ALF
Smash Cadet
- Joined
- May 28, 2006
- Messages
- 72
Hey guys, I've had this at kittycorp for about 2 weeks, but I figured it's overdue for a thread over here. I just released v0.1.4, which has every special move changed. The next version is likely to be v1.0, but for that I need to make sure he's balanced, so I want as many people beta testing and giving me feedback as possible, so I came here to spread the joy. Here's the OP:
I'd really like some feedback, and remember I'm trying to make this as balanced as possible. If you have any questions, ask away.UMOP said:Go for it!
CHAMPION!
INTRODUCTION:
This is what really happens when Kirby swallows Lucario! Sporting a red headband and the total mastery over martial arts and chi attacks, Kirby's fighter ability is one of his most versatile powers. This hack will try to incorporate as many of his attacks as possible, while keeping true to the Kirby series by using only his special button for his new moves. All of his special attacks are getting a complete makeover, the only other things being edited might be his throws.
MOVE DESCRIPTIONS:
The descriptions will become more detailed when I have working versions of the moves. Please note that the kill percents are taken from the middle of Final Destination against a level 3 Pit (the statistically most average-weighted character in the game), for the most part.
NEUTRAL B:
Pressing down the special button lets Kirby start focusing his chi. There are 4 different charging levels you can release it into, and in total there are 7 different attacks this can result in. Releasing it immediately on the ground results in the famous Vulcan Jab. He does 5 punches extremely fast, each doing only 1%. Holding the special button once the Vulcan Jab has started lets the attack continue into a combo, going from Vulcan Jab to a Rising Kick, and finally into a Meteor Punch. The Rising Kick deals 4%, and has set knockback that easily sets up another hit. The Meteor Punch deals 6%, and is slightly less powerful than Diddy's dair. Releasing it immediately in the air results in a quick Whirlwind Kick (see side-b).
If you let Kirby focus his chi for more than 10 frames (a sixth of a second for those who aren't in the know), he'll have gathered enough to shoot a ball of energy. There are 3 different levels of this energy blast: level 1 is from frame 10 to frame 60 (1 second), level 2 is from frame 60 to frame 150 (2.5 seconds) and level 3 is releasing it anytime after frame 150. He can keep charging as long as you want, but it'll never go higher than a level 3 hadouken blast. All of the levels have a range of almost half of FD. The level 1 deals 5% and has no kill power, but decent knockback. The level 2 deals 10%, and kills around 150%. The level 3 deals 20%, and kills at around 65%. If Kirby does a hadouken in the air, it cancels his momentum (this was done to make the attack work correctly in the air, not because that's how it's supposed to be).
Kirby can stop focusing at any time by pressing a shield button, but he does not keep the energy he had built up.
SIDE-B:
Kirby leaps into a Whirlwind Kick, but instead of his traditional Tatsumaki Senpu Kyaku style spin, he opts for a Spinning Bird Kick instead (because I couldn't find a good animation lol). There are 4 kicks to this attack each dealing 5%, and the jump into it has a hitbox for 2%, for a 5 hit combo dealing 22%. The entire move, even the last hit, has set knockback that is just enough to lead into some combos.
There is another part to the side special that I don't think anyone else has done before. If you do the side-b while running, he will instead do a large backflip uppercut fire kick. This move deals 12% and sends the opponent flying straight up, killing at around 100%.
UP-B:
Kirby does what's technically called his Rising Break. What it is actually is his SHORYUKEN! For those who have been deprived their entire lives and don't know what a Shoryuken is, it's basically doing an uppercut while jumping 10 feet in the air with a flaming fist of fury (well, Ken's does anyway, and that's what Kirby's is based off of). The move comes out fast and has super armor for until the hitboxes show up (which is only 5 frames). It then does a 7 multihit combo (again, based off of Ken's) dealing 2% for each of the first 6 hits and 6% on the last one for a total of 18%. It doesn't kill until about 150%, and puts him into his special fall animation. For recovery, it goes up a little shorter than his Final Cutter did, but can autosnap to ledges on the way up.
DOWN B:
On the ground, Kirby will does one of the few attacks he can do in the canon Kirby games without a copy ability: His slide kick. This move has deals 8 damage, set knockback, and a 50% tripping chance. If you hit with it, Kirby bounces off the opponent, and has a slight amount of lag.
In the air, Kirby does his diagonal dive kick. This move shoots him downward at an angle, and lasts a long time. There are two hitboxes, one on his body for 7% and one on the kick for 9%. If you hit the opponent, spikes them at the same angle, and Kirby bounces off. If you hit the ground, Kirby will slide a little bit, but with too much lag to utilize as a pseudo-wavedash.
Neither of these moves can be b-reversaled (not sure why, but heck, let's roll with it).
MOVE PROGRESS:
(Blue - Ready for full release)
(Green - Working draft done, needs beta testing)
(Yellow - action codes work, sub-actions aren't finished)
(Red - No work done yet)
Neutral B:
Charging Animation
Vulcan Jab
Rising Kick
Meteor Punch
Whirlwind Kick
Small Hadouken
Medium Hadouken
Large Hadouken
Side B:
Lunging Whirlwind Kick
Backflip Fire Kick
Down B:
Slide Kick
Dive Kick
Up B:
SHORYUKEN
OTHER STUFF TO DO:
Make the throws a little stronger
Give him a headband ):
DOWNLOADS:
Finally, all the specials have been completed! After this, it's most likely onto the full release. There are quite a few changes in this version in addition to the down-b. They are as follows:
- The bug in which the charge on the hadouken is reset when you land or fall while charging has been fixed.
- Hadoukens are now super sexy looking, and have different sounds upon hitting the enemy.
- Level 1 hadouken has received a nerf in knockback.
- All levels of hadouken have had a hitbox size change to make them less disjointed.
- Side b whirlwind kicks have more knockback on the last hit, though it is still set knockback and CAN still lead into combos. Just not as many d:
- Both side b and neutral b whirlwind kicks have increased damage
- Backflip Fire Kick has more range, and the bug involved with it has been fixed
Link: http://www.megaupload.com/?d=87VR4CIF
Old Versions:
V0.1.3(complete): http://www.megaupload.com/?d=V7OIWO3Y
V0.1.3(rushed): http://www.megaupload.com/?d=X3G4YAP6
V0.1.2 (only shoryuken and side-b spinning bird kick): http://www.megaupload.com/?d=BHCBV4XP
VIDEOS:
Once again, S.N.E.S.S. supplies me with a vid with quality I could never achieve.
V0.1.3(Complete): http://www.youtube.com/watch?v=l0ipHBElKdA
Old vids:
V0.1.3(Rushed): http://www.youtube.com/watch?v=NAtpIl2RtG8
HELP NEEDED:
I still need help figuring out how to give Kirby his snake hat. I haven't tried anything yet, but I really want to be able to give him that hat without it changing the actions he uses or for it to be possible to knock it off him. If anyone has done something similar to this, or has a good idea how to do it, please tell me.