davismaximus said, November 07, 2012, 10:02:50 pmThis is just wishful thinking on my part, but what if instead of including the foot soldiers in with Shredder, they were relegated to their own separate "Bonus Stage" character? I've wanted this character for years, can't code these things for crap myself though. I might give it another try somewhere down the line. Saikoro said, November 06, 2012, 10:02:38 amI think you should look at some SSFIV style super arts, namely Vega for style, for inspiration that could leave some dramatic impact through your distinct style. I think this should be more of an impact/barrage super art: Shredder performs a short dashing attack that initiates this move, followed by a one/two lifting kick of sorts (Like M. Bison's throw) which leads into this barrage (Animate it with some more movement besides the static flurry). The barrage lasts about 5 seconds, followed by a last whallop of a dramatic punch which sends the opponent airborne. As they shoot diagonally up, he tosses his sword, skewering and stunning the opponent. To finish the animation, with the stun in play, Shredder leaps up and air throws the opponent down while collecting his sword back, finally landing on the ground, taunting away like nobodies business. Super stylish and fitting for him, no??And by all means, keep that "My toe!! My toe!!" animation in there!! Epic!!I like where your head's at with these ideas, I'm not too hard pressed on including this Gauntlet Blur in the final character at all if I can com up with something better. I think your take on the move start-up and the inspiration from SSF4 Vega's attack are very fitting. I'll definitely be leaning towards that direction.QuoteLastly and speaking of intros, I think a perfectly fitting intro would involve Mousers carrying away Splinter, much like the intro of the stage that came after the skateboarding stage in the arcade game, where the turtles try to chase Splinter, but the Shredder stops them for the fight. Instead of involving characters as strikers, giving them nods as introductions or win poses would be amazing. Consider this: As a Win Pose, Foot soldiers could come along with, say, his cape, giving it back to him. Or providing a sheath for his sword. You could also have Bebop and Rocksteady here and there. Or Slash. Or Tokka and Rhazar. Hell, even have the Foot Soldiers hog pile on the fallen opponent in the last round to showcase the Shredder capturing the Turtles!!Alright.... My head is now swimming in TMNT nostalgia and ideas for Shredder!! Damn you Dcat and your awesomeness!! moep said, November 09, 2012, 03:16:36 pmBalthazar said, November 06, 2012, 04:12:57 pmSaikoro said:Hmmm... Foot Soldiers may possibly detract from Shredder's persona. Perhaps you could add in one or two moves only with a foot soldier?? If worse comes to worse, you could include them in an intro or something.I agree Foot Soldiers should be kept for intro's / winposes, Shredder has tonnes of personality himself, he doesn't need no robots helping him during his fights, and they'll distract from his persona as said.Yea Shredder has already so many great moves that he don't need the Foot Soldiers any more, but adding them to some intros or winposes is still a good idea, let's see how Dcat thinks about it.TRUEMicah said, November 07, 2012, 09:06:55 pmWell... I dunno Balth. How about the Foot Soldiers for a super?Think Borghi's Final's Super, where he sends clones of a character to attack his opponent while he is offscreen.Shredder could similarly hop in the BG laughing while 2 -3 foot soldiers attacked his opponent.Just a thought.Great idea about Splinter, Saikoro, I've begun editing the sprites. I could have it setup so that you can rescue him similarly to what I was going for with April. I might have to agree here, Foot Soldiers would be great for intro / winpose cameos. I've begun color separation and as always its a major pain.A foot soldier dog-pile winpose could be fun, and I really like Saikoro's ideas on that front as well. As far as their possible incorporation in the air super, I was thinking I could maybe code something like what Captain Commando has in MVC1 where he performs an initial launcher hit then his team jumps in and the various members do a single hit each. With Shredder, the last foot soldier would attack with the kusarigama chain or the heavy axe something which could hurl the opponent to the ground impact where Shredder appears and poses along with the Foot clan before they ninja vanish or somethin' like that. The more I think on it, the more I seem to like this idea, if I can pull it off it should look pretty cool. WizzyWhipitWonderful said, November 09, 2012, 08:08:16 pmFelt it was appropriate for this thread, since it's Shredder-related....http://www.youtube.com/watch?v=4k0sZ_YpCfAVery cool!!Ran into a bit of trouble with Super Shredder's normal attacks glitching him into a locked up state if he connects with an opponent's reversaldef that utilizes p2stateno like my Raphael's counter attack. Beyond adjusting Raphael's coding, I want a universal fix and I'm considering having the hitdefs in question moved into the helper coding so that the character is not the entity performing the attack and thusly can't be put into the opponent's custom state. I might have issues with synching the animations based on hitpause though if I do so I'm getting pretty bummed out regarding this new development.I've been busy tweaking the StateDef -2 triggers for Shredder's various death / near death special states. I'm pretty sure I've got it so Shredder will perform as follows depending on the condition: dies properly on the first round, goes into his possum state on successive rounds , goes to his Super Shredder lose pose if time runs out , or dies in Super Shredder form if Super Shredder mode is active and life falls below 0. Dealing with F1 and all that was giving me a bit of trouble but I've got my fingers crossed that this will work how I want it to, but I still need to figure out how I can have the possum state activate on the absolute final round of the match. Also, I finally changed Shredder's idle stance so that its truly accurate to the source games. Shredder now stands tall and his face is in full view with this new idle pose. It is only one frame, the best I can do with it with my skills is maybe add some blinking. As a result however, taunts and winposes line up better after many adjustments, so I'm willing to admit my faulty stance on the persistence of this little issue up to this point. Kudos to those folks who kept pointing it out and convinced me to change his idle animation, it really does make a difference.