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JoeG/Sumire's PSA's - Project Yami begins!

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
(Yami is in the second post.)

I don't really know if I'm allowed to make another thread about my PSA's because there used to be one, but it got locked... I have no idea how that happened, but Neku has a new, relatively final version after a really long time, so I feel like posting this:

Neku Sakuraba, of TWEWY fame, is ready to join the Brawl!


Here's a great video by BassJXXXG! The video is of v0.1, but that's negligible.

Changelist:

Down tilt can only be held for 2 seconds now, and knockback is increased (64 KBG -> 96 KBG)
Grounded down B now freezes instead of a little electric shock.
Up air now has hitbox in the base of the tornado.
Final Smash traps opponents 2 scalars below what it was before.
Up Smash is taller. (higher hitbox: size 5 -> 7, y-offset 20 -> 25)
Up Smash side icicles stronger (64 KBG -> 96 KBG)
Neutral B has less chance of retaining infinite charge (at least for me, anyways)
Forward tilt hitbox lasts less long (terminated frame 28 -> 20)

This moveset is for Lucas and vBrawl, although using it in B+ and BB couldn't hurt.

Right now, his moveset looks like (white is normal, blue is SOS - over 120%, and red is TPT SOS - entering SOS using the down taunt):

Jab - Shockwave

Neku slashes three times, with the first two hits combo-ing you into the finisher. It knocks you far away, but isn't going to kill anytime soon.
3%, 3%, 4%
4%, 4%, 5%



Dash Attack - Velocity Attack

Neku charges forward at high speeds, ramming into his opponents. It gives him temporary super armor and launches opponents into the air.
7%
8%
9%



Ftilt - Apport

Neku drops a small meteor a fair distance from where he is standing. This move requires correct spacing for the meteor to connect.
8%
9%
10%



Utilt - Aqua Core

Neku creates a stationary ball of water above him, protecting him from anyone coming above him.
6%
7%
8%


(This is the Black Planet version, hence the purple color.)

Dtilt - Pyrokinesis

Neku holds out his hand, making a path of flame on the ground that is controllable using the Control Stick. This attack is mainly used to camp and annoy. The maximum range of this move is about half of Battefield...? I'm bad at estimations. This move can be held out for 2 seconds.
3%



Fsmash - Massive Hit

Neku creates a sword of light in his hand and jumps up and slashes. This smash has the most range and good speed, but less power and damage (hint hint: A good SOS smash). A balanced smash.
12%
13%
14%



Usmash - Piercing Pillar

Neku creates three pillars of ice that rise from the ground. The smaller ones on the side knock you into the large one in the middle. This move deals good damage, but has poor horizontal range.
3%, 11%
3%, 12%
3%, 13%



Dsmash - Jesus Beams
Neku makes two pillars of light on each side and they explode for good knockback with a lot of beginning lag. This move is the best killer out of the smashes but has poor speed.
12%
13%
14%



Nair - Street Jam

Neku shouts (lacking SFX for this one!) and unleashes a burst of sound than stun the opponents near him. Good range, but nearly no knockback. When you do this move, you need to do another move before you can do this move again to wait for the pin to reboot. Using this move before then will result in a weak blow that does 2% and doesn't cause flinching.
3%
4%
4% (doesn't need recharging)



Fair - Vortex Saber

Neku slashes any enemy in front of him with two hits in one slash, like in the game and lke Marth's nair. Good all-around move.
3%, 6%
4%, 8%
4%, 9%


(Terrible picture, but... whatever.)

Bair - Doomed Defense

Neku slashes through the opponent with darkness, and this attack breaks shields like Marth's shieldbreaker, hence the "Doomed Defense". This move is obviously not a move in the game, so I made it up. It is similar to Lucas's normal bair, but breaks shields and has no point where it can spike. My interpretation is based on the pin's actual name, Black Rose (because it sounds cool).
9%
10%
12%



Uair - Twister

Neku creates a small tornado above him, blowing opponents up like G&W's, but not straight up, so this move can be used to gimp people who are in helpless above him or recovering high. At the base of the tornado, a razor-like hitbox will deal 1 damage to those who are too close. Usually, the wind box will push you away, so the hitbox is really only good for breaking Smash Balls or boxes or things like that.
0% (obviously)



Dair - Grave Marker

Neku flies downwards like TL's dair, slashing through opponents and spiking them at the beginning of the attack. Unlike TL's, however, you won't bounce if you hit with it.
7%
8%
9%



Neutral B - Energy Rounds and Nexus Ray

Neku charges up a blast, like Samus', and can only be charged on the ground. You can roll or shield to end the charge and retain your current charge. A partial blast will be Lil' Terror Bazooka, which fires 3 Super Scope bullets which are stronger if you are on the ground. A fully charged blast will be Nexus Ray, an extremely powerful blast that takes 3-5 seconds to charge. It will blast opponents away, dealing incredible damage and knockback, but gets weaker the farther away you are from your opponent. When you have a full charge, Neku will have a burst of wind behind him. However, you can't tell when his charge is full after you've finished. Unlike Samus, you won't flash white or anything, so remember! An attempt to charge it in the air will result in firing the projectile, like Samus'.
1%, 1%, 1%; 3%, 3%, 3%; 19-15%
3%, 3%, 3%, 5%, 5%, 5%, 19-15%


(It looks better now.)

Side B - Spear Strike

Neku lunges forward and stabs anyone in his way. This move can help your recovery but can only be used once in the air until you touch the ground.
9%



Up B - Vulcan Uppercut

Neku ctrikes anyone in front of him upwards, striking them three times as he drags them upwards. This move is great OOS (at least the intention is). Most hits will not hit. Make sure the enemy doesn't get out and punish you!
2%, 1%, 1%, 1%, 1%, 1%, 1%, 1%
4%, 1%, 1%, 1%, 1%, 1%, 1%, 1%



Down B - *Long Live The Floe and Lightning Arrester

On the ground, this move creates a cloud that you can control using the Control Stick. The cloud can only move a little bit in front and behind, but has good vertical range. Letting go of the cloud while it is on top of an enemy will freeze them. You'll know if it's close enough when you hear a sound. If in the air, Neku fires lightning downwards, dealing damage to anyone below him. This move can only be used once in the air and is a great way to deter juggling. Landing a tipper will deal more damage (but I'd like to see you try).
5%; 10%, 12%




Final Smash - Four Stars Pin
Neku slashes them twice and stuns them, readying up a powerful blast that is usually a OHKO.
56%-ish




Down Taunt - Tin Pin Thrift

This move will skyrocket your damage to 120%. If you enter SOS this way, then you'll be even stronger this way than regular SOS. If you cop out and heal yourself out, you'll lose your bonus.

Up Taunt - He fixes his headphones...? Sort of.

Side Taunt - A Normal pin drop circles him.

His throws are the same as Ness', only nerfed a lot. A LOT. He also has Ness' grab range. His pummel is Thunderbolt, surging electricity into his foes' bodies.

Cosmic SOS - After Neku is above 120% damage, all of Neku's attacks become stronger and more powerful and some, like the smashes, will be faster. Also, certain pins will be switched out for the Black Planet equivalents.
Utilt becomes Black Mercury
Grounded Neutral B becomes Black Venus
Dtilt becomes Black Mars
Aerial Down B becomes Black Jupiter
Utaunt becomes Black Saturn
Usmash becomes Black Uranus
Along with aesthetic changes, some will have special changes, such as inflicting Defense Break (i.e. breaking shields) or HP Drain (i.e. flower on your head).

A super incredible TWEWY resource can be found here.

I would greatly appreciate feedback and / or suggestions.

Thanks to:

HUGE THANKS to Eldiran (for helping A LOT with the Up Smash and Ftilt and down-B... a lot of stuff.)
Chimiu, xmanfit0, OverlordLaharl, thanyou (absolutely GREAT ideas, you guys! Thanks for all the support and everything. It might not look like you did much, but you did a lot.)
ZenBridger and ninja_cupcakes for adding more ideas and balancing!
Another thanks to ninja_cupcakes for the CSS stuff!
Neon Togepi (I took your texture and used it, without permission, too. It looks fabulous!)
Everyone who posted in this thread for giving me support!
And many other people that would take too long for me to list.

CSS Stuff (by ninja_cupcakes):





(Just right click -> Save Image As.)

Get him here!
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Yami (from Okami / TvC) joins the Brawl! (Not complete yet)



Although Yami may be tiny, he's got a lot of tools hidden in that little ball!

Because his model is ripped from TvC, he's got two hammers and two saws, one on each side.

When playing Yami, you'll have to forget the way you think about Brawl movesets, because this one is going to be built differently. Instead of A moves and B moves, Yami will merely have.... moves. Pressing A for the move will use the hammer, and pressing B will use the saw.

Hammer moves will be stronger, but saw moves will be more damage-dealing, and on rare occasions, also have some special effects.

Jab - ?

Dash Attack - Yami bursts into flames and rolls forward faster, damaging enemies he touches. He'll stay on fire and continue to roll for as long as you hold A / B. This move is the same whether you press A or B.

Forward Tilt - Yami swings hammer / saw downwards at the opponent, kocking them away. A pretty average move.

Up Tilt - Yami swings his body upwards in an arc, moving himself in a full circle and launching opponents into the air.

Down Tilt - Yami spins horizontally once, sweeping his hammer / saw low. This move can trip.

Forward Smash - Yami swings downwards, just like in his forward tilt, but he leaps up and delivers a much more powerful strike. Just as you would expect, it's slower and laggier, but stronger.

Up Smash - ?

Down Smash - Yami sticks out his hammers / saws from both sides and spins rapidly. Think ROB's down smash for this move.

Neutral Air - Yami spins quickly, knocking away opponents with a hammer or trapping opponents in with a saw for heavy damage.

Up Air - ?

Forward Air - ?

Back Air - ?

Down Air - ?

Something really special about Yami is his shield. I don't have any pictures right now, but instead of a shield, Yami is surrounded by a ring of protection. (If you've played Okami, think godhood system.) When his shield is on full charge, green Japanese characters will circle him. Like Yoshi's shield, you can't poke under it and it won't shrink.

Attempts to damage him while he is in his state won't damage him (obviously because he is shielding), so the useless sign from Okami will be displayed.

After his shield drops past half health, the characters will turn red.

Right now, the problems that need to be fixed are:

- Yami is tiny! He can't be resized using the MDL0 resizer and he also can't be vertex hacked.

- Animations, as usual. However, what's different here is that he's just a ball. Other projects have arms and legs, which make animation hard, but animating Yami should be a snap.

- The PSA is in progress-ish.

If you can help with the above problems, then don't hesitate to!
 

dirtboy345

Smash Ace
Joined
Jan 18, 2010
Messages
715
locked like the last time huh well it looks like a good psa but it doesn't fit the qualifications of a new topic
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
I just read the rules now, after making the thread... I'll fix this place up.

EDIT: There we go. Now there's a project that needs help.
 

Fen__

Smash Ace
Joined
Mar 25, 2008
Messages
727
If I remember right, the last one was just locked due to inactivity. I think the rules say that a topic can be locked if the team hasn't updated in 2 weeks or something like that.

I'm looking forward to seeing some progress on Yami.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Quick note: I think the reason the laser for Neku disappears is because of graphic limits. It usually happens when the dust clouds from the charging are still active.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Wow, that makes sense... I'll try to test that... eventually.

Thanks!

Does anyone know of a method to resize a model when the model resizer doesn't work? PSA and animations wouldn't work either...
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
>_> Wow, sorry for not seeing the post above at all...

How do you hex it?

Fortwaffles' resizer vertexes the model so that it's bigger and scales the bone translations so that it's correct again (I think)... how do you do that in hex?
 

PikachuMan

Smash Rookie
Joined
Jul 8, 2010
Messages
9
Mwaha. I love Neku's moveset. But why'd you change is down-b from the last version? D:

Also, I could've sworn I pm'd you about updating this a few weeks ago, probably on Kittycorp.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Yes, that's why I updated it. I changed his down B because someone asked for it...
 

Fen__

Smash Ace
Joined
Mar 25, 2008
Messages
727
Check the MDL0 thread in the Workshop General. There's an automatic hexer, but it doesn't work (or skips some steps) for certain games (don't remember which). If you end up having to do anything manually, there's a guide in the MDL0 thread's OP.
 

PikachuMan

Smash Rookie
Joined
Jul 8, 2010
Messages
9
Did the glitch with his B-move graphics not showing up get fixed or is that what you need to hex in?
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Leafbarrett posted a possible fix above (and I'm feeling a vibe that it's correct), but I can't test anything. How about I fix it and then PM you so you can test it?

And I need to hex Yami's size.
 
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