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whoa, uber coolyep they change for good :D
I am excited for Jin Marth! By the way, I recommend (if it actually works) using Marth's Final Smash animation for the Ice Car. Just a thought.Sorry about not being able to update. Im away from my comp (using my psp rite now.) I'll update tonight when I get back and start working on Sheik and Jin Marth.
wow... probably the best and most balanced submission thus far. But, I need to ask... doesn't Ragna have white hair?I've been working on a commission for Rykoshet the past day or so.
Taken Ike as a base, and the end goal is to turn him into Ragna the Bloodedge from BlazBlue.
Here is a video showcasing some of what is done so far --- http://www.youtube.com/watch?v=BzXo_0iH8yQ
I've been doing all of the coding, working with Rykoshet closely to get the little details just right. I think it's looking pretty good so far!
That's the genesis (crisis core) texture. I need to grab the dante texture until I can convince someone to make an altered one for ragna.wow... probably the best and most balanced submission thus far. But, I need to ask... doesn't Ragna have white hair?
Just a few nitpicks (know this is still a work in progress)I've been working on a commission for Rykoshet the past day or so.
Taken Ike as a base, and the end goal is to turn him into Ragna the Bloodedge from BlazBlue.
Here is a video showcasing some of what is done so far --- http://www.youtube.com/watch?v=BzXo_0iH8yQ
I've been doing all of the coding, working with Rykoshet closely to get the little details just right. I think it's looking pretty good so far!
The first hit of the down smash animation always slides the opponent into the second hit and stutters them with a possibility to trip them. It has extreme winddown yes so it's not gonna be the greatest option at every percent but he has amazing jab cancel 1 and 2 followups that make using the third jab a viable option but not the one you're always going to want to take. If the front end of jab 3 catches someone off stage it will pull them down and towards so it can stage spike and if the back end hits it will flat out semi spike them.Just a few nitpicks (know this is still a work in progress)
- Does the second hit of the dsmash animation always connect? The wind down lag looks like it could be bothersome at low percents.
- Would it be possible to add random food effects to some of his attacks when they connect?
While this is definitely the most interesting submission so far, it's not balanced either. It seems like you're going at this character with a normal fighting game mentality which doesn't translate well in Brawl. He seems fast and strong, which is good, but he seems to do too well in those areas.I've been working on a commission for Rykoshet the past day or so.
Taken Ike as a base, and the end goal is to turn him into Ragna the Bloodedge from BlazBlue.
Here is a video showcasing some of what is done so far --- http://www.youtube.com/watch?v=BzXo_0iH8yQ
I've been doing all of the coding, working with Rykoshet closely to get the little details just right. I think it's looking pretty good so far!
Snake and Ike would like to have a word with you. (snake's does 14 and ike's does 16, 20 if canceled once so I'm just averaging them out)First of all, it's never a good idea to have jab combos that do 15%
It's significantly weaker than its former counterpart to make up for the increase in speed. The iasa may be lengthened and the knockback slightly reduced after some play testing. The damage is staying the same though, 14 damage relies on you being hit with the back end of the move, it does 13 up to just past the apex of the swing.His uptilt has amazing range, speed, IASA frames, AND does up to 14%? This move seems easier to land with than the jab combo.
It's the extreme tip of a frame 20 move and it has to be charged or at the side of the stage at mid percents to be of a significant danger. This was playtested, it's no more dangerous of a killshot than ike's fsmash was, a uncharged blade hit doesn't kill until significantly higher percents than ike's fsmash either (it in no way will kill anyone sub 100, it starts getting dangerous near 120). If you get tipped, let alone fully charge tipped, it's meant to be rewarding. If you got hit with ike's fully charged fsmash at 25 damage as marth, you would die also and the hitbox for the blade is far far far larger than the hitbox of the tipper.His smashes are pretty much too good right now. His F-Smash tipped not only gives good damage and knockback, but also has a troublesome angle. Not even Metaknight in vBrawl has that good of a move.
That looks awesome, I was originally going to help Ryko, but I was tired, as it was 3 AM.Thanks for all of the comments, everyone. I'm just glad I'm able to translate Ryko's great ideas into PSA coding.
Ryko pretty much covered the criticisms lol. Bottom line is, its a WIP, and tweaks will most definitely be made as time goes on.
I'd like to release it when all of the moves are finished, but I may decide to release an early version to people(if they'd be interested), once all of the normal moves are finished.
Again, thank you for the comments and criticism.
Most of what you said applies to Snake in regular Brawl tooWhile this is definitely the most interesting submission so far, it's not balanced either. It seems like you're going at this character with a normal fighting game mentality which doesn't translate well in Brawl. He seems fast and strong, which is good, but he seems to do too well in those areas.
First of all, it's never a good idea to have jab combos that do 15%. Remember that these should be guaranteed combos, even at high percents. This gives him an easy damage building move pretty much safe during anytime of the match.
His uptilt has amazing range, speed, IASA frames, AND does up to 14%? This move seems easier to land with than the jab combo.
His smashes are pretty much too good right now. His F-Smash tipped not only gives good damage and knockback, but also has a troublesome angle. Not even Metaknight in vBrawl has that good of a move.
Just as a general rule of thumb, if you're going for a serious character layout your damage like this:
Jabs: 1-3 damage each
Tilts: Never more than 13% but take speed and range into account
Arials: Same as tilts, but if you want a good juggling character go for less
Specials: These usually have unique mechanics so go with instinct, but never let it reach near 20%
Smashes: Quick Smashes never more than 15% uncharged. Slower one's like Ike's can maybe go to a little over 20.
Also in terms of knockback, you should obviously adjust according to your damage, but I strongly recommend against giving a move strong knockback AND a troublesome angle.
And to think it only took 4 minutes to code, capture, and upload...Not a character exactly, but the most amazing thing to happen through Project: SA
http://www.youtube.com/watch?v=Nl0MnkEwZDk
Ragna? Whazat? Also, im going to be going out soon, its my brothersHow is the ragna project coming along kirk. Is it almost complete yet? So far everything looks great. Just to put my two cents in, maybe you modifly his regular b, fully charged but down taunt animation( where he throws down his sword). Just a suggestion. Other than that, great job on the project
lol, i was just making this too >_< what value did you use for his gravity?whole bunch of stuff about roy
Ike may have a good jab combo, but does he have the kill ability Ragna does? Brute power may be one thing, but Ragna has that AND speed.Snake and Ike would like to have a word with you. (snake's does 14 and ike's does 16, 20 if canceled once so I'm just averaging them out)
The problem I see is not in the amount of damage it deals. The thing that worries me is the speed and range of the move on top of how much damage it deals. It looks like it can beat or tie with a lot of moves. In other words it seems like it can stop a lot of approaches while also dealing a very good amount of damage.It's significantly weaker than its former counterpart to make up for the increase in speed. The iasa may be lengthened and the knockback slightly reduced after some play testing. The damage is staying the same though, 14 damage relies on you being hit with the back end of the move, it does 13 up to just past the apex of the swing.
20 frames for a smash is not slow by any means. Also, Marth mains can tell you just how easy it is to tip with attacks. Also, I'm not worried about the KB at 0% I'm worried about when Ragna has his opponent at 70%.It's the extreme tip of a frame 20 move and it has to be charged or at the side of the stage at mid percents to be of a significant danger. This was playtested, it's no more dangerous of a killshot than ike's fsmash was, a uncharged blade hit doesn't kill until significantly higher percents than ike's fsmash either (it in no way will kill anyone sub 100, it starts getting dangerous near 120). If you get tipped, let alone fully charge tipped, it's meant to be rewarding. If you got hit with ike's fully charged fsmash at 25 damage as marth, you would die also and the hitbox for the blade is far far far larger than the hitbox of the tipper.
The thing that worries me about the upsmash is 2:48 of the part 3 video. It was able to kill Marth at 100%. While I understand that his current upsmash is significantly harder to hit with than Ike's I don't think it deserves THAT much of knockback buff.His up smash is as slow if not slower than his old up smash with far smaller range and only goes up to 18 if you hit with the back end of the move first, meaning someone has to be behind him at ground level to go past 16 damage. However the knockback is going to be reduced as it kills far too early while charged as it is.
I didn't mean to sound as if you guys didn't know what you're doing. I'm very sure you guys have an idea of how to balance him. All I was doing was voicing some concern about some things that I feel are too good. The jab combo in itself is not what I'm fussing over, nor am I going to tell you to make attacks weaker by 1%. What worries me is that ALL of Ragna's abilities combined seems too good. Good damage racking ability, good speed on his attacks, and reliable killers.Trust me, we know the character deserves tweaking, but being wary about 1% damage on a move with extreme cooldown that can be SDIed if canceled is silly. Ike's first jab into jab 1-2-3 does 20% (averaging out to 5 damage per swing), Ragna's does 16 if he cancels first hit into 1-2-3 and that combination physically actually hits you with 5 swings (averaging out to 3 damage per swing)...
He has the same top falling speed as Donkey Kong, but accelerates to it faster.lol, i was just making this too >_< what value did you use for his gravity?
whatever, i'll release mine as well later, who cares