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( UPDATE) Brawl DX version 1.7 Official Thread

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Goal
To provide Players with an experience that can help bridge the gap between Brawl and the new Super Smash Bros.

Information
---------------------------------------------------------------------------------------------------------------------------------------------
Universal Changes:

  • All characters run and dash speeds increased
  • All characters falling speed increased
  • Weights adjusted across all characters
  • All landing lag for all aerials have been readjusted
Returning Melee Traits/Mechanics
  • Dash canceling via crouch
  • Jumping off ledges and grabbing ledges are faster
  • Increase in shield stun
  • Increase in hit stun
  • Characters when hit at high % now have voice clips
Returning Brawl Traits/Mechanics
  • Timing for dash dances
  • Pivot grabbing
  • reverse ledge grabs
  • Footstooling
  • Glide tossing
  • Backwards ledge grabs
  • DACUS
  • buffering
---------------------------------------------------------------------------------------------------------------------------------------------

New/Modified Stages​
  • Peach Castle Melee (altered)
  • Big Blue (altered)
  • Kongo Jungle
  • Green Greens (altered)
  • Fountain Of Dreams
  • Green Hill Zone (altered)
  • Shadow Moses (altered)
  • PictoChat (altered)
  • Spear Pillar (altered)
  • Port Town Aero Dive (altered)
  • Skyworld (altered)
  • Distant Planet (altered)
  • Frigate Orpheon (altered)
  • Halberd (altered)
  • Wario Ware (altered)
  • Pirate Ship (altered)
  • Norfair (altered)
  • Rumble Falls (altered)
  • Midair Stadium
  • Subspace
  • Practice Stage
  • Final Destination (altered)
  • BattleField (altered)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

New Characters​
  • Dark MetaKnight
  • Louie
  • Doctor mario
  • Roy
  • Mewtwo

Changes from 1.5 to 1.7
Brawl DX Version 1.7.0
---------------------------------------------------------------------------
Change List

Mechanics Changes
  • -Auto ledge snaps restored (inital auto sweepspot ledge grabs hitboxes startup time increased)
  • -Can no longer air dodge during tumble
  • -Can fastfall during tumble
  • -Teching window increased
  • -Pokemon Trainer's Pokemon no longer suffer stamina loss
  • -Pokemon Trainer can switch pokemon when KO'd if the player's shield button is held
  • -Ledge invincibility reduced to 18 frames
  • -Spikes similar to melee return, while brawl meteor smashes remain the same in function
  • -Shield Stun Decreased

Bug Fixes
  • -Selecting Zero Suit Samus no longer reverts back to Samus when returning to the character select screen
  • -Fixed Bug where King Dedede's Forward Smash would produce no hitboxes or sound
  • -Fixed Issue where Louie's pikmin would freeze the game during team battles if Louie was KO'd for too long before the match ended
  • -Fixed some graphical errors on Doctor mario Down Air
  • -Fixed issues with Mewtwo's Shadow ball and Forward Air Graphical Effects
  • -Fixed issue pertaining to Louie's neutral B where he would not gain height when using the move following being hit by an attack

Stage Changes
  • -Stage selection screen has been reordered
  • -Neutral remain on the bottom row
  • -universal counterpicks remain on the 2nd row up including melee stages Pokemon Stadium 1 and Fountain of Dreams
  • -3rd row up if stages designed for singles only including melee stages Green Greens and Kongo Jungle
  • -4th row up are doubles only stages including melee stages Big Blue and Peach Castle
  • -Shadow Moses Upper Blast Zone has been reduced, horizontal Blast Zones increased slightly
  • -Rumble Falls Upper Blast Zone reduced
  • -Spear Pillar Now features moving platforms like in the original stage lower portion has also been nearly completely removed to avoid confusion

Character Changes
  • PLEASE NOTE, THE FOLLOWING LIST CONTAINS ONLY MAJOR CHANGES MADE TO SPECIFIC CHARACTERS IN THIS RELEASE
UNIVERSAL CHANGES
  • -Run speed for MOST characters increased slightly
  • -Gravity and Fall speed increased
  • -All aerials can now auto cancel before the respective hitbox becomes active
  • -All Multi-hit attacks link easier

Mario
-Forward Air Cooldown increased slightly
-Up B Wall jump cancel timing window decreased

Luigi
-Can now Wall Jump
-Side B Green Missile can be Wall jumped out of during the remaining cooldown frames
-Green Missile/Misfire cooldown decreased slightly
-Green Missile Misfire Has recieved Knockback Based Armor
-Up B Super Jump Punch no longer produces a second coin hitbox
-Window for Down Air Meteor Smash shortened
-Forward Air Knockback increased
-Down B Luigi Cyclone Rising Height Decreased Slightly
-Traction slightly increased

Peach
-Side B Peach Bomber Vertical and Horizontal distance increased both on startup and on hit
-Up B Peach Parasol jump height increased
-Peach Parasol floating descend mobility increased

Bowser
-Down B Bowser Bomb Shield Damage increased
-Up B Whirling Fortress Vertical height increased slightly

Doctor Mario
-Nair landing lag increased slightly
-Uair cooldown increased
-Down Smash Knockback increased slightly on front facing hitbox
-Can now Up B cancel like in melee through performing an aerial within 4 frames of Up Specials activation
-Run and Walk Speed Reduced

Wario
-Up Smash final hitbox Knockback increased slightly
-2nd charge stage of Down B meteor smash hitbox knockback increased slightly

Yoshi
-Egg Toss Up-B Base Knockback increased

Donkey Kong
- Spinning Kong Vertical height increased slightly

Diddy Kong
-Dash attack cooldown increased
-Up B Rocket Barrel Boost now functions similar to Project M's where it cn be steered slighlty following it's launch angling heavily prior to launch will result in a small hop
-Side B Monkey Flip vertical and horizontal distance increased slightly

Kirby
-DK copy ability now functions properly
-Upward throw knockback increased
-Down B Stone Meteor Smash hitbox knockback reduced slightly

MetaKnight
-Upward throw knockback increased
-Up Smash last hitbox knockback increased
-Down Air Meteor Smash hitbox size increased

King Dedede
-Forward Smash Lower hitbox now produces a VERY strong Spike hitbox
-Forward Tilt sweetspot pulls opponent towards D3
-Neutral Air Knockback increased

Dark MetaKnight
-Forward Smash now changes to a long range projectile based attack that pushes enemies with the inital hitbox followed by a small explosie hitbox that does greater damage
-Down Air can no longer be angled
-Many attacks now produce a darkness effect
-Side B Dark Lunge Now accurately acts like a multi-hit with the last hit having slightly increased knockback
-upward throw knockback increased
-Down Air now functions as a multi-hit meteor smash with increased cooldown and landing lag

Marth
-Side B Dancing Blade jump cancel on 3rd hit has had the timing window shortened slightly
-Tipper sweepsots size reduced
-Range increased slightly
-Down Air cooldown decreased slightly
-Down Air inital Tipper hitbox now is a Spike as opposed to a meteor smash

Roy
-Now can Wall Jump
-Up Air now a two hit attack with the 2nd slash having greater knockback
-Side B Double Edged Dance hitbox trajectories adjusted for better damage building
-Up B Blazer hitboxes now properly connect when used on grounded opponents
-Blazer final hitbox knockback increased
-Removed MOST Sweetspots being focused around the center of Roy's blade, instead the power is distributed evenly throughout the blade (simialr to lucina in smash 4)
-Down Air meteor smash sweepspot left intact and readjusted for more consistent usage
-Down Air cooldown decreased
-Up tilt changed to PM's Roy Up tilt
-Down tilt pop foes upward when sweetspotted for juggles
-Decreased air speed slightly
-Neutral B Flare Blade knockback reduced slightly

Ike
-Side B Quick Draw sends Ike into freefall is missed, also can be both shield canceled and jump canceled
-Down Air cooldown decreased

Ness
-Neutral B PK Flash now will continue to travel and gain power even if hit during charge time
-PK Flash knockback decreased slightly
-PK Flash will now explode on its own if it hits a floor
-PK Flash hitbox will now last longer
-Side B PK Fire now travel slightly farther when used in the air
-Back throw knockback decreased slightly
-Up Air knockback decreased slightly
-Up B PK Thunder now does not send Ness in Special Fall unless he makes contact with himself and performs PK Thunder 2

Lucas
-Side B PK Fire now activates regardless of whether the opponent is shielding or not
-Tether hitbox adjusted
-Neutral B PK Freeze knockback increased
-Up throw Knockback increased
-Down Throw knockback decreased

Link
-Up B Spin Attack vertical height and grounded knockback increased and features super armor on startup
-Forward Tilt no longer has a meteor smash hitbox
-Down Air's inital lower hitbox is now a Meteor Smash
-Up Air knockback increased slightly

Zelda
-Side B Din's Fire Knockback decreased
-Down Smash Front facing hitbox sends opponents upwards with reduced knockback while the back facing hitbox remains unchanged
-Up Smash hitboxes DI values increased from .2 to the new universal multi-hit value .4
-Down Air "lightning" hitbox range increased

Sheik
-Forward Smash 2nd hit knockback increased
-Down Smash knockback increased
-Fair knockback decreased slightly

Ganondorf
-Down B Wizards Foot jump cancelable frames window decreased slightly
-Wizard's Foot meteor smash now is a spike
-Down Air landing lag increased slightly
-Down Air Auto Cancel window reduced slightly
-Up B Dark Dive now has super armor on startup

Toon Link
-Back Air cooldown and knockback increased

Fox
-Side B Fox Illusion aerial distance reduced by half
-Fox Illusion now no longer sends fox into special fall
-Fox Illusion no longer can run off ledges when used on the ground, grounded travel distance also increased slightly
-Up throw now sends opponent above fox like in Melee
-Up B FireFox no longer has Damaged Based Armor
-Neutral B Lasers Hitbox size decreased
-Up Air Knockback decreased
-Up Smash Knockback decreased

Falco
-Side B Falco Phantasm grounded travel distance reduced by half
-Falco Phantasm air travel distance increased slightly

Wolf
-Up Smash final hitbox knockback increased
-Air Mobility slightly increased

Samus
-Neutral B Charged Shot Knockback increased
-Up B Screw Attack knockback increased greatly
-Up Smash last hitbox knockback increased
-Forward Air last hitbox knockback increased

Zero Suit Samus
-Down Air now no longer locks ZSS in the move for too long
-Down Smash damge decreased
-Forward Air last hitbox knockback increased
-Up Smash last hitbox knockback increased
-Down B Flip Jump invincibility frames reduced

Pikachu
-Down Smash last hitbox trajectory altered
-Down Air knockback reduced on sourspot

Jigglypuff
-Down B Rest now deals knockback inbetween melee and brawl's
-Down Air now is a soft multi-hit meteor smash
-Air Stopping speed reduced greatly
-Air Mobility and speed increased

Mewtwo
-Forward Air hitboxes adjusted for better range and usage
-Forward Air cooldown and landing lag increased slightly
-Back Air landing lag increased slightly
-Up Air cooldown and landing lag increased slightly
-Up Smash vertical and horizontal range increased
-Forward Throw knockack increased
-Down Air sweetspot increased slightly
-Side B Confusion range increased
-Air Speed slightly increased

Lucario
-Up B Extreme Speed Jump Cancel window fixed
-Aura inital and max Strength increased

Squirtle
-Neutral B uncharged "Bubble" last hitbox knockback increased
-Up B Waterfall Last hitbox knockback increased slightly
-Up Tilt cooldown increased
-Up Air cooldown increased slightly

Ivysaur
-Forward Air sweetspot size increased slightly
-Down Tilt sweetspot pop opponents upward

Charizard
-Air Mobility increased
-Down Tilt Cooldown increased
-Up Smash last hitbox knockback increased

Olimar
-Down Throw knockback increased
-Purple Pikmin Knockback increased

Louie
-Down Smash is now a decent ranged stun attack with a small hitbox above that pops opponents upward
-Up Smash is now louies previous up tilt with increased knockback and damage
-Up Tilt is now a two hit attack that if sweetspotted at the now is a meteor smash
-Turning speed increased
-Pikmin count reduced from 6 to 4
-Now can Wall Jump

Pit
-Down Smash Knockback increased
-Up B Wings of Icarus Mobility increased
-Up Smash last hit knockback increased

Captain Falcon
-Up B Raptor Boost Mobility increased slightly
-Up Tilt knockback increased slightly

Ice Climbers
-Traction significantly increased
-Turning speed increased
-Now can Wall Jump

R.O.B
-Side B Arm Rotor Horizontal and Vertical boost increased
-Up Throw knockback increased
-Forward Air cooldown increased
-Down Tilt cooldown increased
-Low angled Forward Tilt pulls opponents in

Mr. Game And Watch
-Down Tilt now pops opponents upward when sweetspotted
-Up Air Knockback increased
-Air Mobility increased
-Weight Decreased slightly

Snake
-Up B Cypher now acts like PM Snakes up B
-Forward Tilt 1 trajectory adjusted
-Neutral Air last hitbox knockback increased
-Down Air last hixbox meteor smash is now a spike

Sonic
-Neutral B Homing Attack Knockback significantly reduced
-Homing Attack Damage decreased, on hit cooldown decreased slightly and air mobility increased slightly and missed landing lag increased
-Side B Spin Dash and Down B Spin charge falling speed increased damage decreased slightly
-Spin Dash now auto ledge snaps
-Up B Spring Jump Air height decreaeed slightly
-Down Air Meteor Smash Hitbox size decreased and sourspot added
-Up Throw Damage reduced siginificantly


How To Play
2 gig and under SD card users
  • Extract the files within the Brawl DX folder to your SD card
  • Insert SD card into the system and Boot up Brawl
  • Navigate to the stage builder mode, also ensure you don't have any custom stages on both your SD card and Wii
  • Screen should go black with a bunch of words followed by a screen that looks like this
  • WHEN YOU BOOT UP GECKO OS CHANGE THE HOOKTYPE TO AXNEXTFRAME IN THE CONFIG OPTIONS MENU
  • Once thats done simply navigate back and select Launch game

SDHC/ 4 gig and up users



    • Extract the files within the zip folder to your SD card



    • Navigate to the Homebrew Channel or navigate to the stage builder in brawl



    • Launch Brawl DX/Project M launcher



    • Once Booted up simply hit play
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
FAQ
  • Q: Will this harm my game in anyway? A: No, unless you of course go and delete your save file
  • Q: how long did this take you to make? A: I've been working on it for about 2 years now during that time I've started from scratch at least twice.
  • Q: How many characters are you going to add? A: that's something that really depends on if people like what i'm doing
  • Q: What makes this so different from brawl? A: the pacing, and overall character adjustments and game mechanics are what make it feel different, I've gone through the trouble of making it so veteran Brawl players should be able to pick up a controller and feel fine using their character of choice, while also ensuring their are some things that melee players can come to appreciate and find interesting.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Videos
Coming Soon

ScreenShots










 
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D

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Guest
Roy's final smash crashes the game, just wanted to point it out.
 

Pikmin1211

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Updated the facebook page with the new icons and versions.
Also should note this appears to screw up battlefield in my music permanently
 
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Da Man

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Yeah My Music can get messed up pretty badly if you select certian stages on there, also the camera in the results screen after matches is much lower sometimes. And I kinda cringed upon hearing Louie's "name" being called lol xD

This is a fantastic mod though, a great counterpart to Project M for those who prefer the original Brawl moves and such but with some of the better features from Project M and even DX's predecessor Balanced Brawl.

Even has the AI code from PM where they won't always gang up on you in Free For Alls, unless that's just me.
 
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Ill look into roys final smash as for the resilts camera thats more of a bug from the clone engine itself that should be fixed. Its a aesthetic thing that once fixed ill update.

As for battlefields my music i set a code does that because as it stands the clone engine can be known to mess up battlefields soundtracks this fixes that issue also regarding the new stages my music some dont work but that shouldnt be a problem as only one song plays on those stages anyway.
 
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Nezha the Scout

Eyyyyyy
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Listen, what you're doing here is amazing and all, but I need to inform you about the rule breaking on KC-MM.

When you upload a pack, you need to credit each and everyone who's mod is in said pack, multiple of your entries have this report. If you truthfully care about your work, I would recommend you to fix them ASAP. If not, it will be deleted soon.
 
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Yea i'm working on getting a readme up for all the works used within this.

Also for those who are experiencing freezing issues with i've uploaded one that fixes the issues with the final smashes. Although the booting up through gecko i'm unaware of the cause, though you can try booting it through using the stage builder exploit.

EDIT: for those who are having problems downloading this through dropbox there is a mirror link available
 
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its been pointed out that theres some issue with olimars pikmin that cause the game to crash so i'll fix ASAP and get it uploaded in the morning. I'm also going to post the fix to loading gecko OS up through the norml homebrew channel as for some reason it refuses to boot.
 
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Master-GM

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I downloaded it! It doesn't have alt costumes, DMK, Dr. Mario or changed stages. Am I doing something wrong?

EDIT: Request. Separate Charizard, Squirtle and Ivysaur please.
 
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D

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Gah! The "Zaro Suit Samus" typo is still in the game!

NINTENDO WHYYYYYYYYYYYYYY
 
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While the pokemon may still be apart of pokemon trainer they don't automatically switch when you die only if you hold down the shield button as you die do you switch or use your down B.

As for changing DmK to galacta knight at one point Dark MK was suppose to be Galacta Knight but i felt it was more appropriate and interesting to include Dark MK over him as well as it making the creation process overall easier. Also are you making sure that when you boot up Gecko OS that you change the hooktype in the config settings? If your using the 4 Gig model it should work automatically.

Also the Zaro suit typo can easily be fixed just it was something i must've overlooked. Also on that note i recall you saying that your ZSS icon didn't revert back to samus after you play as her what exactly did you change in her config file to do that? I can easily just post another quick fix update that fixes those issues.
 

Pikmin1211

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Is there a reason Starfox characters and Ike use the Japanese voices?
 

EazyDI

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A big fan of this. Didn't have my 2gb SD card w/ Project M on it (can't find it) so when I saw it had SDHC support I put it on my 16 gig so quick. There are many guaranteed out of grab combos. You can see the added hit stun. Almost reminds me of 64 w/o L-cancelling and lengthy dash dancing. I've been using Dr. Mario and since I've been playing Melee and Project M I feel like he's a lot stronger than he probably really is. Has there been any extreme balancing to Metaknight and other top tiers yet or no?
 
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Yea for the most part The Top tiers while not really losing too much have been tweaked to feel for in line with the lower tier characters.

Like for example MK due to having quick starting aerials ha some cooldown to deal with on them to compensate for that speed. His Mach tornado also can be clashed with now lowering it's priority over attack and thus making less of an auto spam to rack up damage move. His Up special also saw adjustments in now becoming a ceiling KO move and dimensional cape was buffed, and his Dair if sweet-spotted can meteor spike.

Snake saw his utilt's range shortened but saw improvements in his recovery as due to his heavy weight he gets juggled harder than before.

Diddy Kong lost a banana but gained higher height in his side-b and his popgun propels him backward in the air to aid in his recovery. Also if you blow up using his up-b you can do it again though the recharge time takes quite awhile also the angling on his up-b has increased allowing for it to arc more.

Marth's up-b no longer has invincibility on startup for as long as it did previously but he can now jump out of any of the third hits of dancing blade (though it's a 2 frame window). His range was also increased but the tipper hitbox made smaller.

IC no longer can CG but they can auto desync through tilts and uair. They also have super traction which can help and be a hindrance in some cases.

D3 saw an improvement in his movement options as down b propels him forward upon release, and he can throw up to 3 minions at once instead of the previous 2. but he no longer can CG but dthrow setups up similar to snakes, also his Fsmash if landed at the end of the move will Meteor spike (it's the strongest in the game.)

Falco no longer can CG but his bthrow send ppl back into him for setups like bthrow full jump bair and his up-b has reduced startup time.

Olimar his pikmin pluck does damage when he pulls out pikmin and he has better dash and run speed (although this applies to everyone)

Overall i made sure to keep the brawl high tiers general gameplay the same but also make sure they feel more in line with what everyone else feels like in terms of viability. I'd say that from my experience that any character can be viable in DX due to each one having something that's very potent when used correctly. The changes are subtle in some cases and big in others but overall if your someone who played Brawl extensively or have played PM you should be able to find someone who plays familiar but at the same time different from what you were used to.
 
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Project SonicSpeed

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What have you done to :4sonic: to improve his moveset since :4sonic: is my main and this project has interested me enough to want to try it out to see how :4sonic:stacks up in the competition. Also will i be able to pick :4sonic: up and :4sonic:won't feel like a entirely new character and have to adjust to a new playstyle. (Project m :4sonic: for example) less bait and punish and i like to bait and punish.
 
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Sonic plays relatively the same to how he did in brawl so you shouldn't have to worry about adjusting to him. His spin charge now does damage as to tap the button and his Homing attack not only homes in better but has less startup time and cooldown it it hits the opponent making it a viable move to use after a spin dash. His nair and dsmash have been buffed with dsmash having less startup time and his dair is a meteor as it will be in smash 4. His upsmash should link properly now and the last hit is harder at the cost of it hitting less time. Fair has a bit more cooldown and less hits and his spin dashes do a little less damage. His uair only will really kill if you hit with the tip like in PM and the tip of both fsmash and bair are a bit stronger in damage. He also like snake will be able to recover if grabbed out of Up-b fall.

As for ganon he has better grab range now as well as the ability to jump out of the end of his down B. His Up-b also has super armor on startup as does link similar to how DK's super armor works on his Up-b. His Utilt had it's damage reduced but doesn't take ages to land it also has a wind hitbox that does damage.
 

Da Man

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Oh, you did not just go there. Prepare yourself, because you'll get no sympathy from me.
Eat my Great Aether :V



Oh and speaking of Sonic, why doesn't he tumble anymore when hit by a really strong attack? And that he uses the "lose a life" sound when he gets ko'ed off the sides?
 
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I went and created some more faithful animations for when he's tumbling and just as megaman in smash 4 uses the sound when he dies i figured sonic should do the same seeing as he also is a 3rd party character he should have some things unique to him. As for doing those things for snake... well we will see what happens going forward. I can only do so much being a one man team.
 

EazyDI

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I went and created some more faithful animations for when he's tumbling and just as megaman in smash 4 uses the sound when he dies i figured sonic should do the same seeing as he also is a 3rd party character he should have some things unique to him. As for doing those things for snake... well we will see what happens going forward. I can only do so much being a one man team.
Mega Man uses that death sound because that's how he always dies. I don't think the same necessarily needed to be done for Sonic because he doesn't always make that sound when he dies. I questioned it at first but it's not that big of a deal.
 
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well it's just he always used that sound when he died in the originals and i felt that in brawl, sonic wasn't treated with enough love and care like the rest because of his late addition. the fact that mewtwo and roy never made it into brawl is mainly due to the dev team having to switch to bringing into the roster. it was also because of that which was why we got the first delay in order for them to test sonic. just like if you notice i reanimated his full speed walking animation to look nearly identical to the initial run animation from sonic 3. though these changes are mostly just small things that don't really have much bearing on gameplay.
 

Project SonicSpeed

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Sonic plays relatively the same to how he did in brawl so you shouldn't have to worry about adjusting to him. His spin charge now does damage as to tap the button and his Homing attack not only homes in better but has less startup time and cooldown it it hits the opponent making it a viable move to use after a spin dash. His nair and dsmash have been buffed with dsmash having less startup time and his dair is a meteor as it will be in smash 4. His upsmash should link properly now and the last hit is harder at the cost of it hitting less time. Fair has a bit more cooldown and less hits and his spin dashes do a little less damage. His uair only will really kill if you hit with the tip like in PM and the tip of both fsmash and bair are a bit stronger in damage. He also like snake will be able to recover if grabbed out of Up-b fall.

As for ganon he has better grab range now as well as the ability to jump out of the end of his down B. His Up-b also has super armor on startup as does link similar to how DK's super armor works on his Up-b. His Utilt had it's damage reduced but doesn't take ages to land it also has a wind hitbox that does damage.
Cool i like and am glad know
 

Project SonicSpeed

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Is the di and sdi more like melee or did u keep brawl's? i also like how you weren't biased and only buffed the character(s) you liked and nerfing the ones u hate (top tiers go in the hate category mk too).
 
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The way di and sdi work is just like brawl. But yea i tried not to be biased to one specific character as i know a lot of people would feel upset knowing all the work they have put into a character would go to waste simply because their character was thought to be OP.
 

Project SonicSpeed

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SonicSpeed432
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aww man now i can't live as long as melee. after playing as sonic and a few others i can gladly say that i have given project m up for this and also that dedede spike is op as **** for edgeguarding lol. love what you did to the pace of the game and i always wanted a faster paced brawl mod with melee speed and brawl ats with project m moveset (but i can get over the not at all changed moves for regular and special moves buffs and neccesary nerfs).
 
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No. nor is there l cancelimg ive made sure to still make it in the vein of brawl though there are plenty of other melee like mechanics that were put in that mesh well with brawls mechanics. Altough auto canceling which was introsuced in brawl works better than it did before as it can be done 5 frames sooner
 
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Project SonicSpeed

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Messages
316
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Brandywine, Maryland
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SonicSpeed432
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No. nor is there l cancelimg ive made sure to still make it in the vein of brawl though there are plenty of other melee like mechanics that were put in that mesh well with brawls mechanics. Altough auto canceling which was introsuced in brawl works better than it did before as it can be done 5 frames sooner
 

Project SonicSpeed

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SonicSpeed432
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Please make the official tourney rules 4 stocks an 8 minutes timer the game is almost on par with melee speed. also what are you thoughts about people saying it will never be as good as project m? i've been trying to spread the word to my friends and when they tried it they said it was fun but they perfer project m because of the characters having the same moves and only minor buffs to the same attacks (the same and only thing i perfer over brawl dx)
 
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well as far as official rues i think 3 stock for the time being seems appropriate given that most will stil play it thinking it's just brawl. as far as how i feel about peoples thoughts i'm not eally sure. there are still mre things to come and while i wont be making new moves for old characters the reason i chose to do that is because DX is suppose to be a "what if" type game where what if brawl had taken longer and it's mechanics steered less away from melee's. i don't want to change the brawl rosters moves becauses thats unfair to those who played brawl and put in the time and ffort to learn their characters. it's like saying they should'vegave old characters in ultra street fighter 4 new moves. there are a ton of balancing isses that arise with a large ster as is and to have to make new moves that then need to fit the character and maintain balance can be very time consuming and can causes further imbalances. this is a problem i personally feel PM faces.
 

Project SonicSpeed

Smash Journeyman
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Messages
316
Location
Brandywine, Maryland
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SonicSpeed432
3DS FC
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Please make the official tourney rules 4 stocks an 8 minutes timer the game is almost on par with melee speed. also what are you thoughts about people saying it will never be as good as project m? i've been trying to spread the word to my friends and when they tried it they said it was fun but they perfer project m because of the characters having the same moves and only minor buffs to the same attacks.
 
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