SymphonicSage12
Smash Master
- Joined
- Feb 6, 2009
- Messages
- 3,299
Mewtwo was floaty and light in melee. and it was perfectly fine.
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No. It wasn't. It was one of his major weaknesses. And one that made absolutely no sense when you consider that he's 269 freaking pounds.Mewtwo was floaty and light in melee. and it was perfectly fine.
Don't get those confussed, just think of it like this. Fox is one of the fastest fallers in the game. And he's a medium or a light. I can't recall. ^^;Wait, floatiness and weight go hand in hand, unless by weight you mean knockback resistance/speed. I always associated weight with falling speed. :/
Alright then. I'm thinking about it IRL. So, a character can be heavy, but gravity can have almost no effect on them in game mechanics, right?"Gravity" (floatiness) and "Weight" are 2 seperate things.
Download dantarion's SA_Dump and you'll see he has a thing for Gravity and one for Weight.
For example, here is Samus compared to Fox (Floaty/heavy and... not...floaty/light)
Samus:
0.058 Gravity
108 Weight
Fox:
0.175 Gravity
80 Weight
Yeah. Samus is heavy, but floaty, while Sheik and Fox are light, but fastfallers.Alright then. I'm thinking about it IRL. So, a character can be heavy, but gravity can have almost no effect on them in game mechanics, right?
I'm sure you'd know this.Lol being psychic and having the ability to levitate (not as in Pokemon) will usually make you light and floaty.
Considering the animations will be made from scratch, no.I'm curious if these animation comparisons are even going to be useful if/when model hacking becomes available.
No, he didn't. It wasn't bad, but it wasn't good enough.mewtwo had a pretty good ranged grab in melee
:D Yay!Yeah. Psychic being used as a push effect or even a nerfed Din's Fire is fine, but grab, really?
@Bobson: Sigged.
o_o I think I'll try putting it together myself then. If I give up I'll hand out the numbers to someone who can do it.Why not release your planned out Mewtwo now? PSA v0.1 was released today and I'm sure people are going to be willing to start (I can't run the program because I have a Mac).
Hmm... Thinking about it, I think we should get rid of Mewtwo's disable and give him some sort of "Psyburst" move. It'll be a GTFO move, and kinda like DK's ground pound...shoot out a small invisible wave around Mewtwo, anyone inside it gets Dark-fired. :DI'm not sure if anyone else is working on this, but I'm gonna be gone for awhile, so I'll post my notes:
Disable is working and easy to recreate; just a basic hitbox with a stun flag. As of now it's pretty unbalanced, though; it's a free fsmash even at 0% and I can't figure out how to decrease the stun time. Likely solution is to increase the lag on the move. Oh, and it needs separate air/ground mechanics so it stops halting your momentum in the air.
o.O Interesting. I'll work with it.Teleport looks to be a little more difficult. Zelda's up-B, Sheik's up-B, Metaknight's cape, etc. are all brimming with undefineds and editing the subactions they call only affects what you can do before and after the teleport. Length, teleport time, directional capabilities, and whether or not it causes freefall are all things that we'll have to figure out by trial and error.
I still say abandon this for the Dins Fire-ish push away thingy.Confusion is probably possible by making a grab hitbox that sends the opponent very slightly up, forcing a techchase before they get out of stun. I don't know if it's possible to recreate the reflect-but-not-really-reflect effect it had on projectiles in Melee, but I think we can settle for an actual reflector if it isn't. And let's make it flip the opponents around like Mario's cape, too, just to screw with their heads. It wouldn't be Confusion without being confusing.
Put a SIN or COS wave in for movement path or something. =D! I'll have to take a look at the program first, see if that's even possible.Shadow Ball is obvious. Aura Sphere, however, is insufficient as a strict replacement (at least for me) until I can get it to fire in that back-and-forth motion Shadow Ball had. Since the sphere is a prop and we can't edit props yet, this will have to wait.
Yup, sounds good to me.Nair, usmash, jab (first hit), and grab all spawn hitboxes from relatively similar bones for Lucario and Mewtwo, so these should be able to be recreated without the model importer. Mewtwo's dsmash could also be theoretically recreated by using Lucario's down-angled ftilt animation and having it spawn a darkness effect.
=o If you have any codes done already...and are even around to read this...please hook me up with whatever work you've done already other than notes...and we'll co-op!A way we could accurately recreate Mewtwo's moveset on Lucario while still having it be transferable between the two models would be to associate all the hitboxes to a bone in the same spots on Lucario's and Mewtwo's models like the torso.
Mewtwo's standing animation should be him floating off the ground with his arms crossed. Totally badass.
On that note, making acceptable model animation is hard. I'll be able to get it done eventually, but ****ed if it won't take forever. Are there any people interested in this who are actually experienced with working with models?
Mewtwo's trophy model needs more detailed textures before we can use it as a character model. It looks out of place next to the more detailed textures on the normal characters.
General mechanics should be easy to recreate; test where Mewtwo is in relation to other characters in Melee, then use those results to come up with values for Brawl.
Until it's possible to repack BRSARs, getting rid of all of Lucario's voice SFX and having Mewtwo just go silent seems like the best method.
Mewtwo, obviously, will have to be balanced separately for vBrawl and Brawl+.
I wish Brawl had a debug mode.
Life throws bull**** at you at the worst possible times, I swear. I won't be gone indefinitely, but it'll be at least a week or two before I can get back to working on his moveset, let alone the model animations. If someone else decides to take this up in the meantime, please please don't do a half-***** job of it. Getting Mewtwo into Brawl is going to require making all the prim and polish of every other character, and this game is polished so much it shines more than a Melee Fox main.
I agree with this as far as his properties go, but I think we should experiment with his moveset[as I have previously mentioned], since his confusion and disable are pretty much entirely useless in most situations...and can sometimes get you punished on successful execution...I think it'd be optimal for Mewtwo to just be recreated exactly as he was in Melee (compensating for engine changes) as far as possible and then given buffs/nerfs as we see fit afterward.
All I've gotten finished so far is a half-decent version of Disable using Lucario's ftilt animation and about thirty different PACs with broken moves that I was experimenting with. I've been working largely by trial-and-error so far, but I'll PM you the things that are working.=o If you have any codes done already...and are even around to read this...please hook me up with whatever work you've done already other than notes...and we'll co-op!
:D
Keep in mind they can be buffed to be useful, though. Confusion in particular could be made to be a guaranteed techchase a la G&W's dthrow, with extra spicey mindgames due to the flipping effect. Disable, while tricky to balance away from being "free kill move of your choice," could also be significantly more useful. At the very least, it does damage and resets your opponents' zoning (and we can make it do something different in the air if we want).I agree with this as far as his properties go, but I think we should experiment with his moveset[as I have previously mentioned], since his confusion and disable are pretty much entirely useless in most situations...and can sometimes get you punished on successful execution...
T.T But but but...NO! KEEP DISABLE!!!! And try to work with confusion. we should make all his moves like melee until they PROVE to be impossible.
>_> Well the "facing you" thing is just another balance check for a move that gives you a free hit.Well, if Confusion was recreated as bobson suggested, I'd think it would be good.
Disable was good, except for one thing: It should work even if the opponent isn't facing you. That way
roll->Disable would be a good surprise sorta thing.
If it makes the opponent stunned[we should actually assign it the "shieldbreak" property(unless that is A)], it needs either lots of start up or end lag.
-DD