I have plans to put my Star Fox fan character (and villain), Jack Thorn, into Brawl. Since, I can't edit the model enough to include the right hair (seen in my avatar), I'll just settle for Wolf's mohawk.
There's no team for this, as I've not long started this, so I'm the only one working on it, so far.
The dreaded "To-do" list:
-Finish all custom animations
-Change the pallete of the special effects
-Change some of the attacks completely
-Custom portraits for the select screen
-Alternate outfits
-Figure out a good Final Smash for him that doesn't involve a Landmaster.
Jack's moves are based mostly on Wesker's RE5 attacks (I've already animated the Tiger Uppercut and the Mustang Kick). He has both good movement speed and power. However, he's predictable and his attacks are pretty easy to take note of. He's also not going to be good for recovery, so his planned Up B won't be very efficient for getting back on the ledge.
I'm not at my main modding computer, so I can't show new WIP screenshots, right now. But when I get to my computer, I'll put up some shots of the animations I've created. I CAN however, show the shots I already have on my Photobucket account.
I also don't have a capture card, so when enough work's done, I'll allow someone to record some footage for me.
These shots were from before I learned how to delete the polygons. So, there was a black eyepatch. This was because I tried to alpha out the eyepatch... rather unsuccessfully.
When he gets the smash ball, his eyes don't exactly go yellow, like all the other characters.
Planned Moveset
The moveset might change, depending on how progress goes, so, this is the rough draft of it.
Attacks with a * by the name mean they've already been animated.
Attack 1: Simple Punch (might reuse Fox's 2nd punch, if I get lazy enough)
Attack 2: Claw Swipe (might reuse Wolf's 3rd claw attack, if I get lazy enough...)
Attack 3: Double Kick* (Based on Vergil's Beowulf combo from Devil May Cry 3)
Attack U: Jackal Uppercut* (Wesker's Tiger Uppercut from Resident Evil 5)
Attack F: Spin Kick
Attack D: Leg sweep
Dash Attack: Heavy punch
Smash U: Rising Sun (Based on Vergil's attack of the same name)
Smash F: Canid Kick* (Wesker's Mustang Kick)
Smash D: A powerful axe kick
Special N: Blaster shot. (No speed change, but I might try making it chargable)
Special U: Shoryuken (Can't think of anything else. XD)
Special F: Haymaker (Based on Chris' special attack from Resident Evil 5)
Special D: Absorber (Same as Ness' Psi Magnet. However, it doesn't recover as much health. If I could make it add power to his blaster, I'd do that, instead of health recovery)
Air Special N: Blaster shot
Air Special U: Shoryuken
Air Special F: Haymaker
Air Special D: Starfall. (Same as Z.S.Samus' DAir, except, more powerful)
Air attacks, throws, recovery attacks and the Final Smash haven't been decided on, yet.
Suggestions and help is welcomed.
There's no team for this, as I've not long started this, so I'm the only one working on it, so far.
The dreaded "To-do" list:
-Finish all custom animations
-Change the pallete of the special effects
-Change some of the attacks completely
-Custom portraits for the select screen
-Alternate outfits
-Figure out a good Final Smash for him that doesn't involve a Landmaster.
Jack's moves are based mostly on Wesker's RE5 attacks (I've already animated the Tiger Uppercut and the Mustang Kick). He has both good movement speed and power. However, he's predictable and his attacks are pretty easy to take note of. He's also not going to be good for recovery, so his planned Up B won't be very efficient for getting back on the ledge.
I'm not at my main modding computer, so I can't show new WIP screenshots, right now. But when I get to my computer, I'll put up some shots of the animations I've created. I CAN however, show the shots I already have on my Photobucket account.
I also don't have a capture card, so when enough work's done, I'll allow someone to record some footage for me.

These shots were from before I learned how to delete the polygons. So, there was a black eyepatch. This was because I tried to alpha out the eyepatch... rather unsuccessfully.


When he gets the smash ball, his eyes don't exactly go yellow, like all the other characters.

Planned Moveset
The moveset might change, depending on how progress goes, so, this is the rough draft of it.
Attacks with a * by the name mean they've already been animated.
Attack 1: Simple Punch (might reuse Fox's 2nd punch, if I get lazy enough)
Attack 2: Claw Swipe (might reuse Wolf's 3rd claw attack, if I get lazy enough...)
Attack 3: Double Kick* (Based on Vergil's Beowulf combo from Devil May Cry 3)
Attack U: Jackal Uppercut* (Wesker's Tiger Uppercut from Resident Evil 5)
Attack F: Spin Kick
Attack D: Leg sweep
Dash Attack: Heavy punch
Smash U: Rising Sun (Based on Vergil's attack of the same name)
Smash F: Canid Kick* (Wesker's Mustang Kick)
Smash D: A powerful axe kick
Special N: Blaster shot. (No speed change, but I might try making it chargable)
Special U: Shoryuken (Can't think of anything else. XD)
Special F: Haymaker (Based on Chris' special attack from Resident Evil 5)
Special D: Absorber (Same as Ness' Psi Magnet. However, it doesn't recover as much health. If I could make it add power to his blaster, I'd do that, instead of health recovery)
Air Special N: Blaster shot
Air Special U: Shoryuken
Air Special F: Haymaker
Air Special D: Starfall. (Same as Z.S.Samus' DAir, except, more powerful)
Air attacks, throws, recovery attacks and the Final Smash haven't been decided on, yet.
Suggestions and help is welcomed.