Shadic
Alakadoof?
90% sure I can't.
And yeah, I'm also (obviously) a fan of the current physics on Geno.
And yeah, I'm also (obviously) a fan of the current physics on Geno.
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I doubt that.Excuse me! I'm pretty sure a VAST majority of Brawl players, even if you just count the ones with hacks, play Vanilla Brawl. It's not a question of which is the best to play, it's a question of where you can find the largest audience.
Yes I can. Geno was made for B+, is hilariously unpolished, and still has over 1000 posts and 70,000 views. I think I'm doing fine.You can't just pick a mod that few people play just because you prefer it,
Somebody else can make a version for a version of Geno. As you said, it's not hard. I don't fine BBrawl or VBrawl fun, so I have no incentive or desire to spend my time doing primary character building and playtesting in a molasses game.And many people have said that it's not hard to make a Brawl+ version of a VBrawl character, either. Put in the effort and make versions for each!
As I've already said, I, or another coder, will make versions for the other mods after Shadic finishes. It's already been decided anyway, it's not a big deal.I doubt that.
Yes I can. Geno was made for B+, is hilariously unpolished, and still has over 1000 posts and 70,000 views. I think I'm doing fine.
Somebody else can make a version for a version of Geno. As you said, it's not hard. I don't fine BBrawl or VBrawl fun, so I have no incentive or desire to spend my time doing primary character building and playtesting in a molasses game.
I have no idea, honestly.Quick update on the Link Version of Geno, I've found out that the game will freeze after any event including training mode, Shadic, do you know if Geno directly call upon any sort of file that toon link has?
Geno is by far the fastest character in SMRPG. He has projectile attacks, but will physically attack in cutscenes. He also jumps in the middle of things, sometimes.In order to better make movesets for Geno, could someone perhaps explain him as a character? How does he play in SMRPG? What's his defining mechanism? His gimmick, or defining feature?
All of his attacks make use of the fact that he is a puppet and he usually takes a weapon out of somewhere like his wrist or elbow or in some cases he transforms although Geno Flash is the only one I can think of, I don't think there are any others.So he is a speedy character who attacks fast...ok- what attacks does he have in the games? Does he ever use his doll/puppet attributes? More physical attacks, or otherwise?
Overall I like the moveset a lot, but i think it could use more of the Timed hit feature to be more amazing than it us.He's basically what I feel needs to be redone. It's most of his moveset.
[collapse="Geno Moves"]Jab:
Fighter: Spark - Geno jabs his hand forward quickly, and unleashes a magic flash, capable of sending the opponent back quite a bit.
SHOULD BE REPLACED.
I think the jab would be a great place to include the finger gun, a la cosmic geno. Doesnt have to be the same exact thing, but i like the idea of a finger gun jab.
Ftilt:
Fighter: Up Flash - Geno does a quick twirl, unleashing magic capable of sending the opponent up a slight amount. Great for beginning combos, and the angle can be changed by tilting the control stick.
SHOULD BE REPLACED.
Ehhh, not sure how i feel about magic throughout the moveset. It fits i guess, but id like to see more artillery type attacks. Something that pushes the "armed puppet" motif.
Dtilt:
Fighter: Speedshine - Geno blasts energy behind and in front of him, knocking the opponent away with decent base knockback. However, don't expect this move to kill!
SHOULD BE CLEANED UP.
The move itself is cool, but i agree that it could be cleaned...not sure what else to say on this one.
Utilt:
Fighter: Shine Spin - Geno spins, radiating star power. The move sends the opponent upwards for follow-up attacks.
SHOULD BE REPLACED.
Not sure on this one...maybe a quick gunshot into the air?
Dash Attack:
Fighter: Quick Trip - Get flips backwards, sliding forward and kicking the opponent. If you only hit with the first kick, the opponent will be sent backwards at a very low trajectory. However, if both hits connect, the opponent pops upward, giving a perfect combo starting attack!
SHOULD BE CLEANED UP. IDEA IS GOOD.
Agreed.
FSmash:
Fighter: 7-Star Strike - Geno hits his opponent seven times with a rapid flurry of stars, sending them flying a good distance away with the last hit.
SHOULD BE REPLACED.
Honestly, i reeaaaally aren't too crazy about this attack. I like Cosmic Geno's star shot mechanic, with a timed shot for extra power.
DSmash:
Fighter: Nova Shell - Geno unleashes a medium-sized burst of energy all around his body. He's invincible durning this for a short time, as well.
COULD BE REPLACED.
I kind of like this attack lol I'm not sure what it has to do with Geno, but it looks kind of cool and i think it alludes to the star spirit thing loosely - shows off his power (as a character)
USmash:
Fighter: Star Burst - Geno focuses energy into the all around him, sucking the opponent upwards, then causes an explosion of stars which blasts opponents straight outwards. It's slow, but very powerful.
SHOULD BE REPLACED?
I heard an idea for this attack i really liked. During the charge, geno's body falls limp. When the A button is released, a small star (a.k.a. the star spirit ?!<3* [or whatever his real name is] flies out and strikes above him. When the attack is done the star flies back into the body and he gets up. this would happen fast of course, not as a huge cinematic thing, and i think it would be cool looking.
Nair:
Cosmic: Orbital Spin - Geno spins his body in the air rapidly, hitting anyone who comes too close.
SHOULD BE KEPT?
I like this one from Cosmic Geno, it gets my vote.
Fair:
Fighter: Geno Rush - Geno boosts forward with star energy, and then hits with a small flash. Works great during recoveries as well.
SHOULD BE REPLACED.
This is the Bowyer punch, right? I wasnt too crazy about it at first, but its a cool concept that references the game well. I say polish it and keep it.
Dair:
Fighter: Energy Stomp - Geno stomps downward quickly, sending the opponent flying. Hitting with this attack provides a small upward boost, as well.
SHOULD BE REPLACED.
I hate this move :/ A LOT of characters have a downward kick as their Dair. If you can have the foot retract and have a small rocket sort of thing releasing the fire and providing the upward boost i could get behind it more though.
Bair:
Fighter: Geno Kick - Geno gives a two-legged kick behind him, sending the opponent flying! A sweetspotted attack is done in the initial attack, while the orbs of energy at Geno's feet are still there.
SHOULD BE REPLACED.
Pretty much same as above, a backwards kick is overly done. I like the general idea behind Cosmic's as a multi shot move. IE - quick turn that fires three shots behind him.
Uair:
Fighter: Sky Shot - Geno creates a quick flash above him, sending the opponent straight up. Works great for killing opponents off the top.
SHOULD BE KEPT?
It gets the job done, but if someone has a better idea id vote against it lol
NeutB:
Cosmic: Geno Beam - Geno focuses energy into his Star Gun, charging it into a powerful long-range beam that sends opponents flying back. Charging it three times brings it to maximum power, but waiting any longer causes it to weaken. He can also fire it without charging at all, although this will result in a very small burst. In the air, only the small, uncharged version can be used. Knockback probably needs to adjusted.
SHOULD BE KEPT/FIXED.
Definitely kept - love the move.
SideB:
Fighter: Geno Whirl - Geno tosses a speedy energy disk, dealing damage to opponents. Pressing the A button immediately before the attack connects deals a powerful blow that can KO at around 100% damage, but pressing it too early causes the attack to become exceedingly weak. One of Geno's best killing moves, but it takes some practice to land the critical hit and its long start-up makes it easy to dodge.
SHOULD BE A REAL PROJECTILE.
Honestly i like it as-is lol Youve done a great job so far though, i trust that if you want to change the graphic it can only become more awsome. One of my favorite attacks in the moveset for its timed hit - kill move status.
DownB:
Cosmic: Geno Blast - Geno raises his hands into the air, focusing energy into the sky above him, then sends it streaming down onto any unsuspecting opponents. The attack deals tremendous amounts of damage
(up to over 40% damage at full charge!) and has a wide range, but it has no knockback and a very long start-up and ending lag. It also has a blind spot right next to Geno, leaving him wide open to any opponents who avoid the blast. Like Geno Beam, it can be charged up to three times but weakens if it is not released after the third charge. If Geno uses this in the air, he will hover and fire the energy from his own hands instead. The aerial version is weaker and lasts shorter than the ground version. Also, it cannot be charged, and puts him into free-fall.
SHOULD BE REPLACED.
I actually really like this attack. Its kind of OP right now, but i think with some polish it would be great. Real impressive looking move that works off the timed hit well.
UpB:
Cosmic: Geno Boost - Geno rises into the air, radiating energy. He will take no knockback if hit during the first part of the move. After using the move, he will glow with energy, and any aerial attacks he uses while falling will be more powerful than usual. Unlike most recovery moves, Geno retains his second jump after using Geno Boost. He can also use the ability again while falling in order to slow his descent or to defend against attacks.
HAVE COMPLICATED IDEAS, MUST DISCUSS WITH ELDIRAN.
Love it as well, and love that it powers up aerials. Between you and Eldiran it can only become greater.
FThrow:
Fighter: Cosmic Toss - Geno flips the opponent around and throws them with his magic. A fairly powerful throw.
SHOULD BE REPLACED.
How about a move where he holds the opponent in front of him and fires a blast that sends them flying?
DThrow:
Fighter: Energy Blast - Geno stands on top of the opponent, blasting them with tons of magical power.
SHOULD BE CLEANED UP.
I like it, but it reminds me a lot of Lucas's throw....obviously lol I think a more original thing would suit him better.
BThrow:
Fighter: Geno Fling - Geno spins the opponent around, holding them above him with magical energy. He then throws them backward, in a move able to KO those who are high on damage.
SHOULD BE REPLACED.
Same as the above.
UThrow:
Fighter: Star Hurl - Geno throws the opponent up into the stars!
SHOULD BE REPLACED.
Ehhh, pretty much the same as the above, except that I think his Uthrow should be his strongest throw, since it sends them "skywards"[/COLLAPSE]
He's basically what I feel needs to be redone. It's most of his moveset.
[collapse="Geno Moves"]Jab:
Fighter: Spark - Geno jabs his hand forward quickly, and unleashes a magic flash, capable of sending the opponent back quite a bit.
SHOULD BE REPLACED.
Ftilt:
Fighter: Up Flash - Geno does a quick twirl, unleashing magic capable of sending the opponent up a slight amount. Great for beginning combos, and the angle can be changed by tilting the control stick.
SHOULD BE REPLACED.
Dtilt:
Fighter: Speedshine - Geno blasts energy behind and in front of him, knocking the opponent away with decent base knockback. However, don't expect this move to kill!
SHOULD BE CLEANED UP.
Utilt:
Fighter: Shine Spin - Geno spins, radiating star power. The move sends the opponent upwards for follow-up attacks.
SHOULD BE REPLACED.
Dash Attack:
Fighter: Quick Trip - Get flips backwards, sliding forward and kicking the opponent. If you only hit with the first kick, the opponent will be sent backwards at a very low trajectory. However, if both hits connect, the opponent pops upward, giving a perfect combo starting attack!
SHOULD BE CLEANED UP. IDEA IS GOOD.
FSmash:
Fighter: 7-Star Strike - Geno hits his opponent seven times with a rapid flurry of stars, sending them flying a good distance away with the last hit.
SHOULD BE REPLACED.
DSmash:
Fighter: Nova Shell - Geno unleashes a medium-sized burst of energy all around his body. He's invincible durning this for a short time, as well.
COULD BE REPLACED.
USmash:
Fighter: Star Burst - Geno focuses energy into the all around him, sucking the opponent upwards, then causes an explosion of stars which blasts opponents straight outwards. It's slow, but very powerful.
SHOULD BE REPLACED?
Nair:
Cosmic: Orbital Spin - Geno spins his body in the air rapidly, hitting anyone who comes too close.
SHOULD BE KEPT?
Fair:
Fighter: Geno Rush - Geno boosts forward with star energy, and then hits with a small flash. Works great during recoveries as well.
SHOULD BE REPLACED.
Dair:
Fighter: Energy Stomp - Geno stomps downward quickly, sending the opponent flying. Hitting with this attack provides a small upward boost, as well.
SHOULD BE REPLACED.
Bair:
Fighter: Geno Kick - Geno gives a two-legged kick behind him, sending the opponent flying! A sweetspotted attack is done in the initial attack, while the orbs of energy at Geno's feet are still there.
SHOULD BE REPLACED.
Uair:
Fighter: Sky Shot - Geno creates a quick flash above him, sending the opponent straight up. Works great for killing opponents off the top.
SHOULD BE KEPT?
NeutB:
Cosmic: Geno Beam - Geno focuses energy into his Star Gun, charging it into a powerful long-range beam that sends opponents flying back. Charging it three times brings it to maximum power, but waiting any longer causes it to weaken. He can also fire it without charging at all, although this will result in a very small burst. In the air, only the small, uncharged version can be used. Knockback probably needs to adjusted.
SHOULD BE KEPT/FIXED.
SideB:
Fighter: Geno Whirl - Geno tosses a speedy energy disk, dealing damage to opponents. Pressing the A button immediately before the attack connects deals a powerful blow that can KO at around 100% damage, but pressing it too early causes the attack to become exceedingly weak. One of Geno's best killing moves, but it takes some practice to land the critical hit and its long start-up makes it easy to dodge.
SHOULD BE A REAL PROJECTILE.
DownB:
Cosmic: Geno Blast - Geno raises his hands into the air, focusing energy into the sky above him, then sends it streaming down onto any unsuspecting opponents. The attack deals tremendous amounts of damage
(up to over 40% damage at full charge!) and has a wide range, but it has no knockback and a very long start-up and ending lag. It also has a blind spot right next to Geno, leaving him wide open to any opponents who avoid the blast. Like Geno Beam, it can be charged up to three times but weakens if it is not released after the third charge. If Geno uses this in the air, he will hover and fire the energy from his own hands instead. The aerial version is weaker and lasts shorter than the ground version. Also, it cannot be charged, and puts him into free-fall.
SHOULD BE REPLACED.
UpB:
Cosmic: Geno Boost - Geno rises into the air, radiating energy. He will take no knockback if hit during the first part of the move. After using the move, he will glow with energy, and any aerial attacks he uses while falling will be more powerful than usual. Unlike most recovery moves, Geno retains his second jump after using Geno Boost. He can also use the ability again while falling in order to slow his descent or to defend against attacks.
HAVE COMPLICATED IDEAS, MUST DISCUSS WITH ELDIRAN.
FThrow:
Fighter: Cosmic Toss - Geno flips the opponent around and throws them with his magic. A fairly powerful throw.
SHOULD BE REPLACED.
DThrow:
Fighter: Energy Blast - Geno stands on top of the opponent, blasting them with tons of magical power.
SHOULD BE CLEANED UP.
BThrow:
Fighter: Geno Fling - Geno spins the opponent around, holding them above him with magical energy. He then throws them backward, in a move able to KO those who are high on damage.
SHOULD BE REPLACED.
UThrow:
Fighter: Star Hurl - Geno throws the opponent up into the stars!
SHOULD BE REPLACED.[/COLLAPSE]
Eldiran, I liked your idea, but I confess that I already had thought about that and had changed my mind because Mario RPG isn't like that, and we have a lot of moves to make a tradeoff of advantages. I think that a unsuccessful timed hit have to be always worse than a successful timed hit, just because Mario RPG is like that. And we can force the player to train their reflexes to master the timed hits, increasing the learning curve of the character.Perhaps to make Timed Hits an integral part of his gameplay without making it another L-Cancel, we could have it be a tradeoff of advantages? Such as a timed hit (pressing A when the opponent is struck during a move) would provide greater damage, but less knockback. Or the other way around.
While I agree with you I just don't think it would work out well. If with perfectly timed hits made him equal to the other characters then you'd have to master him just to compete. If timed hits made him better he'd be cheap. If the timed hits didn't have a large enough difference then they would barely be worth the effort to use.Eldiran, I liked your idea, but I confess that I already had thought about that and had changed my mind because Mario RPG isn't like that, and we have a lot of moves to make a tradeoff of advantages. I think that a unsuccessful timed hit have to be always worse than a successful timed hit, just because Mario RPG is like that. And we can force the player to train their reflexes to master the timed hits, increasing the learning curve of the character.
Yeah, you're right! maybe we could make the Timde Hits work like a Meter Smash! In the sense that they are usable only in some situations and have a very significant effect in battle!While I agree with you I just don't think it would work out well. If with perfectly timed hits made him equal to the other characters then you'd have to master him just to compete. If timed hits made him better he'd be cheap. If the timed hits didn't have a large enough difference then they would barely be worth the effort to use.
I like the idea of them having higher knockback but less damage and maybe a different launch angle. I know it's not exactly in the spirit of the original but it's a good usable idea that makes him a more unique character. I think it's worth it.
Oh and as for the number of attacks with that effect being too much work you could easily limit it to smashes or smashes and throws.
Sorry for my double post failYour post
Didn't notice a double post. And that Lucario graphic is probably going to go on Geno Beam, actually. But we'll see.Sorry for my double post fail
That's an interesting idea, about the downsmash, If you could give Geno Lucarios finalsmash graphic and have multiple ones come raining down (7 is ideal) in the vicinity of Geno, that could be cool. You could talk to the guy who put Lucarios beam on Lucas if you don't know how to get the graphic.
Many things will require a custom animation. The goal is most of his attacks will be completely unique, for example. Anyways, I really want to plot out and try my idea first, you'll just have to trust me that it's cool.For a simple new up B, perhaps you'll consider, Though this will require a custom anmation, his rocket punch (on ground) and Puppet string arms (in air) that tether.
That's actually pretty cool, and could be done pretty similar to how Eldiran did Zero's Dsmash. That may be my next shot if my idea falls through.so maybe a charging recovery similar to Diddy's that involve Geno rocketing upwads while stars fire downwards and exploding if he Charges it too long.
Completely forgot about that. I'll have to talk to him about how he did that, or maybe he'll pop into the topic.Also, in regards to the Timer conflict, didn't Eldiran give a timer to his Zero PSA for link for his final smash for how long his "hyper mode" lasts? Or am I mistaken, cause I'm sorry if I am wrong
Yeah. That's been an issue. I'd like his recovery to be weak, to replace his lack of defense. The best way I did that for Fighter Geno was to make his second jump quite small, and to make him fall quite fast. Giving him some downtime at the end of his moves could also be seen as "weak defense," but that wouldn't allow him many combo possibilities. I think the best way to go about it would be to make sure his priority is fairly low on most moves, even if his range is decent.The options that Geno has as a character because of his properties are mixed. He could be floaty because of "Star magic" or clunky and weak because of his Doll body. His attacks, while mostly ranged, could be interpreted as strong based on statistics from the game or interpreted as weak based on his body type.
You could always try your hand in animation. Brawlbox isn't terribly complicated, it just takes some time. Thanks for the ideas and encouraging words, though.All the work that goes into this makes me feel completely useless being unable to contribute something...
Once again, you guys will do a fantastic job on your interpretation of Geno.
You can have a move that charges at all times, actually. It just is a hassle because it requires putting code on almost every subaction.
That code being something like, LA-Float[100] += 1.
And on the special move itself, you'd do something like:
If LA-Float[100] > 200
--do fully charged version.
Else
--do uncharged version.
End If
Note: you may need to tweak how much each subaction increases LA-Float[100], since if you use the way I described above verbatim, the fastest way to charge would likely be crouching and uncrouching repeatedly.
That is really off-topic, but try backing up all your files and format the SD card.Sorry to but in here, but I've got a point of concern...
I can't seem to create a new folder on my SD Card (like the RSBE and private and what not). it just wont let me.
Any help?
That sounds great. He'll need some sort of cool aura or something for when he's being boosted. With a time limit on being boosted it would give enemies the option of avoiding him for a short time or confronting him. Although obviously he shouldn't be able to use it rapidly. In Vbrawl I'd say he should get a boost down randomly, which I think fits Sakurai's thinking. Although obviously that wouldn't work in any of the hacks. Although... could you make him lighter for a very short time after geno boost wears off?You can't do a timer for any character other than Wario, I believe. That makes Geno Boost a bit more difficult.
The problem with Geno Boost in general is that it doesn't work incredibly well with a high-gravity environment. I could do something similar to Lucas' Power Up move that he was given in ProjectM, but that removes another special, and don't really have any special moves to spare.
I just had an idea of turning Geno Blast into his DSmash... I'll have to flesh it out a bit in my mind before I post any ideas. I originally wanted it to behave like Pikachu's Thunder, but I'm thinking something with some smaller, closer-to-Geno explosions could work too. I think it would mostly have the same feel as his current Dsmash.
Eldiran and I also discussed my idea for a new UpB, and I think I may have to revise it a bit to make it more feasible. Unfortunately, that seems to involve taking out the coolest part of the move, but oh well. If we get to the point where we can add in more projectiles, it'll be an awesome thing to add.
But putting Geno Blast on Dsmash would clear room for another special - Likely Geno Boost as a DownB. This could be used to boost the power of his next non-special attack, or something similar.