Fraymakers

Fraymakers

Zero
48 Comments
Mariomatrix 24 Oct, 2023 @ 10:28pm 
Hey! I've been playing your mod since February if I remember correctly and Zero in my opinion (also echoed by some of my friends) is that he was overpowered before he received the last patch's nerfs, but now it feels kind of undertuned:

- Recovery was bad and now it's awful, barely gives any vertical movement
- Having zero lag on moves felt weird, but now having a lot of it feels weirder
- Size increase feels fine, more on line with Fraymakers' original roster, but maybe 25% was a bit too much

And I think some things that remained untouched still feel overpowered:

- Down air hits like a truck, and can combo onto itself out of ledge: amazing for stock trades
- Projectile is fast and can lead to a variety of follow-ups if it hits, also remains in the air if hit with a strong attack
- Forward smash still hits pretty hard, even tho it got nerfed

I don't want to come up as rude, it's just what I've noticed throughout the year.
Anyways thanks for making this amazing mod! :)
The8BitLeafeon  [author] 13 Mar, 2023 @ 5:58pm 
Yeah, the sprite sheet I used was pretty much perfect for every move except for the up attacks and down special, had to make do with what I had lol
Minute-globe 13 Mar, 2023 @ 5:54pm 
overall a pretty good zero. some of the animations go abit too fast and the down special doesn't make much sense but overall, pretty good. B.
Azzy_Asurazariel 7 Feb, 2023 @ 10:08pm 
Side b is too spamable needs a few more bits of polish. (Charging Beam - Saber Noises etc.)
Xarender 7 Feb, 2023 @ 6:25pm 
This character is really good and really fun to play! But not so fun to play against honestly. The side b is too spammable and sometimes feels impossible to punish or attack Zero has he uses it repeatedly. The projectile can be broken sometimes. For example with it clashed with another projectile it stopped, jumped and landed (still damages the opponent if the opponent touches it). The forward strong is a little too strong. The dash attack needs a bit more endlag. The knockback of the up b is a bit too strong as well. You don't have to make changes to these moves. But these are my balance recommendations for this character.
Necro Flyer 31 Jan, 2023 @ 11:18am 
Super thankful that you made the changes and I'm absolutely LOVING the addition of the voice. I found a few more changes that I'd like to suggest. 1. His non-airdash aerials (excluding down-air) could use about 3-4 more frames of landing lag on them. 2. Side-b is challengable now but it could use more endlag after it misses an opponent. 3. Neutral-b should be a bit smaller, around tank bullet. 4. F-smash, U-smash, F-air, D-air, N-air, B-air, dash attack, and F-tilt are very large,so I think a range nerf on them would be good. 5. The shield size is fairly large right now sizing that down would be great and He needs a slight scale increase because it's quite hard to hit him right now. That's all for the suggestions but once again, thank you so much for all that you've done already. I actually got sidetracked a few times while testing and just started practicing combos with him cause he's so fun lol.
Fool 30 Jan, 2023 @ 1:01pm 
dude this is my fav fraytools character so far and i love zero from all the megaman and zero games, thx for the effort u put in!
The8BitLeafeon  [author] 30 Jan, 2023 @ 10:45am 
Honestly every word made sense, just published the balance changes along with the much-needed voice audio.
Necro Flyer 29 Jan, 2023 @ 3:32pm 
Hey dude! I'm loving this character but right now I think he's a bit too strong right now. There's a tournament planned for fraytools characters and I'd love for zero to be legal so I have a few changes I wanted to recommend. 1: there's no airdash lag on any of his aerials. 2: His aerials and tilts are really fast and have almost no recovery frames on them which makes them very spammable. 3: forward air, back air, forward tilt, and up-b kill a bit too early (for forward and back air, it's their tippers that are the problem) 4: side-b and down-air have huge hitboxes and are pretty hard to play against so nerfing their hitbox size would be a good idea. Overall I really do love what you've done with the character and this is just my opinion so you don't have to adhere to every word. Good luck with your future work :)
[dcb99] 25 Jan, 2023 @ 1:09pm 
If you need voice clips I recommend the ones from TvC if you can find them
Gummybearking123 24 Jan, 2023 @ 5:41pm 
Love me some MegaMan
The8BitLeafeon  [author] 23 Jan, 2023 @ 7:19pm 
It's like the VERY beginning of early access, so that's understandable lol
1.Ghastly.Fox 23 Jan, 2023 @ 6:42pm 
Okay yeah you're good. There's also an inconvenient bug where sometimes Fraymakers will refuse to update files for people and they have to unsub and resub to the content, sometimes multiple times. There's a lot of jank lol
The8BitLeafeon  [author] 23 Jan, 2023 @ 6:40pm 
Just checked in-game, the workshop file zero is for sure updated. Maybe try refreshing?
The8BitLeafeon  [author] 23 Jan, 2023 @ 6:38pm 
It should be on 1.3.0, if it isn't that's a bit odd since I specifically remember changing the file
1.Ghastly.Fox 23 Jan, 2023 @ 6:33pm 
Make sure you update the version number in meta.json (Found in Zero's custom folder inside the Fray app on Steam) every time you want to make an update, otherwise it won't actually push new changes despite Steam saying you did. It's an unintended bug in the upload process.
If you want to see what I mean, try playing with Workshop file Zero rather than the local files.
The8BitLeafeon  [author] 23 Jan, 2023 @ 7:47am 
I actually did adjust the angle of up special to go directly upwards, if that's what you're referring to on that. As for the other stuff, I'll see if I can fix the long hitstun stuff since I wasn't entirely sure how much that would affect things when I initially set it up
1.Ghastly.Fox 23 Jan, 2023 @ 2:21am 
If you use side special at close range and hold forward so that you go through the opponent, the final hit won't connect, allowing you to infinitely combo the move into itself. I'd suggest giving side special a good amount more startup, a bit more endlag, and reducing its move speed a little bit.

Reduce the forward momentum of up special a bit. Currently, it's extremely easy to fling yourself offstage with it and die. Also, add "reversibleAngle: false" to it in HitboxStats to make the move always send the opponent forward.

Also, remove whatever you have set for "hitstun" for Up Strong in HitboxStats entirely. Hitstun is how long *after* getting launched before the opponent can act, and it's absurdly high rn. Removing it from HitboxStats will let the game calculate the proper amount of hitstun to apply.

Fun character!
Ashachu 22 Jan, 2023 @ 9:43am 
When I was talking about his "burst dash" I was talking about how at the start of his dash he does the dash animation from the X games and then switches to a sped up walking animation. But I was wrong about it going too far, never mind on that. But I do agree with @PeacedOUT about their points on Zero's Side Special
SpoonTheMan 22 Jan, 2023 @ 9:11am 
Yo when is Steam gonna give this guy's mod a rating? He deserves to have his rating visible so others browsing the Workshop know how awesome he is!
TrippMeOver 22 Jan, 2023 @ 5:06am 
Also, Thanks so much for bringing this to the community and taking feedback, while making quick changes when you feel it's necessary!!!. Top tier mod author right here @The8BitLeafeon
TrippMeOver 22 Jan, 2023 @ 5:02am 
Personally I think the down special fits. It's super useful for catching falling opponents after an up air. Plus I think he needs at least one mid move to balance out his high tier move speed. I do agree with @ashachu2311771 that his side special special moves quite far. If you are off stage, you can instantly use it to travel from most points in the air off stage. By abusing side special and up special right after, you can basically recover from anywhere now. However that might introduce a new issue where you can easily spam someone locked in place. So maybe add knockback to it, and I think it'll fix both those extremely broken possibilities
Ashachu 21 Jan, 2023 @ 11:48pm 
Amazing character, super fun to play. I noticed Zero's burst dash goes a little far but if that's to resemble the dash from the X games I think its great. Down special seems to be underwhelming compared to his other specials but I don't think its bad. And right now Zero feels balanced and really fun. From a causal standpoint at least, I'm not the best at competitive feedback with frames and all that.
The8BitLeafeon  [author] 21 Jan, 2023 @ 10:23pm 
When I used to make mods for a hat in time I made a bunch of quick stuff that I kinda just left there afterwards, which I'm sure had an effect on how the rest of the community saw me. I'm trying something different for this game, having very few mods but hearing out feedback and keeping up support for longer. So far, it feels a lot better.
SpoonTheMan 21 Jan, 2023 @ 9:34pm 
The way you are responding with actual updates to the content so quickly and making it more loyal to the source material is awesome! I look forward to playing it again!
TrippMeOver 21 Jan, 2023 @ 9:12pm 
It's definitely much better with that change. You can recover and use it midstage now. Plus the change from angled to straight up really helps with punishes on ledge, which is awesome to have on him. I have no idea what Keyframe models are, but @Zer0TheRadioDemon sounds like he's on to something there too!

Still known Bugs :

Misdirection when hit with Up Special (But I believe this may be the engine and how it responds to the hitboxes, as slopes hitboxes don't work properly rn either)
Azzy_Asurazariel 21 Jan, 2023 @ 8:50pm 
So some issues I have pretty ironic since they are issues I faced. Go to your keyframe model and set scale to .5 more so it should read 1.5 honestly other than that great mod and even if you ignore this feedback its great. So I can recommend it.
TrippMeOver 21 Jan, 2023 @ 8:17pm 
Alright, sounds awesome!! Thanks for the quick updates and communication! I give you props, but I'll give you an update on how it feels once I give a whirl!!!!
The8BitLeafeon  [author] 21 Jan, 2023 @ 8:07pm 
Just updated it, everything seems to be working now and the up special feels a LOT more satisfying to use
TrippMeOver 21 Jan, 2023 @ 7:56pm 
Yeah, that's an odd effect that happens from time fs. I hasn't hindered anything majorly in particular with the backwards knock back, but is still worth fixing. I think honestly it might not fully just be the height too, tbh. I think the speed that he moves when he's falling is moreso the issue. If you midstage up special, he sometimes gets stuck moving the direction he's going, and I end up falling off the stage because I can't pull myself back from the angle I was going to grab the ledge. More often then not it fails at getting you back to stage
The8BitLeafeon  [author] 21 Jan, 2023 @ 7:45pm 
It'll probably fix the weird effect where zero moves further sideways than the opponent, causing them to sometimes get launched backwards
TrippMeOver 21 Jan, 2023 @ 7:33pm 
I think that's a fair way to balance him out. Both being more accurate to the source material and a much needed change to make his off stage recovery more viable. The height buff more then anything is definitely needed though, even if you don't change the angle
The8BitLeafeon  [author] 21 Jan, 2023 @ 6:19pm 
Yeah, I was trying to do something like how Roy does his up special in smash. I know in megaman X the move goes straight up and I could probably just pull off the band-aid and make it that while buffing the vertical distance.
SpoonTheMan 21 Jan, 2023 @ 5:55pm 
I do agree with PeacedOUT about the up special, plus in the X games he doesn't move at nearly such an extreme angle when doing it, it's more like one step forward then straight up (I knew something felt off about the up special).
TrippMeOver 21 Jan, 2023 @ 3:41pm 
By far my favorite workshop character thus far! Love how fast and fluid his combos are. His up special, however is not very good at recovery and gets me killed more often then not. I'm not sure if that was the intended design for balance, but it's the one thing in his kit I avoid using
SpoonTheMan 21 Jan, 2023 @ 3:01pm 
After reading the old description I didn't want to say anything initially but I'm glad to see you've got some newfound confidence and are beginning to update this, as a huge MegaMan X & Zero fan since early childhood I love the idea of having a classic version of Zero in a platform fighting game like this! It just makes perfect sense for him!
OneNameMarty 21 Jan, 2023 @ 1:04pm 
Thanks a ton! Have been waiting for zero to be back in a McLeod Game since Smash Flash 1
solvé 21 Jan, 2023 @ 10:51am 
Theres a stat you can add to your code that upscales the character sprites. id reccomend making him around as big as commander video
Average Tenna Enjoyer 21 Jan, 2023 @ 10:31am 
yeah i agree ait scarrien voices and sound effects would make this an amazing busted addition to the roster either way great mod great timing too getting in before most other modders
The8BitLeafeon  [author] 21 Jan, 2023 @ 10:15am 
Thanks for the tip, yeah I definitely noticed making side b come out frame 1 was a bit wild
SaltLevelsMax 21 Jan, 2023 @ 9:30am 
If you're looking to balance the character then I would recommend more endlag and potentially startup on side special, and more end lag on most of his aerials (and/or make the sweet spot on his aerials not so strong). Up special could probably use a little more height as well. Super fun character already though.
Scarrien 21 Jan, 2023 @ 8:13am 
Needs sounds, but otherwise he's a lot of fun
Average Tenna Enjoyer 21 Jan, 2023 @ 8:00am 
the first op character for this game
Average Tenna Enjoyer 21 Jan, 2023 @ 8:00am 
nah dont hes perfect
The8BitLeafeon  [author] 21 Jan, 2023 @ 7:51am 
Yeah, I was worried the short endlag between moves would make him kinda strong, I'll work on some balancing stuff at some point as well as fix the up special
Average Tenna Enjoyer 21 Jan, 2023 @ 7:05am 
bruh already made the OP workshop character
the usual 21 Jan, 2023 @ 4:10am 
Very cool character, but I would really like if the final hit of the up B killed
SaltLevelsMax 20 Jan, 2023 @ 7:23pm 
Nice work!