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thebuddyadrian
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thebuddyadrian

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PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptySat Oct 14, 2017 1:50 pm

Support
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Braystar
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Braystar

  Waluigi
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PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptySun Oct 15, 2017 2:05 pm

@Jexulus
The point of the Z-Buster is to give Zero more moves, as well as a reference to MVCI, as in that, Zero can release his buster for more moves.
Not only would it be a mechanic no other Smash fighter has, but where would the Buster and other specials go if you change it?
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Jexulus
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PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptyMon Oct 16, 2017 8:27 am

Braystar wrote:
@Jexulus
The point of the Z-Buster is to give Zero more moves, as well as a reference to MVCI, as in that, Zero can release his buster for more moves.
Not only would it be a mechanic no other Smash fighter has, but where would the Buster and other specials go if you change it?
Opinion incoming:
I understand the intent of giving him Z-Buster functionality a la Marvel vs Capcom, but the best route for creating a compelling Smash character is typically derived from their most popular appearance and keeping it simple. Zero is highly regarded from specifically the PSX games, so most of his moveset should be referential to X4 and the like. Not only is the Z-Buster not the centerpiece of Zero's gameplay in the PSX games, but it also encroaches on one of X's most unique traits if he ever gets into Crusade.
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crazybark
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crazybark

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PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptyMon Oct 16, 2017 9:30 am

Jexulus wrote:
but the best route for creating a compelling Smash character is typically derived from their most popular appearance
then what the crap is ganon
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Braystar
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Braystar

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PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptyMon Oct 16, 2017 1:57 pm

"But the best route for creating a compelling Smash character is typically derived from their most popular appearance"
Yeah, that's why Wario doesn't use any Wario Land moves in official Smash games
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Jexulus
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PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptyMon Oct 16, 2017 4:04 pm

Braystar wrote:
"But the best route for creating a compelling Smash character is typically derived from their most popular appearance"
Yeah, that's why Wario doesn't use any Wario Land moves in official Smash games
I at no point said that's the philosophy used to design every Smash character, but rather that it was my opinion that was the best way to design a character.  Not every character can be designed that way, and not all are.  I also prefaced what I said with "opinion incoming", so I don't know why what I said was interpreted as "this is what the facts are."

Like I said, I understand your opinion and why you chose to design Zero the way you did.  However, I disagree, and I hope you understand where I'm coming from.  Whose stance is better?  Who knows?  Doesn't matter to me, I just want to see Zero be the best he can be.
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Athorment

Athorment

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Zero (Megaman X) Discussion - Page 2 Empty
PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptyMon Oct 16, 2017 10:14 pm

I feel the moveset is very bare bones. It does have sufficient references, but Down Smash and Down B are practically the same. Needs more spunk to it to make him shine.

I would be fine with making his side Smash the charge shot from MM X1, as the only time he is seen performing it, he is standing still ala Sm4sh WiiU Mega Man.

As for the rest? I think it could take some ideas from UMvC3 's Zero, as there are some clearer references that people are more familiar with than what is presented.

Also, he is among the few characters that could have an unique Final Smash in the shape of the Clone thing that trails behind him like an ice Climber deal.
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http://athorment.deviantart.com/
Jexulus
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Jexulus

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Zero (Megaman X) Discussion - Page 2 Empty
PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptyTue Oct 17, 2017 9:51 am

Athorment wrote:
I feel the moveset is very bare bones. It does have sufficient references, but Down Smash and Down B are practically the same. Needs more spunk to it to make him shine.

I would be fine with making his side Smash the charge shot from MM X1, as the only time he is seen performing it, he is standing still ala Sm4sh WiiU Mega Man.

As for the rest? I think it could take some ideas from UMvC3 's Zero, as there are some clearer references that people are more familiar with than what is presented.

Also, he is among the few characters that could have an unique Final Smash in the shape of the Clone thing that trails behind him like an ice Climber deal.
Interesting idea for the Side Smash; I hadn't thought of that. Hmm... I don't know how to feel about Sougenmu (his Clone hyper from MvC). It's not that's a bad choice, I just feel like we've seen it too much. It's a personal thing, but it makes sense given that it takes weapon energy in X5. It's also the next best option than having to choose from one of his many ground-punching Giga Attacks or his giant slash that he uses as Awakening Zero (referred to as Genmu Zero in the MvC games).

Gonna tack this bit on since it's relevant: I guess I should clarify. My opposition to heavily relying on Zero's depiction in the MvC games is that, for the most part, Zero is designed to look and feel like he's ripped straight from the PSX games, with the techniques receiving slightly more complex input commands to accommodate a fighting game moveset, as well as the Z-Buster being incorporated in a way not seen in the X games. The Z-Buster being designed as it was in MvC3 and expanded on in MvC:I fits the context of those games, but Smash's input system is far closer to the way X4's inputs were incorporated. Thus, instead of adapting an adaptation of Zero into Crusade, I want to cut the middle man and directly adapt Zero from the X games. In the context of Smash's inherent limit on how many inputs characters typically have (Ryu in Smash 4 and Crusade are obvious exceptions, but they're in reference to the mechanics of Street Fighter 2, the most prolific and important fighting game of all time), keeping Zero's moveset design in line with Smash's inherent design philosophy is the way to go. Again, in my opinion.
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GigaChaos
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PostSubject: Re: Zero (Megaman X) Discussion   Zero (Megaman X) Discussion - Page 2 EmptyTue Jan 29, 2019 3:02 pm

I give full support for Zero
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