mofo_
Smash Ace
maybe less floaty than samus but a bit faster?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
secondeddddmaybe less floaty than samus but a bit faster?
Actually we can, I have them. Check the texture guide thread, the code is in the OP. He just hasn't changed the title yet.we can't get textures anyway![]()
![]()
dark samus codeset uses the most recent B+ codes as well. just download the codeset from the OP and it will be B+.how do i intergrate the codes from this into my brawl+ 4.1 set? do u have a text file i could use? or a codeset that i can copy/paste onto code manager? want to try this with B+ and not sure how to
I want to help this get off the ground. A lot of people are talking about it, but not much progress seems to have been made. I'll help with what I can, but I'm not entirely sure what you're looking for...
As for suggestions:
Bombs: Replace the explosion with the appropriate sized Din's Fire texture if you can. Like one of the above posters mentioned, a large invisible hitbox isn't a great idea.
Ftilt and Utilt: Speed up their startup frames and give them relatively low knockback and damage, so that she has some zoning she can do on the ground. Maybe make them comboable into a Fair if possible.
Zair: The idea is good, but people are right, it's too strong right now. Make it pop them up and behind her, because then they'll still fall into your traps, but it won't be ridiculously good for pulling people offstage.
Fair: Obviously, this move is wtfhax right now. If the Dtilt currently stuns, I think that idea should be applied to all of her flamethrower type moves. Make this stun, but give it enough startup lag that you can't combo Fairs into each other. That way, you can hit with something else, but you can't keep them permanently stunned by chaining Fairs. Make the damage decent, as with the startup lag it may prove hard to hit with. Each hit dragging into the next is fine, just make sure you're conscious of the damage it does.
Usmash: Basically the same as Fair, though if you give it enough knockback, I don't think you have to worry about people being able to combo Usmashes into each other.
Other:
Obviously, you're making her physics a lot different. Heavier and a fastfaller is the direction you're moving in if I'm correct, and I'm inclined to say it's going to be one of the biggest ways to set DS apart from Samus, especially since the latter is well known for her general floatiness.
I don't exactly know what kind of feedback you're looking for from the community. I can definitely help with playtesting during the summer if that's what you want, but I know nothing about the actual hacking.
everything after this made me lol at how incredibly hard it would be to program.instead of taking out the homing missiles, how about:
make it have no knockback or stun, like fox's laser.
+maybe slow approaching enemies down a little bit during explosion
Roy's codeset has the same problem, something about going over the animation limit with the new characters or something.Also while playing with this codeset, in a Wolf v. Mario match on Yoshi's Island (not the pipes), characters would freeze in animations when they stood still. Like instead of standing there and having an idle animation, they'd just be stuck on a single frame. If you walked and stopped without jumping/shielding/etc., you'd be stuck on a walking frame. This you could also interrupt, so again it's only aesthetic.
I don't know if this is just Brawl+ errors I hadn't noticed before playing with this codeset or what.
it's a bug. well, not really. i wanted dark samus to have some aerial lag, but it turns out she has IASA frames like right near the beginning, so she cancels all of it anyway. I'm currently trying to figure out a way to give her landing lag.out of curiosity, how did you manage to make the end lag of her aerials cancelable? do you have a separate code, or is it just a 'feature'?
fyi, next time just call it a 'feature' and say you're 'most likely taking it out in the next build'. makes it sound more professional.it's a bug. well, not really. i wanted dark samus to have some aerial lag, but it turns out she has IASA frames like right near the beginning, so she cancels all of it anyway. I'm currently trying to figure out a way to give her landing lag.