BaganSmashBros
Smash Hero
OP under construction (among things to do are spoilers, banners for each character, full moveset list, etc) and everything is subject to change due to various reasons. Movesets, for example, can get very noticable changes depending on what fits the character better or whats more balanced.
Since i felt that stuffing all of this into my PM Ridley mod thread would be difficult to handle, i decided to make a new thread. Below are characters that have any progress done and will be finished in next year with one exception. Size comparisons use orthographic...perspective...whatever to make sure angle doesn't makes X character or Y character look bigger or smaller and models have size that their FitCharacter.pac use in attributes. They are put in such poses to make sure they don't clip into each other and because they are more likely to be in similar pose than with arms spread or something. K.Rool isn't standing like this because its impossible for now. And yes, those mods are meant to be used in PM, but should work in vBrawl.
...and sorry for the whole "K instead of C" thing. Couldn't do anything about it.
King K.Rool
Developers: BaganSmashBros, Álvaro_WS (model), jaystring (rigging), drogoth232 (not sure yet)
Priority: top priority
Recolors: N/A
What's done: custom model and textures for K.Rool and his Blunderbuss
Size comparison:
Current moveset:
Base character used for him will be Toon Link because he has a boomerang (crown toss), arrows (cannonballs), Final Smash i need and TL is a semi-clone already.
K.Rool is kinda similar to Little Mac from SSB4. He is far better on the ground than in the air and his attacks are fast and yet still powerful. But i wouldn't say he is exactly like him. He is heavier, bigger and a bit slower, his ground attacks aren't that f***ing good compared to aerial attacks, his recovery isn't useless, he has strong projectiles and he can freeze, paralyze, bury and poison his opponent with his throws. His ground jump is surprisingly high for someone like him, but air jump is a lot worse and he has high falling speed. His running speed is high, but his dash attack and grab are slow.
(Fake?) Kraid
Developers: BaganSmashBros, Frayark (model and possibly animations)
Priority: mid/high
Recolors: normal (green scales, red eyes and yellow/white skin), red team (red scales, orange eyes and grey skin), blue team (dark blue scales, blue eyes and blue skin), purple (purple scales, orange eyes and red skin), orange (orange scales, green eyes and yellow skin) and gold (everything is gold except for eyes and mouth).
What's done: model
Size comparison: N/A
Current moveset: N/A
Screenshots: N/A
Not sure why exactly i want to make this guy, but he really needs some love. I haven't seen him appear anywhere since Zero Mission and it was like what, 2005? Since i can't really show the model right now (i don't have it and i think its not finished yet), here is what Frayark is using as a base for the model: http://francoferrari.deviantart.com/art/Golden-Statue-KRAID-Final-Shading-543611620
Kraid is not going to win any race anytime soon, but he certainly can break bones. While he is slow, he is very strong and abuses light and heavy armor. His recovery is also bad, but you have to launch him first and he is heavier than Bowser. He also has strong projectiles that can't be absorbed. Im sure PM and even Brawl are bad places for such characters, but i want to be able to handle even this kind of s**t.
Metal Face
Developers: BaganSmashBros
Priority: low
Recolors: normal (black body with red lines and gold parts), red team (red body with blue lines and gold parts), green team (green/jade body with red lines and gold parts), blue team (blue body with red lines and gold parts), silver (silver body with red lines and gold parts), normal (upgraded, black body with red lines and gold parts), red (upgraded, same as red team), green (upgraded, same as green team), blue (upgraded, same as blue team), gold (upgraded, with gold body, green lines and red parts).
What's done: default colors of normal Metal Face, upgraded Metal Face and SSB4 Metal Face (model taken from Models Resource and ripped by ThatTrueStruggle, but i can remove it if i can't use it), all attacks except for Down Throw and most of get hit animations.
Size comparison:
Moveset:
Yes, im serious about this thing. It all started when i had nothing to do and was tired of working on Ridley (something i've been doing for a whole year). And yes, even if you know about Xenoblade Chronicles' plot, it still possible for him to be smaller. Base character used for this guy is ROB because...well, at first, i wanted to use his laser beam for neutral B, but its trail disappeared too quickly and i couldn't fix it.
This guy is a very large (bigger than anyone else) heavyweight with high falling speed. This is a very bad combination, so, getting hit just once might not end well. Fortunately, he is actually rather fast and yet he is strong. Something between Captain Falcon and Ganondorf in terms of speed and attack power. His attack range is high, but only claws are disjointed. He also has a chargeable projectile (well, it doesn't changes at all until you fully charge it and then it becomes Grand Shot) and his recovery specials go very far, but only in one direction and all end with him in helpless state.
Progress on each character will be posted here. There will be no speciffic time when i do it for obvious reasons and it depends on how fast things go with development. Beta testers no longer are accepted.
Since i felt that stuffing all of this into my PM Ridley mod thread would be difficult to handle, i decided to make a new thread. Below are characters that have any progress done and will be finished in next year with one exception. Size comparisons use orthographic...perspective...whatever to make sure angle doesn't makes X character or Y character look bigger or smaller and models have size that their FitCharacter.pac use in attributes. They are put in such poses to make sure they don't clip into each other and because they are more likely to be in similar pose than with arms spread or something. K.Rool isn't standing like this because its impossible for now. And yes, those mods are meant to be used in PM, but should work in vBrawl.
...and sorry for the whole "K instead of C" thing. Couldn't do anything about it.
King K.Rool
Developers: BaganSmashBros, Álvaro_WS (model), jaystring (rigging), drogoth232 (not sure yet)
Priority: top priority
Recolors: N/A
What's done: custom model and textures for K.Rool and his Blunderbuss
Size comparison:
Current moveset:
- Specials:
- Neutral B - launches a cannonball from his Blunderbuss. Can be charged. Cannonballs can't be absorbed, but they can be reflected and they are affected by gravity. If charged for too long, Blunderbuss explodes, dealing high knockback to opponent and high damage to K.Rool.
- Side B - throws his crown like a boomerang. Crown can hit twice (when it goes forward and when it goes back to K.Rool). Can't be used until crown is back to his head. If it goes off-screen, it just appears on his head. Can be reflected.
- Down B - N/A
- Up B - uses his jetpack to recover. Can be interrupted with any attack. If he doesn't deactivates it in time, it malfunctions and shocks him (and whoever is touching him) before exploding. Deals 11% total to K.Rool and opponents.
- Final Smash - uses his Blunderbuss to pull opponents closer, then starts shooting random projectiles (spiked cannonballs, normal cannonballs, freezing gas, paralyzing gas, toxic gas, water, etc). At some point, his Blunderbuss starts overheating, which causes it to malfunction and explode.
Base character used for him will be Toon Link because he has a boomerang (crown toss), arrows (cannonballs), Final Smash i need and TL is a semi-clone already.
K.Rool is kinda similar to Little Mac from SSB4. He is far better on the ground than in the air and his attacks are fast and yet still powerful. But i wouldn't say he is exactly like him. He is heavier, bigger and a bit slower, his ground attacks aren't that f***ing good compared to aerial attacks, his recovery isn't useless, he has strong projectiles and he can freeze, paralyze, bury and poison his opponent with his throws. His ground jump is surprisingly high for someone like him, but air jump is a lot worse and he has high falling speed. His running speed is high, but his dash attack and grab are slow.
(Fake?) Kraid
Developers: BaganSmashBros, Frayark (model and possibly animations)
Priority: mid/high
Recolors: normal (green scales, red eyes and yellow/white skin), red team (red scales, orange eyes and grey skin), blue team (dark blue scales, blue eyes and blue skin), purple (purple scales, orange eyes and red skin), orange (orange scales, green eyes and yellow skin) and gold (everything is gold except for eyes and mouth).
What's done: model
Size comparison: N/A
Current moveset: N/A
Screenshots: N/A
Not sure why exactly i want to make this guy, but he really needs some love. I haven't seen him appear anywhere since Zero Mission and it was like what, 2005? Since i can't really show the model right now (i don't have it and i think its not finished yet), here is what Frayark is using as a base for the model: http://francoferrari.deviantart.com/art/Golden-Statue-KRAID-Final-Shading-543611620
Kraid is not going to win any race anytime soon, but he certainly can break bones. While he is slow, he is very strong and abuses light and heavy armor. His recovery is also bad, but you have to launch him first and he is heavier than Bowser. He also has strong projectiles that can't be absorbed. Im sure PM and even Brawl are bad places for such characters, but i want to be able to handle even this kind of s**t.
Metal Face
Developers: BaganSmashBros
Priority: low
Recolors: normal (black body with red lines and gold parts), red team (red body with blue lines and gold parts), green team (green/jade body with red lines and gold parts), blue team (blue body with red lines and gold parts), silver (silver body with red lines and gold parts), normal (upgraded, black body with red lines and gold parts), red (upgraded, same as red team), green (upgraded, same as green team), blue (upgraded, same as blue team), gold (upgraded, with gold body, green lines and red parts).
What's done: default colors of normal Metal Face, upgraded Metal Face and SSB4 Metal Face (model taken from Models Resource and ripped by ThatTrueStruggle, but i can remove it if i can't use it), all attacks except for Down Throw and most of get hit animations.
Size comparison:
Moveset:
- Specials:
- Neutral B - charges up energy on the tip of his cannon. Takes a while to fully charge up (not sure how much exactly). While charging, if B is pressed, he shoots a fast projectile with mediocre knockback that can be absorbed and reflected. Charging it doesn't makes projectile stronger until its fully charged. When fully charged, he releases all of the energy in form of a powerful beam that deals 30% and very high shield damage. Beam lasts for 60 frames, but damage is reduced by 5% with each 10 frames until it reaches 5%. Can be absorbed, but not reflected. Based on his Grand Shot attack.
- Side B - leans back, takes a few steps forward, slashing his opponent with his long claws 3 times, then dashes forward. Has low priority since none of hitboxes on this attack deal more than 3%. Taken from one annoying boss from another fighting game with similar design to Metal Face. If used in the air, he goes into his jet mode and dashes forward. It is a good horizontal recovery, but useless as vertical recovery.
- Up B - goes into his jet mode and flies up. Similar to Charizard's, but hit multiple times and goes higher. You can make him move forward or back a bit, but its not very useful as horizontal recovery thanks to Metal Face's high falling speed.
- Down B - charges up energy in his claws, then smashes the ground. Can hit only if opponent is on the ground (there still is a hitbox on his hand before he touches the ground). Hits mutiple times, with last hit paralyzing like ZSS' Paralyzer. In the air, its same as aerial Side B except aimed down.
- Final Smash - charges up and releases energy in form of a powerful beam like with Neutral B, but it hits multiple times and its a lot stronger. This is mostly a placeholder for now, but it might stay.
This guy is a very large (bigger than anyone else) heavyweight with high falling speed. This is a very bad combination, so, getting hit just once might not end well. Fortunately, he is actually rather fast and yet he is strong. Something between Captain Falcon and Ganondorf in terms of speed and attack power. His attack range is high, but only claws are disjointed. He also has a chargeable projectile (well, it doesn't changes at all until you fully charge it and then it becomes Grand Shot) and his recovery specials go very far, but only in one direction and all end with him in helpless state.
Progress on each character will be posted here. There will be no speciffic time when i do it for obvious reasons and it depends on how fast things go with development. Beta testers no longer are accepted.
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