leafbarrett
Smash Lord
This is a project I have been working on since the very first day PSA was released, and it is finally done. After countless changes, fixes, and balancing, I present to you Kari. I feel that describing her (I plan to change the voice to a female voice as soon as sound effects can be properly changed) wouldn't really work very well in this case, so I plan to record a moveset video and a practice video ASAP.
Downloads for texture, moves, & animations
Green circles highlight hitboxes and red circles mark blind spots.
Jab combo
Not much worth noting here.
Now HERE's where things get interesting.
Tilts
Kari has not one, but THREE ftilts! It uses the same controls as aiming a ftilt up or down, by which I mean the angle of the control stick determines which ftilt you'll use. Up-angled is Ice Punch, no angle is Metal Claw, and down-angled is Thunder Punch.
Utilt is a 2-hit Blaze Kick combo that has low BKB but high KBG. It can kill at 110%-120%, but rarely at 100%, if at all.
Dtilt is Water Pulse. It has a HUGE amount of disjoint. It can hit from very far away, but it has an enormous blind spot.
And again, things get interesting with the fsmashes.
Smashes
Just like Kari's ftilts, Kari has 3 fsmashes. The position of the picture shows what angle you need to use that attack. Angle it up for the high kick, low for the ground-sweeping aura slash, and no angle for the vertical aura slash. (The reason the lower aura slash has 2 pics is because it's very slow.)
Usmash is Dark Pulse. It's quite powerful, but is a ***** to use. The range is mediocre, and the hitbox only stays out for a few frames, meaning that you have to time the attack perfectly or you'll miss.
Just like the dtilt, the dsmash has large disjoint, hitting from afar but with a huge blind spot in the middle.
Kari was the first PSA character to have momentum commands added, though since she wasn't released until now, it doesn't really count. I tested the command on her when I found it (the only important command I've discovered on my own).
Aerials
Bair is unchanged, and uair only has an animation change, so they aren't included here.
The second move to have momentum added (with the dair being first). As shown, the initial hitboxes send the opponent down and towards Kari while propelling her upwards a little.
Although the picture only shows 3 kicks, her fair actually has 5, but they were too fast for me to get snapshots of all of them, no matter how many times I tried.
Dair causes her to rocket downwards. This attack is a weak spike. The real attack is if she lands during the downward movement: she creates an earthquake, striking opponents from far away. For some bizarre reason, this attack has 2 small blind spots right beside her, no matter what I do to the 3 hitboxes that are generated. The blind spot seems to occur only occasionally, too... ._.;
Throws
Bthrow is unchanged, so it isn't shown here. The only change to her pummel is that it's faster.
Uthrow creates a multi-hitbox that hits 6 times for 1 damage each. These hitboxes damage anyone nearby, as well, but they have no knockback or flinch. The damage from the throw itself is pretty low.
Fthrow is now Force Palm. Yes, I know how awkward that animation looks, but I can't seem to change it properly.
Dthrow is now Link's dthrow. I actually managed to change the thrown animation (the one for the character being thrown). Mostly an aesthetic change.
Specials
The only change to her up-B is that it now does damage, and her down-B is weaker but faster. She has a custom final smash, but... it kinda sucks... ;_;
Neutral special is now Mega Kick, a Falcon Punch-esque move with very slow start-up but devastating damage. You do NOT want to be hit by this, but if you can't spot her starting to use it and get out of the way in time (you have roughly 2 or 3 seconds) or hear her about to use it, then I feel sorry for you. It's better used to catch an opponent off-guard or to bait them into running into it when they try to attack while Kari's vulnerable. If you're Pichu (search PSA Pichu in the forum), you can avoid it by just standing still.
...Well, this is embarrassing. I can't find my snapshot for this.
In the air, neutral special is a completely different move: Sky Uppercut. Basically, it's Mario's up special but higher. To catch someone in the chain of hits, they have to be above you; otherwise they'll just be knocked away by the first hit. Unlike her up special, this DOES put her into special fall, so don't use it to recover until you've used up the midair jump and up special.
Side special is now Fury Cutter. It hits multiple times, and on the ground, the last hit has very nice BKB, but virtually no KBG, so it will knock them away almost as far at 0% as at 100%, and you'll be lucky to get a kill with it at anything below 200%, maybe even above. In the air, none of the hits will knock someone away, but they will cause them to flinch. However, since Kari can't control her movement during this, it's only really effective on big targets like Bowser.
There are a couple of other animations that I've made or swapped.
Other animations
One of her idle poses is now Zelda's, but I can't find the snapshot. This one gave me a lot of trouble because of Lucario's bizarre leg structure. ^^;
Also not shown are her changed dizzy animations, sleep animations, taunts, new victory pose, and loss animations. The first 3 are because they are already animations that Lucario has, and the last 2 are because, well, I can't take snapshots of the results screen.
Everything you need to know about these is added on the side of the pic.
Sorry if this seems unorganized... This is the first full character post I've ever made. The video will make everything much clearer once I get it uploaded.
V2 changes:
-Dtilt now has a wind hitbox close to her
-Usmash lasts for 2 frames longer and has slightly faster cooldown
-Better usmash graphic
-Nfsmash can reflect projectiles (it's really touchy and doesn't always work though)
-Dfsmash does more damage
-Nspecial does a bit less damage
-Fixed first jab hitbox
-Now has Marth's AI
-New staunt
-Dsmash charge has wind hitboxes sucking opponents to her
V3 changes:
-All voice clips readded for Slashy's upcoming voice change
-Dtilt hitboxes tweaked
-Utilt is Double Kick (no fire)
-Ufsmash is Blaze Kick
-Dsmash charge wind hitboxes do minor damage
-Dsmash has weak "gtfo" hitboxes on the hands
-Completely new FS: Vacuum Wave
-Glitch: One of idle animations is replaced by uspecial startup ???
-Glitch: Grabbing Kari in the middle of a move may cause a giant endless aura graphic to appear behind & above her; only way to get rid of graphic is to die
EDIT: Videos uploaded!
http://www.youtube.com/watch?v=OD2udADgiTo
http://www.youtube.com/watch?v=03e4R30Tlkc
Downloads for texture, moves, & animations
Green circles highlight hitboxes and red circles mark blind spots.
Jab combo
Not much worth noting here.
Now HERE's where things get interesting.
Tilts
Kari has not one, but THREE ftilts! It uses the same controls as aiming a ftilt up or down, by which I mean the angle of the control stick determines which ftilt you'll use. Up-angled is Ice Punch, no angle is Metal Claw, and down-angled is Thunder Punch.
Utilt is a 2-hit Blaze Kick combo that has low BKB but high KBG. It can kill at 110%-120%, but rarely at 100%, if at all.
Dtilt is Water Pulse. It has a HUGE amount of disjoint. It can hit from very far away, but it has an enormous blind spot.
And again, things get interesting with the fsmashes.
Smashes
Just like Kari's ftilts, Kari has 3 fsmashes. The position of the picture shows what angle you need to use that attack. Angle it up for the high kick, low for the ground-sweeping aura slash, and no angle for the vertical aura slash. (The reason the lower aura slash has 2 pics is because it's very slow.)
Usmash is Dark Pulse. It's quite powerful, but is a ***** to use. The range is mediocre, and the hitbox only stays out for a few frames, meaning that you have to time the attack perfectly or you'll miss.
Just like the dtilt, the dsmash has large disjoint, hitting from afar but with a huge blind spot in the middle.
Kari was the first PSA character to have momentum commands added, though since she wasn't released until now, it doesn't really count. I tested the command on her when I found it (the only important command I've discovered on my own).
Aerials
Bair is unchanged, and uair only has an animation change, so they aren't included here.
The second move to have momentum added (with the dair being first). As shown, the initial hitboxes send the opponent down and towards Kari while propelling her upwards a little.
Although the picture only shows 3 kicks, her fair actually has 5, but they were too fast for me to get snapshots of all of them, no matter how many times I tried.
Dair causes her to rocket downwards. This attack is a weak spike. The real attack is if she lands during the downward movement: she creates an earthquake, striking opponents from far away. For some bizarre reason, this attack has 2 small blind spots right beside her, no matter what I do to the 3 hitboxes that are generated. The blind spot seems to occur only occasionally, too... ._.;
Throws
Bthrow is unchanged, so it isn't shown here. The only change to her pummel is that it's faster.
Uthrow creates a multi-hitbox that hits 6 times for 1 damage each. These hitboxes damage anyone nearby, as well, but they have no knockback or flinch. The damage from the throw itself is pretty low.
Fthrow is now Force Palm. Yes, I know how awkward that animation looks, but I can't seem to change it properly.
Dthrow is now Link's dthrow. I actually managed to change the thrown animation (the one for the character being thrown). Mostly an aesthetic change.
Specials
The only change to her up-B is that it now does damage, and her down-B is weaker but faster. She has a custom final smash, but... it kinda sucks... ;_;
Neutral special is now Mega Kick, a Falcon Punch-esque move with very slow start-up but devastating damage. You do NOT want to be hit by this, but if you can't spot her starting to use it and get out of the way in time (you have roughly 2 or 3 seconds) or hear her about to use it, then I feel sorry for you. It's better used to catch an opponent off-guard or to bait them into running into it when they try to attack while Kari's vulnerable. If you're Pichu (search PSA Pichu in the forum), you can avoid it by just standing still.
...Well, this is embarrassing. I can't find my snapshot for this.
In the air, neutral special is a completely different move: Sky Uppercut. Basically, it's Mario's up special but higher. To catch someone in the chain of hits, they have to be above you; otherwise they'll just be knocked away by the first hit. Unlike her up special, this DOES put her into special fall, so don't use it to recover until you've used up the midair jump and up special.
Side special is now Fury Cutter. It hits multiple times, and on the ground, the last hit has very nice BKB, but virtually no KBG, so it will knock them away almost as far at 0% as at 100%, and you'll be lucky to get a kill with it at anything below 200%, maybe even above. In the air, none of the hits will knock someone away, but they will cause them to flinch. However, since Kari can't control her movement during this, it's only really effective on big targets like Bowser.
There are a couple of other animations that I've made or swapped.
Other animations
One of her idle poses is now Zelda's, but I can't find the snapshot. This one gave me a lot of trouble because of Lucario's bizarre leg structure. ^^;
Also not shown are her changed dizzy animations, sleep animations, taunts, new victory pose, and loss animations. The first 3 are because they are already animations that Lucario has, and the last 2 are because, well, I can't take snapshots of the results screen.
Everything you need to know about these is added on the side of the pic.
Sorry if this seems unorganized... This is the first full character post I've ever made. The video will make everything much clearer once I get it uploaded.
V2 changes:
-Dtilt now has a wind hitbox close to her
-Usmash lasts for 2 frames longer and has slightly faster cooldown
-Better usmash graphic
-Nfsmash can reflect projectiles (it's really touchy and doesn't always work though)
-Dfsmash does more damage
-Nspecial does a bit less damage
-Fixed first jab hitbox
-Now has Marth's AI
-New staunt
-Dsmash charge has wind hitboxes sucking opponents to her
V3 changes:
-All voice clips readded for Slashy's upcoming voice change
-Dtilt hitboxes tweaked
-Utilt is Double Kick (no fire)
-Ufsmash is Blaze Kick
-Dsmash charge wind hitboxes do minor damage
-Dsmash has weak "gtfo" hitboxes on the hands
-Completely new FS: Vacuum Wave
-Glitch: One of idle animations is replaced by uspecial startup ???
-Glitch: Grabbing Kari in the middle of a move may cause a giant endless aura graphic to appear behind & above her; only way to get rid of graphic is to die
EDIT: Videos uploaded!
http://www.youtube.com/watch?v=OD2udADgiTo
http://www.youtube.com/watch?v=03e4R30Tlkc