We release it a little later. Would you like to do the Pictures for portrait when is released?Are you serious? I want the beta! that looks epic!
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We release it a little later. Would you like to do the Pictures for portrait when is released?Are you serious? I want the beta! that looks epic!
Hey everyone:
Yeah. that seems like a good Idea.We are getting it ready. Would you like to do the Pictures for portrait?
ok then. I'll let you now when its releaseed! ;DYeah. that seems like a good Idea.
okay, but can I still make some of his attacks do elemental damage?ok then. I'll let you now when its releaseed! ;D
I'm not sure yet I'll have to talk to Fliptocat first about it.okay, but can I still make some of his attacks do elemental damage?
alright then.I'm not sure yet I'll have to talk to Fliptocat first about it.
Me? no. but I need too see it because it looks epic.I've extracted and fixed 40 of his animations, it's really tiring.
^If it fits the move. Has ANLGC shown you the moveset?
EDIT: LOL, ninja'd. Apparently you have my answer.
okay. it looks cool.Gimme a sec then, its on my KC-MM private messages somewhere.....
..........oh my god............ this is epic.Gimme a sec then, its on my KC-MM private messages somewhere.....
EDIT: Aha! All credit goes to my friend Barbatos for the moveset.
Emil Castagnier moveset:
Emil is a fast character with good jumping, and can come back easily on the battlefield. Of course, he is a little easy to eject because his weight is not so high.
Emil normal mode:
B: Blade Fury or Fiend Fusion. Base artes. Fiend fusion allows Emil to be faster than normal during some times (normally in the game it is 45 seconds) and doesn't inflicts damage. 4 hit max for Blade Fury.
Forward B: Havoc Strike. Base arte. Can be used to come back on the battlefield, one hit max.
Up B: Ravaging Tiger. Base arte. Can be used to come back on the battlefield Three hit max.
Down B: Phoenix Rush. Base arte. Can be used to come back on the battlefield.Two hit max.
There are base artes. Forward B, Up B, and Down B, can be connected each other. It means you can do Ravaging Tiger then Phoenix Rush, or Phoenix Rush and Havoc Strike.
A movement: Three slashes. (basic attack.The three slashes can be used by pressing A three time, or by keep pressing A.)
Forward tilt: Demon Fang (base arte, projectile. It does a shockwave on the ground that does one hit, and it does a projectile that moves that does one hit as well, but the sword doesn't inflict any damage of course. So, 2 hits max.)
Down tilt: Savage reaper (Base arte. 3 hit max.)
Up tilt: Raining Fang (Base arte, jumping movement similar to hell pyre. 5 hit max)
Smash Forward: Sword Rain Alpha (Arcane arte 12 hit max.)
Smash down: Roaring Tiger (arcane arte, 8 hit max)
Smash up: Light Spear Cannon (Arcane arte 5 hit max)
Dash attack: Converging Fury (only the final movement where Emil goes behind the ennemy by slashing him. One hit.)
Aerials:
Neutral: 3 slashes in the air. (Basic attack)
Forward A: Demon fang (base arte One hit only because in air.)
Down A: Heavenly Tempest (arcane arte, 6 hit max)
Back A: Savage reaper (base arte, be careful with this move, with the first slash Emil should turn back then make a thrust like original but the thrust is behind him while the first slash is next to him. 2 hit max with great chances)
Up A: Dark radiance (arcane arte 6 hit max)
Taunt Up: Sorcerer ring, fires a fire projectile. Little damages and no knockback.
Taunt side: Sorcerer ring, fires a thunder projectile, less strong than fire, but can stun the ennemy, the projectile moves slower than the fire. No knockback.
Taunt down: Disabled.
Emil relies a lot on his combos, this why basic attacks can be connected to a base arte, and why a base arte can be connected to an arcane arte.
The only base arte that can't be used after a basic attack, or lead to an arcane arte is Fiend Fusion, if you use it which I hope.
But this is not over, there are two other modes.
Centurion mode: Enters in this state automatically after you have taken 70% of damages.
Here are the changes this mode does.
Demon Fang: 3 hits, in air and on ground, darkness element, and no longer a projectile.
Havoc Strike: Fire element, 2 hits max.
Blade Fury: 5 hits max, Ice element.
Or Fiend Fusion: 4 hits, Earth element (pillars of earth surrounds Emil that hits near opponents and it strengthens his defense, no longer his mobility.
Ravaging Tiger: Thunder element, 5 max hits
Savage Reaper: Light element, 4 max hits, on ground, and with great chances, in air as well, 2 hits for the thrust in fact and two hits for the first movement of this attack.
Raining Fang: Water element, 5 hits too, but stronger than original obviously. (in the game it is four hits, but I honestly don't see why...)
Phoenix Rush: 4 hits, wind element.
Emil in this mode can do basic attacks, but instead of 3 slashes, can do 4 slashes.
And the last mode:
True Ratatosk mode:
Keeps the changes of Centurion mode, activated automatically above 130% of damages.
Taunt down can now be activated. When you press down taunt, Emil becomes intangible, and does this animation.
Devil's Maw: Darkness element. Second strongest attack in term of damages but no knockback. 10 hit max. And can only be used once before you die.
And now, the basic attacks allows Emil to do 6 slashes instead of 4.
And to finish:
Final Smash: Dual death+ Devil's Hellfire+ Ain Soph Aur. (When Emil activates this final smash, he does Dual Death. He makes a thrust then unleashes two projectiles that travels along the ground ( do not make them travel as far as in the game). 3 hits max. If this movement makes no hit, the final smash is lost, but if there is an hit, those who are touched by this movement, are forced to be hit by Devil's Hellfire and Ain Soph Aur. The other opponents are safe because they are not seen in the screen, like in Captain's falcon final smash for example.) Do not forget to zoom on Emil when it is necessary like in the game.
I forgot something about the final smash.
Final Smash: Dual death+ Devil's Hellfire+ Ain Soph Aur. (When Emil activates this final smash, he does Dual Death. He makes a thrust then unleashes two projectiles that travels along the ground ( do not make them travel as far as in the game). 3 hits max for Dual Death. If this movement makes no hit, the final smash is lost, but if there is an hit, those who are touched by this movement, are forced to be hit by Devil's Hellfire and Ain Soph Aur. The other opponents are safe because they are not seen in the screen, like in Captain's falcon final smash for example.) Do not forget to zoom on Emil when it is necessary like in the game.
22 hits max for Devil's hellfire. And 7 hits max for Ain Soph Aur.
The final smash is stronger according the mode you are, and has more knockback too.
ahh..... I tried to make a PSA and then I forgot to do that.^I know, right? :D I can't wait to get started~ But I have to fix his glitches first, like TransN, HipN, Item holding, etc, etc, etc........
lmao yeah.^For Emil? Yeah, model imports are pretty useless if you don't fix those.
okay. this is probably going to be the best hack i've ever seen.^Yeah, ANLGC has an account there, he just doesn't post often..... Yet.......
yeah and I think that the beta should please a lot of people, including me.I hope so. ANLGC just made a topic on KC-MM.
Yes but he won't tell us.So Tenebrae knows?
cool, yeah^^Barbatos (Moveset person) told me he can come up with taunts that aren't damaging moves, if you'd like.
Wouldn't work with the alternate costume.Good Idea hits the mind again! his entry animation could be him turning into the Knight Of Ratatosk.
Makes sense to me.How about appearing a flash of blinding light?
That's how all the other Symphonian summon spirits appeared.
I agree, i'm not in favor of this moveset. Why not have a mix of both Base and Arcane artes for B Specials. Like:Yes but he won't tell us.
Back on topic: not the moveset I would have chosen and I'm not sure that damaging taunts are a good idea but we'll see how it goes.
What do you mean that you don't have the animations?^Well, first of all, we don't have the animations for Raging heaven and raining fangs. Fiend fusion for downB isn't a bad idea. But for Demon fang, the Lloyd project has it for Neutral B, and I'd rather not have it as Emil's as well. I think it'll be fine as side tilt.