Nguz95
Smash Lord
Yeah I definitely tried to do way too much... I'll parse it down and release something simpler soon. I learned it's not smart to have 5 half-finished changes sitting around, I might lose track of some of them.
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This looks like great news! Can't wait to try it out. BTW does anybody know how to change Lucario's name to Mewtwo on the results screen?Sorry about that. Here's what I have so far: Barrier is in a weird place. Right now the animation works great. He puts out his hand nice and smooth, and then a purple burst comes out of his hands. The whole move lasts for almost a second (39 frames). The problem now is twofold:
1. I can't get him to reflect stuff
2. I can't get it to only cancel on jumps (he can walk, jump, attack, etc after frame 20).
While these problems sound pretty big, I'm pretty sure I'm right around the corner of figuring them out. I'm just trying to figure out some extra flags that can give me the effect (reflect) that I need. I'm going to look at Lucas' and Ness' shines to see if I can find a jump-only command. I believe it has to do with variables. That also means I can look at Ike's side b too.
In other news, jab is prefect. It comes out on frame 4. It's as strong as Ganon's, and the hitbox is in a good place now. Fsmash functions pretty well now. It's a slow starting smash that hits really hard (think ) at the hand and arm hitboxes, but not at the extended hitbox (think old ). Basically, it's a punch where his hand emits purple flames, sort of like warlock punch. ( ). The animation looks a little strange, which I think is related to the fact that he slides backwards at the beginning without moving his feet. It's nearly finished. Ftilt is coming along smoothly. I'm experimenting with the same flags I was talking about earlier with the down-b. Basically I'm stretching the hitbox on his throw bone along the entire length of the bone. I'm actually really close to finished with this one, In fact, I just need to test it once more and I'll be done.
Other miscellaneous things:
I have been trying to contact the PM guys to find out how they added dash-dancing. I met JCeaser at Xandu a few days ago. Unfortunately he didn't know how they coded the dash dancing, but he directed me to some other people. I have been trying to figure it out on my own with little success. I might be on to something though. I have also been experimenting with the plug and play .rels. Right now they just make the game crash... . I have no idea how these work, so I'm going to send a message to the guy who started the thread and see if he knows how to do this for Project M. I'm not sure this part will work out, but I really hope it does. In terms of good news I found the screen shake command and I added to his dsmash and his fsmash. I have been trying to get the fsmash to look really strong, and the screen shake adds to the feeling imo.
Writing all this down it occurred to me that I'm trying to do too much for this next version. I'll just release one with a proto down b once I get the reflect working, a finished fsmash, and a finished ftilt. Expect something really soon!
AFAIK this is something that is rooted incredibly deep into the game and isn't as maneuverable as the rest of the name slots. I was personally able to change everything except that. I understand that this isn't really an answer to your question, but just know that it won't be easy, if it's even possible now.This looks like great news! Can't wait to try it out. BTW does anybody know how to change Lucario's name to Mewtwo on the results screen?
Don't worry about it. That is really strange though. I forgot to ask another question. Where do you find the Mewtwo sfx for Gecko? I am assuming that it gets updated.AFAIK this is something that is rooted incredibly deep into the game and isn't as maneuverable as the rest of the name slots. I was personally able to change everything except that. I understand that this isn't really an answer to your question, but just know that it won't be easy, if it's even possible now.
In order to get Mewtwo's SFX over Lucario, just read and follow the relevant .txt file in this package I made. Note that this won't be set up for any other character once the plug-and-play comes out; it's just for Lucario right now. Also, it isn't really getting updated, since I didn't make it; I just made a hackless version of the sounds put together from the original thing I found. Amazerommu said he would probably make a better SFX collection at a later date, but this one is fine for now IMO.Don't worry about it. That is really strange though. I forgot to ask another question. Where do you find the Mewtwo sfx for Gecko? I am assuming that it gets updated.
It will play a lot differently than most shines, it seems, but you're not wrong. hahaDown B...
Reflect...
Barrier....
Oh lawd you gave Mewtwo a shine :C
Sweet! Gonna go try it out right now. Awesome work!Hyesz!I finally got all of it working! The down b is finished, along with the ftilt and the fsmash. Check it out in the OP
The changelist is as follows:
1. New Down b! It's a shine-like move like we discussed, but there are a few things that differentiate it from a regular shine. It has a fixed move duration (approx 1 second). the attack hitbox comes out on frame 5. The reflect hitbox comes out on frame 6. It is jump-cancellable on frame 6 as well, so you can in fact waveshine. The hitbox from the shine is similar to Falco's, which I thought was appropriate because Mewtwo focuses on vertical kills.
2. New fsmash. It's a slower, more powerful move based on Mega Punch from the Pokemon series. Basically it's a big punch that causes his hand to be enveloped in purple fire. It's strongest toward the fist, where it has the same power as Ike's forward smash. All the other hitboxes have the same power as the old fsmash. Those hitboxes have a pretty long range, so you won't have any trouble connecting the move. This is a work in progress, so feel free to criticize it.
3. New ftilt. It has the same range and timing as the old ftilt, but it now has a new animation which is inspired by psycho cut. I also powered it up a little bit.
4. Teleport has had the startup frames cut from 8 to 4.
5. There are 10 more IASA frames on dsmash.
6. Mental jab is complete. It comes out on frame 4.
7. The Nair graphic has been fixed. There is no longer a misplaced green burst.
ARRGH!!! The flames are back!!! I will fix that now. I never use utilt so I didn't notice.Okay; only tried it a little, but these are my thoughts/notes:
* love the new Down-B, although I wasn't able to check a lot of its properties, including reflecting projectiles.
* jab is perfect now
* really like the Mega Punch F-Smash. The only thing that's off is his charging animation. He sways back and forth a lot; it's actually pretty funny.
* U-Tilt has recaptured the flame (literally; the fire is back).
I'll have to try it more later today!
A shine for Mewtwo? It is time to bring JUSTICE to those space animals! I am going to try this out. I'll let you know what I think of this.Hyesz!I finally got all of it working! The down b is finished, along with the ftilt and the fsmash. Check it out in the OP
The changelist is as follows:
1. New Down b! It's a shine-like move like we discussed, but there are a few things that differentiate it from a regular shine. It has a fixed move duration (approx 1 second). the attack hitbox comes out on frame 5. The reflect hitbox comes out on frame 6. It is jump-cancellable on frame 6 as well, so you can in fact waveshine. The hitbox from the shine is similar to Falco's, which I thought was appropriate because Mewtwo focuses on vertical kills.
2. New fsmash. It's a slower, more powerful move based on Mega Punch from the Pokemon series. Basically it's a big punch that causes his hand to be enveloped in purple fire. It's strongest toward the fist, where it has the same power as Ike's forward smash. All the other hitboxes have the same power as the old fsmash. Those hitboxes have a pretty long range, so you won't have any trouble connecting the move. This is a work in progress, so feel free to criticize it.
3. New ftilt. It has the same range and timing as the old ftilt, but it now has a new animation which is inspired by psycho cut. I also powered it up a little bit.
4. Teleport has had the startup frames cut from 8 to 4.
5. There are 10 more IASA frames on dsmash.
6. Mental jab is complete. It comes out on frame 4.
7. The Nair graphic has been fixed. There is no longer a misplaced green burst. Edit: The files are named differently than before. The one that has Motion in it is the FitLucarioMotionEtc.pac the one that has mind in it is the FitLucario.pac
haha I feel bad. Those flames have been a pain in the neck.ARRGH!!! The flames are back!!! I will fix that now. I never use utilt so I didn't notice.
I'd think not. It might work if the other person has the same Mewtwo files, though.Um... Is this WiFi-safe?
Unfortunately not. It's based on lucario, but it totally changes a lot of his attributes. It will work if both people have the files. You should try it though. You can just put lucario back in if you don't like Mewtwo.Um... Is this WiFi-safe?
It doesn't matter, I deleted the files in favor of the homebrew full set. Thanks for letting me know anyway.Unfortunately not. It's based on lucario, but it totally changes a lot of his attributes. It will work if both people have the files. You should try it though. You can just put lucario back in if you don't like Mewtwo.
Yeah, he can't dash dance yet. I'm trying to contact some pm devs to figure out how they did it.Is it me or I can't dash-dance with Mewtwo?
Cool job btw, keep updates coming, it's almost there!
Stuff about differentiating the Side-B command grab from his regular grabs.
There should only one that has motion in its name. Check the OP for instructions on what to do with the files. The one that says mind moves should be renamed to FitLucario.pac and the one with motion in it should be renamed FitLucarioMotionEtc.pacWhat do I do with the 2 FitMewtwoMotion files?
Your ideas are very similar to mine... i like it. The down throw command was planned to be similar Ganon's flame choke. The up throw was actually planned to be a light toss that was similar to his dthrow with less knockback. I can make it just have knockback and little to no damage. I should also be able to make the dthrow stick the opponent in the ground like DK. I feel like that's too powerful though. Since it's a fast move that can penetrate shields, it would be lots more dangerous than dk's side-b.Thinking more on Confusion, it'll probably be rebranded as Psychic. In all honesty, they'll probably just end up as being more powerful versions of his standard F-Throw and D-Throw, respectively. The regular version of both of these moves are primarily either for racking damage or starting combos. The command grabs of Psychic would be more powerful, maybe even capable of being kill throws comparable to U-Throw. I'll post my ideas based on what I interpret Nguz to mean.
Psychic: Mewtwo does his Confusion animation but instead of causing his enemy to spin uncontrollably, they float slightly in front of him, distance a little bit further than his normal grab hold. Mewtwo continues to hold his arm bent in front of his body, palm facing toward his torso. The enemy would be held for ~1.5 seconds, enough time for Mewtwo to decide his throw.
Command A Side Throw - Psychic Pulse: Mewtwo effortlessly hoists the target further into the air before using his free hand to generate a devastating psychic shockwave at his enemy, bursting his opponent away from him. This move would have higher base knockback than his other throws, but sends at an angle that is only good for getting kills at higher percents, similar to his janked up Barrier knockback right now.
Command B Down Throw - Psychic Slam: Mewtwo raises his opponent slightly before violently slamming them into the ground. If it is even possible to implement, this would actually slam them into the ground similar to the Pitfall item or DK's Headbutt. If this is impossible to implement, they would be slammed directly into the ground in front of him, causing them to be prone and priming them for a D-Smash or D-Tilt.
For both of these, would it be possible to create a move that has just knockback and no damage factor? It would make it so they actually have to be planned beforehand instead of throwing it out there, then deciding later. It would also create a niche move that would be saved for landing kills, similar to Eruption, Bowser F-Smash, Warlock Punch, etc... Again, these are just my ideas.
Thank you so much! I appreciate your compliment and your offer. Thank you again for your generosity. Feel free to comment with any moveset ideas you may have; I'm always up for criticism. Just so you know, i'm working on a Mewtwo model that is the same as the regular model, but with an extra tail bone. I might use starwaffle's as a base. When I finish I can send you it if you want to use that one for your recolors?Unsure if I posted here already, but man this project is awesome. I like the work you've done, so keep at it! It's good stuff.
So you know, I plan to do a Vibrant Mewtwo as well. When I do, I'll toss a link back here for those who want Mewtwo with Mewtwo's moves.
I think I want a Shun-ified Mewtwo as badly as you do. haha I hope it got some people's attention, though. As for the recolors, he gave me permission to show you the preview he sent over. Perfect IMO. I have the .pac's already, but I'm going to wait to playtest them before posting here (which he also gave permission for), since he said he hadn't done it yet (that's how fresh they are. haha).Edit: I see you on Shun's thread Dmickolas! I appreciate the advertisement man! Please show me the Sonic and Mewtwo recolors when he finishes! They sound really cool.
Check out the link in one of my last posts here and you'll see his recolor for me inspired by this original art.OH MY GOD, SHUN IS MAKING MEWTWOS. I'm done. Seriously, though. They will be amazing.