IndigoFenix
Smash Journeyman
- Joined
- Aug 12, 2009
- Messages
- 327
I've mentioned this in another thread, but I think he's wanted enough to deserve his own. Shadow the Hedgehog is coming to Brawl!
Running Animation
Chaos Control Dodge (Note that a still picture doesn't do the effect justice)
Chaos Boost
Chaos Lance
Okay, I've got the next version up and running. It's not nearly perfected yet; in fact, the two moves that have been giving me the most trouble (Chaos Control and Chaos Boost) are still practically the same as they were before. But I've got a version that doesn't freeze or bug out (at least not to my knowledge) and it has a whole set of new moves up for viewing. Keep in mind that it's still a beta version, and many gameplay aspects such as hitboxes and graphical effects have not even been altered from Sonic's in many cases. But at least he doesn't have stuff like sticky throws, etc.
Edit: Oops! That last version had a bug where you freeze if you stop Chaos Boost in mid-air. Fixed it - sorry!
http://www.mediafire.com/file/lyq31mdcm2y/Shadow.pac
Bear in mind that Shadow's completely different than Sonic. I'm giving him an all-new moveset, with a totally different strategy and playing style. I'm also trying to be reasonably conservative with the special effects, reserving them mainly to his Smash attacks and Specials - with one notable and key exception: Considerable use of teleportation.
Okay, here's the rundown on what's new, what's old, and what's likely to change:
His initial Dash makes him both invisible and invincible, but it's really short so the invincibility period isn't as broken as it might sound. It's basically like a smaller dodge roll that turns into a run. He's actually visible (and vulnerable) during the first few frames of his dash, so while he might be able to use dash-dancing as a minor defensive technique, it doesn't actually make him untouchable (it's also very hard to dash-dance with him because of his unusually short dash period, even in Brawl+).
As before, Shadow's invisible while dodge rolling. He also has an invisibility period when rolling while getting up from the ground. This isn't a physical advantage (he's only invisible during the time that he'd be invincible anyway) but it makes Shadow a master of mindgames.
In this version, he's a little faster than Captain Falcon, and has low traction. He also slows down considerably in a stop-turn. All of his other attributes are the same as Sonic's. (much of his mobility status is subject to change.)
A Combo - Same as Sonic, but I plan on changing it.
F-tilt - Some modifications from Sonic, each of the different angles has a different animation.
U-tilt - A quick upwards swipe, weaker than Sonic's but excellent for juggling.
D-tilt - Same as Sonic, I'll probably keep it that way (with possible damage modification).
Dash Attack - Same as Sonic, not sure if I'll keep it that way.
N-air - Same as Sonic, not sure if I'll keep it that way.
F-air - A quick forwards swipe, the hitboxes are currently a lot smaller and weaker than I want them to be.
B-air - Same as Sonic, probably won't change.
U-air - Same as Sonic, probably won't change.
D-air - Almost the same as Sonic, but in reference to Shadow's version of this attack from Sonic Battle, he moves upwards a tiny bit before using it (not enough to seriously change the use of the move). He can also hit enemies while rising.
F-smash - Currently the same as Sonic's, might change.
U-smash - This move was inspired by Chaos Upper: Shadow lifts up one fist and it glows with dark energy, hitting enemies repeatedly before sending them upwards. I'm still working on getting the hitbox and graphics onto his fist, though.
D-Smash - Based on Chaos Magic, Shadow points at the ground in front of him and makes a burst of dark energy erupt. It hits enemies repeatedly before sending them upwards, but there is a sweetspot at the exact center of the burst at the beginning of the attack. I'm not sure why the graphical effect isn't working here...
Grab&Pummel: Same as Sonic, not much that can be altered here.
F-throw: Same as Sonic, not sure if I'll keep it that way.
B-throw: Shadow knocks the enemy into the ground, does a quick teleport behind them, then roundhouse kicks them from behind (I think I saw Shadow do this to Silver once in a cutscene). The positions are a bit off here, but it comes out reasonably well for the time being.
U-throw: Shadow does a quick kick and sends the enemy upwards. The animation is modified from Sonic's U-tilt.
D-throw: Shadow stomps on the enemy and roasts them with the jets from his shoes! I really like the way this one turned out.
Neutral B: Chaos Nightmare - Shadow shouts out and causes his fists to burn with dark energy, knocking enemies away. The graphics and hitboxes are not yet in there proper places, though. I intend to make this a primarialy defensive move that knocks enemies a good distance away but does little damage and has little knockback growth. When Shadow is in Chaos Boost mode, he will follow up with Chaos Snap, which brings him straight to the nearest enemy in a flash. The motion and positioning for Chaos Snap is not yet perfect, though. I put it in anyway.
Side B: Chaos Spear - Shadow's ranged attack (I still haven't decided on the graphics, so bear with me), and possibly a candidate to change in some way on account of its gimping ability and overall spammability. He throws out a super-fast projectile that cannot be reflected (although Ness and Lucas can absorb it), stunning enemies. It's damage power is pitiful, but it's good for setting up combos or just annoying people. If used in the air, it flies at a downwards angle, although it now puts Shadow into free-fall in order to prevent its abuse. When Shadow uses Chaos Boost, this attack is upgraded to the far more damaging Chaos Lance, although neither version of the attack is particularly good in the knockback department.
Up B: Chaos Control - Shadow spins around and teleports in order to get back to the stage. I'm still trying to figure out how to make it go in any direction (in the manner of Farore's Wind or some similar move), so you'll have to do with the beta version, which is basically the same as Sonic's spring jump only he's invincible and invisible while using it (actually, that probably is good enough to make this move broken...)
Down B: Chaos Boost - I still haven't made this move the way I want to, but its current version could give a general idea of how it'll work. Shadow maintains a hidden 'Chaos Boost Meter' that rises constantly over time. When Chaos Boost is used, Shadow gets powered up but his Chaos Boost meter begins to drop gradually. The ratio is approximately 1 second of Chaos Boost for every 6 seconds of normal fighting, with the maximum charge being 10 seconds after waiting for 1 minute (no, there is no indicator telling you how much you have, so you'll have to guess). However, Shadow can use Chaos Boost again to shut it down, allowing him to store power for later. Currently, the only moves that are affected by Chaos Boost are Chaos Nightmare and Chaos Spear, although I intend to make it boost all of his attack strength. Another plan I have (in order to prevent Shadow players from simply running away until their boost is full) is to make the boost rise only when Shadow lands an attack on an opponent (excluding Chaos Spear). I'm still trying to figure out how to make a 'condition on hit', so any help in this area would be appreciated... By the way, neither the color change nor the meter-changing coding has been mapped to all of Shadow's actions, but this is due to incompleteness, not an intended effect.
I took away all of Sonic's cheeky one-liners for his taunts. Shadow's Side Taunt is now his 'stunned' animation. Why? I don't know...
All of his winning animations have been changed. The timing on his 'Chaos Emerald' winning animation is way off, though (I want him to vanish as soon as he holds it up), as are the special effects on his 'Running' animation (the sparks appear in the center for some reason). As for his third animation, I gave him a gun... Just for kicks.
And finally, his losing animation is now his 'stunned' animation... because Shadow doesn't expect to lose.
Questions? Comments? Information on how to make an attack increase a variable if it connects (possibly by editing flags, but I don't think people have figured out very much about that yet), or information on how to create a teleport in any direction would be greatly appreciated for use in Chaos Boost and Chaos Control, respectively.
Running Animation
Chaos Control Dodge (Note that a still picture doesn't do the effect justice)
Chaos Boost
Chaos Lance
Okay, I've got the next version up and running. It's not nearly perfected yet; in fact, the two moves that have been giving me the most trouble (Chaos Control and Chaos Boost) are still practically the same as they were before. But I've got a version that doesn't freeze or bug out (at least not to my knowledge) and it has a whole set of new moves up for viewing. Keep in mind that it's still a beta version, and many gameplay aspects such as hitboxes and graphical effects have not even been altered from Sonic's in many cases. But at least he doesn't have stuff like sticky throws, etc.
Edit: Oops! That last version had a bug where you freeze if you stop Chaos Boost in mid-air. Fixed it - sorry!
http://www.mediafire.com/file/lyq31mdcm2y/Shadow.pac
Bear in mind that Shadow's completely different than Sonic. I'm giving him an all-new moveset, with a totally different strategy and playing style. I'm also trying to be reasonably conservative with the special effects, reserving them mainly to his Smash attacks and Specials - with one notable and key exception: Considerable use of teleportation.
Okay, here's the rundown on what's new, what's old, and what's likely to change:
His initial Dash makes him both invisible and invincible, but it's really short so the invincibility period isn't as broken as it might sound. It's basically like a smaller dodge roll that turns into a run. He's actually visible (and vulnerable) during the first few frames of his dash, so while he might be able to use dash-dancing as a minor defensive technique, it doesn't actually make him untouchable (it's also very hard to dash-dance with him because of his unusually short dash period, even in Brawl+).
As before, Shadow's invisible while dodge rolling. He also has an invisibility period when rolling while getting up from the ground. This isn't a physical advantage (he's only invisible during the time that he'd be invincible anyway) but it makes Shadow a master of mindgames.
In this version, he's a little faster than Captain Falcon, and has low traction. He also slows down considerably in a stop-turn. All of his other attributes are the same as Sonic's. (much of his mobility status is subject to change.)
A Combo - Same as Sonic, but I plan on changing it.
F-tilt - Some modifications from Sonic, each of the different angles has a different animation.
U-tilt - A quick upwards swipe, weaker than Sonic's but excellent for juggling.
D-tilt - Same as Sonic, I'll probably keep it that way (with possible damage modification).
Dash Attack - Same as Sonic, not sure if I'll keep it that way.
N-air - Same as Sonic, not sure if I'll keep it that way.
F-air - A quick forwards swipe, the hitboxes are currently a lot smaller and weaker than I want them to be.
B-air - Same as Sonic, probably won't change.
U-air - Same as Sonic, probably won't change.
D-air - Almost the same as Sonic, but in reference to Shadow's version of this attack from Sonic Battle, he moves upwards a tiny bit before using it (not enough to seriously change the use of the move). He can also hit enemies while rising.
F-smash - Currently the same as Sonic's, might change.
U-smash - This move was inspired by Chaos Upper: Shadow lifts up one fist and it glows with dark energy, hitting enemies repeatedly before sending them upwards. I'm still working on getting the hitbox and graphics onto his fist, though.
D-Smash - Based on Chaos Magic, Shadow points at the ground in front of him and makes a burst of dark energy erupt. It hits enemies repeatedly before sending them upwards, but there is a sweetspot at the exact center of the burst at the beginning of the attack. I'm not sure why the graphical effect isn't working here...
Grab&Pummel: Same as Sonic, not much that can be altered here.
F-throw: Same as Sonic, not sure if I'll keep it that way.
B-throw: Shadow knocks the enemy into the ground, does a quick teleport behind them, then roundhouse kicks them from behind (I think I saw Shadow do this to Silver once in a cutscene). The positions are a bit off here, but it comes out reasonably well for the time being.
U-throw: Shadow does a quick kick and sends the enemy upwards. The animation is modified from Sonic's U-tilt.
D-throw: Shadow stomps on the enemy and roasts them with the jets from his shoes! I really like the way this one turned out.
Neutral B: Chaos Nightmare - Shadow shouts out and causes his fists to burn with dark energy, knocking enemies away. The graphics and hitboxes are not yet in there proper places, though. I intend to make this a primarialy defensive move that knocks enemies a good distance away but does little damage and has little knockback growth. When Shadow is in Chaos Boost mode, he will follow up with Chaos Snap, which brings him straight to the nearest enemy in a flash. The motion and positioning for Chaos Snap is not yet perfect, though. I put it in anyway.
Side B: Chaos Spear - Shadow's ranged attack (I still haven't decided on the graphics, so bear with me), and possibly a candidate to change in some way on account of its gimping ability and overall spammability. He throws out a super-fast projectile that cannot be reflected (although Ness and Lucas can absorb it), stunning enemies. It's damage power is pitiful, but it's good for setting up combos or just annoying people. If used in the air, it flies at a downwards angle, although it now puts Shadow into free-fall in order to prevent its abuse. When Shadow uses Chaos Boost, this attack is upgraded to the far more damaging Chaos Lance, although neither version of the attack is particularly good in the knockback department.
Up B: Chaos Control - Shadow spins around and teleports in order to get back to the stage. I'm still trying to figure out how to make it go in any direction (in the manner of Farore's Wind or some similar move), so you'll have to do with the beta version, which is basically the same as Sonic's spring jump only he's invincible and invisible while using it (actually, that probably is good enough to make this move broken...)
Down B: Chaos Boost - I still haven't made this move the way I want to, but its current version could give a general idea of how it'll work. Shadow maintains a hidden 'Chaos Boost Meter' that rises constantly over time. When Chaos Boost is used, Shadow gets powered up but his Chaos Boost meter begins to drop gradually. The ratio is approximately 1 second of Chaos Boost for every 6 seconds of normal fighting, with the maximum charge being 10 seconds after waiting for 1 minute (no, there is no indicator telling you how much you have, so you'll have to guess). However, Shadow can use Chaos Boost again to shut it down, allowing him to store power for later. Currently, the only moves that are affected by Chaos Boost are Chaos Nightmare and Chaos Spear, although I intend to make it boost all of his attack strength. Another plan I have (in order to prevent Shadow players from simply running away until their boost is full) is to make the boost rise only when Shadow lands an attack on an opponent (excluding Chaos Spear). I'm still trying to figure out how to make a 'condition on hit', so any help in this area would be appreciated... By the way, neither the color change nor the meter-changing coding has been mapped to all of Shadow's actions, but this is due to incompleteness, not an intended effect.
I took away all of Sonic's cheeky one-liners for his taunts. Shadow's Side Taunt is now his 'stunned' animation. Why? I don't know...
All of his winning animations have been changed. The timing on his 'Chaos Emerald' winning animation is way off, though (I want him to vanish as soon as he holds it up), as are the special effects on his 'Running' animation (the sparks appear in the center for some reason). As for his third animation, I gave him a gun... Just for kicks.
And finally, his losing animation is now his 'stunned' animation... because Shadow doesn't expect to lose.
Questions? Comments? Information on how to make an attack increase a variable if it connects (possibly by editing flags, but I don't think people have figured out very much about that yet), or information on how to create a teleport in any direction would be greatly appreciated for use in Chaos Boost and Chaos Control, respectively.