Thany
Smash Journeyman
1. Roy's Red Costume ended up looking like ROB's Pink costume. It was weird, it was awkward, and most importantly I never play Red Roy, so it shouldn't be a big deal.
That's because ROB has no Fit???01 costume. ROB's default is his red, so he has no need for a 01 costume digit. Rename it to 06 and you're good to go. The same applies for any character whose default costume is their team colour.
01 is red, 02 is green, 03 is blue. If a character has their default costume be a team colour, they will not have one of these, but will have a Fit???06.
(Mario, Diddy, ROB have no 01, but have a 06. Link, Yoshi, Bowser have no 02, but have a 06. Sonic, Lucario,...Acually, Lucario and Sonic only have 5 costumes total, and thus no Fit???06...)
In the current public build of my Roy, due to something I did not forsee with his SFX, I had to map certain hurt SFX to certain damage-flying animations. He shouldn't be yelling like that unless he hits the screen if you are using my PSA. I intend to fix his SFX when BBox can manage them.2. Roy's heavy damage knock up cry of pain isn't him yelling oink (or is it boink? yoink?) it's him yelling HIYA! Gets slightly irritating when you hear him say that every time you knock him up and he doesn't die, but instead yells HIYA.
Double-Edge Dance, or if you want to go by the Japanese name, it was the same as Marth's "Marvelous Combination"...I prefer the localized names, myself.*adds to rambling*
More skill and timing? You do know that it's already impossible for someone who didn't EXCLUSIVELY play Roy in Melee to pick him up and do his Sword Dance/Dancing Blade/Whatever in brawl?
It isn't that hard, it just requires practice, unlike Brawl Marth's which is just a button mash-fest. Roy's a character that one needs practice to be good with... And I did happen to play Marth, both Links, Jigglypuff and the Mario Bros in Melee with a side of Peach as well, I just played Roy the most.
Well, regardless, the P:M version is going to have it, but probably not the other ones. Maybe Brawl+, as I'd prefer it that way and I'm one of a small group that still play it it seems *shrug*
Plus, with it the hitlag that makes it trickier to use would further separate Brawl Marth from Roy.
Marth's has such low hitlag on the first 3 hits that it's easier to use.
Roy's having hitlag makes it a little more difficult to use.
Marth's is lightning quick, but can only KO foes with the last hit(and its 3rd down spike may as well not exist anymore...)
Roy's has more utility to it, and can KO with two of the 3rd hits as well as all 3 of the 4th hits.(3rd normal hit is going to be stronger in the next public release. His 3rd up hit will also spike foes forward as well.)
The lack of a zoom is a personal thing. I don't like Final smashes to begin with, so I'd prefer to cut down on the unnecessary, obstructive cinematics. Plus, with the lack of a zoom, it feels more like there's an element of surprise to when it's coming.*adds personal rambling*
I saw Roy's new final smash a week ago or so. Was an unexpected treat, it was. Great start up animation, ridiculous amount of sword strikes, and awesome end animation. My only problem is the sword strikes. While the amount isn't a problem, what IS is that your opponent can be lucky enough and walk out of the end of the final smash. An aesthetic change you could consider is zooming in on Roy when he does his start up animation. Would make it look Brawl Legit (I just made a term ^^).
And the foe can escape at higher percents because Marth doesn't really seem to have anything to pin the foe in place like Ike's FS or the Link's. The idea was to give it minimal knockback, but setting it to "0" would prevent the foe from being 'hurt' by it in the sense that they would not even flinch and could walk out of it. It's pretty much a KO if it hits a lower damage foe, but and higher damage, it's not so great. Unique in that regards.
*shrug* Maybe I will put a zoom on it, for the sake of authenticity...I dunno. FS's mean very little to me ._.
Anyway, only about 20-22 more animations left to do, and I've finally gotten back to working on that model. I had actually started rigging it earlier today after re-mapping its textures a billion times due to Brawl's pickyness of texture sizes...
I intend to have the model out before the next(and probably final) PSA update.