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Post by October Raven on Oct 8, 2020 0:23:01 GMT
Not sure if this is good enough to publish. Powerbomb variant that can potentially throw people to the floor.
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Post by Fuee on Oct 8, 2020 0:44:31 GMT
I think it is, but if you'd like some advice on it anyway, I'd reposition the attacker's arms so they shoot forward more than down. Could maybe use the shove as a point of reference?
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Post by October Raven on Oct 8, 2020 1:41:30 GMT
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Post by Fuee on Oct 8, 2020 6:55:05 GMT
Aw yeah, looks better I think
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Post by OrochiGeese on Oct 8, 2020 7:49:20 GMT
I cloned my Atemi Nage and replaced the counter/throw with a Tanahashi slap. Then I realized it represented the past month for me 😶 __________________My Plans_______September
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Post by Love Wilcox on Oct 8, 2020 8:00:20 GMT
2020 in a nutshell xD
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Post by OrochiGeese on Oct 8, 2020 8:12:54 GMT
2020 is the Tanahashi Slap Combination counter 😅
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Post by OrochiGeese on Oct 8, 2020 8:52:05 GMT
Awesome. Thanks dude. EDIT - Ok, new issues came up. Sorry for the bad gif. First issue is after the back mount, the defender is on the foreground. The second issue is when the defender reverses, it flips and reverses to the opposite direction. Use the P column for display priority; either move the defender down a letter or the attacker up one. And the HV column is for flipping horizontally/vertically I'm unable to help regarding the horizontal flip. But I had a similar problem regarding the foreground/display priority issue when making my Oosotogari Buster M which was the Oosotogari Buster that went right into top mount. As much as I tried to tweak the P and the RY or FZ values, I couldn't seem to have the attacker synch up in the same "vertical plane" as the defender. Finally, I realized that the problem I was having was that the "AS" values in the Animation Library + menu weren't set right. Once I set them right, the game acknowledged the attempt as a successful mount and made sure that both edits were in the foreground. You still need the Display priority and proper RY/FZ values too.
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Post by markrocker on Oct 8, 2020 13:03:26 GMT
I deleted the move and will start from scrap and see what happens.
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Post by Fuee on Oct 8, 2020 13:07:17 GMT
I cloned my Atemi Nage and replaced the counter/throw with a Tanahashi slap. Then I realized it represented the past month for me 😶 __________________My Plans_______SeptemberMan I just had a thought You could make that a strike exchange finish, then a coup de grace taunt version of the half-punch for a silly fake-out punch -> punch denial slap sequence ...maybe I haven't messed with strike battle stuff yet, so I guess I don't know if you have any control over the opponent's actions
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Post by Fuee on Oct 8, 2020 16:42:35 GMT
Alright, I have no idea what's going on with this corner post rack So in the editor, the positioning is fine, and it was fine in matches except for the warp at the end of it. Then for some reason the positioning got all out of whack in matches, and the attacker was suddenly positioned about 25 clicks below where he's supposed to be when he's holding onto the defender's boots, but in the editor it looked fine. I'm sure I changed something to cause that, but at this point I have no idea what However, I was able to offset it by using RY to put him 25 clicks above where he should be: And while that wonks it out in the editor, it makes it fine in matches again: And then there's that warp when each player's part ends I've checked and double-checked, and there are no timing discrepancies, the edits are lined up with their shadows in every frame, coordinate correction is set the same as most corner moves... I have no idea what's causing either issue, or what even might be
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Post by markrocker on Oct 8, 2020 20:22:16 GMT
Well, I've seen several videos of corner moves that end outside, and there is some sort of position warp at the end of most of them. Maybe it has to do with the outside.
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Post by October Raven on Oct 9, 2020 0:56:39 GMT
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Post by turrible666 on Oct 9, 2020 2:20:22 GMT
When I made a move that ended outside, the secret seemed to be to make sure that last frame is +82 FZ to keep it from warping at the end. They end up way below their shadow in Movecraft, but it looks right in a match. The +82 may or may not be the exact number depending on where they end up, but it seemed to work for me. steamcommunity.com/sharedfiles/filedetails/?id=2227437441
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Post by OrochiGeese on Oct 9, 2020 3:38:10 GMT
Wow! 👏 That looks really sweet and is the type of move that makes me actually want to use it as a 1P punishing some edits. A little 1P beatdown might just be the thing to get the Fire Pro ball rolling with me again 😎 I cloned my Atemi Nage and replaced the counter/throw with a Tanahashi slap. Then I realized it represented the past month for me 😶 __________________My Plans_______SeptemberMan I just had a thought You could make that a strike exchange finish, then a coup de grace taunt version of the half-punch for a silly fake-out punch -> punch denial slap sequence ...maybe I haven't messed with strike battle stuff yet, so I guess I don't know if you have any control over the opponent's actions That's a great idea! 💡 You do have some control over opponent's actions but it can be a little tricky. I've tried to do some weird stuff with strike exchange from the defender's side only for the game to essentially no-sell my attempts. But I can definitely see using that tanahashi slap counter spot as a clincher finish, with the "failed finish" state being the punch actually landing before the slap counter can occur.
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