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_Data_Drain_

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Messages by _Data_Drain_

    

Re: Ashley (Remastered) Released!

 July 15, 2020, 09:12:32 am View in topic context
 Posted by _Data_Drain_  in Ashley (Remastered) Released! (Started by DS12 Productions July 11, 2020, 07:02:42 pm
 Board: Your Releases, 1.0+

Okay, after fighting the AI for awhile.... HOLY CRAP her normals are safer than I realized. You flatout can't punish anything on block against her. And the... spin dash...? Yeah, super spammable, and leads into a blockstring.

All of the moves that stop your movement basically either give her a free combo. Or let her get to level 3 meter with little effort. (ESPECIALLY QCB.A.... That move is WAY too good, super fast startup, 3 projectiles making it hard to actually approach Ashley, AND it stuns you long enough that she can get level 3 meter.)

Her dodge roll.... I didn't mention this before, because I didn't try it. But it's SUPER easy to use. Fast, has only like, 1 frame where you can hit her if she spams it. But that's not anywhere near as bad as the fact you straight up can NOT oki her. You knock her down, she either rolls away, or just gets up instantly to attack you before you can even get your oki move out.

I feel like you need to refine her a lot honestly. Her frame data needs reworking, NO STUN ATTACKS, or if she has to have them, make them something very easy to avoid. No instakill, or if you MUST have one, here's an idea. If she does the move, the match timer stops. And a timer at the bottom in the Warioware style appears. You have about 30 seconds to finish her off. (30 might even be too generous for her, because of her insane mobility/stalling ability.... Which, could also be toned down.) Make her air projectiles either usable in the air once, or make her fall more after using one move. And... you know what? Remove the spin dash and homing attack moves. She's not Sonic. She doesn't need those. Her projectiles also need more cool down on them. She's WAY too safe just throwing one outright in your face.

I know I keep posting here. But I just really want to see this character become something really good. Right now, being blunt, she's extremely unbalanced. And there are likely things I still haven't found. I know I'm sounding harsh. But I give feedback to characters I see promise in. She has promise.... Just needs a lot of refinement.
    

Re: Ashley (Remastered) Released!

 July 14, 2020, 04:36:42 am View in topic context
 Posted by _Data_Drain_  in Ashley (Remastered) Released! (Started by DS12 Productions July 11, 2020, 07:02:42 pm
 Board: Your Releases, 1.0+

Hm.... Looks like some of the issues I addressed weren't solved. Her level 3 being a OHKO that's easy to set up is a big no no in fighting games. Also, I'm not sure how I did it. But the super soft locked the game. The screen didn't transition back to the fight. And it's just stuck on the space view. All the while Shin Gouki is punching the air.

Her normals are still pretty safe. I think the least safe ground normal is -1? Which is still pretty dang safe.

The Navel Piranha super is still WAY too good, but, I think this goes into an underlying issue she has.... Those specials that stop your movement, which by the way, QCB.A, QCF.A sometimes, and QCB.C ALL stun the opponent. Which leads into all sorts of potential problems.... Such as combing into the instakill....

And no, you can't hit her out of it once the animation plays. Heck, even when she's firing the shot into the air you can't hit her out of it. And as Warachia so kindly showed, you can't block the meteor. Once she summons it.... Game over.

Now, for a change of pace.... One thing I think actually might need a buff. Her aerials hit stun. She can't do a jump-in, because by the time she lands, the opponent has recovered from hit stun, and can attack you before you can even move again, thus making her aerials unsafe on hit. One thing you could do in exchange for this, though, is making a height limit on when you can air dash. As to avoid potential instant overhead situations.

Still, there are things I like about this character. But most will likely mention them. It does however need a lot of rebalancing.
    

Re: Ashley (Remastered) Released!

 July 13, 2020, 10:54:01 am View in topic context
 Posted by _Data_Drain_  in Ashley (Remastered) Released! (Started by DS12 Productions July 11, 2020, 07:02:42 pm
 Board: Your Releases, 1.0+

Hoo boy... where to even begin?

-First and foremost, her attacks are WAY too safe. None of her normals are even - on block. Meaning she can pressure you until the cows come home.

-Her AAA combo seems to end in a low or something? Or she's able to do a low instantly from it. But, the thing is, the animation does NOT indicate it's a low.

-Some hitboxes are a little too good, giving her infinite priority.

-Her specials are also super safe from the right distance.... And about those....

-The Ice and Stuffed Bunny transformations basically give her a free level 3 bar. Due to how fast she gains meter. And onto those.... Not to mention that the Bunny transformation lobs TWO potions. And depending on where they end up. You can get changed twice in a row....

-The Broom ram super is... not very useful? It has a lot of startup, and end lag. But the others.... The double fire one seems near-instantaneous. The Navel Piranha Plant is pretty much a free mixup. Since your opponent is stuck blocking it, oh, and if she used the Stuffed Bunny Transformation or freeze on you before setting it up, it's just unavoidable. The Purple Mist is unblockable, AND steals meter from the opponent, AND covers most of the screen. On stages with no zoom out.... There's no escape.

-The desperation super is also VERY silly.... Get the opponent frozen, and use it. There's basically nothing they can do, but get insta-KO'd.

-There's a bug I found, if you hit with her heavy standing attack, do the broom teleport followup attack, then QUICKLY do QCF.C.... She'll do the double fire pillar in the air, and begin walking in the air.

These are all the major points I wanted to mention, but, there's more that should probably be done, such as her combo damage being reduced.
I'm hoping someone who's more balance savvy can give you feedback too.... Because I'll be honest. A decent Ashley for Mugen is something I've wanted. And if she could be made into a really well-polished character. That would be amazing.

I have ONE nitpicky point I want to add before I'm done.... For some reason, I feel like the laugh at the end of the "I'll be the greatest witch ever" victory pose seems a little OOC? I feel like the laughing could be cut, and it would still work well. Just having her stand there coldly.
    

Re: Wario (CvS2 Reimagining)

 July 08, 2020, 12:19:59 am View in topic context
 Posted by _Data_Drain_  in Wario (CvS2 Reimagining) (Started by jay_ts July 06, 2020, 03:30:07 am
 Board: Your Releases, 1.0+

Okay, I should test more.... But, I've noticed in a very short amount of time playing that, this Wario has some... issues....

-c.MK into c.LP is a 1f infinite combo in the corner. The timing is strict.... But, either way, I feel it should be removed.

-His shoulder tackle and flying punch are both completely invincible.... This was a problem Warner's had too. (And one that I removed from my edit of Warner's.) I feel that the shoulder bash should have super armor, but, should be a slower option that's VERY unsafe on block. Whereas the punch should simply be... well, a flying punch.

-His hitboxes seem a bit... all over the place. His standing punches have like, NO priority at all. The hurtbox, and hitbox seem to be completely aligned to one another. Meanwhile, his j.LP has what looks like infinite priority. And ESPECIALLY his c.HP.... That hitbox is ludicrous.

-c.MK is WAY too good, it's a sliding... er, kick (functionally) that's +5 on block. Speaking of safe moves.... ALL his crouching punch moves are insanely safe on block. c.LP is +10, c.MP is +6, and c.HP is +8. Oh and, that corner infinite I mentioned.... It's also basically a super safe block string too. +10 into +5 on repeat.... Not many characters can punish that without something like GCC.

-Ironically.... His light jumping attacks are his least safe jumping attacks. You're better off jumping in with medium or heavy ones. j.LP for example at the apex of his jump is -18 on block.

Anyway.... Sorry if this is harsh, I just kind of want to see a Wario that outdoes my edit. But... I think this one needs refinement first. (And mine has a problem with also being too safe.)
    

Re: Super Smash Bros Ultimate

 May 26, 2020, 09:49:48 pm View in topic context
 Posted by _Data_Drain_  in Super Smash Bros Ultimate (Started by GTOAkira March 09, 2018, 12:23:32 am
 Board: Fighting Games

I'd question anyone who thought Kid Icarus had too much representation.  What it has is wasted potential with Dark Pit.  His inclusion alone isn't an issue, it's the barebones attempt at distinguishing himself a whole Smash game later.  And I don't even play the series, I'm just aware he's considerably less a clone in his own game in more ways than not other than the most literal in that he is genetically a clone.  And Zelda, ho boy could that use both a practically a whole series of character reworkings and more additions.  I can't imagine any real blowback from either getting a new character unless it's, like, Link to the Past/Link Between Worlds version of Link, playing the same but with the Fire Rod instead of bombs.


I mean, Dark Pit literally plays like Pit in KI:U. However, Pit has SO MANY WEAPONS in that game, they could have easily come up with a distinct moveset using them. The Viridi or Pandora Claws, more focus on the staff he uses for his Final Smash. (Seriously, they could have gotten rid of the Daybreak item, and use it for his Final Smash instead.)

So... yeah, he was a super wasted opportunity. As was a lot of things in Smash....
    

Re: Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20)

 May 20, 2020, 03:20:10 am View in topic context
 Posted by _Data_Drain_  in Touhou: Gensokyo Reloaded Version 3.0.3.1 Released (04/09/22) (Started by Ricepigeon May 17, 2020, 09:54:48 pm
 Board: Touhou: Gensokyo Reloaded

(should have stuck with Japanese voices. Confusing, but it's better than limited.)
I'll admit, it would have been better to have Japanese voices. The problem is, Rice didn't understand what the voice lines said. So you had some pretty.... Let's just say "interesting" voice lines when translated....

    

Re: Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20)

 May 19, 2020, 06:36:58 am View in topic context
 Posted by _Data_Drain_  in Touhou: Gensokyo Reloaded Version 3.0.3.1 Released (04/09/22) (Started by Ricepigeon May 17, 2020, 09:54:48 pm
 Board: Touhou: Gensokyo Reloaded

Thank you so much for making this masterpiece end off with a BANG (unless you release a few patches/fixes).
I mean, there are at least some plans for balance updates if need be. And, for sure one update that WILL happen is everyone on the roster having 24 palettes. Some already have that many. But some are... currently lacking the right amount.
    

Re: Touhou: Gensokyo Reloaded Version 3.0.0 Released (05/17/20)

 May 17, 2020, 11:20:55 pm View in topic context
 Posted by _Data_Drain_  in Touhou: Gensokyo Reloaded Version 3.0.3.1 Released (04/09/22) (Started by Ricepigeon May 17, 2020, 09:54:48 pm
 Board: Touhou: Gensokyo Reloaded

    

Re: 2 Aquapazza stages release

 December 03, 2019, 08:23:49 am View in topic context
 Posted by _Data_Drain_  in 2 Aquapazza stages release (Started by Websta December 02, 2019, 10:04:39 am
 Board: Your Releases, 1.0+

A huge surprise but a welcome one!!
My only complaint is the waterfall in Stage 4. The 8bit water really clashes with the rest of the stage.

I was thinking the same thing.... It made me think of a censor blur or something.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 July 11, 2019, 12:51:01 am View in topic context
 Posted by _Data_Drain_  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

Yeah, because those make 100% of the people who want the National Dex in, right, you complete idiot?
Settle down.

To be fair, both of them are being imbeciles for different reasons.

As for this whole thing.... I actually feel Masuda should step down from Pokemon. Not be fired, he should have his involvement with Gamefreak elsewhere. He's shown multiple times he's out of touch with the Pokemon fanbase. Not just for this, but for other things being axed. Battle Frontier because "Kids don't have the time for it anymore." Or difficulty settings being removed for... no reason.

However, perhaps working full time on new games for Gamefreak, like Town and the like, could help his creative juices flow better. He could be suffering burnout with the Pokemon franchise.

On the other hand... that false accusation is messed up. That person deserves some form of punishment for that. Seriously, false allegations are no laughing matter. Had that person been at least a bit more believable, Masuda's life could have been ruined completely. I hope some form of karma completely screws that person over.... But, then again, there's no such thing as karma.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 July 10, 2019, 07:05:25 am View in topic context
 Posted by _Data_Drain_  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming


I just thought this was interesting....

The TL;DW version, tailwhip and the like are just the Pokemon still lifelessly hopping around.

And speaking of "Hop".... He has an animation directly copy and pasted from Hau.

Higher quality animations, ladies and gentlemen.
    

Re: Pokémon Sword and Pokémon Shield (Switch)

 June 29, 2019, 04:38:08 am View in topic context
 Posted by _Data_Drain_  in Pokémon Sword and Pokémon Shield (Switch) (Started by Kirishima February 27, 2019, 03:08:36 pm
 Board: Gaming

    

Re: Soulcalibur VI

 May 16, 2019, 04:15:44 pm View in topic context
 Posted by _Data_Drain_  in Soulcalibur VI (Started by Titiln December 08, 2017, 03:55:32 am
 Board: Fighting Games

Not sure if anyone else noticed, but they just added additional items to the customization list, plus a large collection of music from past games.

Nice to see SCII music added, but I neve played SCIII, so I need to catch-up to listening to them.

Looks like they added wedding clothes, so I bet I'll be facing a lot of female characters wearing bridal dresses for the next few days...

Eh, so far, I haven't seen that many of them. However, to add something else to this topic.
https://cdn-cms.bnea.io/sites/default/files/static-files/%28ENG%29Ver1.40_Battle%20Adjustment%20List_20190509.pdf

I gotta say.... Some of these changes are VERY questionable. Ivy was already amazingly powerful. But they buffed her, AND gave her a new move....
    

Re: Flandre Scarlet

 May 15, 2019, 09:48:33 am View in topic context
 Posted by _Data_Drain_  in Flandre Scarlet [UPDATED - 12/09/20] (Started by PlasmoidThunder May 15, 2019, 02:44:35 am
 Board: Edits & Addons 1.0+

Personally, I still think you should have made a video to go along with this release. People might not be willing to download this Flandre without seeing what she can do that Rice's can't. (Plus, it feels more professional to have a video showcasing the moveset.)
    

Re: Kingdom Hearts General Thread

 April 30, 2019, 03:15:03 am View in topic context
 Posted by _Data_Drain_  in Kingdom Hearts General Thread (Started by Formerly Hoshi October 15, 2013, 08:38:41 am
 Board: Gaming

DLC for KH3 announced as Re:Mind

Will contain a special chapter + new boss.  More details to arrive around June.

I really hope the new boss is Sephiroth.... I feel like he should have been in this game. One final fight with him before moving on to another major FF antagonist in KH4 or something....

But, alas, I doubt that will happen.
    

Re: [GR style] Sanae updated (12/10/18), Marisa, Chen, & Meiling updated (12/08/18)

 December 11, 2018, 04:29:51 pm View in topic context
 Posted by _Data_Drain_  in [GR style] Ten characters updated (11/25/21, Thanksgiving update) (Started by Ricepigeon October 24, 2015, 09:09:53 pm
 Board: Your Releases, 1.0+

Look, if you can't grasp the simple concept that, Rice is human, things will of course slip passed him. As it does with ALL of us. And that he simply wants the best polish for his characters. Then I advise just leaving this thread and coming back when the full release is in the "Gold" state. THEN you can make all the THGR style characters you want without worry.
    

Re: Soulcalibur VI

 December 02, 2018, 10:43:53 pm View in topic context
 Posted by _Data_Drain_  in Soulcalibur VI (Started by Titiln December 08, 2017, 03:55:32 am
 Board: Fighting Games

Well, since someone else here is showing their CaSes.... Maybe I should too? I'll try to narrow it down to some of my best ones.

Spoiler, click to toggle visibilty

That's all I'm posting for the time being.... I don't want people to have to scroll through too much.
    

Re: Soulcalibur VI

 October 09, 2018, 02:11:46 am View in topic context
 Posted by _Data_Drain_  in Soulcalibur VI (Started by Titiln December 08, 2017, 03:55:32 am
 Board: Fighting Games

Going back to the SC5 talk.... Honestly, I really liked playing it online. (Alas, I don't know if I'll be able to do that with 6, since the PSN is expensive.... I just wish they stuck to at least giving you a barebones internet for no money.)

And the character maker was at its best at that time. Looks like 6 is gonna basically have the same system.... I just wish they allowed you to make the face yourself, instead of being locked to a default set of faces. I mean heck, even Dynasty Warriors 8 Empires let you edit the faces. If this character maker had the depth of SC5, and allowed you to edit the faces. It would have been near perfect.

It's just kind of a shame that a lot of movesets will be lost in this version.... I had a human 02 (my avatar) character. And Viola's moveset worked surprisingly well.... Especially since I could turn the orb into a Dark Matter, thanks to the eye orb.
    

Re: MUGEN Video thread

 September 01, 2018, 10:38:03 pm View in topic context
 Posted by _Data_Drain_  in MUGEN Video thread (Started by c001357 September 27, 2008, 11:24:14 am
 Board: M.U.G.E.N Discussion



This was a video I made for a stage I released.... But, I figured there were some decent enough moments in here to show it in this thread as well.
    

Dark Star from Kirby 64.

 August 30, 2018, 10:08:12 pm View in topic context
 Posted by _Data_Drain_  in Dark Star from Kirby 64. (Started by _Data_Drain_ August 30, 2018, 10:08:12 pm
 Board: Your Releases, older Mugen







I've wanted to make this stage for quite some time now. I feel it turned out decently well.

Anyway.... I should give some credit now.

I used some stuff from another stage, made by Rikard. I used the sky from his "The decay of Human Mind" stage. And, the stage's def as a base.
The floor is a heavily edited sprite from Sonic Advance 3, ripped by Techokami.
And lastly, the eyes in the floor were ripped by Nemu.

I hope you all enjoy this stage.

https://www.dropbox.com/s/xq9xrscawucddfn/Dark%20Star%20%5BKirby%2064%5D.rar?dl=0