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Scizor [01/14/2020]


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Note that he is currently a beta. He has everything except hypers.

[Previews]

mugen004.png

mugen002.png

mugen000.png

 

[Download]

https://mega.nz/#!NMxRECwA!QNVKKtlRMeMvJBfqe6Huysu9iYEw7tH797Al7c-wDcw

 

[Comments]

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

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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.
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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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