LavaLatte
Smash Cadet
- Joined
- Mar 23, 2014
- Messages
- 65
Building off the work of previous developers (Dr. Flux, Southcraft, Starwaffle), Geno has been re-invented into the world of Project M! Equipped with new tools, movement options and projectiles, he hopes to bring a funky new pace to the Smash Bros. roster.
Download Links:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214782
Included are two packs, one to place directly over Toon Link and one for BrawlEx use! This must be used in Project M and is compatible with both Dolphin and Wii. Both packs include instructions for installation.
Special Moves:
In Super Mario RPG, Geno would hold Y to charge up before raining down a stream of lights. In Smash, Geno can summon bolts of energy from the sky diagonally forward. If you hold down B, the number of bolts increases from 1 to 2 to 4. While it has limited uses in neutral on platform stages, it becomes a really strong edge-guarding tool against enemies recovering low.
Side Special: Geno Whirl
In Super Mario RPG, Geno launched a disk forward. If he followed up with a perfectly timed button press, the disk would deal 9,999 damage. I decided to aim for something a little softer - Geno’s whirl can fly straight-forward or at an angle. If it connects with an enemy or wall, the whirl will slow down and deal up to 3 weak hits that pull the character closer to you. At any time while the whirl is active, you can press B to detonate it and deal heavier damage. This is one of Geno’s most important tools in neutral that requires forward thinking to use effectively! You can choose to let the whirl fly and hope for a pull-in or rely on your timing to detonate for better damage.
Up Special: Rocket Launch
Geno’s Up-Special is Rocket Launch. Probably the simplest of his specials, Geno propels himself upwards, ending with a flip. Geno has slight left and right control and can fastfall right after the flip. The first hitbox is a soft meteor spike, and every hit afterwards pushes them sideways. You can press B during the animation to stop early - this will let Geno flip with the hitbox intact. The recovery itself is pretty vulnerable but the distance traveled is pretty substantial, so feel free to edge-guard deep if you know you’ll have time to recover safely.
Down Special: Cannonball
On the ground, Geno uses his “magic cannon powers” to launch himself upwards at an angle, which can be slightly influenced left or right. In the air, he can only launch himself downwards. While flying Geno can use any aerial A move. If he connects with an enemy while the jump button is held, he will bounce off. Geno can air-dodge out of Cannonball starting from the ground only. In the air, Cannonball can be cancelled with a ledgegrab. This is one of those “make sure you don’t miss” type of moves that can really be punished with sloppy aim.
Final Smash: Geno Beam & Geno Flash
Finally, Geno’s Final Smash is a combination of his signature moves – Geno Beam and Geno Flash! After charging three red stars, Geno fires Beam forward, then Flash upwards at an angle. Geno Beam is the first move the star soul has access to in the original games, so I wanted its inclusion to be special. Inversely, Geno Flash is one of Geno's last and most powerful moves - I didn't want to choose between them, so I added them both!
Other Moves:
Dash Attack: Geno BoostIn the original game, Geno Boost increased Geno’s Attack and Defense stats. For Smash, Boost instead buffs Geno’s speed for a bit and pushes him forward. Geno Boost can leave the ground; if the move finishes in the air, Geno has slightly less endlag.
More details to come soon, for now check these videos!
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