Jump to content

AuraTheYoshi

Member
  • Posts

    2
  • Joined

  • Last visited

Posts posted by AuraTheYoshi

  1.  

     

    They're NOT bad. I just think they're a bit overrated. I hear a lot about how super-mega-awesome-perfect Seanalty is, which is why I always have my expectations so high for his characters.

    Where the hell have you been? Because I've never seen everyone praise him to death.

     

     

     

    If I were Seanalty, I would try to improvise. I would create new sprites for more interesting attacks.

    You don't understand my point at all. What moves would YOU give him? This isn't a spriting issue, it's source issue.

     

     

     

    If I were Seanalty, I would at least try to attempt it.

    You really don't know when to decide if something's not worth trying to add, do you?

     

     

     

    Doesn't The_None make a lot of cheap boss-type characters? But if you mean overall faster and more combo-centered characters, yes that is particularly the kind I like. But I also like characters with move sets that are fun to use.

    "Cheap?" They're not cheap, they just have extremely difficult AI. Except maybe Giygas. But The_None for the most part makes joke characters, and he seems to have the creativity you're asking for. I hope you're not one of those guys who eats up every Ryu/Ken/Akuma release. SeanAltly did alter the moves so that they could work in a MUGEN setting, it seems more you're complaining about aesthetics, and not really the gameplay.

     

     

     

    It's not so much that there's something wrong with them, it's just that gameplay and fun-factor wise, they just don't do it for me. And I'm really not sure how to describe what I don't like about them, because I can't really think of the words that describe how the characters feel to me besides "Clunky, a bit slow, often a bit unresponsive at times, could have more interesting moves, etc."

    That's fine, but don't act like it's going to help unless you can be a bit more specific. For example, suggest some moves, explain how they're unresponsive, point out glitches, ect. Just saying vague things creates the feeling that you're trying to start a flame war.

     

     

     

    In all seriousness, the fact that you are getting so god-damn defensive over my opinion shows that you think it's wrong, that I'm not entitled to my opinion. You may not understand, but I know a lot about types of attacks (Is it better for ground opponents? Air opponents? Opponents close by? Opponents far away? Blocking opponents? Etc.) and priorities (How moves are effected when coming in contact with other moves. Like Blanka's forward roll attack being defeated by a weak punch because it has low priorities.) and comboing and such. Even if it isn't all about movesets, in general generic movesets create generic gameplay. There's also a such thing as getting TOO creative, but that's not the point. I've tried playing extensively with Seanalty's characters. But no matter how much I use them, they never seem all that fun to use for me.

    Oh boy, it's the "I'm entitled to my opinion" card. Please spare me that. If I think an opinion is misguided or based on some ridiculous expectation, then I'm going to say something. I hate it when someone acts like their opinions are being oppressed because someone criticized them. Also, your posts suggest that you don't really care about types of attacks, and are just some hipster who wants all moves to be obscure or something. Really, you come off as pretty ignorant.

     

     

     

    in general generic movesets create generic gameplay

    That's flat-out false.

     

     

     

    I'm terribly sorry for not having an opinion that matches yours. 

    Thanks for playing the oppressed victim just because your opinion got criticized.

  2. I'm pretty sure it's not just me. Often times when trying to post punches and kicks, they don't work like they should. To be honest, it feels like you guys are trying to pretend any flaws that Seanalty's characters might have don't exist, as if they are perfect characters. That's how it feels like it. For example, Sonic the Hedgehog has his generic attacks, and not much else. He's got his spin dash: big deal. He's got an uppercut move like MUGENHunter's version, except the angles are very awkward and hard to work with. He also has teleport moves where he moves really fast. But he doesn't really have anything interesting except for his shield monitors. His Scorpion has the usual attacks. The "GIT OVAH HEAYR" spear attack, his teleport punch, and his fire pillars, which aren't pulled off by the normal methods. He also has a flip kick attack which doesn't really fit him even though it was in a few of his games. Frankly, I think he could have picked a better obscure Scorpion move than the flip kick. His Sub-Zero has his freeze blast, his freeze statues, his freeze slide, basically just the usual. His Solid Snake (which I have a striking suspicion is why he's so popular because OMG SOLID SNAKE *Pukes Rainbows*) Mostly has generic gun attacks, as well as mines and an invisibility move (Invisibility is a gimmick).

     

    1. We're not pretending, SeanAltly's characters are plenty responsive. I haven't had any trouble with them. Yes, they're flawed, but for different reasons. (AKA GLITCHES, some of them very bad.)

    What do you mean, "they don't work as they should"? Are you trying to do a chain that you're not supposed to or something? It seems to me you're having ridiculous expectations for SeanAltly's characters. Sean's characters are good. They're not perfect. They could be a lot better. But they're not bad. You keep saying "I don't think they're bad", even though what you're saying about them implies that you do think they're bad.

     

    2. Sonic's "generic" attacks are all SeanAltly has to work with. What part of "working with what you have" do you not understand? And I don't see what's wrong with the uppercut angle, I can work fine with it. You're probably doing something wrong.

     

    3. I don't see how his flip kick doesn't fit him. I think it fits him just fine. I should point out that the leg-grab move would not work in a Capcom vs The World setting without very significant sprite edits, and he doesn't have any other moves to work with. He also does have some command moves you should try looking at.

     

    4. Sub-Zero doesn't have that many moves to work with, so blame Midway/Netherrealm Studios for that. But he does have some command moves.

     

    5. You seem to ignore the grenades he throws, and the choke grab. I wonder if you even try playing these characters extensively or reading the movelists...

     

    It seems to me like you're looking for a Darkstalkers or MVC character, which has crazy easy to pull of combos. If you don't want something that's by your definition of being "generic", then go check out The_None. I may be wrong, but that's how you're coming off as.

     

    POTS, Cybaster and Balthazar, The_None, and Jmorphman make such good work that SeanAltly's pales in comparison to, but they're far from perfect.

     

    Your criticisms are very vague, you should actually make suggestions instead of saying "I don't like it" and expecting someone to make their works better based on that. Your only valid criticism is that Sonic had screen-filling supers. I wouldn't mind those if Sonic wasn't so tiny, otherwise he could get punished easily if he screwed it up. I really dislike dealing with tiny characters. I swear, SeanAltly was feeling very sadistic when he made Cactuar.

     

    Gameplay of a fighting game isn't all about the moves as well. There's also physics, combos, and juggling to think about. Combos aren't simply just chain LP to an SP and then finish with a special move. They can be a lot more complicated than that, and SeanAltly's characters don't just have simple combos. Try figuring out some of your own combos, try finding some good juggles, don't just look at a character's moves and judge them based on that. You should also consider the move's uses. Is it good for ending a blockstring? What kind of hit does it do? Does it open combo/juggle opportunities? Can it punish turtling? Is it a good anti-air?

     

    You need to look at the whole picture, don't just take something at face value.

  3. No Fatalities? It isn't Mortal Kombat without Fatalities. (I know they're not in MK style, but still.) I did NOT like his Sonic. He had ONE good gimmick, and that was the fact he summons monitors that grant him shields. Other than that, his moveset was very generic, and a bit on the awkward side. Plus, the majority of his Super moves are screen fillers. I don't like screen fillers, I prefer Super moves that take skill to use. I kind of feel like all of Seanalty's characters generally have generic movesets though. He just seems to go with the most obvious attacks and doesn't try to get creative with movesets.

     

    They do have fatalities. You finish your opponent off with the lv. 3 supers with them. And if they're "unresponsive and clunky" to you, you're probably doing something wrong, because plenty of other people play with them just fine. They're far from clunky. The only thing that feels unnatural is the ability to chain an air HP from an air HK.

     

    "Generic?" "Obvious?" Explain please. He's doing what anyone else would do, which is give the characters the moves that they're known to have. It seems to me like you're asking for something from The_None.

  4. SuperLuigi edit released, SuperMario Edit Updated. Check first post for link.

     

    SuperLuigi:

    All special moves are no longer safe on block (except Fireball, which is only unsafe on block if in close quarters)

    Gave Invincibility Star super lengthy startup

    Added CLSNs for all moves that lacked it

    Reworked clsns on a lot of animations

    Luigi Cyclone now only hits once, with the exception of the EX version

    Varied invincibility time for Super Jump Punch and made all versions except the EX version hit once, and increased damage to compensate

    Lowered life to 850

    SuperMario:

    Tweaked invincibility time on all Super Jump Punch

    Fireball is no longer safe on block in close quarters

    Lowered life to 830

  5.  
    I did an edit of SM853's edit of ShinRyoga's SuperMario. The edits are mostly nerfs, here's the list:
     
    -Reworked CLSNs
     
    -Varied startup and cooldowns based on attack strength
     
    -Gave the Invincibility Star super a lengthy startup
     
    -Removed a lot of attacks' ability to hit downed opponents
     
    -Made Super Jump Punch mostly vulnerable, with a few invincibility frames at startup, and is now completely blockable
     
    -You can no longer cancel any version of Super Jump Punch out of any version of Mario Tornado, unless you're using Neo Mode
     
    -Removed reaction to Chun-Li's taunt
     
    -Removed various buffs when against "cheap" characters
     
    -Mario is now vulnurable to throws when dodging or rolling
     
    -Removed custom guarding AI
     
    -Toned down AI and made it a little less predictable
     
    -Lowered Mario's life to 850
     
    -Removed the ability to use the Super Jump Punch when in liedown state
     
    -Slowed down Mario's fireball animation, it should be less spammable now
     
    -Fixed some syntax errors
  6. Why I say why the attack set is lackluster is because of how Yoshis attacks are pretty bland, boring, and nothing new. It feels like this is recycled as if a few months ago, I tried out a similar Yoshi that is somewhat worse than this one. And no, I'm not looking for flashy effects on the supers, I'm looking for better ones. The one where Yoshi swallows and turns the opponent into an egg and starts swinging it around looks a little bit dumb which could use a little more improvement on the way how it looks. The stampede attack is way too long and it is recommended to add less Yoshi's, hard to explain why but It is a good suggestion. He also needs more hypers such as that Yoshi Bomb attack, rather than the one when Yoshi simply just jumps..... A better suggestion for the Egg Roll hyper attack may be of how he could lay a few combo blows on opponent and than use the egg roll attack and which the attack must be less powerful in order to do this. The flame breath attack should probably be a bit bigger since how Yoshi in Super Mario 64 DS spews out fire twice the size but damage should be kept the way it is. Also, there should be a super where Yoshi uses the Egg Roll attack but is in twice the size, similar to the Special attack of Yoshi's in Mario Strikers Charged, and ram into the character.

     

     All I could think of for tonight. Maybe more suggestions tomorrow.

    I think you're mistaking EX specials for supers. EX Specials are basically enhanced versions of the moves. That's all there is to them. As far as how many Yoshies there being in the Yoshi Stampede super, I don't know if that is really something I should do, because removing some Yoshies may make it not look like a stampede anymore. As far as the flame super goes, I'll see what I can do, but I certainly don't want the flames too big, otherwise the move becomes overpowered due to range.

    Aesthetics aren't the most important part of character creation, and I can't really do much about them due to the fact that I absolutely suck at spriting.

  7. I'm gonna test this one, I wanna see how it is...

    *edit*oh, its hosted on tylor's site? this is bad, his characters are bad.

    *editwhitinandedit* :=D: okay this is just a small edit of mike's Yoshi and the CvTW style is a bit off... two grabs? Sean only adds one grab to his system, all in all this Yoshi is okay, It needs some improvements in its supers and specials. I'll stick with mikes his is better...

    I'll just say, for one, Sean does add two grabs to his system, they're just direction-dependent.

    But as far as the supers and specials, what do you suggest?

×
×
  • Create New...