jackharvest
Smash Apprentice
UPDATE: Version 2.0a2 has been released, fixing the silent freezes that were occurring for people that had more than one cloud on the playing field, as well as other random freezes that would occur.
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if i'm right when the cape was actually taken out it caused dk zss and lucario to freezeIt's because the polygon of the cape still exists and only the texture was made transparent. You can even see the cape bones in Brawlbox. I doubt it's something that the team would care much about.
Here's a BETTER one. XDanyone made a css or csp yet?
It was like that too when I first loaded Cloud into the game. I suggest inserting the moveset and animation pacs into the folder. You will need to remove everything outside the brackets [ ] including the brackets themselves. That should solve your problem.Half of the moveset has hitboxes the size of a penny. Neutral B goes into T-stance and UpB is messed up beyond belief.
Even with everything placed properly, the hitboxes on some moves are very weird (while perfectly fine on others, admittedly). Also, pretty much all of the "up" moves (aerial and grounded ^B, plus ^smash and maybe utilt (I don't remember regarding the utilt)) have weird animations so that Cloud goes up, then appears back downward, or in the case of the aerial ^B, goes up, but has hitboxes at the bottom of the move and nowhere else. They're easily-fixed problems, though. This is a pretty early release, after all.It was like that too when I first loaded Cloud into the game. I suggest inserting the moveset and animation pacs into the folder. You will need to remove everything outside the brackets [ ] including the brackets themselves. That should solve your problem.
You can recover while ringed in the bottom border of FD using his ^B, so I'd call that pretty high. I was able to kill someone from about ground level on FD using the dair and then recover using the ^B. It's pretty broken.I haven't had UpB going extremely high at all. I agree with Dair not force falling though and grounded SideB does almost always miss unless you start next to the opponent.
If I knew how to make a recording of my UpB, I'd show you. Mine goes about as high as Sonic's UpB, if not higher.Maybe I missed something because I haven't seen it go very high; at best it's going as high as Mario's UpB. I'll mess around with it though.
So...is it Brawl+?Alright, new release. Should address a few of the problems spoken about within the thread. We're making sure the freezes are all worked out (should be at this newest release) - and then we'll start working on the balance issues.
Redownload the new pack. The PSA you have is an old beta - if anything, the teleporting glitch is solved.What's worse is the amount of mind-games it creates. Go ahead, drop from the edge an inch and do the UpB, You get the full height (similar to doing an Aether) but appear back at the stage. Apparently there's a frame of Cloud still at the bottom that catches the ledge. It's also hard to short-hop and UpB. A lot of times he remains on the ground. Another thing is wether or not the UpB's are supposed to do damage or not. If it is, its very inaccurate and when it does it, it does like 2 damage with next to no knockback.
Just my thoughts >_>
Maybe not a charge move like Samus, but like Rob? I love being able to quickly execute it. If that was the case, it would eliminate the spam (some), but make the damage and range it gets seem more worth it. Besides, Cloud alreaddy has a charge move: nuetral b.The Down B seems broken, maybe it should be a charge move and also when using it off the edges, it should fade quickly with only a few hitboxes and little range. (for example a downb off FD's platform, the range of it outside should be not more than xxx and fade quickly
If those are already fixed, I think the wrong file must be uploaded, then. Other people are still complaining about it and I know at least I have the file that was uploaded as 2.0a2.Redownload the new pack. The PSA you have is an old beta - if anything, the teleporting glitch is solved.
- I agree with the Firaga. The most current release has it set to full charge in one second, which is much too short. I was thinking 1 1/2 seconds for full charge + a little less damage.Secondly: Balance issues. Firaga is too powerful. It was killing off the center of Final D at 90%. Down B (Aerial and Ground) are too good at harassing characters that are returning. Gounded down B was also able to kill reliably (anywhere in it) at 120%. Ridiculous for something that covers half of Final D. Infinite use of side B makes it possible to recover from almost anywhere.
Finally: Ascetics. Up smash feels weird. Back air is still Ike's?
Because this is not a true projectile, but simply a hitbox attached to a moving bone, it cannot be reflected nor absorbed. Since Ike has no projectiles, there's nothing we can do about it.The Down B seems broken, maybe it should be a charge move and also when using it off the edges, it should fade quickly with only a few hitboxes and little range. (for example a downb off FD's platform, the range of it outside should be not more than xxx and fade quickly
The fixed file has the same name as the wrong file. The correct link has been fixed on KCMM and Smashboards. If someone wants to, download the newest pac right now and tell me if it's the right file. If not, I'll fix it.If those are already fixed, I think the wrong file must be uploaded, then. Other people are still complaining about it and I know at least I have the file that was uploaded as 2.0a2.
It's probably the BBrawl code. I just realized it.- Side-B is only infinite if you hit someone. If you miss, you special fall to your death.
It's not like it's the final release. I think they did a really good job overall, even if you just want to look at the vertex-edited model. It's much more than most people are able to produce, so just be thankful for it .I was expecting a lot more there are so many problems in the animations.