Wind Owl
Smash Lord
Midna
Download: 1.0
[COLLAPSE="Instructions"]I have written a batch installer and uninstaller to replace Zelda with Midna, for your convenience. However, if you wish to replace it manually, the .pac file is in the "files" directory of the .zip.
To use the installer:
[/COLLAPSE]
Preface
Having just beaten Twilight Princess for the first time this week (yes, I'm aware of how behind the times I am) I decided to create a moveset for Midna. She is a clone of Zelda. This project is still in its early stages. It has not been playtested with humans at all yet, and as such I am very open to suggestions. Please post yours if you have any.
Notes
Moveset
The following are changes from Brawl+ 6.0 Zelda. Anything not mentioned is very likely unchanged.
Jab
One hit instead of three. Same startup (frame 5), but because the active frames are much fewer (1 as opposed to about 6), IASA is 7 frames earlier at frame 16 (as opposed to 23). The knockback has been reduced from 120 to 20, and the base knockback is unchanged.
My intention with this move was to provide a fast, decent-ranged disjointed poke like Zelda's but exchange the defensive "get off of me" type properties for a more traditional reset-style jab. It can lead into Utilt or grab until very high percents.
Dash Attack
Basically, the inside and the outside hitboxes are directionally switched, and its killing potential is made non-existent. Like Zelda's, there are four hitboxes, one on the inside, one on the outside, and one in each position at a later time (frame 8 as opposed to 5). Damage is unchanged for all hitboxes.
Forward Tilt
The inside weak hitbox and the 'tipper' were directionally switched. That is, the tipper now sends outward (361°) and the weak spot now sends up and back (110°). Knockback growth is the same (88) but base knockback on all hitboxes was halved from 50 to 25. Damage on all hitboxes was reduced by 20%. The end result is that move becomes somewhat useful for edge guarding and setting up a tech chase, but not very useful for aerial combos, and certainly not useful for killing (not that Zelda's often was).
Up Tilt
This is a staple move of Midna's. Instead of being a strong, slow move, its speed has been increased 50% and its base knockback has been reduced from 105 to 45, and its damage has been reduced from 13 to 8. In addition, instead of sending outward (70°), it sends inward (110°). This allows Midna to utilize the extremely useful hitbox of the move to combo at lower percents into many different moves. Its usefulness decays the higher they get, though, no longer setting up for much of anything at around 50%.
Down Tilt
Instead of sending downward (270°) like Zelda's (whose end effect was usually just keeping them there and setting up for a pseudo-tiltlock), this move sends at a slightly upward angle (30°), which is the same as Marth's down tilt (note, however, that the range is far less than that of Marth's). Its knockback growth was halved from 80 to 40, which means that it will not auto-gimp anyone that it hits off the stage.
Forward Smash
This move is now one hit instead of six. It starts up at frame 24 instead of 16. Its knockback growth is 84 and its base knockback is 30. The result is an attack that is difficult to land and will not kill nearly as early as Zelda's Fsmash.
Up Smash
Like Fsmash, this move is now only one hit as opposed to eleven. Its knockback growth is 85 and its base knockback is 50. Like Fsmash, this move is slower and kills much later than Zelda's.
Down Smash
This move sucks in (each hit sends at 160°) instead of out (each hit sent at 20°). The damage on each hit was halved (keep in mind that it will now usually hit twice for the same damage as one of Zelda's hits). The base knockbacks were doubled so that it would usually hit twice, but the base knockbacks were changed from 95 and 85 to 55 and 45.
Neutral Air
I'm not going to lie. This move is exactly the same as Marth's Nair, but with less range, less landing lag, and less damage (about 20% less, depending on which parts hit). It's two hits and sends straight forward (361°). Not much else can really be said, as I'm sure you're all familiar with Marth's Nair and how ridiculous it is.
Forward and Back Air
Knockback growth and damage of sweet spot hitboxes are reduced by 20%.
Up Air
This move now hits 5 times, and starts up frame 6 instead of 13 (however, the last hit doesn't hit until frame 22). The first four hits each deal 2 damage and mimic the physics of Zelda's Usmash weak hits, sucking the opponent in. However, because it's an aerial, you have to follow them in the air in order for all of the hits to connect. The final hit deals 5 damage, resulting in a possible total 13 damage (instead of 15). The base knockback of the final hit is 60 as opposed to Zelda's 30, and its knockback growth is the same, but since it only deals 5 damage it will always pop them back up (which can't be followed up very easily) and not kill until above 150%.
Down Air
Rather than affecting opponents only in the air, resulting in an instant death spike, this move now affects only opponents on the ground, creating difficult but rewarding tech chase and punishment setups, comboing into basically any move Midna wants at percents as high as 120%. Its hitboxes were altered to reflect Fair and Bair, that is, instead of a small hitbox the first active frame and then one large, weak hitbox the second active frame, both sweet and sour spots are active the first frame and then for the next three frames, only the sour spot is active. Basically, it works exactly the same as Fair and Bair. The damage of the sweet spot was upped from 16 to 20, and its angle remains the same (270°) but since opponents are grounded it will always send upwards. Since this move loses its functionality as a spike, and because it's quite difficult to land, the knockback growth was reduced from 90 to 50, resulting in setups that last even into the higher percents. The sour spot hitboxes are no longer a weak spike; they send upward (85°) instead of downward (275°), almost never resulting in a follow-up.
Throws
Throws are currently unchanged. I'm neither sure what to do with them (although I suppose reducing Bthrow knockback would be a start), nor how to alter them. Especially open to suggestions on this one.
Neutral B
Currently, this is unchanged. I honestly have no idea what to do with this move. Here are a few ideas I had, followed by why they're stupid.
My first instinct was to change the direction from sideways to upwards. However, due to the lag of the move, this would result in the equivalent of either a really crappy tilt or a really crappy smash. It wouldn't be useful for anything.
So then I thought, why not make it jump cancelable? Well, that's just silly, gimmicky, and broken. So, no.
Well, how about reducing the lag? Again, that would make for an extra tilt with invincibility in the beginning. Not really a good idea.
I also thought about tweaking the invincibility (either more or less? I don't know), or making the reflected projectiles deal more damage (x2 or something?), or making it absorb projectiles ala the psychic brats (but it's a mirror crystal, so that makes no sense, really). I'm quite at a loss when it comes to this move.
Up B
The following changes are planned, not implemented. Altering Up B is proving to be quite tricky. Perhaps someone better versed in PSA can help me out on this one (Eldiran? ):
Reduce distance traveled by 40%, have the initial weak hit send downwards (weak spike) instead of upwards. Reduce start lag and end lag by roughly 1/3.
Side B
The distance traveled is halved. As a result, the damage is also roughly halved. Startup and end lag are reduced by 1/3 both on the ground and in the air. The result is a situational means to tack on damage to combos (or at higher percents combo into something else), limited edgeguarding, and greatly limited zoning.
Down B
As noted above, this is disabled for now.
Download: 1.0
[COLLAPSE="Instructions"]I have written a batch installer and uninstaller to replace Zelda with Midna, for your convenience. However, if you wish to replace it manually, the .pac file is in the "files" directory of the .zip.
To use the installer:
- Extract the .zip to a folder.
- Run Setup.bat from the folder.
- Back up your old FitZelda when it prompts you, if you wish.
[/COLLAPSE]
Preface
Having just beaten Twilight Princess for the first time this week (yes, I'm aware of how behind the times I am) I decided to create a moveset for Midna. She is a clone of Zelda. This project is still in its early stages. It has not been playtested with humans at all yet, and as such I am very open to suggestions. Please post yours if you have any.
Notes
Intended Playstyle
Midna is supposed to play like a much more combo-oriented Zelda. Most of her kill moves have been nerfed considerably, but she has gained a plethora of combo options, which you will see below. She still hits hard in terms of damage with her sweet-spotted "lightning" kicks, but they do not kill nearly as early.
Base and Intended Environment
Midna is based off of Zelda+ 6.0, and is intended to be played in a Brawl+ 6.0 environment. I currently have no intention of balancing her for vBrawl, but when Project M is released I will gladly tweak her for that purpose.
Model
It would seem that we're nearing a point where we can import models from other games into Brawl. When we have that capability, I'll import Midna in as a replacement for Zelda's model as soon as I can. In the meantime, I suggest you use a Midna-themed texture. I recommend this one.
Update: I have begun to research importing Midna's model. It will need to be converted to Brawl's MDL0 format from the Gamecubes BDL format (even for the Wii version of Twilight Princess). This will likely take a lot of time.
SFX
Her attack sounds are the same as Zelda's. I went through the Common Fighter sound test and really couldn't find any more suitable sounds to use. When we gain the ability to import custom SFX, I will look through Twilight Princess' SFX and import some more fitting ones (the 'darkness teleport' for Farore's Wind is a particularly fitting example that comes to mind). In the meantime, we're stuck with Zelda's.
As for voices, I definitely plan to replace Zelda's voice set with Midna's when it becomes possible.
GFX
Most of her attack effects now use the 'darkness' hit effect rather than Zelda's 'electricity' effect. In addition, I've replaced some of her attack animations with glowing dark balls or dark smoke. The purple tinge of Brawl's darkness animations, in all honesty, doesn't match the pitch black Twilight flavor of Midna's magic, but for now this is really all I can do.
Animations
Usmash (and to some extent, Fsmash) needs to be completely reworked, but I don't really feel like doing that yet. I'll get around to it eventually. The rest of the animations work farily well as Zelda's. Nair was altered (sped up and slowed down at certain points) to match its new hitboxes.
Down B
For now, I have only done Midna's humanoid Twili form. Eventually I plan on creating her Imp form and replacing Sheik with it, but that will take much more work than this one, and so is well down the road. I don't even want to start that project until we can import models. So, for now, Down B does nothing.
Balance
I do want her to be balanced. She is not intended as a joke character; I put far too much work into her for that. Again, she's meant to be played in Brawl+ 6.0, so she'll be balanced around that, but the suggestions I'm primarily looking for are those for balance.
Preliminary Opinion
Again, I've only played with her against computers so far. But based on that...
She's fun as hell. That said, she's probably way too good right now. She has so many combo, tech chase, and edge guard options that it's just ridiculous. At this point I need playtesting and the input of others to advance her moveset in any way. I would list problems that I think she has, but at this point it would just be speculation and could possibly sway otherwise unbiased opinions.
Midna is supposed to play like a much more combo-oriented Zelda. Most of her kill moves have been nerfed considerably, but she has gained a plethora of combo options, which you will see below. She still hits hard in terms of damage with her sweet-spotted "lightning" kicks, but they do not kill nearly as early.
Base and Intended Environment
Midna is based off of Zelda+ 6.0, and is intended to be played in a Brawl+ 6.0 environment. I currently have no intention of balancing her for vBrawl, but when Project M is released I will gladly tweak her for that purpose.
Model
It would seem that we're nearing a point where we can import models from other games into Brawl. When we have that capability, I'll import Midna in as a replacement for Zelda's model as soon as I can. In the meantime, I suggest you use a Midna-themed texture. I recommend this one.
Update: I have begun to research importing Midna's model. It will need to be converted to Brawl's MDL0 format from the Gamecubes BDL format (even for the Wii version of Twilight Princess). This will likely take a lot of time.
SFX
Her attack sounds are the same as Zelda's. I went through the Common Fighter sound test and really couldn't find any more suitable sounds to use. When we gain the ability to import custom SFX, I will look through Twilight Princess' SFX and import some more fitting ones (the 'darkness teleport' for Farore's Wind is a particularly fitting example that comes to mind). In the meantime, we're stuck with Zelda's.
As for voices, I definitely plan to replace Zelda's voice set with Midna's when it becomes possible.
GFX
Most of her attack effects now use the 'darkness' hit effect rather than Zelda's 'electricity' effect. In addition, I've replaced some of her attack animations with glowing dark balls or dark smoke. The purple tinge of Brawl's darkness animations, in all honesty, doesn't match the pitch black Twilight flavor of Midna's magic, but for now this is really all I can do.
Animations
Usmash (and to some extent, Fsmash) needs to be completely reworked, but I don't really feel like doing that yet. I'll get around to it eventually. The rest of the animations work farily well as Zelda's. Nair was altered (sped up and slowed down at certain points) to match its new hitboxes.
Down B
For now, I have only done Midna's humanoid Twili form. Eventually I plan on creating her Imp form and replacing Sheik with it, but that will take much more work than this one, and so is well down the road. I don't even want to start that project until we can import models. So, for now, Down B does nothing.
Balance
I do want her to be balanced. She is not intended as a joke character; I put far too much work into her for that. Again, she's meant to be played in Brawl+ 6.0, so she'll be balanced around that, but the suggestions I'm primarily looking for are those for balance.
Preliminary Opinion
Again, I've only played with her against computers so far. But based on that...
She's fun as hell. That said, she's probably way too good right now. She has so many combo, tech chase, and edge guard options that it's just ridiculous. At this point I need playtesting and the input of others to advance her moveset in any way. I would list problems that I think she has, but at this point it would just be speculation and could possibly sway otherwise unbiased opinions.
Moveset
The following are changes from Brawl+ 6.0 Zelda. Anything not mentioned is very likely unchanged.
Jab
One hit instead of three. Same startup (frame 5), but because the active frames are much fewer (1 as opposed to about 6), IASA is 7 frames earlier at frame 16 (as opposed to 23). The knockback has been reduced from 120 to 20, and the base knockback is unchanged.
My intention with this move was to provide a fast, decent-ranged disjointed poke like Zelda's but exchange the defensive "get off of me" type properties for a more traditional reset-style jab. It can lead into Utilt or grab until very high percents.
Dash Attack
Basically, the inside and the outside hitboxes are directionally switched, and its killing potential is made non-existent. Like Zelda's, there are four hitboxes, one on the inside, one on the outside, and one in each position at a later time (frame 8 as opposed to 5). Damage is unchanged for all hitboxes.
Inside-Soon Hitbox
Sends forward (361°, or the Sakurai Angle™, if you prefer) instead of upward (90°). Base knockback is unchanged at 70, which is just enough to get them out of your space, but knockback growth was reduced from 70 to 20, causing this move to essentially never kill. This will. however, always force them to tech if it hits, even at 0%.
Outside-Soon Hitbox
Sends upward (90°) instead of forward (361°). Base knockback is changed from 50 to 70, and knockback growth is changed from 70 to 20. Like the other soon hitbox, this will never kill but will pop them up for a combo at later percents. Note that this hitbox is harder to space than the outside-late hitbox.
Inside-Late Hitbox
The only change to this hitbox is that it sends forward (361°) instead of upward (90°). Its weak knockback is the same. Please note that this hitbox will almost never hit, as it is almost always out-prioritized by the outside-late hitbox.
Outside-Late Hitbox
Like the others, the direction of this hitbox was switched, sending upward (90°) instead of forward (361°). The base knockback was changed from 70 to 20, and the knockback growth was changed from 70 to 50, again with the intention to never be able to kill but set up for other moves at earlier percents than the outside-soon hitbox.
Sends forward (361°, or the Sakurai Angle™, if you prefer) instead of upward (90°). Base knockback is unchanged at 70, which is just enough to get them out of your space, but knockback growth was reduced from 70 to 20, causing this move to essentially never kill. This will. however, always force them to tech if it hits, even at 0%.
Outside-Soon Hitbox
Sends upward (90°) instead of forward (361°). Base knockback is changed from 50 to 70, and knockback growth is changed from 70 to 20. Like the other soon hitbox, this will never kill but will pop them up for a combo at later percents. Note that this hitbox is harder to space than the outside-late hitbox.
Inside-Late Hitbox
The only change to this hitbox is that it sends forward (361°) instead of upward (90°). Its weak knockback is the same. Please note that this hitbox will almost never hit, as it is almost always out-prioritized by the outside-late hitbox.
Outside-Late Hitbox
Like the others, the direction of this hitbox was switched, sending upward (90°) instead of forward (361°). The base knockback was changed from 70 to 20, and the knockback growth was changed from 70 to 50, again with the intention to never be able to kill but set up for other moves at earlier percents than the outside-soon hitbox.
Forward Tilt
The inside weak hitbox and the 'tipper' were directionally switched. That is, the tipper now sends outward (361°) and the weak spot now sends up and back (110°). Knockback growth is the same (88) but base knockback on all hitboxes was halved from 50 to 25. Damage on all hitboxes was reduced by 20%. The end result is that move becomes somewhat useful for edge guarding and setting up a tech chase, but not very useful for aerial combos, and certainly not useful for killing (not that Zelda's often was).
Up Tilt
This is a staple move of Midna's. Instead of being a strong, slow move, its speed has been increased 50% and its base knockback has been reduced from 105 to 45, and its damage has been reduced from 13 to 8. In addition, instead of sending outward (70°), it sends inward (110°). This allows Midna to utilize the extremely useful hitbox of the move to combo at lower percents into many different moves. Its usefulness decays the higher they get, though, no longer setting up for much of anything at around 50%.
Down Tilt
Instead of sending downward (270°) like Zelda's (whose end effect was usually just keeping them there and setting up for a pseudo-tiltlock), this move sends at a slightly upward angle (30°), which is the same as Marth's down tilt (note, however, that the range is far less than that of Marth's). Its knockback growth was halved from 80 to 40, which means that it will not auto-gimp anyone that it hits off the stage.
Forward Smash
This move is now one hit instead of six. It starts up at frame 24 instead of 16. Its knockback growth is 84 and its base knockback is 30. The result is an attack that is difficult to land and will not kill nearly as early as Zelda's Fsmash.
Up Smash
Like Fsmash, this move is now only one hit as opposed to eleven. Its knockback growth is 85 and its base knockback is 50. Like Fsmash, this move is slower and kills much later than Zelda's.
Down Smash
This move sucks in (each hit sends at 160°) instead of out (each hit sent at 20°). The damage on each hit was halved (keep in mind that it will now usually hit twice for the same damage as one of Zelda's hits). The base knockbacks were doubled so that it would usually hit twice, but the base knockbacks were changed from 95 and 85 to 55 and 45.
Neutral Air
I'm not going to lie. This move is exactly the same as Marth's Nair, but with less range, less landing lag, and less damage (about 20% less, depending on which parts hit). It's two hits and sends straight forward (361°). Not much else can really be said, as I'm sure you're all familiar with Marth's Nair and how ridiculous it is.
Forward and Back Air
Knockback growth and damage of sweet spot hitboxes are reduced by 20%.
Up Air
This move now hits 5 times, and starts up frame 6 instead of 13 (however, the last hit doesn't hit until frame 22). The first four hits each deal 2 damage and mimic the physics of Zelda's Usmash weak hits, sucking the opponent in. However, because it's an aerial, you have to follow them in the air in order for all of the hits to connect. The final hit deals 5 damage, resulting in a possible total 13 damage (instead of 15). The base knockback of the final hit is 60 as opposed to Zelda's 30, and its knockback growth is the same, but since it only deals 5 damage it will always pop them back up (which can't be followed up very easily) and not kill until above 150%.
Down Air
Rather than affecting opponents only in the air, resulting in an instant death spike, this move now affects only opponents on the ground, creating difficult but rewarding tech chase and punishment setups, comboing into basically any move Midna wants at percents as high as 120%. Its hitboxes were altered to reflect Fair and Bair, that is, instead of a small hitbox the first active frame and then one large, weak hitbox the second active frame, both sweet and sour spots are active the first frame and then for the next three frames, only the sour spot is active. Basically, it works exactly the same as Fair and Bair. The damage of the sweet spot was upped from 16 to 20, and its angle remains the same (270°) but since opponents are grounded it will always send upwards. Since this move loses its functionality as a spike, and because it's quite difficult to land, the knockback growth was reduced from 90 to 50, resulting in setups that last even into the higher percents. The sour spot hitboxes are no longer a weak spike; they send upward (85°) instead of downward (275°), almost never resulting in a follow-up.
Throws
Throws are currently unchanged. I'm neither sure what to do with them (although I suppose reducing Bthrow knockback would be a start), nor how to alter them. Especially open to suggestions on this one.
Neutral B
Currently, this is unchanged. I honestly have no idea what to do with this move. Here are a few ideas I had, followed by why they're stupid.
My first instinct was to change the direction from sideways to upwards. However, due to the lag of the move, this would result in the equivalent of either a really crappy tilt or a really crappy smash. It wouldn't be useful for anything.
So then I thought, why not make it jump cancelable? Well, that's just silly, gimmicky, and broken. So, no.
Well, how about reducing the lag? Again, that would make for an extra tilt with invincibility in the beginning. Not really a good idea.
I also thought about tweaking the invincibility (either more or less? I don't know), or making the reflected projectiles deal more damage (x2 or something?), or making it absorb projectiles ala the psychic brats (but it's a mirror crystal, so that makes no sense, really). I'm quite at a loss when it comes to this move.
Up B
The following changes are planned, not implemented. Altering Up B is proving to be quite tricky. Perhaps someone better versed in PSA can help me out on this one (Eldiran? ):
Reduce distance traveled by 40%, have the initial weak hit send downwards (weak spike) instead of upwards. Reduce start lag and end lag by roughly 1/3.
Side B
The distance traveled is halved. As a result, the damage is also roughly halved. Startup and end lag are reduced by 1/3 both on the ground and in the air. The result is a situational means to tack on damage to combos (or at higher percents combo into something else), limited edgeguarding, and greatly limited zoning.
Down B
As noted above, this is disabled for now.