tatatat0
Smash Journeyman
- Joined
- Jan 28, 2015
- Messages
- 412
Introduction:
Specifics:
I have also included stage hacks for Fourside, Yoshi's Story, Pokemon Stadium, Final Destination, Temple, Big Blue, Yoshi's Island 64, Great Bay, and Jungle Japes. If any of the creators of these content do not wish for their modification to be included, send me a pm and I'll remove it from the next installment.
The changelog and important overall update notes are also below.
Some screenshots of some of the things I have done can be seen below. You can download the latest version of this modpack here:
Download:
Screenshots:
Changelog:
Instructions:
1. Download the modpack.2. Extract it with an archiving program like WinRAR.
3. Get the rest of the instructions from the file instructions.txt in the extracted folder.
Updates:
V.7 Has been released! With that comes many changes, I have fixed a bug not allowing me to add Luigi, Ness, and Fox to the CSS, I have done major visual changes to things like stages, css, and some menu items. I did some light effect modding and added a few texture hacks. I've severely cut Bowser's endlag on most of his moves and I gave mewtwo a sexkick for his nair and less endlag on his tilts among other things.V.7B Added Link and mario.
V.8 Fixed the update log from saying V.7B was V.8 (Thanks for nobody noticing :D ) Allowed all characters, added ganon and peach.
V.8A Switched Frame speed modifier engines, Buffed the hell out of bowser.
V.8B Added footstooling to Roy (Going to add it to them all eventually, just a test) a small hitbox near his feet on the first two frames of the double jump that sends the opponent downwards, does one damage. Also first frame of double jump is invincible.
V.8B.1 Now mario, game&watch and Captain falcon can footstool, mario is now a semi-clone of Ryu.
V.8B.1.A Hotfix.
V.9 Modded Kirby, Fixed Falco's f-smash infinite, Fixed Ganon's utilt. Birthday Patch! Woo Woo
V.9A Changelog has been moved to https://docs.google.com/document/d/13pfEfSJnoAa2IgZ743XxJPuuNVGpN9wdGCb4r2PUX_w
V.9B Removed lots of bull**** https://docs.google.com/document/d/13pfEfSJnoAa2IgZ743XxJPuuNVGpN9wdGCb4r2PUX_w
V.9C Remove Dash attack teleporting, added "DACUS", modified DK, YL, Doc, and other characters. Read the change log in the link above.
V1.0Beta Every character has been modded INTENSELY. Balance is much more of a thought when developing this patch, straying away from unneeded bs, completely restarting character with no hope. Many gamewide changes.
Rebound FSM: .25x -> 1x
Meteor cancel window changes from frame 8 to frame 25!
Smash charge length: 60 -> 59.
Smash charge Damage increase rate: 350 -> 356
Unless smash charge damage increase is used is some sort of weird exponentional function, fully charging a smash attack should deal roughly the same damage as before. (356 was rounded from 355.5833333333333333)
(Exceptions:
Ness up-smash/down-smash
Peach F-smash
)
Turning now retains momentum This means true perfect pivoting!
This also meaning retaining momentum from things like wavedashing for ledge-hogging is quite easier. Also you can minimize the loss of momentum to almost nil if you frame perfectly turn into a turn which I dub “Turn-gliding”. Example of this with fox, whos turn animation takes 11 frames.
Wavedash to the right and hold left, when first turn starts you have until the eleventh frame to start holding right to do another turn, and with that turn you also have until the eleventh frame to start holding left and so on.
You can also edgehog by cancelling a pivot with a crouch near the ledge. The timing for this is not very hard. Otherwise you can just ‘perfect pivot’ ledge hog.
Also that one pm tech where you roll to the ledge and hold in that direction to grab the ledge works. (May be very hard or impossible with some characters. Ness is very hard if even possible)
Catch dash(Dash grab) FSM: frame 20, 1.25x
Airdodge(Wavedash) landing lag: 10 -> 8
New Spawn platform! http://i.imgur.com/nUzW9qI.png
Meteor cancel window changes from frame 8 to frame 25!
Smash charge length: 60 -> 59.
Smash charge Damage increase rate: 350 -> 356
Unless smash charge damage increase is used is some sort of weird exponentional function, fully charging a smash attack should deal roughly the same damage as before. (356 was rounded from 355.5833333333333333)
(Exceptions:
Ness up-smash/down-smash
Peach F-smash
)
Turning now retains momentum This means true perfect pivoting!
This also meaning retaining momentum from things like wavedashing for ledge-hogging is quite easier. Also you can minimize the loss of momentum to almost nil if you frame perfectly turn into a turn which I dub “Turn-gliding”. Example of this with fox, whos turn animation takes 11 frames.
Wavedash to the right and hold left, when first turn starts you have until the eleventh frame to start holding right to do another turn, and with that turn you also have until the eleventh frame to start holding left and so on.
You can also edgehog by cancelling a pivot with a crouch near the ledge. The timing for this is not very hard. Otherwise you can just ‘perfect pivot’ ledge hog.
Also that one pm tech where you roll to the ledge and hold in that direction to grab the ledge works. (May be very hard or impossible with some characters. Ness is very hard if even possible)
Catch dash(Dash grab) FSM: frame 20, 1.25x
Airdodge(Wavedash) landing lag: 10 -> 8
New Spawn platform! http://i.imgur.com/nUzW9qI.png
V 1.0B: LOTS of stuff. Balanced mewtwo and jigglypuff a lot. CHECK IT OUT.
V 1.0C: Fixed a bug with yoshi's up-b, balanced shiek, and some other neat stuff.
Gamewide Changes:
Electrical hitstun modifer increased from 1.25x to 1.75x
More Max Hitstun
Faster tech rolls
Slower shieldstun animations (more shieldstun)
Slower shield drop animations (not the tech, just simply dropping your shield)
Everyone has walljumps,
Limited the css to only allow the currently modified characters
random characters default to captain falcon
8 character nametags, press x to allow lowercase letters
Same costumes are allowed
Longer dash animations
64-esque throws, the first 20 frames of a throw are now the first 50 frames. (This does NOT affect chaingrabbing in 1v1)
Footstooling for select characters:
Formula for hitbox size of footstool is
7.38 per weight unit
You can now grab ledge before ledge intangibility is over.
More Max Hitstun
Faster tech rolls
Slower shieldstun animations (more shieldstun)
Slower shield drop animations (not the tech, just simply dropping your shield)
Everyone has walljumps,
Limited the css to only allow the currently modified characters
random characters default to captain falcon
8 character nametags, press x to allow lowercase letters
Same costumes are allowed
Longer dash animations
64-esque throws, the first 20 frames of a throw are now the first 50 frames. (This does NOT affect chaingrabbing in 1v1)
Footstooling for select characters:
Formula for hitbox size of footstool is
7.38 per weight unit
You can now grab ledge before ledge intangibility is over.
Notes&Stuff:
READ THIS STUFF, ITS USEFUL.
Random notes: https://docs.google.com/document/d/13pfEfSJnoAa2IgZ743XxJPuuNVGpN9wdGCb4r2PUX_w
VERY useful notes above.
READ THIS STUFF, ITS USEFUL.
Random notes: https://docs.google.com/document/d/13pfEfSJnoAa2IgZ743XxJPuuNVGpN9wdGCb4r2PUX_w
VERY useful notes above.
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