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Next Official Set: Submission Deadline Monday, Release Next Friday

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Use this topic here for the next set.

Many of you have worked on developing your characters individually.



For each character you have worked on:


-Post the PAC (using magus' updated air dodge changes, ALR, etc)
-Detailed Comprehensive Changelist (every change for the character in the format of brawlplus.net changelist)
-The entire frame speed segment of that character (IF CHANGED)
-The entire hitbox data section for that character (IF CHANGED) (should only be projectiles, or D3, ICs, or PT)


EVERY CHARACTER SHOULD BE SUBMITTED BY MONDAY FOR COMPILATION AND REVIEW



DO NOT POST DISCUSSION IN HERE, ONLY PAC INFO
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I will edit this with appropriate info later for the characters I have worked on:

1. Fox


Code:
Fox: DL link: http://shanemulliganphotography.blogsite.org:6111/~shane/Neargold/8-30-2009/fighter/fox/FitFox.pac

Comprehensive Changelist:
	Aerial Landing Lag:
		Reduction set to 50%
	Jab1:
		-BKB to 20 from 10, all hitboxes angle to 80 from 35, 80, and 20Jab1:
		-BKB to 20 from 10, all hitboxes angle to 80 from 35, 80, and 20
	Rapid Jabs: 
		-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)
	F-Air (Hits 1-4):
		-SDI Capacity Multiplier: 1.00x->0.80x
	Up-B (Linking Hits):
		-SDI Capacity Multiplier: 1.00x->0.80x
	Down-B:
		-Speedup adjusted to exact timing. New:[2.000x Frame 1; 1.000x Frame 3]; Old:[2.000x Frame 1; 1.000x Frame 2], now able to be interrupted with a jump, DMG dropped to 3 from 5, BKB dropped to 52 from 60, KBG to 0 from 30, Angle to 5 from 10
	D-air:
		-2 dmg from 3dmg per hit, KBG to 0 from 40, BKB to 32 from 33
	Nair:
         	-hitbox 1 BKB to 20 from 10, angle to 50 from 20
        	-hitbox 2 BKB to 10 from 0, angle to 50 from 20
	Utilt:
        	-hitbox 1 New – 7 damage, 135 growth, 47 base, 84 angle from {10 damage, 110 growth, 22 base, 110 angle}
        	-hitbox 2 New – 7 damage, 135 growth, 47 base, 84 angle from {8 damage, 110 growth, 18 base, 84 angle}
        	-hitbox 3 New – 7 damage, 137 growth, 47 base, 80 angle from {8 damage, 110 growth, 18 base, 80 angle}

   Physics Adjustments:

      Short Hop            0.900

      Full Hop and Double Jump       1.050

      Fast Fall            1.150

      Downwards Gravity         1.200

      Full Gravity            1.100

      Ground to air momentum         92.5%

2. Ness

3. Falco

4. Lucario
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
Sheik

Changes: Needles charging animation functions by holding B, like Melee.

ZSS

New Changelist (just the stuff I've been working on)

Code:
Zero Suit Samus:
	D-Air:
		-Total: 61->42; Spike: 14->25; Flub: 26->31. [2.000x Frame 13; 1.000x Frame 49]
	U-Air:
		-Hitbox A: 80°->70°
	Grab (Standing):
		-Total: 84->58; Grab: 16-29. New:[1.875x Frame 29] Old:[1.500x Frame 21]
	Grab (Dash):
		-Total: 84->72; Grab: 16-29 -> 16-35. [1.333x Frame 35; Grab window +6 frames]
	Grab (Turn):
		-Total: 84->68; Grab: 16-29 -> 11-24. New:[1.500x Frame 1; 1.000x Frame 16; 1.250x Frame 29] Old:[1.875x Frame 17]

GCT Codes not yet added:
18318066 3F800000
180D8066 40000000

181C0034 3FF00000
18220036 3FAAAAAA
181C0038 3FA00000
180F0038 3F800000
18000038 3FC00000
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
So are all characters besides Fox Ness Falco Lucario ZSS and Sheik done? If so I can start working on a video.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
No no, a lot of chars are done, but we need to compile it correctly now.
 
D

Deleted member

Guest
I'm very busy with school currently and that means someone else has to do the PAL version.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Wolf

Changelist (does not include previous changes)

Code:
Wolf:

	N-Air:
		-Nair modified to multihit properly (the first two hitboxes were being counted as the same thing). Also fixed to connect more reliably.
		-Hitbox A: New:[1x Size; 8->5 Dmg; 100->0 KBG; 40->64 BKB; (40)°->30°]; Old: [1x Size; 8->5 Dmg; 100->0 KBG; 40->50 BKB; (40)°]
		-Hitbox B: New:[1x Size; 3->4 Dmg; 100->0 KBG; 10->64 BKB; (40)°->30°]; Old: [1x Size; 3->4 Dmg; 100->0 KBG; 10->50 BKB; (40)°]
		-Hitbox C: New:[1x Size; 1->3 Dmg; 100->0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 100->0 KBG; 0->50 BKB; (40)°]
		-Hitbox D: New:[1x Size; 1->3 Dmg; 0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 0 KBG; 0->50 BKB; (40)°]
	U-Air:
		-New hitbox added near Wolf's back shoulder for hitting shorties with the move: [Size 4; 11 Dmg; 80 KBG; 32 BKB; 80°]
	Down-B:
		-Invincibility now comes out on frame 3 from frame 1 (both aerial and grounded).
		-Aerial shine now has IASA starting frame 14 of subaction 1E3. Allows shine -> bair with tight timing, against both grounded and aerial foes. Shine -> fair and shine -> dsmash on grounded foes do NOT work.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Wolf

Changelist (does not include previous changes)

Code:
Wolf:

	N-Air:
		-Nair modified to multihit properly (the first two hitboxes were being counted as the same thing). Also fixed to connect more reliably.
		-Hitbox A: New:[1x Size; 8->5 Dmg; 100->0 KBG; 40->64 BKB; (40)°->30°]; Old: [1x Size; 8->5 Dmg; 100->0 KBG; 40->50 BKB; (40)°]
		-Hitbox B: New:[1x Size; 3->4 Dmg; 100->0 KBG; 10->64 BKB; (40)°->30°]; Old: [1x Size; 3->4 Dmg; 100->0 KBG; 10->50 BKB; (40)°]
		-Hitbox C: New:[1x Size; 1->3 Dmg; 100->0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 100->0 KBG; 0->50 BKB; (40)°]
		-Hitbox D: New:[1x Size; 1->3 Dmg; 0 KBG; 0->64 BKB; (40)°->30°]; Old: [1x Size; 1->3 Dmg; 0 KBG; 0->50 BKB; (40)°]
	U-Air:
		-New hitbox added near Wolf's back shoulder for hitting shorties with the move: [Size 4; 11 Dmg; 80 KBG; 32 BKB; 80°]
	Down-B:
		-Invincibility now comes out on frame 3 from frame 1 (both aerial and grounded).
		-Aerial shine now has IASA starting frame 14 of subaction 1E3. Allows shine -> bair with tight timing, against both grounded and aerial foes. Shine -> fair and shine -> dsmash on grounded foes do NOT work.
downoad link doesnt work, also, is this using the 9-9 pac as a starting point?
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Toon Link: http://www.mediafire.com/?nctmnydnjgy

Code:
[font="1"]

	F-Smash 1:
		-All Offensive Collision events changed to Special Offensive Collision events with reversible-KB disabled (to complete connectibility fix).
	D-Smash (Front Hit):
		-Similar to Melee Young Link's Dsmash; sends horizontal instead of linking into second hit as the move was glitchy on irregular surfaces.
		-Hitbox A: New:[1x Size; 7->13 Dmg; 100->70 KBG; 40->35 BKB; 70°->40°]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 40->35 BKB; 70°->35°]
		-Hitbox B: New:[1x Size; 7->13 Dmg; 100->70 KBG; 40->35 BKB; 70°->40°]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 40->35 BKB; 75°->35°]
		-Hitbox C: New:[1x Size; 6->13 Dmg; 100->70 KBG; 0->35 BKB; 170°->40°]; Old:[1x Size; 7->15 Dmg; 100->85 KBG; 0->35 BKB; 170°->35°]
		-Hitbox D: New:[1x Size; 6->13 Dmg; 100->70 KBG; 0->35 BKB; 170°->40°]; Old:[1x Size; 6->15 Dmg; 100->85 KBG; 0->35 BKB; 170°->35°]
		-Hitbox E: New:[1x Size; 6->15 Dmg; 100->85 KBG; 0->45 BKB; 180°->35°]; Old:[1x Size; 6->15 Dmg; 100->85 KBG; 0->35 BKB; 180°->35°]
	D-Smash (Back Hit):
		-See D-Smash (Front Hit) description.
		-Hitbox A: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72°->35°]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72°->35°]
		-Hitbox B: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72°->35°]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72°->35°]
		-Hitbox C: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72°->35°]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72°->35°]
		-Hitbox D: New:[1x Size; 11 Dmg; 107->83 KBG; 30->47 BKB; 72°->35°]; Old:[1x Size; 11->15 Dmg; 107->85 KBG; 30->35 BKB; 72°->35°]
	D-Air (Meteor Hitboxes):
		-Hitbox A: New:[1x Size; 16 Dmg; 80->90 KBG; 40->50 BKB; 270°]; Flags set to xxxxxx93 from xxxxxx82 (dark element from slash).
		-Hitbox B: New:[1x Size; 16 Dmg; 80->90 KBG; 30->40 BKB; 270°]
	Side-B (All: ground and aerial; successful pull and failed pull):
		-Frame speed change to reduce boomerang start-up winddown. [1.200x Frame 2)[/font]
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Wario: http://www.mediafire.com/download.php?ugdnlzgcadn

Code:
Uair
-all HBs -2% making it do 17% total

Dair
-Last four HBs all do 2% instead of 4% making it a total of 14%.

Fsmash
-All HBs -2% making it a total of 17%
I'm not positive if I compensated the KB right for Dair. So, if that could be looked at before being uploaded, that'd be great. The original KBG was 180, I changed it to 210 (because when I did the math, 360 was way too much). So againz, look at it. Also, add Heavy Armor to Fsmash with 10% or lower not being able to hit him out, remove the SA for it. A lot of stuff is happening to me today so, I can't get this done.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I took care of wario already, I removed damage from part of the linking hits to dair to make up for the weirdly huge end-KB of the dair
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
Snake: Download
Code:
F-Tilt1:
	-Modified with additional hitbox to restore vBrawl range but remove extreme potency at that range. Hitbox is similar to air only hitbox but with lower KB.
	-Hitbox C: New:[8 Dmg; 75 KBG; 40 BKB; 40°; Size 6; X-Offset 12; Flags 39C11A80]
F-Tilt2:
	-Removed Hitbox range change.
U-Tilt:
	-Added KB to upper (boot) hitbox.
	-Hitbox B: New:[1x Size; 12 Dmg; 95 KBG; 45->60 BKB; 84°]
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I took care of wario already, I removed damage from part of the linking hits to dair to make up for the weirdly huge end-KB of the dair
Thanks, I wasn't sure how to make Dair work appropriately again since the forumla gave out 360 KBG which was obviously WAY too much.
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
can anyone post a zip file of all of the new characters so far with a code file? i dont wanna miss any of them and i wouldnt mind doing some testing so i can add my own input
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
I've only had time so far to mess around with a couple characters. I'm surprised Falco's shdl was removed, I prefer it much more than the single laser. the single laser doesnt even replicate what it felt like in melee. Can you fastfall while in the middle of a special move in brawl? I'm pretty sure you can in melee which is what probably makes this feel different.

Also, what do you guys think about Samus? does she keep up with the rest of the cast? I'm going to work on some changes for samus and see what i can come up with, i have some good ideas.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
You can FF in the middle of shanus's SHL. What version are you using, by the way? 9/13?
 

CT Chia

Smash Obsessed
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Messages
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Philadelphia
^Yea i'm using 9/13
Even if that's the case, something just doens't feel right about it, I just cant put my finger on it

What about tripping moves? I remember a discussion wondering if we should get rid of all chance of move enduced tripping (except obviously things like bananas still trip). Was this ever carried out? Is it impossible to trip now from moves?
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
It doesn't feel exactly like Melee but it does feel pretty **** good now once you get used to it. Much better than SHDL. Plus the Falco players wanted it.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
What about tripping moves? I remember a discussion wondering if we should get rid of all chance of move enduced tripping (except obviously things like bananas still trip). Was this ever carried out? Is it impossible to trip now from moves?
Nahh, moves still trip. The idea was to actually just sweep moves that shouldn't trip, things like Ganon's Fair, Dair, Falcon's Dair, Sonic's Usmash... you know things that can actually mess up the player that landed the move successfully. Tripping on a Dtilt? Nahh, those won't be gone, they're essential to a character's metagame, especially for combos.

You can read more about my idea here: http://www.smashboards.com/showthread.php?t=245165
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
Ok here's my Samus so far. It's really reminiscent of Samus in Melee, with a few extra buffs.

http://www.megaupload.com/?d=HYBDJ0Q9

Changelist (from the current 9/13 version):

Code:
Nair
Weak Hit Damage: 6 > 8
Strong Hit Damage: 9 > 14
Weak Hit KBG: 80 > 85
Strong Hit KBG: 120 > 130

Timer before IASA: 45 > 34

---

Dair

Timer before IASA: 48 > 38

---

Bair
Weak Hit BKB: 30 > 35
Strong Hit BKB: 42 > 50
Strong Hit KBG: 88 > 100

Before:
Timer = 31
RA-Bit[30]
After:
Timer = 26
IASA
Timer = 5
RA-Bit[30]

---

ftilt Down Angled

100% Trips

---

Attributes
Gravity: .058 > .063
Hop V Initial Velocity: 1.435 > 2.1
Jump V Initial Velocity: 2.05 > 2.38
Her short hop height is pretty high compared to before and in vB and is now more like it was in Melee. This is both good and bad, making it better for projectiles, continuing aerial combos, and landing some aerial moves on grounded opponents like dair. In exchange, it makes some approaches tougher and landing some air moves on grounded opponents like bair are tough without precise timing.

Her nair, bair, and dair all have less lag (done through adding IASA frames through PSA) so it's quicker and easier to follow up with attacks after you land them. Also originally some moves had an abnormal amount of ending lag like nair, where it didn't have much landing lag, but unnecessary cooldown sort of like Lucario's nair (but not to the same extent).

I increased the gravity which plays in part with the increased jumping velocity. This gives her a tighter air game, and makes projectiles and combos out of some moves much nicer and it feels a lot more appropriate.

To give her a more reliable kill move I buffed the strong hit of her nair. At first I thought it was a little powerful, but after playing some matches it's a good trade off for the character in general especially matched with the jump and gravity changes. It's similar to Falcon's knee (not that strong obviously though) as you can combo into it and it's a nice kill move. Additionally, it's amazing for edgeguarding, which increases her off stage game, as a big risk big reward since Samus can be edgeguarded pretty easily.

The only other thing I want to change would be some frame speed mod codes. I can make them, but don't have time at the moment. If anyone has the resources readily available for the quick change (like character ID, action ID, etc) that would help. I want to make it so her power missiles come out much faster (after all they came out faster than homing ones in Melee). Make them come out a couple frames before the homing ones currently do. In exchange, the cooldown lag on them can be increased (unless of course the player lands with missile canceling which should lessen the lag down as it is currently in the game).

Oh yea I forgot to mention, I also added an extra approach for Samus that is an amazing combo starter at low percents. Her down angled ftilt always trips now. That is as long as it doesn't send the opponent in the air to a tumble, so to give an idea, on Bowser it will always trip him until about 35-40% which is when he will instead go into a tumble and not trip. It's also only the down angled, not the regular or up angled ftilt. This can lead to a quick run forward and dtilt, or dash attack for early combo starters.

Thoughts?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Ok here's my Samus so far. It's really reminiscent of Samus in Melee, with a few extra buffs.

http://www.megaupload.com/?d=HYBDJ0Q9

Changelist (from the current 9/13 version):

Code:
Nair
Weak Hit Damage: 6 > 8
Strong Hit Damage: 9 > 14
Weak Hit KBG: 80 > 85
Strong Hit KBG: 120 > 130

Timer before IASA: 45 > 34

---

Dair

Timer before IASA: 48 > 38

---

Bair
Weak Hit BKB: 30 > 35
Strong Hit BKB: 42 > 50
Strong Hit KBG: 88 > 100

Before:
Timer = 31
RA-Bit[30]
After:
Timer = 26
IASA
Timer = 5
RA-Bit[30]

---

ftilt Down Angled

100% Trips

---

Attributes
Gravity: .058 > .063
Hop V Initial Velocity: 1.435 > 2.1
Jump V Initial Velocity: 2.05 > 2.38
Her short hop height is pretty high compared to before and in vB and is now more like it was in Melee. This is both good and bad, making it better for projectiles, continuing aerial combos, and landing some aerial moves on grounded opponents like dair. In exchange, it makes some approaches tougher and landing some air moves on grounded opponents like bair are tough without precise timing.

Her nair, bair, and dair all have less lag (done through adding IASA frames through PSA) so it's quicker and easier to follow up with attacks after you land them. Also originally some moves had an abnormal amount of ending lag like nair, where it didn't have much landing lag, but unnecessary cooldown sort of like Lucario's nair (but not to the same extent).

I increased the gravity which plays in part with the increased jumping velocity. This gives her a tighter air game, and makes projectiles and combos out of some moves much nicer and it feels a lot more appropriate.

To give her a more reliable kill move I buffed the strong hit of her nair. At first I thought it was a little powerful, but after playing some matches it's a good trade off for the character in general especially matched with the jump and gravity changes. It's similar to Falcon's knee (not that strong obviously though) as you can combo into it and it's a nice kill move. Additionally, it's amazing for edgeguarding, which increases her off stage game, as a big risk big reward since Samus can be edgeguarded pretty easily.

The only other thing I want to change would be some frame speed mod codes. I can make them, but don't have time at the moment. If anyone has the resources readily available for the quick change (like character ID, action ID, etc) that would help. I want to make it so her power missiles come out much faster (after all they came out faster than homing ones in Melee). Make them come out a couple frames before the homing ones currently do. In exchange, the cooldown lag on them can be increased (unless of course the player lands with missile canceling which should lessen the lag down as it is currently in the game).

Oh yea I forgot to mention, I also added an extra approach for Samus that is an amazing combo starter at low percents. Her down angled ftilt always trips now. That is as long as it doesn't send the opponent in the air to a tumble, so to give an idea, on Bowser it will always trip him until about 35-40% which is when he will instead go into a tumble and not trip. It's also only the down angled, not the regular or up angled ftilt. This can lead to a quick run forward and dtilt, or dash attack for early combo starters.

Thoughts?
These changes need to be modeled off of the 9-13 pac as they contain ALR, etc, built in.
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
Yea I took the pac right from the 9/13 folder on shanus' site so its modeled from that, not from scratch. the only thing i want to change is the missile frame speed code then it should be good. even without that though its pretty amazing
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
F-tilt guaranteed tripping?

Nair kills at middle of FD at 80% with 9 frames of cooldown?

SH missile to super missile?

Why does a dair need any faster IASA? I can't think of many scenarios that that would be necessary for. Likewise, I'm not sure why Bair needs to be IASA on 27. If you want moves to combo better, lower the knockback. Making moves have super low cool-down just promotes spammy play and silly combos.

I'm also not really sure why the SH needs to be twice as high -- this makes tech chasing to Dair and other SH dair combos harder, and I thought the height was perfect for the fair. Why not lower the full-jump and raise the DJ height, if that's what you want...?

In short, it's about the opposite way I'd have gone about it. Here's what I would have done:

1) Add 1-2 more setups for charge shot kills
2) Add Nair KB changes without damage changes, or damage with compensated KB
3) Make bombs explode on hit as soon as it's technically possible
4) Improve missile canceling

That's it. Those four modest changes would really supplement her existing playstyle without silly-low IASA or silly-high KB.
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
You need more reliable kill moves than just charge shots, that's all shes got at the moment. Fsmash isn't the easiest move to land.

SH missile to super missile doesn't work... I used platform canceling for that. One of the reasons for the sh height change.

I used a lot of the same things Melee did since it was a tried and true formula that worked. Honestly I couldn't see Samus keeping up with half of the characters in Brawl+. This gives her approaches, two kill more kill moves that you can hit. Also her short hop height is now practically identical to what it was in Melee (compared to how high she jumped up to platforms on Melee stages).

It also gives her different play styles. This not only buffs her projectile game but her aerial game as well.

The only thing I think is a little off is the nair being a tad too strong in knockback. As for the damage, I made it approximately the same as Melee. It was nerfed as it was moving to Brawl. The same thing with the IASA changes, some moves (especially nair) felt like they had completely unnecessary move cooldown. These weren't necessarily buffs (especially considering the nair is still easily beatable and the strong part is only at the beginning) but more changes to make the character feel better.

The short hop height change is a mixed bag, its good and bad.

As for your point 3, obviously everyone would love this, but we've been talking about it for months and months, and afaik were not even close to having a code that can do this. And as for point 4, the missile canceling is good enough now, it just doesn't feel the same as super missiles take freicken forever to come out, a frame speed mod I already suggested.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Your nair is stronger than falcons knee.

Reliable kill options is lol
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
I only just skimmed that, but chibo... that sounds ridiculous.

Anyway...

Marth: http://www.mediafire.com/?sharekey=d2a91199fb3556ee2fb2ca15d7ea42d96ee78a6b0523d6b35621d66e282a0ee8
119974E0 - new jump/grav values

Code:
Aerial Stopping Mobility: 0.010 -> 0.007

UpB hitbox 4
X-offset: 0 -> -3
Y-offset: 8 -> 9.1
size: 6.7 -> 7.8


Dtilt made less effective for wall locks:

Dtilt hitbox 0
Growth: 40 -> 44

Dtilt hibox 1
Base: 24 -> 40
Growth: 40 -> 49

Dtilt hitbox 2
Base: 20 -> 36
Growth: 40 -> 49
Not the right format I know I'm heading out the door so I'll make it pretty later.

Someone just be sure to test this before putting it in the set. The upB edit should make the reverse hitbox actually hit someone behind him without smacking people by his feet for no good reason. The dtilt edit was done by cape's suggestion to making the dtilt less effective for wall locks.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
For the D tilt we need all except the tip hitbox. That one doesnt need changed on this. The weak one could just use a base increase of about 10 and that should fix most of the issue.

If the move wall locks from 0 to 55+ thats kind of silly.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
For the D tilt we need all except the tip hitbox. That one doesnt need changed on this. The weak one could just use a base increase of about 10 and that should fix most of the issue.

If the move wall locks from 0 to 55+ thats kind of silly.
I didn't touch the tip hitbox >_>

Hitbox 3 is the tip (10 damage). Hitbox 0 is the almost tip (9 damage). Hitboxes 1 and 2 are the hilt (8 damage).
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Ah ok, I guess I didnt see that.

Looked at it with more chars prior to the swap. Jiggs to 60+ and Snake as high as 85%. Since it doesnt tumble and keeps on the ground it can be a problem, also not hard to setup.

Will give your changes a try leaf.
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
Sonic: Pac File Updated using 9-14 pac's HA Cancel.

Code:
-Down-B/Side-B
Spin-jump hitboxes now come out frame 1 rather then frame 6.
Invincibility on side-B lasts 14 frames instead of 6.

-Nair
Invincibility from frame 4-11
Hitbox size 12 from 9
Graphic added to match hitbox change

-Usmash (All hitboxes)
SDI Multiplier .1 from .6

-Usmash (Last hitbox)
Angle 265 from from 75

-Dsmash 1-4
KBG 70 from 100, BKB 60 from 40

-Dsmash 5-6
KBG 70 from 100, BKB 55 from 35

Dsmash 7-8
KBG 70 from 100, BKB 50 from 30

-Homing Attack
Now comes out instantly with fixed trajectory
More invincibility is to help with approaching and going through projectiles. Still fairly linear move and easy to punish, but has more applications now.

S3K Insta-shield nair was wanted by all. Whether the hitbox itself could use some tweaking now that invincibility is on it is debatable.

Usmash SDI rate now similar to Zelda's, spikes behind Sonic.

Dsmash lowered growth by 30, raised BKB by 20 as per Cape's suggestion.

HA Is the best I could get. The instant HA on the Shadow pac flying around isn't really a homing attack at all, it sends Sonic towards the center of the stage flying past enemies and covers huge distance. Similar to what my results were when I first attempted it. All this HA needs is B-cancel love and I think its near perfect. Perfection would be making it spike but I'll leave that idea on the backburner for now. :pikachu:

Edit: Pac is now updated with HA Cancel, and it may just be too good.
 
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