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AuraTheYoshi

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  1. Upvote
    AuraTheYoshi got a reaction from Laharl in CvTW Scorpion Released, CvTW Sub-Zero Updated by SeanAltly 8/27/13   
    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.
  2. Upvote
    AuraTheYoshi got a reaction from MugoUrth in CvTW Scorpion Released, CvTW Sub-Zero Updated by SeanAltly 8/27/13   
    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.
  3. Upvote
    AuraTheYoshi got a reaction from ExtremmeFan in Edits of SuperMario and SuperLuigi Edits   
    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
  4. Upvote
    AuraTheYoshi got a reaction from ExtremmeFan in Edits of SuperMario and SuperLuigi Edits   
    http://www.freewebs.com/wubbi/mugen.htm   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
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