Meru.
I like spicy food
- Joined
- Dec 24, 2008
- Messages
- 3,835
- Location
- The Netherlands, sometimes Japan
- NNID
- Merudi
- 3DS FC
- 0963-1622-2801
Give Peach float cancel back or make the ending lag of all of her moves cancelable with a jump/jab. :D
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Yes, because shields being broken will be something that happens a lot in a game where you have 8 jumps and can airdodge out of stuff.With precise timing, it's significantly more powerful. I mean quite ridiculously powerful, as in it would be simply game breaking if it weren't a (nearly) fully charged FSmash. Think of it as one of the ultimate shield break punishers.
I tend not to beat around the bush when it's not a situation where I'm pleading with someone to please accept that I'm right (stages).That was tactless of you BPC.... but you make excellent points.
First of all, PSI Magnet. PK are offensive techniques, PSI are defensive.If you're making characters closer to their originl games then you should change or at least revamp the specials of Ness and Lucas. Aside from Pkflash, Ness dosen't use any of his other b attacks in Earthbound, Lucas dosen't even have one right, instead they use atttacks from the other characterters of their games.
Pk Fire could be Paralisis
Pk Thunder could be Teleportation
Pk Magnet could be Heal or Shield
Pk starstorm could be Pk rocking for Ness and Pk love for Lucas
An idea could be chaging the fx and the sfx to match their canon attacks:
Pk fire becomes electricity to match paralisys, Pk thunder's thunderball becomes a magical flash and ness transforms into a flash when hitting himself to match teleportation, Pk magnet stays the same cause it matches both heal or shield. Pk starstorm's meteors could be replaced with musical notes for Pk rocking and hearts for Pk love.
I can't see this mod going very far with these rules. BB took an approach like this and it's the least popular hack(of the hacks that matter). If you're not going to change the base mechanics then your hack will not stand out. A little more hitstun would bring much more depth into the game with predicting DI and teching. With no hitstun, all you need is quick, safe moves. All the combo starter/finisher type moves are useless resulting in less depth.The following cannot return, as they alter the base mechanics or are ********.
* Brawl does not have momentum capture, neither will dBrawl
* Hitstun will remain unchanged
* Hitlag will not be removed
PROJECT MELEE HAS ENOUGH CODERS. For srs.Lend your talents to a different project like Brawl-.
I'm well aware of what I'm getting myself into with this. I'm also well aware that this is going to take a really, really long time. But as I've mentioned, for the next couple of years time is all I have...Now it's Project 64? You realize that name is already taken, right?
Not to mention if you're remaking Smash64, you better realize how much of the mechanics from that game are going to need to be perfectly replicated. No Smash64 player is going to give the game a second glance otherwise.
Please don't make huge stages. One of the current debates over high level competitive smash 64 is regarding the size of the stages and how they can help stalling and lead to extremely long matches.I'm not entirely sure, actually.
Right now, I'm working on trying to figure out exactly what values were in 64. Weight, etc. Also, I think I have to reduce character size by quite a bit, as 64 stages were HUGE. Going to probably do frame data tonight for 64.
Also, did Dant ever figure out how to edit Fighter.pac completely, or are we still stuck using codes to do that?