10-15-2012, 03:53 PM
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10-15-2012, 05:07 PM
well, guess i'm back on track. i still need to add another 2 specials and the rest of the KO's.
10-15-2012, 06:41 PM
I most likely misunderstood what you meant Baegal.
Also
Help is appreciated.
Also
Help is appreciated.
10-15-2012, 06:55 PM
its the laziest way you could ever perform that maneuver, and you know it.
you should cut down the amount of frames needed for both the appearance and the actual attack down to 4, as in, you should appear ready to attack right away, feel the recoil of the projectile being launched, and then simply vanish. that motion blur there is completely unnecesary and adds nothing to the sequence.
need references for better posing? check any of the megaman x sprites on the site.
you should cut down the amount of frames needed for both the appearance and the actual attack down to 4, as in, you should appear ready to attack right away, feel the recoil of the projectile being launched, and then simply vanish. that motion blur there is completely unnecesary and adds nothing to the sequence.
need references for better posing? check any of the megaman x sprites on the site.
10-15-2012, 07:31 PM
I tried making my stats and what not but I think I messed up with some of the attacks since I wasn't sure how projectile based attacks would be listed.
I have no idea what I'm doing.
EDIT- Just noticed that my sheet is in the middle of the old topic. I'll add it hear to make it easier to find or something.
I should also add that the spring drop move doesn't hurt the opponent, it just sends them into the air, leaving them open to an attack or giving the player time to get away. Also, the missile attack, as I said in the stats, goes at a wide arc. I mainly made it like that to avoid opponents hitting you once then running away until the clock runs out (aka my little brothers strategy).
Stats
mspeed = 5
jspeed = 10
g = 90
fspeed = somewhere between the middle and fast speed
Moves
PUNCH 1
damage = //5
vpow = // 1
hpow = // 1
level = // 1
recovertime = // 30
type = // mid
hitframe = // 2
PUNCH 2
damage = // 5
vpow = // 1
hpow = // 1
level = // 1
recovertime = // 30
type = // mid
hitframe = // 2
FORWARD PUNCH
damage = // 12
vpow = // 1
hpow = // 5
level = // 2
recovertime = // 60
type = // mid
hitframe = // 3
BACK PUNCH
damage = // 10
vpow = // 6
hpow = // 2
level = // 2
recovertime = // 60
type = // high
hitframe = // 3
DUCK PUNCH - Hand Gun
damage = // 2
vpow = // 0
hpow = // 0
level = // 1
recovertime = // 30
type = // low
hitframe = // 3
JUMP PUNCH - Pie Toss
damage = // 3
vpow = // 1
hpow = // 2
level = // 1
recovertime = // 45
type = // low? (Not sure how it would work)
hitframe = // 1
The pie kinda goes at a low arc towards the ground, so it's a projectile attack.
"KICK"1
damage = // 3
vpow = // 0
hpow = // 0
level = // 1
recovertime = // 30
type = // mid
hitframe = // 2
"KICK"2
damage = // 4
vpow = // 0
hpow = // 2
level = // 1
recovertime = // 30
type = // mid
hitframe = // 3
FORWARD KICK - Knee of Justice
damage = // 10
vpow = // 20
hpow = // 5
level = // 2
recovertime = // 60
type = // mid
hitframe = // 1
BACK KICK - Spring Drop
damage = // 0
vpow = // 6
hpow = // 0
level = // 1
recovertime = // 120
type = // low
hitframe = // 1
DUCK KICK
damage = // 4
vpow = // 0
hpow = // 3
level = // 1
recovertime = // 30
type = // low
hitframe = // 2
JUMP KICK - Bombs Away
damage = // 7
vpow = // 3
hpow = // 5
level = // 1
recovertime = // 30
type = // varies
hitframe = // 1
This one is like the pie attack, but at a wider arc, meaning the missile (which btw, doesn't explode, it's a dud) just flies across the screen and crashes on the far side more or less.
Special 1 - Takko Assault
damage=// 1 (each)
vpow = // 0
hpow = // 0
level = // varies
recovertime = // 15
type = // n/a
Special 2 - Chillax
damage=// 0
vpow = // 0
hpow = // 0
level = // 1
recovertime = // 300 (it causes the enemy to freeze in place for 5 seconds (Maybe less if thats op'd))
type = // n/a
hitframe = // 1
Special 3 - Justice Thrust
damage=// 30
vpow = // 0
hpow = // 10
level = // 2
recovertime = // 30
type = // mid
hitframe = // 3
mspeed = 5
jspeed = 10
g = 90
fspeed = somewhere between the middle and fast speed
Moves
PUNCH 1
damage = //5
vpow = // 1
hpow = // 1
level = // 1
recovertime = // 30
type = // mid
hitframe = // 2
PUNCH 2
damage = // 5
vpow = // 1
hpow = // 1
level = // 1
recovertime = // 30
type = // mid
hitframe = // 2
FORWARD PUNCH
damage = // 12
vpow = // 1
hpow = // 5
level = // 2
recovertime = // 60
type = // mid
hitframe = // 3
BACK PUNCH
damage = // 10
vpow = // 6
hpow = // 2
level = // 2
recovertime = // 60
type = // high
hitframe = // 3
DUCK PUNCH - Hand Gun
damage = // 2
vpow = // 0
hpow = // 0
level = // 1
recovertime = // 30
type = // low
hitframe = // 3
JUMP PUNCH - Pie Toss
damage = // 3
vpow = // 1
hpow = // 2
level = // 1
recovertime = // 45
type = // low? (Not sure how it would work)
hitframe = // 1
The pie kinda goes at a low arc towards the ground, so it's a projectile attack.
"KICK"1
damage = // 3
vpow = // 0
hpow = // 0
level = // 1
recovertime = // 30
type = // mid
hitframe = // 2
"KICK"2
damage = // 4
vpow = // 0
hpow = // 2
level = // 1
recovertime = // 30
type = // mid
hitframe = // 3
FORWARD KICK - Knee of Justice
damage = // 10
vpow = // 20
hpow = // 5
level = // 2
recovertime = // 60
type = // mid
hitframe = // 1
BACK KICK - Spring Drop
damage = // 0
vpow = // 6
hpow = // 0
level = // 1
recovertime = // 120
type = // low
hitframe = // 1
DUCK KICK
damage = // 4
vpow = // 0
hpow = // 3
level = // 1
recovertime = // 30
type = // low
hitframe = // 2
JUMP KICK - Bombs Away
damage = // 7
vpow = // 3
hpow = // 5
level = // 1
recovertime = // 30
type = // varies
hitframe = // 1
This one is like the pie attack, but at a wider arc, meaning the missile (which btw, doesn't explode, it's a dud) just flies across the screen and crashes on the far side more or less.
Special 1 - Takko Assault
damage=// 1 (each)
vpow = // 0
hpow = // 0
level = // varies
recovertime = // 15
type = // n/a
Special 2 - Chillax
damage=// 0
vpow = // 0
hpow = // 0
level = // 1
recovertime = // 300 (it causes the enemy to freeze in place for 5 seconds (Maybe less if thats op'd))
type = // n/a
hitframe = // 1
Special 3 - Justice Thrust
damage=// 30
vpow = // 0
hpow = // 10
level = // 2
recovertime = // 30
type = // mid
hitframe = // 3
EDIT- Just noticed that my sheet is in the middle of the old topic. I'll add it hear to make it easier to find or something.
I should also add that the spring drop move doesn't hurt the opponent, it just sends them into the air, leaving them open to an attack or giving the player time to get away. Also, the missile attack, as I said in the stats, goes at a wide arc. I mainly made it like that to avoid opponents hitting you once then running away until the clock runs out (aka my little brothers strategy).
10-16-2012, 02:56 PM
- mspeed = //6
jspeed = //14
g = //he's very light
fspeed = //average
PUNCH 1
damage = // 2
vpow = // 1
hpow = // 2
level = // 1
recovertime = // 10
type = // mid
hitframe = // 2
PUNCH 2
damage = // 4
vpow = // 2
hpow = // 2
level = // 1
recovertime = // 20
type = // mid
hitframe = // 3
FORWARD PUNCH
damage = // 10
vpow = // 2
hpow = // 10
level = // 2
recovertime = // 40
type = // mid
hitframe = // 3
BACK PUNCH
damage = // 10
vpow = // 0
hpow = // 0
level = // 2
recovertime = // 60
type = // mid
hitframe = // 3
*This will cause Neko to dash forwards
DUCK PUNCH
damage = // 2
vpow = // 0
hpow = // 1
level = // 1
recovertime = // 15
type = // low
hitframe = // 3
JUMP PUNCH
damage = // 1
vpow = // 1
hpow = // 0
level = // 1
recovertime = // 30
type = // air
hitframe = // all
KICK
damage = // 5
vpow = // 2
hpow = // 2
level = // 1
recovertime = // 20
type = // mid
hitframe = // 3
KICK2
damage = // 12
vpow = // 2
hpow = // 10
level = // 2
recovertime = // 60
type = // mid
hitframe = // 4
FORWARD KICK
damage = // 10
vpow = // 20
hpow = // 0
level = // 2
recovertime = // 60
type = // low
hitframe = // all
BACK KICK
damage = // 4
vpow = // 2
hpow = // 2
level = // 1
recovertime = // 30
type = // mid
hitframe = // 2
DUCK KICK
damage = // 10
vpow = // 1
hpow = // 5
level = // 2
recovertime = // 60
type = // low
hitframe = // 3
JUMP KICK
damage = // 5
vpow = // -10
hpow = // 0
level = // 2
recovertime = // 40
type = // air
hitframe = // 3
Special 1: Nya Ken
Input: Down, Forward, Punch
Think Hadouken
Special 2: Ogon Neko Pulse
Input: Punch+Kick
Neko transforms into and reverts from his Golden form, the golden form lasting 6 frames. If the opponent touches him, he/she will be launched horizontally and recieve heavy damage. Recovertime = 80. It's basically a countermove, but it doesn't work against grabs.
Special 3: Custom Clash Rise
Input: Down, Up, Punch
An uppercut-like move where Neko jumps up+forward while holding the Custom Clash (sword). When the opponent is hit by the blade, it will be launched upwards and suffer heavy damage.
10-20-2012, 04:32 PM
Ploaj, would you be able to implement a fighter who operates like the Pokemon Trainer in Smash Bros. and shifts between three characters directed by a third?
Probably all with separate stats, too.
Probably all with separate stats, too.
10-20-2012, 05:55 PM
Yep, but he'd be hard to balance properly.
10-20-2012, 09:24 PM
(10-20-2012, 05:55 PM)Ploaj Wrote: [ -> ]Yep, but he'd be hard to balance properly.
You could always design him as three separate situational characters. It would be kind of like Rock Paper Scissors, where each works in a different scenario. The person playing Zaba's fighter would be constantly trying to find the ideal character to use, and the person fighting against him would be trying to manipulate that character's weakness.
10-21-2012, 10:36 AM
i'd rather have him switch movesets like Ryu in Marvel vs Capcom, by means of making that switch as a special attack.
10-21-2012, 11:13 AM
(10-21-2012, 10:36 AM)Cobalt Blue Wrote: [ -> ]i'd rather have him switch movesets like Ryu in Marvel vs Capcom, by means of making that switch as a special attack.
I don't think our ideas are mutually exclusive. He could switch characters based on a special attack, and have those character's movesets be highly situational.
10-21-2012, 12:33 PM
(10-21-2012, 10:36 AM)Cobalt Blue Wrote: [ -> ]i'd rather have him switch movesets like Ryu in Marvel vs Capcom, by means of making that switch as a special attack.
Yes this is what I'm going to do, use one of the specials as the switch character move.
Keiang I'm not entirely sure what you mean by situational movesets, could you please explain?
10-21-2012, 01:14 PM
I made a rough animation for ShadeDBZ's character thingy but it's way too many frames and it's way off model
oh well
it's just a thing to show you how it could be done
there are tons of other ways, this is just my take on the attack
10-21-2012, 03:06 PM
(10-21-2012, 12:33 PM)Zabadabenabadaba Wrote: [ -> ]Keiang I'm not entirely sure what you mean by situational movesets, could you please explain?
You know how each character has strengths and weaknesses? Each is probably able to deal with most situations, even if they have a specific strength. Think of it like this:
They have some areas where they're good, and some where they aren't as good, but they're still generally balanced.
In the case of your character, each moveset would have a specific situation it's designed to be good in, so it'd look more like this:
Players would need to try to counter whatever strategy the opponent was using, and vice versa.
For example, Moveset A could be based around ground-based offense. The FORWARD ground moves would be really good, and they could flow together really well. On the flip side, maybe this moveset would have horrible BACK and AIR attacks. It would be great at doing damage and breaking opponent defenses, but horrible at avoiding damage or dealing with airborne targets. If the opponent realized/remembered this, then they would probably start doing a lot of airborne attacks, which would mean that the player would have to switch off to another moveset, which would be well suited to dealing with that kind of thing.
As a whole, this results in a character that can deal very well with any situation, but needs time to prepare, and could be severely punished if they were wrong about the scenario, or the scenario changed on them.
I hope that didn't sound completely idiotic.
10-21-2012, 03:12 PM
Oh I see, I was going to do that to an extent, but I wouldn't want my characters to be too polarized, because the switch time would allow my opponent to constantly switch to be paper to my rock and such, and then it would be easy to beat my character.