WARNING: Look, reader, whether you like it or not, I have a bad habit of liking to respond to everything posted on Forums, so yeah.
>3>; I have access to all the melee dumps too lol.
But uhh, I don't think that actually matters until we finish a Brawl version Mewtwo, since building a character from scratch to match Melee exactly hasn't really been done before...nor should it be done quite yet.
Although the character is kind of drastically changed...so I don't know if its a good idea at all.
tl;dr:
Lets just finish what we have now, balance it for Brawl, then we can make transfers to ProjectM if it is still a sound idea.
-DD
Exactly, we should just make the moves accordingly, and then go to Physic stuff.
Honestly I think you guys shouldn't use the melee physics, because no other characters use melee physics, I personally think it would feel awkward. You could use melee physics in an alternate version for project M.
Sounds like a good idea too.
1) Matt, where in CT are you?
2) I forgot what I was going to make side B do originally, so I'm going to make it a one-sided shield blocker thing. Like Pit, except you can't hold it.
3) Doing some fooling around with the current Mewtwo build. My comments:
*Maybe it sounds different with the proper sound effects, but I don't remember Mewtwo making half as much noise in Melee. xD
*I'll have to wait and see the updated animations for the tilts and stuff, so we'll have to see what happens with a lot of the silly-looking animations.
*The model is beautiful. Much love to Mariokart64n.
*Mewtwo does not flow in the air at all. His NAir stops momentum, and I think most of his aerials have a momentum stop somewhere in there. It makes his NAir really hard to chase people with, and really hurts his offstage game.
*His FThrow I think should just be a horizontal push back. This way we can leave his little shadowball shot follow up, and not have to worry about giving it an angle we'll never be able to make. Now we just need to make sure it uses up a charged ball if hes holding one.
tl;dr: I've been out of the loop way too long and it feels like some quality control was looked over, I'm gonna fix it as soon as there is a single mewtwo with all of our little pieces added into it.
-DD
Most of the stuff you are talking about is already fixed in my version that I'm editing, so please wait for my Down B.
And sound effects? If you know how time consuming and hard it is, you would never complain. They sound good to me anyways.
TSON fixed the momentum of the aerials
Another pointless quote...
I did. However, the changes in my pac were ignored before. Also we need to put uthrow back how it was in ds22's version >.>
Fyi Pichu has Melee physics right now, and it feels very good.
But I just made an awesome Uthrow, I think you would love it. Or are you talking about Pichu? O.o
>_> FFFFUUUU-
Well, that's annoying.
There's also way too many graphic effects going on in general. Teleport has sparkles and jazzy bananas and stuff, I don't even know.
TSON, gimme a link to your .pac!
-DD
Ehh? Again, the one I have looks good.
DARN I can't distinguish stuff because of the major edits that are happening, butohwell.
Ace has my changes already in his new pac afaik. It was the first thing that he did, since I posted it right before he released and he didn't see my post. I can whip up a Melee physics build when he releases so that you guys can play around with that and decide if you want it or not.
Alrighty then.
I played a bit with the new Pichu and I for one gotta say, it feels good.
Cool.
...
FINE.. I "might" make SFX for Pichu if you guys want me to.
I know I said it's hard, but as you can see with Mewtwo, it pays out pretty well.
Now to go test some stuff.