Download: https://drive.google.com/file/d/1T_Pp0lutHw3Hp2jfCw8gkWaT6eXKYN2e/view?usp=sharingYo! Here's the soldier boy I've been peddling at over this last quarter of the year.I don't think he's wrapped up enough for a Christmas present, so a Christmas Eve gift will do for now.Move List:Specials:Blade Beam - 236+A/BClimhazzard - 623+BTriple Slash - 214+A,A,ABraver - 214+BSlashing Blow - 214+A (Air)Force Breaks:Blade Beam - 236+CClimhazzard - 623+CForward Thrust - 214+CDistortion Drives:Cross Slash - 236+ABMeteorain - 214+ABExceed Accel:Finishing Touch - x+y during Ultra BurstAstral Heat:Omnislash - 22+AB while the target is at low lifeI hope y'all enjoy him, and don't hesitate to drop feedback.
- Cloud is missing a sprite for Faust's "This is me?" finisher- The perfect sound effect is from BlazBlue maybe replace that with some other sound effect from Final Fantasy?Overall a really nicely done OHMSBY style character. I hope to see more from you.
Cool rendition of Cloud. Stuff:- I know it's a WIP but Ragna's voice really sticks out in the dodging states- 214B would probably make a better 5C than your 5C in this style- Throws might work better the other way around (I mean standing vs running throws)- j.C hitbox is probably too good- 2A looks like it has too many animation frames in the recovery. I think an abrupt sword transition to his back would look better than trying to make it make sense- 5B and 2B sprite/animation alignment seems wrong (look at his feet). However fixing this would also need frame data and/or hitbox adjustments to compensate the range- 5A whiff sound could be better- I'm not sure if it's on the table, but in Mugen 1.1/Ikemen GO you could probably rotate the existing slash effects to make them fit all attacks- 5BB could have a tiny bit more hitbox range so it misses less after 5B- j.B has too many active frames. Especially with that hitbox- You could probably recycle frames from somewhere to make hit taunt transitions smoother- He already has an AAA combo so maybe Triple Slash input would feel more interesting as 214A, 214A, 214A- Something about non-EX Blade Beam doesn't feel right. They should match the sword motion better- Forward Thrust would look a lot cooler if it were a hit grab ending in his current normal throw- I think Cross Slash should only be completed if the first hit connects- Meteorain would look better if they came in at 45 degrees and with instant velocity rather than starting at 0 and accelerating. Kinda like Gill- Finishing Touch could launch much higher. Especially if you keep in mind what it does in FF7- This is a common issue in the template but using the finisher in a stage with proper zoom (tensionhigh and tensionlow) leaves the camera zoomed out- Forward air dash would look cooler using one of his running frames
I'll see what I can do in terms of fixes. I'll respond to some of the more intriguing points.PotS said, December 24, 2023, 07:43:07 pm- 214B would probably make a better 5C than your 5C in this styleWell Braver's mainly designed to be his main overhead, complete with a low-evading jump to it and juggle potential afterwards, so it's more special-worthy. I guess I could omit the OH property from 5C so it isn't too good.PotS said, December 24, 2023, 07:43:07 pm- Throws might work better the other way around (I mean standing vs running throws)Run Throw is meant to be more brisk compared to the Normal one (assuming you mean the stab) so I think it's fine as is.PotS said, December 24, 2023, 07:43:07 pm- 2A looks like it has too many animation frames in the recovery. I think an abrupt sword transition to his back would look better than trying to make it make sense- 5B and 2B sprite/animation alignment seems wrong (look at his feet). However fixing this would also need frame data and/or hitbox adjustments to compensate the rangeYou can kinda blame that on the admittedly wonky animations. I could try fiddling with 2A and 5B a bit though.PotS said, December 24, 2023, 07:43:07 pm- He already has an AAA combo so maybe Triple Slash input would feel more interesting as 214A, 214A, 214AThe current command matches OHMSBY's Iori's rekka input, for the sake of consistency.PotS said, December 24, 2023, 07:43:07 pm- Forward Thrust would look a lot cooler if it were a hit grab ending in his current normal throwNot really feeling like changing the function. Plus, the move itself is from Remake, excluding the wall-bounce of course.PotS said, December 24, 2023, 07:43:07 pm- I think Cross Slash should only be completed if the first hit connectsI suppose I could at the very least speed it up a bit so he isn't so wide-open during it.PotS said, December 24, 2023, 07:43:07 pm- This is a common issue in the template but using the finisher in a stage with proper zoom (tensionhigh and tensionlow) leaves the camera zoomed outOkay. Do you perhaps have an example of a fix at hand?Your input is gladly appreciated. Will take a glance at all this when the time is right.
RagingRowen said, December 25, 2023, 12:00:32 amPotS said, December 24, 2023, 07:43:07 pm- This is a common issue in the template but using the finisher in a stage with proper zoom (tensionhigh and tensionlow) leaves the camera zoomed outOkay. Do you perhaps have an example of a fix at hand?I figure P2 is made invisible by being placed below the screen. So maybe disable movecamera for them.
He's now at v1.0!- Altered Forward Air Dash animation.- For a bit of clean-up, removed most Ragna leftovers, but not all of them.- Normals tweaked with various nerfs including animation timing changes, more cornerpush, and lower y velocities.- 5BB animation changed.- Changed Swing Sounds on Triple Slash.- Added Slash FX to 2C, jC, Braver, and the falling slash of EX Climhazzard.- Added Air Special - Slashing Blow from the Dissidia games.- Slight tweaks to Finishing Touch.- Compatibility with Faust's 'This is Me?' Astral Heat.Couldn't really fix the zoom issue mentioned by PotS because of P2 going to state 5150 at the end which is universal.But hey, Happy New Year from the British Isles, peeps!
RagingRowen said, January 01, 2024, 12:57:12 amHe's now at v1.0!- Altered Forward Air Dash animation.- For a bit of clean-up, removed most Ragna leftovers, but not all of them.- Normals tweaked with various nerfs including animation timing changes, more cornerpush, and lower y velocities.- 5BB animation changed.- Changed Swing Sounds on Triple Slash.- Added Slash FX to 2C, jC, Braver, and the falling slash of EX Climhazzard.- Added Air Special - Slashing Blow from the Dissidia games.- Slight tweaks to Finishing Touch.- Compatibility with Faust's 'This is Me?' Astral Heat.Couldn't really fix the zoom issue mentioned by PotS because of P2 going to state 5150 at the end which is universal.But hey, Happy New Year from the British Isles, peeps!cloud need taunt animation,when he use taunt with any arrow its loop animation
jacky28 said, January 01, 2024, 02:26:44 amcloud need taunt animation,when he use taunt with any arrow its loop animationRemoved by accident while I was deleting unused stuff. Updated with it readded.
jacky28 said, January 11, 2024, 05:02:27 pmcan you try improve his ai and add new backward animation for next update someday?I'm sadly not the AI expert around here, and the backdash anim (if that's what you're refer to) isn't really enough to warrant an update tbh.
The Blind Furry said, January 23, 2024, 02:00:16 pmI think his voice for back throw is incorrect-Changed to a grunt in v1.0.1. I also removed the random leftover impact FX in the middle of it.