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SSF2 Suggestions 
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Joined: Sat Jun 13, 2009 8:14 am
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Shine! wrote:
I just have a couple of suggestions for Zelda. ^_^

•Reduce the hits on NAir from 5 to 4. This way getting the last hit from NAir is easier.
•Nayru's Love needs to be sped up as a whole. It's really slow and lasts forever. I think increasing the speed of the move would allow it to be less situational. Nayru's Love also need's it's shine-spike back.
•Also since you guys love bringing ATs from the official games into SSF2 I think you should add Zelda's Love Jump technique. It's when Zelda uses Nayru's Love combined with her midair jump she gains more vertical height. Similar to ZSS and her Plasma Wire Super Jump.
•Also I feel Zelda's Wake-up attack and Ledge-attack should use her Tech-roll sprites instead of her down tilt ones.
•Zelda's Fair/Bait & Throws should use their melee sound effects.
•This is just a personal wish, but I really want to see Zelda's waving taunt back. It would feel so much better to use that taunt after KOing an opponent with a Lightning Kick. You can also just reuse/edit Zelda's Jab sprite.

Honestly all I want from Zelda is her P:M traits where she can use Dins fire as a trap.

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Sat Aug 16, 2014 11:11 am
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And give Chibi Robo a unique sprite animation when he's using the Toothbrush in the air, I personally find it a bit weird how he's walking in the air while using Side-Spec in the air.

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Sat Aug 16, 2014 11:49 am
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BluePikmin11R wrote:
And give Chibi Robo a unique sprite animation when he's using the Toothbrush in the air, I personally find it a bit weird how he's walking in the air while using Side-Spec in the air.

Agreed.

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Sat Aug 16, 2014 2:20 pm

Joined: Sat Aug 16, 2014 3:37 pm
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AI changes:

I would like to see some small AI changes when there are more than two players because I find it really easy to sit back and watch them kill each other. I would add slight "gravity" to the player so that its much harder to win. I am awful and I can beat level 9 AIs.

Moveset changes:

Most of the movesets are awesome but Chibi Robo's floor scrubbing in the air looks weird (agreeing with BluePikmin11R). I personally believe that Lloyd's side b (special) in the air looks weird and should have something between that and Meta Knight's side b (how it doesn't have the ring) and the current one because Lloyd appears to fall very fast like that. Forgive me if I'm wrong but Lloyd's down b doesn't work.

Sprite changes:

Pixelate donkey kong, kirby, wario, meta knight, jiggly puff and yoshi's character choosing screen sprites. When the player (or cpu) is set to random the question mark sprite looks blurred (a less blurry sprite would be nice).

Stuff that is difficult to fix (and random stuff):

Sonic is very hard to control, delete button on name keypad. A menu for saved replays that automatically saves them to the game folder (exports with data) (with an import button so that people can retrieve old saved replays). I would suggest using a .txt
file for easy manipulation. It would be structured like:
Code:
/.../game folder/replays
    replay1.ssfrec
    replay2.ssfrec
/.../game folder/replays.txt
    replay1.ssfrec (filename)
        Final Smash Mario (display title)
        (placeholder for possibly more info (statsheet? :D ))
    replay2.ssfrec (filename)
        P1 win! (display title)
        (placeholder for possibly more info (statsheet? :D))

To keep imports separate they would be renamed to import1.ssfrec (and so on). They would also be under different tabs to tell the difference (or tagged with import).
Code:
/.../game folder/imports
    import1.ssfrec
    import2.ssfrec
/.../game folder/imports.txt
    import1.ssfrec (filename)
        Import P1 win! (display title)
        (placeholder for possibly more info (statsheet? :D ))

    import2.ssfrec (filename)
        Sonic's epic death! (display title)
        (placeholder for possibly more info (statsheet? :D ))




(another thing i would like to see is addable characters for the people who have sprites and some coding experience, this is asking a lot of you so don't add it (unless you really really want to))

This is the most amazing game and good luck. (also do what you think is best for the game, you're doing all the work)

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Last edited by CKH4 on Sat Aug 16, 2014 5:28 pm, edited 3 times in total.



Sat Aug 16, 2014 4:12 pm
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CKH4 wrote:
AI changes:

I would like to see some small AI changes when there are more than two players because I find it really easy to sit back and watch them kill each other. I would add slight "gravity" to the player so that its much harder to win. I am awful and I can beat level 9 AIs.

Moveset changes:

Most of the movesets are awesome but Chibi Robo's floor scrubbing in the air looks weird (agreeing with BluePikmin11R). I personally believe that Lloyd's side b (special) looks weird and should have something between that and Meta Knight's side b and the current one because Lloyd appears to fall very fast like that (please dont make it as much as meta knights). Forgive me if I'm wrong but Lloyd's down b doesn't work.

Sprite changes:

Pixelate donkey kong, kirby, wario, meta knight, jiggly puff and yoshi's character choosing screen sprites. When the player (or cpu) is set to random the question mark sprite looks blurred (a less blurry sprite would be nice).

Stuff that is difficult to fix (and random stuff):

Sonic is very hard to control, delete button on name keypad.

This is the most amazing game and good luck. (also do what you think is best for the game, you're doing all the work)

Play Tales of Symphonia before asking to change Lloyd please.
Since y'know that's kinda how the damn attack was made.

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Sat Aug 16, 2014 4:20 pm
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I think he means it needs to be updated graphically, not change what the move is.


Sat Aug 16, 2014 4:31 pm

Joined: Sat Aug 16, 2014 3:37 pm
Posts: 10
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yoh wrote:
CKH4 wrote:
AI changes:

I would like to see some small AI changes when there are more than two players because I find it really easy to sit back and watch them kill each other. I would add slight "gravity" to the player so that its much harder to win. I am awful and I can beat level 9 AIs.

Moveset changes:

Most of the movesets are awesome but Chibi Robo's floor scrubbing in the air looks weird (agreeing with BluePikmin11R). I personally believe that Lloyd's side b (special) looks weird and should have something between that and Meta Knight's side b and the current one because Lloyd appears to fall very fast like that (please dont make it as much as meta knights). Forgive me if I'm wrong but Lloyd's down b doesn't work.

Sprite changes:

Pixelate donkey kong, kirby, wario, meta knight, jiggly puff and yoshi's character choosing screen sprites. When the player (or cpu) is set to random the question mark sprite looks blurred (a less blurry sprite would be nice).

Stuff that is difficult to fix (and random stuff):

Sonic is very hard to control, delete button on name keypad.

This is the most amazing game and good luck. (also do what you think is best for the game, you're doing all the work)

Play Tales of Symphonia before asking to change Lloyd please.
Since y'know that's kinda how the damn attack was made.


Sorry didnt know. Ill change it.

edit. Super sorry, forgot to say in the air.

Dr.Geno wrote:
I think he means it needs to be updated graphically, not change what the move is.


That is exactly what I meant.

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Sat Aug 16, 2014 4:53 pm
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CKH4, when your playing vs lvl 9 cpus is it that you can spam standing atk and they would walk into it and some times they are dumb enough to commit suicide :x, and i agree to your lloyd stuffs. but AI is really smh the donkey kong event mission i just spammed down hit instead of getting trolled by the barrel . . Basically AI need to be smarter, I've been playing at lvl 7 so they don't get suicides :/

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Sun Aug 17, 2014 5:37 am

Joined: Sat Aug 16, 2014 3:37 pm
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Kibzu wrote:
CKH4, when your playing vs lvl 9 cpus is it that you can spam standing atk and they would walk into it and some times they are dumb enough to commit suicide :x, and i agree to your lloyd stuffs. but AI is really smh the donkey kong event mission i just spammed down hit instead of getting trolled by the barrel . . Basically AI need to be smarter, I've been playing at lvl 7 so they don't get suicides :/


Yes that was what is happening as well. Its really easy for me just to side c and b to get their % up before i actually try.

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Sun Aug 17, 2014 6:37 am
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Currently Playing: SSF2... duh.
CKH4 wrote:
Kibzu wrote:
CKH4, when your playing vs lvl 9 cpus is it that you can spam standing atk and they would walk into it and some times they are dumb enough to commit suicide :x, and i agree to your lloyd stuffs. but AI is really smh the donkey kong event mission i just spammed down hit instead of getting trolled by the barrel . . Basically AI need to be smarter, I've been playing at lvl 7 so they don't get suicides :/


Yes that was what is happening as well. Its really easy for me just to side c and b to get their % up before i actually try.


Well, because the events are 1 through 10, I don't think they should be a challenge to begin with. (In fact, I think they should be easier, especially Event 10 and the Yoshi one, as they are extremely cheap.) If the events start off too challenging, how would anyone beat the rest of them if the difficulty is set too high.

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Sun Aug 17, 2014 12:18 pm

Joined: Sat Aug 16, 2014 3:37 pm
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SuperSegaSonicSS wrote:
CKH4 wrote:
Kibzu wrote:
CKH4, when your playing vs lvl 9 cpus is it that you can spam standing atk and they would walk into it and some times they are dumb enough to commit suicide :x, and i agree to your lloyd stuffs. but AI is really smh the donkey kong event mission i just spammed down hit instead of getting trolled by the barrel . . Basically AI need to be smarter, I've been playing at lvl 7 so they don't get suicides :/


Yes that was what is happening as well. Its really easy for me just to side c and b to get their % up before i actually try.


Well, because the events are 1 through 10, I don't think they should be a challenge to begin with. (In fact, I think they should be easier, especially Event 10 and the Yoshi one, as they are extremely cheap.) If the events start off too challenging, how would anyone beat the rest of them if the difficulty is set too high.


I just think that level 9 cpu is too easy.

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Sun Aug 17, 2014 12:36 pm

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Same. Also, maybe there should be a quick link to MGN on SSF2. And I would highly suggest getting your own custom intro and song for it.


Sun Aug 17, 2014 12:50 pm
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In the last 30 seconds of a time match on Bomb Factory you hear "Hurry Up!" then blocks surround you starting to block you into a smaller area. Of course would add into Hazards.

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Sun Aug 17, 2014 2:27 pm
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I think this has already been mentioned, but I just want to re-iterate it: please slow down Silph Co.'s movement, and the same goes for what I believe is a Zelda stage that functions similarly (can't recall the name atm).
Also, maybe it's just me, but isn't the number of hits that Yoshi's d-air produces a little bit...overkill? I'm not saying you should nerf Yoshi entirely, just that one move.
It doesn't help that I had a nightmare about it...

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Weavile, Pikachu-Libre, Shadow Mewtwo
Looking forward to playing as the Sandbag in SSF2. Time for some Revenge to be dished out.
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Sun Aug 17, 2014 4:01 pm
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Goombario64 wrote:
I think this has already been mentioned, but I just want to re-iterate it: please slow down Silph Co.'s movement, and the same goes for what I believe is a Zelda stage that functions similarly (can't recall the name atm).
Also, maybe it's just me, but isn't the number of hits that Yoshi's d-air produces a little bit...overkill? I'm not saying you should nerf Yoshi entirely, just that one move.
It doesn't help that I had a nightmare about it...


If Silph Co's speed is slowed it would be 10x harder for characters without 5 jumps or float to make it to the next area. Because they'd have to spend more time in the air. Making characters like Captain Falcon unplayable on that stage.

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