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Posted

[Preview]

cN5qLhL.gif

 

[Download]

https://www.mediafire.com/file/o1px1jl16wt3j7a/scizor-v1.25_012523.rar/file

 

[Comments]

The idea of creating a Scizor has crossed my head for a while as he's one of my favorite Pokemon, so I made one. Feedback would be great.
 

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Posted

And feedback you shall get, based on the small amount of time I spent testing it.

  • ReadMe/movelist would be much appreciated.
  • Ground hurtbox doesn't need to extend past the ground.
  • Forward dash should probably have the same landing effects as his back hop considering it visually looks like he's leaping forward, even if functionally he isn't.
    • Seems strange that you can't act out of forward dash when you can out of his air dashes and back hop.
  • His heavy Normals are mighty unsafe on block despite being on the slow side.
  • Given that 2Y is an uppercut of sorts, it's odd that it gets cleanly beaten out by jump-ins; actually, its priority is pretty awful all things considered, especially with that large lingering hurtbox after the active frames.
  • Kinda sucks that j.5B is just a slower (frame 11 compared to frame 5), more powerful version of j.5A, right down to it using exactly the same hit/hurtboxes; the startup frames also doesn't look much different to the regular jump frames, so it's difficult to even tell he's doing anything.
  • Odd that he only has a forward throw, especially because it throws the opponent backwards.
  • At worst, Quick Attack X is -12 on hit, Y is -24 on hit, unless the opponent is in the air, which is a hard knockdown for X, yet a techable one for Y...?
    • It's also pretty weak.
  • I feel you should be able to at least grab Scizor out of Iron Head, especially if he's going to have permanent armour during the entire move.
    • On that note, I personally think he should only have one or two hits of armour, not permanent armour.
    • Should probably differentiate both versions a bit more than just distance travelled and damage dealt, especially since they have the same frame data.
  • X-Scissor, well...
    • Grounded opponent doesn't SelfState when hit.
    • It looks really odd against a jumping opponent.
    • Jumping opponent doesn't SelfState if hit too close to the ground.
    • B version doesn't seem worth it since while it has more hitstun, it does less damage and both versions are -1 on hit anyway.
    • I'm not sure why you needed to make the hitbox a Helper, especially when it'd be more mechanically sound to have the root handle the custom stating.
    • It's also pretty weak.
  • Swords Dance seems pretty good considering the buff occurs on frame 1, thus persisting even if you're hit during the rest of the move.

FXhJiHL.png XslF5vn.png malcsRF.png

  Project LG said:

God knows you shit out characters like a friggin' gumball machine.

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Posted

Thank you very much for the feedback. Though I could've sworn I included a readme in the archive. I'll get right to updating him.

 

Also one more thing, there wasn't much I could do with 8B, as the original only had 1 jumping kick animation (yeah, maybe I lied about the original having "plenty of sprites"). Hence why it looks so much like 8A. I'll try and do something about that though.

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  • 2 years later...
Posted

After nearly 3 years Scizor has been UPDATED! While he still doesn't have any hypers yet, this update addresses Plas's feedback and then some, making him feel like a much more complete character overall.

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Link in the OP! I promise the next update's not going to take another 3 years.

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Posted

Scizor has been VERY slightly updated. I noticed a couple of bugs so I sought out to squash them. Specifics below:

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Since this is such a minor update, you can either download this patch if you've already downloaded Beta 2, or if you feel like it you can just redownload the entire character from the OP.

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  • 3 weeks later...
Posted

So, I have a few problems after some testing. I don't have enough knowledge to go through anything more technical, but there is some stuff I can throw in:

 

- What is the point of having two dash moves? I feel like U-Turn is completely pointless when Quick Attack exists, the moves are too similar with little change between them and Quick Attack is just more versatile.

- LP Quick Attack is punishable on hit if the enemy is standing when hit.

- The character has very little range, I think having some flashy effects near his (I assume its a male Scizor, based on the abdomen size) claws would help increase the range of his attacks a bit.

- Swords Dance is completely pointless, it takes forever to give a small increase in the damage of ONE attack.

- Speaking of damage, the character's overall damage is minuscule. I understand its a beta and there are no hypers, but even a simple combo of air HK > standing LP > standing HP > LP Quick Attack deals a very small amount of damage.

Macaulyn.png
Posted
  On 9/30/2022 at 9:56 PM, Macaulyn97 said:

So, I have a few problems after some testing. I don't have enough knowledge to go through anything more technical, but there is some stuff I can throw in:

 

- What is the point of having two dash moves? I feel like U-Turn is completely pointless when Quick Attack exists, the moves are too similar with little change between them and Quick Attack is just more versatile.

- LP Quick Attack is punishable on hit if the enemy is standing when hit.

- The character has very little range, I think having some flashy effects near his (I assume its a male Scizor, based on the abdomen size) claws would help increase the range of his attacks a bit.

- Swords Dance is completely pointless, it takes forever to give a small increase in the damage of ONE attack.

- Speaking of damage, the character's overall damage is minuscule. I understand its a beta and there are no hypers, but even a simple combo of air HK > standing LP > standing HP > LP Quick Attack deals a very small amount of damage.

Expand  

Thank you for the feedback!

- Yeah in hindsight I agree that U-Turn is a little pointless. I could try making it easier to perform followups after the enemy bounces off the wall.
- Will fix
- Noted, any attacks in particular you think need a range boost? (and yeah he's a male)
- Noted, I'll try speeding up the animation a bit. That or rework the boost so that it lasts for a set amount of time instead of disappearing after a single attack

- Noted, I think the values I set for my damage dampener were a little too restrictive. I'll see what I can do

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Posted
  On 9/30/2022 at 11:36 PM, N_N said:

- Noted, any attacks in particular you think need a range boost? (and yeah he's a male)
- Noted, I'll try speeding up the animation a bit. That or rework the boost so that it lasts for a set amount of time instead of disappearing after a single attack

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- I'd say his normals, particularly his standing ones, are in need of range boosts.

- I think Swords Dance could actually work well as a damage boosting super.

Macaulyn.png
  • 2 weeks later...
Posted

Updated Scizor once again! Unless there happens to be some really big issues that I didn't notice, this should be the final beta.
Changelog:
 

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Link in the OP per usual

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  • 5 weeks later...
Posted

Scizor has gotten another update, and with it he's finally out of beta! He actually has hypers now!
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Link in the OP

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  • 1 month later...
Posted

No idea why I didn't announce this sooner but Scizor has been updated again! Should feel a little faster/smoother now.

Changelog:

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Link can be found in the OP as usual

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  • 2 weeks later...
Posted

Scizor has received yet another update, and now has an AI! There are a few other changes too but they're pretty minor.

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Link in the OP-as usual, feedback and suggestions are very welcome

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