Stormghetti
Smash Journeyman
So since some people don't like vanilla DK's Dash Attack, two other modders decided to make a code that makes it go further than normal, which works, but what about a roll instead of a kick like in PM/Smash 4? Itaru showed this off in his Balanced Melee video, which appears in this timestamp:
So you may not notice it, but it's not a new animation, it's his double jump animation swapped to make it act like a new Dash Attack. I did the same thing, updated the hitboxes to match the model added new knockback settings, etc.
I also removed the tie hurtbox and did other changes to balance him better, so you should check the changelog for the full details.
If you want a preview of how it does in game, here's a little video: https://streamable.com/wn6cg
[Important!!]: it should be required to use the following code (credits to UnclePunch for making it), since it makes the Dash Attack go further, which helps DK a lot:
Here's the changelog:
I hope you enjoy it! Credits to UnclePunch for the code and The Cape for helping me balance DK.
Download with changelog inside: https://www.mediafire.com/?a246v91992jg969
So you may not notice it, but it's not a new animation, it's his double jump animation swapped to make it act like a new Dash Attack. I did the same thing, updated the hitboxes to match the model added new knockback settings, etc.
I also removed the tie hurtbox and did other changes to balance him better, so you should check the changelog for the full details.
If you want a preview of how it does in game, here's a little video: https://streamable.com/wn6cg
[Important!!]: it should be required to use the following code (credits to UnclePunch for making it), since it makes the Dash Attack go further, which helps DK a lot:
Code:
C208B634 0000000B
89DF0007 2C0E0003
40820048 A1DF0012
2C0E0032 4082003C
81DF0894 3DE04110
7C0E7800 41810010
3DC04000 48000010
48000020 3DC03F80
48000004 91C1FFFC
C1C1FFFC C1FF002C
EDCE03F2 D1DF00EC
4E800020 00000000
-Attributes:
Shield Size: 17.5 > 19.6
-Character specific Attributes:
Up-B aerial vertical velocity: 0.675 > 0.755
Up-B horizontal velocity: 1.4 > 1.6
Aerial mobility: 0.05 > 0.07
Landing lag: 40 > 30
-Jab 1:
Size: 1200 > 1400
-Jab 2:
BKB: 0 > 40 | KBG: 100 > 60 | Size: 1192 > 1300
-Dash Attack:
Turned into a whole new move, using his double jump animation to act like a roll (used in PM and Smash 4):
1st hit comes out on: frame 7
BKB: 60 | KBG: 73 | Size: 2200 | Angle: 70 | X-Offset: 800, 2100, 1400 | Y-Offset: -400, 400, -1300 | Z-Offset: 0, 200, -100 | Bone: 44, 4, 4
2nd hit comes out after: 6 frames
BKB: 20 | KBG: 90 | Size: 2000 | Angle: 361 | X-Offset: 400, 1100 | Y-Offset: 0, 400 | Z-Offset: 0, 200 | Bone: 44, 4, 4 | Terminate Collisions: 14 | IASA: 33
-F-Tilt:
Size: 1100 > 1900
-Up-Tilt:
Comes out on: frame 6 > 5
Size: 1000, 800, 1000 > 1600, 1100, 1100 | IASA: 40 > 37
-D-Tilt:
Size: 937, 1100, 1100 > 1000, 1700, 1700
-Up-Smash:
Fixed a wrong timer subaction which prevented Up-Smash from having IASA frames. Now he has the IASA frame at 40.
-D-Smash:
Damage: 16, 16, 14, 14 > 18, 18, 16, 16 | Shield Damge: 1 > 2 | IASA: 56 > 50
-N-Air:
1st hit:
BKB: 0 > 20 | Size: 852, 852, 1192 > 1500
2nd hit:
BKB: 0 > 20 | Size: 852, 852, 1192 > 1500
-F-Air:
Fixed a wrong timer subaction which prevented F-Air from auto-canceling. Now it autocancels on frame 50.
2nd hit:
KBG: 80 > 100 | IASA: 60 > 55
-D-Air:
IASA: 55 > 50
-Grab:
Size: 1300, 1120 > 1400, 1220
-Cargo D-Throw:
Now throws the opponent downwards with a meteor angle. Animation was changed to his heavy item throw:
Angle: 40 > 260 |BKB: 65 > 80 | KBG: 26 > 0
[FSMs]:
ThrowFLw (0x13E):
Starting Frame: 13 | Multiplier: 0.25
Starting Frame: 14 | Multiplier: 1
Starting Frame: 26 | Multiplier: 5
-(Ground & Air) Neutral B:
During charge:
Shield Damage: 2 > 3
Fully charged:
Shield Damage: 0 > 13 front hit, 0 > 10 back hit.
-(Ground & Air) Side-B:
1st hitbox:
BKB: 0 > 30 | KBG: 100 > 80 | WDSK: 100 > 0 | Size 1200 > 2000 | Angle 270 > 281 | X-Offset: 2200 > 0 | Y-Offset: 1550 > 0 | Bone 0 > 44 | Attribute: Grounded > Normal | Hurtbox Interaction: 1
2nd hitbox:
DMG: 5 > 13 | Size: 1200 > 2000 | X-Offset: 3500 > 0 | Y-Offset: 1550 > 0 | Bone: 0 > 44 | Hurtbox Interaction: 2
-Down-B:
[FSMs]:
SpecialLwEnd (0x14F):
Starting Frame: 0 | Multiplier: 1.5
Shield Size: 17.5 > 19.6
-Character specific Attributes:
Up-B aerial vertical velocity: 0.675 > 0.755
Up-B horizontal velocity: 1.4 > 1.6
Aerial mobility: 0.05 > 0.07
Landing lag: 40 > 30
-Jab 1:
Size: 1200 > 1400
-Jab 2:
BKB: 0 > 40 | KBG: 100 > 60 | Size: 1192 > 1300
-Dash Attack:
Turned into a whole new move, using his double jump animation to act like a roll (used in PM and Smash 4):
1st hit comes out on: frame 7
BKB: 60 | KBG: 73 | Size: 2200 | Angle: 70 | X-Offset: 800, 2100, 1400 | Y-Offset: -400, 400, -1300 | Z-Offset: 0, 200, -100 | Bone: 44, 4, 4
2nd hit comes out after: 6 frames
BKB: 20 | KBG: 90 | Size: 2000 | Angle: 361 | X-Offset: 400, 1100 | Y-Offset: 0, 400 | Z-Offset: 0, 200 | Bone: 44, 4, 4 | Terminate Collisions: 14 | IASA: 33
-F-Tilt:
Size: 1100 > 1900
-Up-Tilt:
Comes out on: frame 6 > 5
Size: 1000, 800, 1000 > 1600, 1100, 1100 | IASA: 40 > 37
-D-Tilt:
Size: 937, 1100, 1100 > 1000, 1700, 1700
-Up-Smash:
Fixed a wrong timer subaction which prevented Up-Smash from having IASA frames. Now he has the IASA frame at 40.
-D-Smash:
Damage: 16, 16, 14, 14 > 18, 18, 16, 16 | Shield Damge: 1 > 2 | IASA: 56 > 50
-N-Air:
1st hit:
BKB: 0 > 20 | Size: 852, 852, 1192 > 1500
2nd hit:
BKB: 0 > 20 | Size: 852, 852, 1192 > 1500
-F-Air:
Fixed a wrong timer subaction which prevented F-Air from auto-canceling. Now it autocancels on frame 50.
2nd hit:
KBG: 80 > 100 | IASA: 60 > 55
-D-Air:
IASA: 55 > 50
-Grab:
Size: 1300, 1120 > 1400, 1220
-Cargo D-Throw:
Now throws the opponent downwards with a meteor angle. Animation was changed to his heavy item throw:
Angle: 40 > 260 |BKB: 65 > 80 | KBG: 26 > 0
[FSMs]:
ThrowFLw (0x13E):
Starting Frame: 13 | Multiplier: 0.25
Starting Frame: 14 | Multiplier: 1
Starting Frame: 26 | Multiplier: 5
-(Ground & Air) Neutral B:
During charge:
Shield Damage: 2 > 3
Fully charged:
Shield Damage: 0 > 13 front hit, 0 > 10 back hit.
-(Ground & Air) Side-B:
1st hitbox:
BKB: 0 > 30 | KBG: 100 > 80 | WDSK: 100 > 0 | Size 1200 > 2000 | Angle 270 > 281 | X-Offset: 2200 > 0 | Y-Offset: 1550 > 0 | Bone 0 > 44 | Attribute: Grounded > Normal | Hurtbox Interaction: 1
2nd hitbox:
DMG: 5 > 13 | Size: 1200 > 2000 | X-Offset: 3500 > 0 | Y-Offset: 1550 > 0 | Bone: 0 > 44 | Hurtbox Interaction: 2
-Down-B:
[FSMs]:
SpecialLwEnd (0x14F):
Starting Frame: 0 | Multiplier: 1.5
I hope you enjoy it! Credits to UnclePunch for the code and The Cape for helping me balance DK.
Download with changelog inside: https://www.mediafire.com/?a246v91992jg969
Last edited: