted.
I was agreeing with your claim that his attack stat is good.@ Mewter, I know, right. I've actually attempted to run Earthquake sets on Mewtwo, but it went horribly. The point being, Mewtwo has more than a workable Attack stat, so physical attacks are not out of question. That being said, it makes him look way more badass if he just doesn't use them at all.
I know, I was just putting anecdotal evidence to also agree. EVERYONE AGREES!I was agreeing with your claim that his attack stat is good.