Durnehviir
Smash Apprentice
- Joined
- Jan 22, 2014
- Messages
- 151
Whenever pichu uses thunder shock in the air and it hits the character starts spazzing out is that suppose to happen?
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i second this characterSorry, I've been working a **** load and getting drunk... but
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=203793
Dark Samus over Marth, do iiit.
i don't know but i hope soSo is there ever gonna be another update?__?
Yeah it's been happening to me lately anything on here it says it's a malicious fileAnyone else getting a malicious file warning when downloading this in chrome?
No progress since then...Has there been ANY progress since I left? Your original post says the same things it did when I left.
Look there is always project ex guys, there is no need to be depressed.
Yeah it's technically this with a blank slate and less glitchesI've never heard of that
I must see thisI've been playing patt andersen's pack for skins and music, Pikezer's and melee master's for brawl ex characters. With Meleemaster and piker you might have to set yourself up with smash stack unless you get a hackless version. Also Nebulon and Brawl Ex Mugen have some interesting character sets. Melee master has a thread on this forum if you want links
http://forums.kc-mm.com/index.php?topic=67116.0 Here you go. Enjoy.I've never heard of that
Thanks a lot!!!! Awesomehttp://forums.kc-mm.com/index.php?topic=67116.0 Here you go. Enjoy.
Edit: Wish he would post his thing on smashboards so more people would know about it.
i also noticed with pichu if u use his neatural special in the air and it hits an opponent they just shake in place for an extend period of timeBugs I've found so Far (This is all being tested under a Wii, not dolphin):
Pichu:
*Down-tilt or 2nd jab does an infinite sound loop that continues until you quit the match.
*His Fsmash sound doesn't come out until after the move ends
*His forward crawl has no sound effects, but his backwards crawl does
*His thunder does not connect if he stands still, and deals 46 damage max if you short hop the thunder on top of your enemy!
*The sound effects from his Side-B are all exposed after the hitbox connects, not when the move is charging or released.
*His air dodge has no sound. Maybe add the same sound as his footstep or something to indicate the move's activation?
*His UTilt has no sound either.
*You still can't dashdance with pichu. Is this a BrawlEX issue or...?
*If you hold A during his Fair, he accelerates forward. If you only tap A on his Fair, he keeps his original momentum.
*Pichu can use his Up-B twice in the same direction. Was that intentional?
*Sometimes Pichu randomly falls out of the air into a helpless state before even initiating his Up-B.
General:
*L-cancelling can only be done on the first few frames before landing from an aerial. Can you tweak this in anyway?
Suggestions:
*Remove a lot of the thunder sounds from Pichu's jumps (both shorthop and fullhop), dash, Fair, Nair, UpB, SideB (or tweak the timing), and more.
*Pichu's UpTaunt heals 10 points, maybe you should change it to 1 or 2 points instead?
*Tweak Pichu's Fair to have acceleration as soon as the hitboxes come out, not half-way through the move.
*Tweak the L-Cancelling timing, and give new characters the ability to dash dance. I'm not sure which attribute in PSA allows this, so I guess some experimentation would be in order?
*I wonder how the PMBR got sound effects on their clones... I'm betting it's by re-directing the sounds to another entity in the game, then adding custom sounds over those entities (like the boss sound effects). If we can figure out how to do that, which is probably not possible for some time, I'd love to see that incorperated!
*Add some screenshots from BrawlBox into the select screen for Pichu, so it looks a bit more polished.
*You can change the Pichu's ID and Random's ID to make Pichu come before Random, so it appears on the selection screen that way.
*Change Pichu's Aerial projectile, it's too good! I locked falco into stun at 70% for 5 seconds, and can be used over and over again! It doesn't fit with Pichu's playstyle at all! Maybe you can make it like Pikachu's, only faster and dealing less damage (and no 4 damage to self, it doesn't balance the benefits of the move)?
*Remove the 2nd hitbox on his Dair, and decrease the damage dealt to self by 2%. Then reduce the move damage to 11 or 12. Decrease the power of the move by half (it's a garunteed spike with a very safe hitbox on the end with hardly any endlag. It's too good).
*Pichu's BThrow has too much base knockback and not enough knockback growth (this is so it can't toss heavyweights off the stage and dominate stage control with one throw)
*Pichu's FThrow is guaranteed at any percentage! (I was still able to combo into a Nair on Falco at 200%).
*Pichu's DThrow has no Knockback growth (it can still combo at any %).
*Pichu's UThrow deals too much damage (15% is a lot for a combo starter).
*Pichu's Nair has too much base knockback (he's not supposed to kill at 115% on a sweetspot. Nairs are spacing and approach tools, not KO moves normally).
That's all I could post for now; I found more but I ran out of time and have to run off to a party. I'd be honored to work on balancing and tweaking this character for you! If you give me the opportunity, I'll post my build on this forum and see if you like my work. I want this project to succeed; it has so much potential! Check on your website for my application
That's suppose to happen because of balancingi also noticed with pichu if u use his neatural special in the air and it hits an opponent they just shake in place for an extend period of time