JamesRaynor
Smash Apprentice
- Joined
- May 30, 2009
- Messages
- 82
I see some people complaining about how pichu doesn't hurt itself and similar stuff.erm.. which is why we have *this thread?
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I see some people complaining about how pichu doesn't hurt itself and similar stuff.erm.. which is why we have *this thread?
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Slow down the beginning at least, give the person (or at least me ) a bit to get ready for the jump.Yes we did. It was a valid nerf and buff at the same time. Well, Wander did it. And when we tried to reduce the speedup, he was nowhere to be found, and frame speed modifier = freeze if the animation has built in movement :/
The SpecialHiStart & SpecialAirHiStart is what I meant.Can't even do that :/
It's part of the animation where you move, so freezah.
You can get used to it if you actually try, it's pretty quick, but so is wavedashing, and I see no complaints about that! :3
Hmm.. I'll try that in a few mins when I'm not half asleep =PThe SpecialHiStart & SpecialAirHiStart is what I meant.
The tail should be SMALLER than the original, not bigger. Pichu's tail is a single bend.We (TSONO) are making a new USmash animaition.
Any other new animations that we should make?
Edit: Working on new tail.
What looks good/needs changing?
It is? It looks like it has an extra zigzag on it... maybe it's just me.It's less than half the size of the original lol.
I made it shorter and a little thicker.
The most I can do about bending it right now is bending the top part of the tail downward. It would still have those jagged bends going through it.
Does the tail stick too far out?
...don't tell me. BrawlBox, right?Nope, no extra zigzag. It could be because they're much closer together than Pikachu's.
I'll make the tail closer to the body then.
Right now, I'm editing the size of Z on Pichu's Wait 1 animation. I should be able to do it to all of the animation pretty easily.
I have it figured out now. I have to open the texture file. -.-Yes, Brawlbox.
Obvious question, but are you right clicking on the model file and clicking preview?
^_^ Thanks.You're not being arrogant. Send me the pac once you get done with it and I'll test it out.
Again, just edit the tail on the T-pose and it'll change the base model.Jet Hammer? Come again?
We're testing out a new Nair animation (the tail is being a *****).
Ah. Tails seem to always be uncooperative, at least on the animation viewer. Maybe it's different in-game?That's what's causing the problem. I can't get the tail right on the T-Pose. No matter what I try it always comes out looking akward. It worked fine for the Wait 1 animation so I don't know what the problem is.
Jet Hammer? Come again?
Sorry about being so vague.I Wrote said:Maybe we should look at Dedede's Jet Hammer for self-damage? Since we now have the ability to do so, we might be able to find what we need there.
I dunno about a new usmash, that's hard.Alright, we have a new Nair animation. Think the current Nair without a giant vacuum sucking in Pichu's legs and arms. If all goes well there should be a new release by Sunday. I want to get the tail fixed and a new USmash animation before we release another pac.
Vile told me that he was working on one a few weeks ago so I'm hoping that he came through.I dunno about a new usmash, that's hard.
-Make Quick Attack useful? How does making the 2nd jump practically impossible to use make it useful? That way you don't even get the benefit of the 2nd jump, which makes it LESS useful. And if it was just to nerf the recovery, then you did way too drastic of a change.I hope you didn't revert upB to Pika's settings, tops maybe 1 frame increase from what we have. We're trying to make QAC really useful and nerf recovery a tad. I know right now it seems unbearable, so 1 or 2 frame increase would make sense but going Pikachu's or slower is too good.
And I don't get the discharge change... Do you mean you hardcoded EVERY PERCENTAGE to do higher damage? x_x
That footstool change is OP. It's too good. I dont think that hitbox should be there at all.
I don't like the prevention of multihit electric attacks either..
K
What? Double jump? Don't do that D:
-See above.What do you mean by "fixed" discharge? I thought it worked fine.
Maybe just keep the graphic effect on footstool but get rid of the hitbox.
Dunno how I feel about the electric hitbox idea. If there was a way to make the opponent receive damage but not flinch it would work out.
I'd say to keep double jump as is. Pichu should have a worse recovery than Pichu in exchange for all of the comboes she has.
Yeah, only put 1 or 2 extra frames on Up B.
Thanks for making a new pac, always good to have new ideas thrown around.
Quick attack CANCEL. The double jump and upB work together as one to make it super useful. Yes, this is also a nerf to the recovery, a valid one, a bit overdone maybe but Pichu is supposed to be a fast character. This is by no means witchcraft, I can perform it 2/3 times. It takes practice. I'd agree on maybe a 1 or 2 frame increase from what we have now. Nothing higher than that will I even consider adding.-Make Quick Attack useful? How does making the 2nd jump practically impossible to use make it useful? That way you don't even get the benefit of the 2nd jump, which makes it LESS useful. And if it was just to nerf the recovery, then you did way too drastic of a change.
Ah, ok XD. Thanks : P-I edited the hitboxes that it had. For example, originally, between 50-100% B-throw did MORE than the >100% B-throw, and the Usmash & Dsmash had absolutely no change in damage regardless of how high Pichu's damage was; all that changed was the effect.
It's role reversal. Normally when you are footstooled offstage you're doomed, now it unexpectedly backfires on them and they end up dying. I don't like that. The onstage one is fine.-How is it OP'd? The only thing it protects against is having someone jump off your head.
I guess, but you have to keep balance in mind regardless of representation, remember that.-Technically, that was an unintended side effect. Originally, I just wanted Pichu to counter electric hits, not stop them in their tracks like it does. Besides, it was more for fitting Pichu's actual profile: Pichu is bad at controlling its stored electricity, so if it was zapped, wouldn't it inadvertently discharge some of it? Same with the footstool one; I'd imagine having someone jump off its head would jar it enough to cause it to accidentally discharge electricity.
Slight is relative. :V-I didn't make Pichu's jump go a million feet in the air or anything. It was a SLIGHT boost, not a huge one.
Please do.-I can set the BKB to 0 and see if that works.
;D-All right, all right... I'll nerf the jump back to how it was.
Pichu is a speed demon. All quick characters are fastfallers with <6-angled-upBs except one, Pichu. We don't follow suit to any rules here bub xD.-I'm not budging on this one. At minimum, it needs to be at what Pikachu's originally was; otherwise it's only marginally more useful than Yoshi's up-B (recovery-wise). Besides, doesn't Pichu already have enough to worry about for being KOd, what with being light enough for a single Turn Warlock Punch to insta-KO her at 0%? (I know that because a TWP can insta-KO Jigglypuff at 0% if you're close to the edge, and Pichu's even lighter than Jiggly is.)
Then I'll have to refuse to use your pac... ;_;-...I budged on the up-B issue, but only a little. It's 1 frame shorter than Pikachu's (8 frames compared to Pikachu's 9). I refuse to go any lower than that.