Budget Player Cadet_
Smash Hero
Actually there's one other difference I've noticed. Sonic's B attack only crashes on the PAL version. FFFFFFUUUUUUU
Also: 5 more beta releases.
Also: 5 more beta releases.
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The vBrawl versions are entirely the same aside from SFX, I just checked. Don't know why it would only freeze on PAL.Actually there's one other difference I've noticed. Sonic's B attack only crashes on the PAL version. FFFFFFUUUUUUU
Also: 5 more beta releases.
In that case make Pit's f-throw killBasically, DI-based CGs (see marth's melee uthrow CG on fastfallers, which was highly reaction-based and more like a tech chase with less options) are okay, but we want as little of the Brawl style of CG (dthrow->dashgrab) as we can get.
don't name the pacs FitCharacterXX.pacSo basically by selecting anything but the skin with the .pac on it, I can play the normal characters?
Will this be changed so I can play with the texture hacks I have later on?
Is this Ness or Lucas? lol<Linkshot> He can spam PK Fire as he pleases.
<Linkshot> He DRAGS HIMSELF ALONG THE GROUND AS IF HE NEEDS TO SCRATCH HIS BALLS when he uses dTilt.
And that is why we do not release pre-alpha characters to the general public.
Sheik:
**Attributes**
- Increased walk and dash speed
- Make crawling speed as fast as increased walk speed
- Slightly lower short hop
- Three jumps instead of two (2nd jump slightly shorter than original. 3rd jump equal to 2nd jump. Combined jumps higher than normal)
- Increase fast-fall speed.
- Slightly increase grab range
- Increased aerial horizontal speed
***Ground Normal Attacks***
Neutral A:
- Jab 2 is cancelable into anything
- Multi-jab is faster
F-Tilt:
- Add a hitbox ahead of kick that pulls people towards it
- Slightly increased knockback, slightly increased growth
- Knocks opponents upwards
D-Tilt:
- Can trip opponents
U-Tilt:
- Initial high-kick sends opponent at a 100º angle (facing right)
- Initial high-kick has increased knockback
- Second drop kick sends opponent at a 330º angle (facing right)
- Greatly increased knockback growth (basically a spike)
- Increased damage on second kick
Dash A:
- Increased damage, increased knockback, decreased growth
- Sends opponent straight up
- IASA framesimmediately after hitbox disappears
***Air Attacks***
Neutral A:
- Lower knockback, but greatly increased growth on immediate hit
- Later hits can trip grounded opponents
- Less landing lag
FAir:
- Greatly decreased knockback and growth
- Sends opponent very slightly upwards at 30º
- Increase speed to about 3x so Sheik can just slap opponents about
UAir:
- Slightly increased damage on initial first hit
- Weaker hits send opponent DOWNWARDS at a 300º angle
- Decreased knockback, zero knockback growth on weaker hit (it's not supposed to be a spike)
- IASA frames right as Sheik starts to exit attack pose
- Less landing lag
BAir:
- Initial hit sends opponent straight at a 180º angle (facing right)
- Initial hit has increased knockback and slightly more damage
- Weaker hits sends opponent slightly over Sheiks head at a 60º angle
- Weaker hits have decreased knockback and growth
- IASA frames right as Sheik starts to exit attack pose:
- Greatly decreased landing lag
DAir:
- Decreased start-up time so Shiek immediately darts down
- Drop speed increased
- IASA less than half-way into the attack
- Sends opponent downwards at a 335º angle
- Greatly decreased landing lag
*** Smash Attacks ***
F-Smash:
- Increased attack speed
- Covers a slightly greater distance
- First hit positions opponent into second hit
- Second hit sends opponent at a 45º angle
- Increased damage on both hits
- Increased knockback growth on 2nd hit
D-Smash:
- Hitboxes around Sheik that can pull opponents towards the attack
- Increased damage on all hits
- Increased knockback and growth
U-Smash:
- Increased knockback and growth on final hit
- Increased damage on all hits
*** Special Attacks ***
Neutral B:
- First needle DIZZIES opponents!
- Slightly increased damage on all needles
- Increased shield damage on all needles
Side B:
- Chain capable of electrical stun damage on opponents
- Greatly increased knockback on attack (only to prevent locking the opponent)
- Sends opponent upwards at a 80º angle (basically I want this to work like Zero Suit Samus's D-Smash in which an opponent can't be indefinitely stunned)
- Chain retracts much quicker
Down B:
- Increased transformation speed of course
Up B:
- Increased speed prior to teleport
- Increased damage and knockback on explosion
- Explosion sends opponent at a 30º angle
- I know Sheik's reappearance also has a hitbox of some sort, so add a large hitbox around her that trips opponents when she reappears
- Increased recovery after teleport
- Aerial reappearance sends opponents into tumble!
*** Throws ***
Down Throw:
- Opponent stays on the ground instead of being bounced up (basically Snake's Down Throw)
- Decreased lag so opponent can't simply wake-up attack Sheik
All other Throws:
- Increased damage, lower knockback and knockback growth, decreased lag on Sheik
Zelda
**Attributes**
Increased grab range (a bit beyond her hands. It is magic after all)
***Ground Normal Attacks***
Neutral A:
- Jab is a bit quicker
- Turns opponent the opposite direction (basically Mario's Cape without the reflect property)
- Places a flower on the opponent (stolen from Balanced Brawl)
F-Tilt:
- Decreased knockback and growth
- Slightly increased damage
- Knocks opponent just above Zelda's height and in front of her
D-Tilt:
- Slightly sped up
U-Tilt:
- Increased damage, knockback, and growth
Dash A:
- GREATLY boosted damage! (Like to 20%)
- Huge Shield damage
- Slightly lower ending lag
***Air Attacks***
Neutral A:
- Increased damage on each it.
- Greatly increased knockback and growth on final hit
- Final hit sends opponent straight horizontally, depending on which side of Zelda's they are
FAir:
- Slightly larger hitbox for sweetspot
- Increased knockback and decreased growth on sourspot
- Sourspot deals 9% damage
- Sourspot sends opponent directly behind Zelda at a 195º angle
UAir:
- Makes a HUGE explosion instead of its current one. Hitbox is large enough to hit tall standing opponents if timed properly
BAir:
- Slightly larger hitbox for sweetspot
- Increased knockback and decreased growth on sourspot
- Sourspot deals 9% damage
- Sourspot sends opponent directly in front of Zelda at a 195º angle
DAir:
- Can sweetspot grounded opponents
- Sweetspot hit creates a fiery explosion instead of electrical stun
- Greatly increased knockback and growth on sweetspot
- Sourspot inflicts 14% damage
- Increased knockback and growth on sourspot
*** Smash Attacks ***
F-Smash:
- Much harder to escape
- Increased damage, knockback, and knockback growth
- Sends opponent away at a 20º angle
D-Smash:
- Increased knockback, growth, and damage on frontal kick
- Increased damage on behind kick
- Behind kick trips opponent
U-Smash:
- Increased damage
- Slightly decreased knockback and growth
- Has a hitbox that causes opponents above her to be pushed into the air (just like Game & Watch's UAir)
*** Special Attacks ***
Neutral B:
- Increased damage and knockback
- Slightly faster start-up
Side B:
- Explosion is MUCH larger (If possible, make this a Smart Bomb explosion and delay Din's Fire from repeated use to avoid potential issues)
- Increased damage and knockback
- Sends opponent at a more horizontal angle
- Zelda doesn't go into freefall after use
- If possible, make so Zelda can opt to cancel Din's Fire in favor of returning to neutral stance (basically a fake-out)
Down B:
- Increased transformation speed of course
Up B:
- Increased speed prior to teleport
- Pre-teleport knocks opponent straight up, has high knockback, has zero growth
- Pre-teleport has reflect properties (if possible) (this would be SCARY)
- Increased damage, knockback, and growth on reappearance
- Sends oppenent at a 30º angle
- Slightly longer teleport range
*** Throws ***
Pummel:
- Increased damage
Forward Throw:
- Increased damage, knockback, and growth
Back Throw:
- Greatly increased knockback and growth
Up Throw:
- Increased damage, slightly increased knockback and growth
Down Throw:
- Hits become a mixture of electricity, then fire.
- Final hit freezes opponent before flinging them away (if possible)
- Increased damage and knockback. Sends opponent behind her at a 100º angle
See OP.Is there a changelist for Lucas somewhere?