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Smash Journeyman
This character...is so awesome. I think it's now one of my secondaries in friendly matches.=D
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Do you mean because Wisp is hard to see?Some notes that are more worthwhile: It seems like Wisp's appearance might end up being a tad too mindgamey for VS play. Also, the tornado automatically stops any momentum from any knockback if it's going on, making Wisp weird if not broken in team battles and FFAs. Plus, you can trap people under lava on Norfair and Brinstar by just leaving it open. ...and just hope you aren't forced to recover with PK Thunder against her.
Freeze in place? Do you mean how he pauses for a moment, even in the air? I believe there's 40-some frames during the attack in which he can't move. Is there something else happening?Wisp seems to freeze in place whenever I use the third charge of side-B. Also, the electricity hitboxes from a fully-charged side-B in the standing animation make for the king of all jab locks.
Up-B can also lock people on the floor of Port Town as well as in the mouth of the Ultimate Chimera (999% in five seconds).
Fun pastime: destroying all the blocks in Green Greens and Skyworld at once with down-B.
Another fun pastime: nair-chaining King Dedede off the stage. Where's your shieldgrab now, *****?
That is something that is in the works by... someone. I don't know who. But, for now Wisp replaces all of Jiggs, unfortunately.I has a question, though! Is it possible to make it apply to one of Jiggs' alt colors, instead of the whole character?
Pfgfk I didn't think of that. Heheh, I guess I can live with it. Thanks for the feedback!Oh gawd, it's totally broken in Target Smash. Down-B immediately at the start = insta-success. XD Finished all levels in less than 2 seconds.
Thanks! :DThis is absolutely beautiful. Eldirain=BEST PSA CODER EVAR!
May I ask why you say so? I'm very interested in making it a fair character. I was aiming more for middle tier. Let me know if you think there are any balance issues.It is. But really, unfairly good. Top tier for sure.
Thank you! I'm going to add those to the front post if you don't mind.Moveset - http://www.youtube.com/watch?v=GA0sFht7I0g&fmt=18
Really crappy match between me and a CPU - http://www.youtube.com/watch?v=xeZ7dQSGmnA&fmt=18
Only if any of them need to be fixed. As for the latter, I can try. :Dwill any new move upgrades come up for this awesome character?Also will you make more ultimate project Smash Attack hacks as great as this one!?
I actually started making one of these the moment I figured out the invisibility factor, although I'm using Kirby - he has a lot more special effects available for use! But I don't think it's really a topic-worthy idea (no offense, it's really good, but I don't think it would be seriously considered as a candidate for an added character). Put it on the PSA character submission thread, please.
When I was making this I was actually very worried someone else would post up the same thing before I had finished. I'm not surprised other people thought of it. It's a good idea.Although by unique, I mean like, 3 other people had the same idea but you're the only one who really did anything publicly with it.
Because that makes his throw even less versatile, in spite of its range. Also, I thought it looked cool.How come his back throw throws them forward?
once we get a clone engine completed, hell yeah that is needed lol. maybe someday characters like this will be accepted into the main board for b+ charactersthis is definately the reason we need a psa character board...
Not happening.once we get a clone engine completed, hell yeah that is needed lol. maybe someday characters like this will be accepted into the main board for b+ characters
Yeah seriously, I don't understand why people think it is ever going to happen. It's not happening. Ever. Stop dreaming people...Not happening.
<3
</dreamcrusher>
If I remember correctly back before PSA existed, like, people wanted Roy to be an official B+ character.Yeah seriously, I don't understand why people think it is ever going to happen. It's not happening. Ever. Stop dreaming people...
^ This. WBR has already said it's not happening.Not a secondary goal of WBR. >_>
The first time I was testing Wisp in training mode, I ended up getting a weird freeze after using side-B where I couldn't do anything except more side-Bs. I couldn't jump, move, shield, attack, or do anything else, but I could continue doing side-B in either direction as much as I wanted. After unfreezing myself by getting attacked it kept happening each time I used side-B again. I quit back to the main menu and started a new training mode and it didn't happen again in any training mode or any of the Vs. matches I played.Holy... that's incredible.
Oh, and I discovered something odd. Wisp T-poses after her side-B and neutral-B, you just can't tell because there's no body. Doesn't affect gameplay either. The only way I know is because Wisp stops moving (the bouncing animation stops).
Invisible with constant graphic effects?how exactly did you replace the character with a ball of energy?
Keep in mind that that match is with B+ 5.0 and Wisp was designed around vBrawl and BBrawl. Some tweaks will need to be made for B+ play.Can you make Videos for people that don't have their Wii hacked?I just saw that post sorry >.>
:V
Also- Make sure Pivit grab works.
Ok this is from looking at the moves and that CPU match with that ganon ONLY but heres what I see:
Moves I see are fine: Fair Bair Nair Bthrow Fthrow Pummel FirstJumps
Undecided: Dair Dthrow Uthrow DownB NeutralB SideB Fsmash Usmash Dsmash
Moves that need to be nerfed BADLY!!!!: Uair Utilt UpB FinalJumps
Moves that need to be better: Dtilt Ftilt
Dtilt and Ftilt need to be better defensive options.
Uair Utilt do way too much damage.
UpB should either: Take longer to charge or/and be weaker.
The first Jumps of Wisp are fine, since this is a mostly Aerial based character from what I see, but the last jumps are just way too good.
And remember I have not played as Wisp but I have seen many of the moves closely
Very perceptive. I suspect this might, somehow, be responsible for the Side+B glitches I keep hearing about. I'm going to see if I can resolve it.Holy... that's incredible.
Oh, and I discovered something odd. Wisp T-poses after her side-B and neutral-B, you just can't tell because there's no body. Doesn't affect gameplay either. The only way I know is because Wisp stops moving (the bouncing animation stops).
That's good it never happened again. Though I've been getting many reports of the same thing, which worries me.The first time I was testing Wisp in training mode, I ended up getting a weird freeze after using side-B where I couldn't do anything except more side-Bs. I couldn't jump, move, shield, attack, or do anything else, but I could continue doing side-B in either direction as much as I wanted. After unfreezing myself by getting attacked it kept happening each time I used side-B again. I quit back to the main menu and started a new training mode and it didn't happen again in any training mode or any of the Vs. matches I played.
Long story short it only happened once and never again.
No worries, I've made a pivot grab. It is, in fact, identical to the normal grab.Also- Make sure Pivit grab works.
Ok this is from looking at the moves and that CPU match with that ganon ONLY but heres what I see:
Moves I see are fine: Fair Bair Nair Bthrow Fthrow Pummel FirstJumps
Undecided: Dair Dthrow Uthrow DownB NeutralB SideB Fsmash Usmash Dsmash
Moves that need to be nerfed BADLY!!!!: Uair Utilt UpB FinalJumps
Moves that need to be better: Dtilt Ftilt
Dtilt and Ftilt need to be better defensive options.
Uair Utilt do way too much damage.
UpB should either: Take longer to charge or/and be weaker.
The first Jumps of Wisp are fine, since this is a mostly Aerial based character from what I see, but the last jumps are just way too good.
And remember I have not played as Wisp but I have seen many of the moves closely
That, and because she's always got the same pose. It's hard to tell what she's doing at all, although it may be just because she's new.Do you mean because Wisp is hard to see?
I mean freezing her in place permanently (or semi-permanently; she seems to break out of it naturally after a few minutes) until she gets hit. So far it happens almost every time I use the third charge while on the ground, but sometimes it inexplicably doesn't happen.Freeze in place? Do you mean how he pauses for a moment, even in the air? I believe there's 40-some frames during the attack in which he can't move. Is there something else happening?
Not sure; you should be able to SDI out of it, but Wisp might be able to run fast enough to catch up to you before you're out. And of course she can always continue it with a jab or side-B if she needs.Woops, I hope it's not an infinite. If I recall you can pass through Wisp if you DI. Is it an infinite?
i thought everybody knew that that was the fault of brawl+...If you land Falcon's FS on...it, the game will freeze. I don't know what kind of animation they go into since I haven't played with items in a good long time, but it may be because of T stance?
I may tinker with the size of the graphic to make it match the hurtbox better. It seems better to have the graphic size on the conservative side, however, so instead of opponents going, "what! How did I miss?!?" you have the Wisp user saying "I can't believe that hit me".I am worried about its ability to stall with all those jumps and the ability to be invisible like... half the time though. It can also be very disorienting as to where its hurtbox is. YOU NEED TO BE ABLE TO SEE THE REAL SHIELD AT ALL TIMES, I can't stress that enough since hitting shields is risky in this game.
Thank you for evaluating Wisp. I appreciate your input.My thoughts on the vBRAWL Wisp
I understand. Wisp will always be very hard to read and follow. Consider it an advantage for her, I suppose.That, and because she's always got the same pose. It's hard to tell what she's doing at all, although it may be just because she's new.
I think this is related to how Wisp went into T-stance with those attacks. I fiddled a bit and now I've removed all T-stances, so the problem ought to be solved.I mean freezing her in place permanently (or semi-permanently; she seems to break out of it naturally after a few minutes) until she gets hit. So far it happens almost every time I use the third charge while on the ground, but sometimes it inexplicably doesn't happen.
Hmmm. I'm not sure if that sounds like a problem that needs a change, but I am thinking about increasing the knockback the tiniest bit and changing the angle to 45 degrees instead of just straight out. Do you think that would fix it?Not sure; you should be able to SDI out of it, but Wisp might be able to run fast enough to catch up to you before you're out. And of course she can always continue it with a jab if she needs.
Whew, good to hear Falcon's okay. Falcon's Final Smash works on Wisp for me too.i thought everybody knew that that was the fault of brawl+...
Also, isnt wisp like super broken against the mother boys? like, since her grab range is so far, cant she just auto-regrab upon a grab release (at least in vbrawl)? And afaik they cant jump escape because wisp is too close to the ground...
This should work for having both options of side-B:I may tinker with the size of the graphic to make it match the hurtbox better. It seems better to have the graphic size on the conservative side, however, so instead of opponents going, "what! How did I miss?!?" you have the Wisp user saying "I can't believe that hit me".
The main problem is when you are moving (especially in the air). The way the graphic works makes you look quite tiny. It's very decieving.
The size seems ok while stationary
Also -- I'm afraid I can't make the 'real' shield visible at all. Wisp will never be able to tell when his shield is about to break. Or do you mean, I should make the fake shield graphic larger and more visible?
that sucks... I can tell the shield is quite big usually, but no idea when it will die.
Thank you for evaluating Wisp. I appreciate your input.
Regarding Utilt -- I find it to be adequate, since enemies are still able to DI out of it if they're on the edge. As well, they have to be very close to get in it in the first place.
After playing more... I think this is ok
Upsmash should have the advantage of slightly higher reach, and being able to actually KO. But let me know if up tilt still seems to be too much.
The extra reach is negligable... however, I agree that the fact that up-smash is Wisp's best kill move makes this move usable. I found this out against CF, killing him at like 130+ uncharged. I would still like to see something on the sides though. It doesn't have to be near as powerful (if you look at every other character, their up-smashes hit on the side to some extent)
Bair has been difficult to work with, due to the Reverse Direction command messing things up. I will try to clean that up. Uair should hit equally on both sides -- the bias is a side effect of bones moving around unexpectedly. I'll try an' fix that. I will also consider your suggestion for nair.
I only have gripes about the hitboxes on Bair and fair. This is the one change I stress as necessary. The hitboxes have to match the animation here. I suggest adding some weaker hitboxes near the tip of the stars.
interestingly neutral B will kinda work OOS. But I still think making nair's hitbox bigger is the way to give Wisp an ok OOS move.
Did you try catching people in the charge animation of Down-smash? You might find it to be a very nice move then.
6 damage is pitiful for a smash... I still can't find a decent use for this move. sorry
Down B will likely only see any hits in very rare circumstances (or FFAs). However, it is a good way to impel your opponent to approach you. If for example, a Falco is spamming lasers at you from the other side of FD, you can begin a Down+B. The lasers will simply sail overhead. You won't hit Falco, but you can be done the first charge by the time he draws near.
ok. I have to lol at using this in BTT though :D
Side B is currently unable to do weaker attacks when it has charges. I'm not sure I could change that with the way it's set up.
Async timer: 4 frames
if(condition: button pressed: B)
goto: large attack subaction
else
goto: small attack subaction
Change the hitbox type to Special Offensive Collision. This makes it so hits cannot be reversable.Bair has been difficult to work with, due to the Reverse Direction command messing things up. I will try to clean that up.