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PSA Character Concepts

Zolga Owns

Smash Lord
Joined
Mar 16, 2008
Messages
1,888
Location
Southeast PA
Since the Submission thread might be spammed with requests I went ahead and created a place for character concepts. Hope that's ok.

Non Hackers/Hackers: Post Character Ideas/Concepts here.
Try to be specific, maybe one of us could create it for you.

Format

Name of Hack(Hack Base)
Concept-1
Concept-2
Concept-3
etc.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Mr. L (Luigi)
-Electric effect and visuals on Fsmash, Fair
-Fireball has longer range and travels much faster, but is weaker; uses the Star Rod ftilt animation while on the ground
-Nair trajectory changed to perfectly horizontal (zero degrees)
-Uair trajectory changed to a more vertical angle
-Tornado has much stronger momentum and electric effects, but weaker knockback on all hits
-Short hop is shorter, full jump slightly higher
-Falling speed greatly increased, weight slightly increased
-Super Jump Punch has electric effects instead of fire on the sweetspot
-Dtilt now causes the Lightning Bolt animation when it connects, but does not shrink anyone
 

Gregory2590

Smash Journeyman
Joined
Jan 24, 2006
Messages
487
Location
New Jersey
NNID
phireblast
Shadow the Hedgehog(Based off of his game)

AAA combo= First hit is a normal jab, second hit is his kick that he does when he finishes the combo, and the third is Sonic's Dtilt animation

Up tilt= Sonic's upsmash animation but MUCH weaker and has better spiking properties

Down tilt= Sonic's "climb off edge and does two kicks" animation.

Ftilt= Uses sonic's "HeavyThrowF" animation that hits the opponent with a dark effect on contact

Up Smash= Shoots cracker launcher shot in the air

Forward Smash= Does his smash attack with a beam sword

Down smash= Does his "Throw item to ground" animation and creates an invisible wall of dark energy(just make the hitbox bigger than him) and hurts whoever touches it

Fthrow= uses his grab attack animation that launches you in the same trajectory as sonic's

Can't think of the other throws


Nair= Sonic's nair except it "shreds" and has more knockback

Fair= Aerial version of sonic's third jab attack

Bair and Uair stay the same


B= Shoot raygun

Down B= Shoot Cracker Launcher in a small arc

Side B= Light speed dash(Just think of an aerial spindash attack that goes straight)

Up B= Chaos control(just teleport him)
 

Rykoshet

Smash Champion
Joined
Mar 1, 2008
Messages
2,225
Location
No really, I quit.
Jin Kisaragi (Character Base: Marth)

Idle animation: If this able to be changed, change it to marth's idle pose after he puts is sword in the sheath during his victory pose.

AAA: Same animation but much quicker, flinching properties like wolf's neutral air. Make the range slightly shorter. 2% per hit

Forward tilt: The forward third hit of dancing blade. 7% damage

Up tilt: Cut his up tilt's iasa frames right as his swing reaches the apex, make a tipper freeze briefly, think IC's blizzard at low low low percents. Does 9% damage

Down tilt: The downward third hit of dancing blade with IASA right after the move is thrown out, have a tipper semi-spike. 8% damage

Up smash: Last upward hit of dancing blade, no tipper, straight 15% damage with incredible knockback and growth. Make this able to kill at 125 on a midweight no questions asked.

Down smash: Downward last hit of dancing blade. Have each hit briefly freeze, again, like blizzard. Full connection does 21% damage.

Fsmash: Last forward hit of dancing blade, tipper now freezes alongside having incredible knockback. Tipper does 23% damage and sends further horizontal, non tipper does 17 and sends more upwards as a diagonal. (Yes basically just ike's fsmash with the operative hitboxes switched)

Forward air: First swing of dancing blade, works the exact same way in terms of aerial stalling if done on ascent. Non tipper does 8, tipper does 12. Sends at the same speed/trajectory as marth's fair.

Up air: make the IASA of this move earlier so it works as his momentum cancel, keep the properties of the move exactly the same otherwise.

Down air: Third downward hit of aerial dancing blade. Does 10% Tipper does no extra damage but freezes and meteors incredibly hard. If you get hit with this offstage, you die, no questions asked.

Back air: Same move.

Specials:

Neutral B: I'd say if it's possible let his neutral B throw a freezie with the freeze timer on it reduced significantly and only freezing past 90%, does 4 damage.

Up B: Keep dolphin slash the same but have the 7% second hit freeze and pop a person up.

Down B: Have counter freeze. Same damage otherwise.

Side B: Ice car. Cause Marth to full hop then go across the screen like a fully charged shield breaker. Have the hitbox stay out for the entire duration his sword is out before he pulls it back in, have it freeze on connection. If done in the air, omit the jump and just have it go forward. If it connects allow marth/jin to act again. If it misses have him go into freefall state. Does 6 damage on connection.
 

Ryose

Smash Cadet
Joined
Mar 23, 2008
Messages
33
Super Sonic

Much floatier Sonic(practically Jigglypuff)

AAA: Normal first 2 hits finishing with the dash attack animation(maybe with electricity). Preferably pop the opponent straight up with enough stun to combo.

U-air: Keep the same but add a slight upward momentum( Jigglypuff's pound without the side ways movement)

Fair: Negative knockback on all but final hit which would have electricity

Dair: Auto cancel upon hitting or shortly after hitting an opponent and spike(keep downward momentum). Also wind push on stage landing

Down Special: hits opponent up at 80 degree angle. Also a trail of some element(fire, water, darkness whatever)

Side special: if possible to use super sonic animation it should be the flying animation in the corresponding direction just extremely fast. ZSS stun opponents who touch him for about 2-3 seconds

Up special: Stop any momentum and go into side special charge animation before launching up in a ball(like jumping while charging side special) the same height as normal recovery. Make the path upward controllable slightly(you can curve the trajectory)

One of his taunts should be his transformation animation...

I have no idea what parts of this are possible I was just going off pure ideas. Basically a sonic who combos better with his aerials...heck i thought it was cool =p
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Ryoko Asakura (Marth base...maybe)

I'm hoping to branch this out but I still don't know how likely it is to force swap animations on other characters, as well as if it's possible at all to use "character specific animations" like full-blown Eruption of Ike's. Since all of that *might* be solved by a custom model importer, and thus mapping out bones and whatnot...this is basically a Marth...that's a girl.

That's not Bridget. From GG.

Uthrow: Last resort killer...with a flower effect! =3
Dthrow: Sends them up instead. <_<

Nair: I wanna sex kick but Marth ain't cool enough =<
Dair: significantly speed up winddown by a unspecified amount at an unspecified frame. Make it send up like Pit's.

Dash Attack: Melee Marth. With IASA at 40 to achieve full effect.

SideB (Accelerate): Somehow get Marth's FS dash to actually achieve distance (probably figured out by now...I'm so out of the loop atm), make it a weak hitting move with low winddown to guarantee an aerial. Speed up start-up frames of FSStart and give it a charge command...

it'll be similar to Ike's Quick Draw somewhat.

Think...ICE CAR. YES.

Jab: One jab only, send it slightly upward with lower IASA frame to allow grab.

FS: Something violent and destructive like Aero Blast or something.

I feel I posted this simply to hold my spot and tell peeps I want to work on her. Cuz Rykoshet already got Jin. ;_;
 

Kei_Takaro

Smash Lord
Joined
Feb 3, 2009
Messages
1,007
Location
Underneath FD
Bomberman (Olimar as Base)

Almost gonna abuse the fact of Texture Hacking+ Size Modifier + Smash Moveset Changer:
So I'ma just state the important facts:

A Moves and Throw Moves:

Jab-
Maybe just replace it with Sonic's AAA Jab

Dash-
Similar to Snakes Dive Attack

B Moves:

NeutralB-
Instead of Pikmin, It gets replaced with ToonLink's Bomb and holds it (only capable of holding 1)
it uses ToonLink's DownB animation to get the bomb, BUT there is a 1 out of 15 chance that the bomb is a P-Bomb <---(Smart-Bomb Spawn)

UpB-
Bomberman drops a bomb below him to propel him up somehow like Samus's bomb drop but gives more elevation

SideB-
Bomberman does similar move to the Z-Drop move that Diddy' does with his bananas

DownB-
If Bomberman holds a regular Bomb, he can charge it for 8 seconds, it will become a Bob-Omb

Final Smash-
He is now swapped with a Gold Armor and if he uses B, it will always spawn a P-Bomb
 

Ryose

Smash Cadet
Joined
Mar 23, 2008
Messages
33
Project SA makes me cry. I'm trying to learn as i go and make Super Sonic myself...so much fail Q_Q...

On topic I like the bomber man idea. Maybe not the move set per'say though respectable, but he fits in the grand scheme of brawl
 

Smash G 0 D

Leave Luck to Heaven
BRoomer
Joined
Oct 5, 2005
Messages
3,571
Location
Charlottesville, VA
Bomberman is a good idea, but I think bombs are props and not sure if PSA deals with those... good luck :[

Black Knight from Ike - coming soon
 

Roy-G-Biv

Smash Journeyman
Joined
Apr 21, 2008
Messages
267
Location
Roanoke, VA
Young Link (From Toon Link)

B - Fire arrows.
Down-B - Bombs. They can Stay the same. Maybe except the explosion effect.
Up - B - Spin attack.Fully charged Every time it's used. And can maybe use a different slash effect.
Side B - Boomerang. (I'm not so sure what Young Link's boomerang did differently, but I can guarentee it just isn't as vertical as TL's)

A-A-A Combo (Slightly more damage, slightly less speedy)
All tilts can remain the same
Smash Forward A can remain the same
Smash Down A can stay.
Smash Up, do the regular smash up animation, and in the middle of it, cut to another one, and then do another animation, but finish it. (Talk about hacky)

All other Air attacks can remain.
Down A - It does not skyrocket down, and you can stop in the air.

Oh, and can TL wall Jump? If he can't, make him.
 

Rykoshet

Smash Champion
Joined
Mar 1, 2008
Messages
2,225
Location
No really, I quit.
Ragna The Bloodedge (Base Character Ike)

Idle Animation: There's no real way to change this to make it representative of ragna's laid back style with his sword so leave it as is.

AAA: First Jab: Keep it the same. Reduce the first hit to 3 damage and give it just enough hitstun on first uncanceled hit to set up for the second hit. If you have to increase the IASA to make this not lock a person into first jab string, by all means do so.

Second hit: Back throw's spin kick animation towards the opponent. Have it knock a person down towards the ground or at least give the opponent a stutter animation to set up for the third hit.

Third Hit: The front end of down smash. Give enough knockback so that if you hit with the third hit while someone is offstage it semi-spikes and sets up a viable edgehog trap situation.

Up tilt: Ike's up smash animation with just the sword swing part if possible with far less knockback and IASA frames just past the point where his sword hits the floor. Think like toon link's up tilt with a far bigger sword.

Down tilt: Ike's second jab, give it better iasa to make it a strong poke.

Ftilt: Quick draw's swing animation with decent IASA. Give it a darkness effect.

Up smash: Ike's up throw animatio. Considering he has to put his sword down to do this, keep this as strong as his current up smash. Make the actual arms of his body have the hitbox while his hurtbox is his body/head.

Fsmash: Same Ol Move, faster, weaker. Tipper causes darkness damage and does 21% damage while sending at a very low side angle, thinking sub 45. The blade causes no darkness damage and sends at a 65 degree angle.

Down Smash: I don't know what to make this move right now.

Fthrow: Leave ike's fthrow animation but have it stutter the opponent in front of ike. If Ike presses A again allow him to regrab and immediately pummel animation them and stutter them again. End it there.

Up throw: Give it ike's up tilt animation with good iasa so he can set up a juggle trap with it.

Back throw: The same.

Down throw: At the end of ike's stomp, keep the person on the floor to set up tech chases.

Note: Increase ike's grab range slightly.

Specials:

Side B: Hell's fang. Keep the move as you have it right now but increase the base knockback a bit so if it connects at a low percent it's not punishable except by possibly a fast disjointed character and only if you dont shield immediately.

Description: Click Side B - Move slides forward, on connection it lands a jab with darkness animation and gives an option to press A to cancel the move's ending lag with an ftilt animation, again with darkness.

Down B: Gauntlet Hades. Have ike's front throw kick hop/move towards the opponent (again with darkness) with ike's hurtbox being his body while the leg itself is disjointed. If the move misses completely give it punishable ending lag. On connection allow a condition to press A to go into ike's back throw kick (again towards the opponent) while not moving forward as much. Have the move send at a low forward angle with decent knockback (something similar to his ftilt in knockback/growth)

Up B: Inferno Divider. Keep aether as is except let it end at the very top of the move, allowing it to autosnap there. If the move connects while grounded, however, allow it to have a condition on hit after the uppercut animation that causes ike to short hop and follow up with the beginning of his up air animation. Add darkness to the second hit.

Neutral B: For now just make eruption dark. I'll think of something later, I wanna turn this move into dead spike.

I want to alter his aerials to be faster/weaker but cause greater shield push on block to give him a solid pressure game from the air. Make all of it autocancelon short hop except for the up air.
 

Skieth

Smash Apprentice
Joined
Jun 21, 2007
Messages
122
Sonic that doesn't suck (base sonic)
-over, and neutral B changed to be something that's actually fun to play with
-Tilts rebalanced and redone to make him not feel like a ****tily tacked on character.

Donkey Kong finally done justice (base donkey kong)
-Up and B thrown away and redesigned. (shooting himself out of a barrel perhaps)
- Over B throws a barrel ( similar to dedede)
-Running A changed to be a roll like he had in the game =\

Wario a little less ******** (base wario)
-General improvements to make wario feel more like the mario brothers
-I'm no fan of clones, but I seriously think wario needs to be a little less random and more like a heavy mario clone.

etc.

Sheik, Ivysaur, Charizard, Zelda, Squirtle permanently separated and given proper down B's

I know I sound really negative but I'm afraid people are not going to be willing to fundamentally change some characters that really need it.

My custom character / not so serious idea would be

soma (base everyone)
-plays like necrid from Soul calibur 2. His A attacks and tilts pull out random weapons, some featured in Brawl (hopefully reskined to look like weapons from Castlevania.)
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
I actually had this one working until the graphic effects didn't disappear and the down B caused the game to freeze:

Galaxy Mario
-Slower running speed
-More horizontal jump momentum
-Half falling speed
-More air mobility
-Lighter
-Vertical trajectory on dash attack
-Faster side tilt (side-angled only)
-Faster Fair that does not spike
-Uair launches behind Mario
-<100% ledge attack is faster, does half damage, 45-degree trajectory
-Fireball uses Lip Stick ftilt animation, star effects
-Cape is now an offensive move with mild knockback
-Down B replaced by Tornado
 

SonicBurst

Smash Apprentice
Joined
Jun 20, 2009
Messages
110
Can someone make this for me, because I am at a loss with the program

Sonic

AAA combo: First two hits are normal while the last hit is his up tilt

Down air: Always spikes and upon landing adds explosion

Down b: Use the last regular hit of of the AAA combo and make it continuous like pheonix mario's side b

Up B: If possible, after jumping from the spring, performs the screw attack.

Side smash: Just add explosion with and electric effect to it if possible

Other than this, all moves have electric (wind effect if possible) to it.

I will be greatful if someone could do this for me and I'll worry about the damage and hitboxes, ect. Thank you
 

Fool's Gil

Smash Apprentice
Joined
Jul 11, 2008
Messages
180
Location
Where I feel like it
Yeah, I'm at wit's end with this PSA thing, so I'll just ask for something simple:

Ganodorf Projectile Fire- B Foward. Similar to Zelda's Din Fire, but is purple, larger, slower, and explodes earlier. The animation for Ganondorf himself would look like he was frozen in his jab A frame until attacked, or the Projectile Fire explodes.

Anyone care to do this?
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679



The Masked Man concept (Lucas base)

Visuals: None. There is already a texture hat for the Masked Man. (Using Lucas without his helmet)
He needs a yellow sword to be made. If you could, use the beam sword that's yellow/smaller.

A Moves:
A-Sword swipe that has an electric effect with it. Beam sword A animation.
AA-Second sword swipe with an electric effect. Beam sword tilt animation.

Forward tilt- Lucas ftilt animation, but reworked with a sword. (If that's possible?) It's a sword hit effect.

Up tilt- Upsmash animation. His body is imbued with electricity. (Think Melee Mewtwo nair, or Lucas current nair) It's faster than the upsmash though.

Down tilt- Lucas downsmash animation. Faster but with far less range, damage and knockback. Electric effect.

Forward smash-Beam sword Fsmash animation. Slightly slower but with good knockback. (slightly below regular Lucas)

Upsmash-A strong head butt. Lucas uair animation but grounded. (Is that even possible?) No electric effect.

Downsmash- Lucas down B animation. The magnet is gone of course, in it's place, the hand is a hitbox that cause stunning Zero suit Samus.



B moves
Neutral B -Lucas PK Freeze animation. His neutral B is Pk freeze that travels as you hold down B horizontal. If it hits an opponent, cause Thunder damage. The freeze should be recolored to be yellow.

Forward B-Lucas assist trophy animation. Pikachu's Thunder that cause the thunder effect when it hits a target. Range is slight ahead of it.

Up B- Serious here. Pit effect. As in a wings of icarus on Claus. If that isn't possible, than something else needs to be done here.

Down B- Akin to Phantom Mario's neutral B fireball, The masked man uses The PK thunder animation (ends quickly) and the bolt travels on the floor. No control. Quick and easy to spam.

Misc

Throws-Same as Lucas. Grab animation is a regular grab. (Ness')
No rope snake.

Tether- The Masked Man doesn't have it.

Taunts-
Up Taunt-Lucas still victory animation. Uses a sword this time. (if it's to much, just use Lucas default down taunt)
Side taunt- Lucas other victory taunt. (Kneeling and swatting the air with hand)
Down taunt- Lucas' Needle Pull.

So that's my masked man, I plan to change a few bits later. My problem with him is that I'm no good at PSA so I couldn't even effectively recreate my favorite character of Mother 3. :(
If someone could recreate him, that would be just pure awesome in it's unadulterated glory.
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
Ololimar (Solimar base)

Code:
Faster air speed (about the same as Snake's)

More Air mobility (slightly less than Game and watch)

Smaller SH and double jump, higher full hop, all of the changes only barely 
noticeable

Slightly faster Fastfall, but slower regular fall speed

Grab "telekinetically" holds the enemy in front of him

Pummel uses a hitbox on the top of his helmet to deal damage

All throws use his Barrel/Box throws, except U-throw which acts the same as
blue U-throw would

F-smash produces a strong slash hitbox around his fingertip (Sweetspot) and
 a weaker hit hitbox in front of it (sourspot)

D-smash grounds opponents with 15-24 damage that dare touch Ololimars 
hands, and sends enemies upward with 11-16% damage if they are a little 
past them. The hand hit also meteor smashes aerial opponents

Ololimar's U-smash hits with the force of the worlds smallest golden hammer 
around his feet (Okay not really, but it's comparable to a weaker Game and 
Watch D-smash at least) and even has a bit of disjointedness in front of 
him.  As if this pounding force isn't enough already, enemies caught touching 
Ololimar's finger tip are in for a rocketing *PINNNNG!* upward that can kill 
as early as 84%!

Nair has IASA frames just a little bit after the last hit, has a little less
KBG, and sends more horizontally, making it the ideal combo move for Ololimar.
The downside? Less disjointedness around him makes this move 
no longer a good combo breaker.

Fair slashes with a weak semispike that compliments combos at early 
percents, but can kill around 150%

Bair is a strong 45 degree smack that can kill around the same percent as 
Pit's

Dair smacks the enemy upward (wut) if Ololimar hits with his helmet, but if 
his antenna connects, it is a lightning spike about as strong as Mario's Fair 
spike.

Uair uses his aerial "pikmin pluck" animation, and hits fairly strongly upward 
with electric damage if he hits with his antenna tip. His flailing after he 
swipes his antenna hits feebly multiple times with no knockback on the last 
hit even.

D-tilt's very last antenna hit is a weak electric hit that sends sideways, but 
the move is otherwise the same

Standard B uses his Battering Item F-smash, and after he spins, a large "dark
 explosion" appears in front of him. In actuality, getting struck by this evil 
force causes but a flower to appear on the enemies head, which can be 
stacked for more damage. Ololimar learned this useful trick from Puffstools, 
who used the technique to convert his pikmin into evil mushroom-topped 
beings. In the air, it uses his dash attack animation, rather than his Battering-
Smash.

Down B is quite a shocker (pun intended)! After Ololimar whistles, granting 
super armour frames, the barrier of light that comes around him stuns 
enemies briefly, but only after the frames starting at the IASA point.


Up B, I have two ideas that might work, but also might not. The first borrows
 scripts from Yoshi's Up-b rise to make Ololimar first jump as much as his 
double jump does, then 3/4ths that amount, then half, then 1/4th, and finally
 no rise at all. The second would just be to half him jump up 1.5x his second 
jump, but that is a little more boring. Neither of these options would put him 
into helpless afterward, and the little arm thrust would do the same effects 
as if a blue pikmin hit the enemy with Up-B.


Side B causes Ololimar to pull out a Team Healer, using his first jab animation.
 Hilarity ensues.
Don't hesitate to tell me if any of these are not possible.
 

Numbuh 214

Smash Apprentice
Joined
May 31, 2006
Messages
91
I'd like a Sonic too, and I'd be grateful for someone to do this for me (or show me how to do it, whichever you prefer):
Code:
Sonic has Screw Attack effects and hitboxes [U]every[/U] time he jumps.

Side B: Aerial makes him pop forward and up a little (like Monkey Flip's trajectory) in a sort of "third jump" (as such, I'd appreciate the Screw Attack stuff here while he's still moving upwards).

Down B: Aerial makes him plummet to the ground in ball (but NOT with Screw Attack stuff) and bounce off whatever he comes into contact with (spiking whomever it may hit).
I'd also like to suggest ideas I had on some Down B moves for the PT Pokemon (and move Pokemon Change to one of the taunts):

Code:
Squirtle: Blizzard
Squirtle spins around in place and a whirlwind of ice surrounds him (think Giga Bowser's Down Smash, only weaker, but able to be continued forever) for as long as you hold B. 2-5% per hit, 3% chance of freezing per hit (but hit count is high, so it WILL happen).

Ivysaur: Synthesis
Ivysaur starts faintly glowing white (if possible), enters a continuous loop of the taunt where he spins the leaves around his bud and heals at a rate that starts at 1 dmg/s and increases by 1 dmg/s/s; so, for example, total healing after 5 seconds would be (1+2+3+4+5)%, or 15% damage and total healing after 10 seconds would be (1+2+3+4+5+6+7+8+9+10)% or 55% damage. (Hey, he takes more damage from the super common Fire attacks than any Brawler; why can't he get a healing move?)

Charizard: Earthquake
Charizard enters a continuous loop of his stomping taunt and DK tremor effects appear around whichever foot stomps whenever it does. Same damage and everything, but his feet would also be grounding hitboxes like Metagross's Earthquake.
 

aceofdiamonds825

Smash Apprentice
Joined
Feb 23, 2009
Messages
155
Location
Illinois
One character I would like to see is Ninten, the original mother boy- Ness based

Sorry if this set isn't possible, but I can't use PSA so I don't know all of it's limits.

Specials- More defensive since Ninten never learns offensive PSI abilities
Neutral B- LifeUp- He heals a small amount of damage, like ten percent (is this possible?) but the attack would need some charge time to prevent it from being totally broken, maybe take the effect of a food item.
Side B- Hypnosis- Jigglypuff's sing attack without noise (maybe quicker or wider radius?)
Down B- PSI Shield- Creates a shield like pit's mirror shield in front of himself but with electricity hitboxes at the start
Up B- 4th-D Slip- A teleport move, similar to how it was done in project mewtwo, but if this isn't possible then maybe just have the attack make him invisible for a short time.

Smashes- Ninten using "Hanks Bat"
Side- Same as ness, but perhaps stronger
Down- Same as ness but instead he uses the bat
Up- Once again replacing the yoyo with a bat

Aerials
Uair- A flip kick sort of thing, possibly take ness' second jump animation
Dair- Same as Ness, but sends the opponent straight up not down
Nair- Same as Ness, maybe stronger
Bair- Same as Ness but no "PSI-energy-effects" just a normal back kick
Fair- Same as Ness, but again without the "PSI-energy-effect"

Tilts
Side tilt- Ness' throwing animation but with added hitboxes
Down tilt- Ness' DTilt, but stronger and slower so it can't trap
Up tilt- ness' uair animation but grounded so it looks more like pikachu's Uthrow

Throws- same as Ness, but Dthrow changed from fire effects to Electricity

This would be cool to see, please tell me if this is not doable and if someone made this I would be very grateful =D
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
Takin' the Paradise Line~
I actually had a few Ninten concepts myself that I posted. I'll fetch them again.

Show me the wisdom of the world~

I was up one night coming up with ideas for Ninten, and I didn't want to forget them, so I wrote them down.

Ness->Ninten

B is Hypnosis. Using the same animation as PK Flash already does, the move appears in front of him (no "PK Flash!" is called out) and starts to charge up like Flash does, only it always stays right in front of him. Instead of doing damage, it puts enemies caught in the blast to sleep, with a longer sleep time on a higher charge (min 1 second, max 4), and sends aerial enemies caught in the blast into their footstool animation.

Up B is 4th-D slip, basically just takes the "ball" hitbox of PK Thunder, and makes it and the tail hit with the 00 Hit value and do nothing but keep the enemy just about where they are. It also does not get eaten by attacks. Only the initial PKT2 hit takes place, dealing fire damage (it is an explosion after all), and all the remainder of the move has the thunder effects taken off entirely.

Side B is dash kick- Using Ness's F-tilt animation, Ninten moves forward while doing two kicks, one that sends the enemy forward into the second one that acts as a very very weak spike, imbued with lightning damage. Aerial he goes forward and falls slightly, like ROB's side-B

Down B is PSI Ground, which uses his PK Fire animation and makes 2 small shockwaves appear, one after the other, the first one right in front of him, and the second one about PKFire distance away, over the ground that plant enemies into... the ground. the time planted should be the same as DK's side B. In the air, it creates a single wind hitbox diagonally down and in front of him to push enemies away


AAA is Punch Punch dash attack, with only one physical hit on the dash attack that has the same statistics (damage, kbg, bkb, angle) as Ness's downward aimed F-tilt, and ring effect removed

Dash attack is the running beamsword animation with a single electric hitbox (when he sticks his hand out) that does 11 damage and sends the enemy upward and behind him. (No idea what KGB, angle, or BKB to use D:

F-tilt is Last AAA kick and the same KBG and BKB as TL's f-tilt

F-smash uses his multiple bat swing Victory pose, and hits Strong, then progressively weaker for the remaining hits, but strong again on the last hit

Sorry I'm no good at figuring out what KGB and BKB values to use D:
Of course, my 4th-D slip was thought of before the discovery of invisibility, and with it, I would remove the PKT2 hitboxes altogether, and make the travel be invisible, then end quicker than PKT as well.

Life is fine; On the paradise line~
 

nightSN

Smash Ace
Joined
Mar 12, 2008
Messages
539
Location
Ontario, Canada

Ichigo Kurosaki Bankai (Ike base)

Visuals: Theres already an Ichigo texture

A Moves:

Jabs:
This will start sword slashes that will last as long as you please (similar to Metaknights jabs)
havent decided on the animation

F-Tilt:
A side slash, similar to Ike's f-tilt but weaker and much faster

D-Tilt:
The second jab that ike has (a light kick)

U-Tilt:
Ike's "Prepare Yourself" taunt animation but speeded up

B Moves:

Neutral B (Getsuga Tenshō):
Quick draws animation, chargable like samus's, stationary, projectile

Side B (Flash Step):
Quick draws animation, already has distance of being half charged, disapearing animation

Down B (Reiatsu Pressure):
#1 The taunt where ike looks like hes charging animation, this will further increase Ichigo's speed and power and size of Getsuga Tenshō but if interrupted Getsuga Tenshō will lose charge of Getsuga Tenshō and take double % of the attack that interrupted Ichigo, must be fully charged for effects to happen
havent decide on how long the buff will last

OR

#2 The taunt where ike looks like hes charging animation, chargeable like ike's quick draw, stuns for half a second, longer the charge big the radius

Up B:
Undecided, anyone wana give me some ideas?
 

aceofdiamonds825

Smash Apprentice
Joined
Feb 23, 2009
Messages
155
Location
Illinois
I actually had a few Ninten concepts myself that I posted. I'll fetch them again.

Show me the wisdom of the world~



Of course, my 4th-D slip was thought of before the discovery of invisibility, and with it, I would remove the PKT2 hitboxes altogether, and make the travel be invisible, then end quicker than PKT as well.

Life is fine; On the paradise line~
Oh cool it seems we have some similar ideas, and I like some of your things better, like the dash attack SideB and the implementation of hypnosis (instead of jigglypuff's sing which sucks as a normal attack). But for the 4th-D Slip do you mean that he would still shoot a pk thunder and have to hit himself like ness?
 

Kink-Link5

Smash Hero
Joined
Jul 10, 2007
Messages
6,232
Location
Hall of Dreams' Great Mausoleum
Oh cool it seems we have some similar ideas, and I like some of your things better, like the dash attack SideB and the implementation of hypnosis (instead of jigglypuff's sing which sucks as a normal attack). But for the 4th-D Slip do you mean that he would still shoot a pk thunder and have to hit himself like ness?
It would still need to be aimed into himself, yes, but it would pass through enemies, like lucas's does, without the knockback. This way, it creates a unique approaching and defensive move that allows for as much versatility as PKT had to begin with, just replacing killing with a fast teleport after a quick whipping.
 

aceofdiamonds825

Smash Apprentice
Joined
Feb 23, 2009
Messages
155
Location
Illinois
It would still need to be aimed into himself, yes, but it would pass through enemies, like lucas's does, without the knockback. This way, it creates a unique approaching and defensive move that allows for as much versatility as PKT had to begin with, just replacing killing with a fast teleport after a quick whipping.
Oh I see that makes sense, so now we need a person to make all of this :/
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679



The Masked Man concept (Lucas base)

Visuals: None. There is already a texture hat for the Masked Man. (Using Lucas without his helmet)
He needs a yellow sword to be made. If you could, use the beam sword that's yellow/smaller.

[b[] A Moves[/b]:
A-Sword swipe that has an electric effect with it. Beam sword A animation.
AA-Second sword swipe with an electric effect. Beam sword tilt animation.

Forward tilt- Lucas ftilt animation, but reworked with a sword. (If that's possible?) It's a sword hit effect.

Up tilt- Upsmash animation. His body is imbued with electricity. (Think Melee Mewtwo nair, or Lucas current nair) It's faster than the upsmash though.

Down tilt- Lucas downsmash animation. Faster but with far less range, damage and knockback. Electric effect.

Forward smash-Beam sword Fsmash animation. Slightly slower but with good knockback. (slightly below regular Lucas)

Upsmash-A strong head butt. Lucas uair animation but grounded. (Is that even possible?) No electric effect.

Downsmash- Lucas down B animation. The magnet is gone of course, in it's place, the hand is a hitbox that cause stunning Zero suit Samus.



B moves
Neutral B -Lucas PK Freeze animation. His neutral B is Pk freeze that travels as you hold down B horizontal. If it hits an opponent, cause Thunder damage. The freeze should be recolored to be yellow.

Forward B-Lucas assist trophy animation. Pikachu's Thunder that cause the thunder effect when it hits a target. Range is slight ahead of it.

Up B- Serious here. Pit effect. As in a wings of icarus on Claus. If that isn't possible, than something else needs to be done here.

Down B- Akin to Phantom Mario's neutral B fireball, The masked man uses The PK thunder animation (ends quickly) and the bolt travels on the floor. No control. Quick and easy to spam.

Misc

Throws-Same as Lucas. Grab animation is a regular grab. (Ness')
No rope snake.

Tether- The Masked Man doesn't have it.

Taunts-
Up Taunt-Lucas still victory animation. Uses a sword this time. (if it's to much, just use Lucas default down taunt)
Side taunt- Lucas other victory taunt. (Kneeling and swatting the air with hand)
Down taunt- Lucas' Needle Pull.

So that's my masked man, I plan to change a few bits later. My problem with him is that I'm no good at PSA so I couldn't even effectively recreate my favorite character of Mother 3. :(
If someone could recreate him, that would be just pure awesome in it's unadulterated glory.

Oops, forgot aerials.

Fair-Lucas Zair animation. It's a sword swipe instead. (electric effect)

Dair-Ness Dair animation (if possible) or Lucas dair animation (single kick) the enemy is sent up into the air.

Nair- Ness neutral air animation. Nearly identical, hands hitbox give an electric + more knockback.

Up air- Link's uair animation. The sword has an electric animation.
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
I saw a texture hack of ROB into Robo/R-66Y/Promethus from Chrono Trigger. I have an idea that could turn ROB into(Abeit thinner) Robo. Here are some ideas(It's been a while sence I played the game).

-Slower Running speed, faster walking speed
-Heavier
-Faster attack execution
-Dash Attack: Uzzi Punch-A combonation of quick punches.
-Neutral Special: Robo Tackle-A tackle attack using the Down B charging animation.
-Explosion effects added to his tilts
-Laser effects added on some aerials and smashes.
-Neutral Special: Rocket Punch-He fires a projectile(His Gyro) at you with decent damage and knockback, has the punch animation
-Side Special: Uzzi Punch-A quick combo of attacks that knnocks the opponent into the air with the last blow.
-Up Special: Area Bomb-A jumping technique with the down aerial animation, as explosions go of underneath him.
-Down Special: Heal Beam-Requires a 2 second charge, but heals 20% damage. Uses side taunt animation.
-Final Smash: Shock-This is up to whoever decides to make it.

This is just a rough draft, whoever does this can decide on specifics.
 

It's a forum

Smash Apprentice
Joined
Aug 15, 2007
Messages
85
Classic Kirby (Kirby)
-B down: hammer
-B side: Stone
-Let Kirby dash and stone, just like in Super Star
-Create area of effect damage for Stone upon existing the rock
-Inhale, once inhaled, allow grab/throw...in a Crystal Shards manner
-Basically Kirby's Inhale becomes another throw, similar to how Samus could almost air grab in Melee.

Can you replace sound effects with the latest File Replacement Code? I really want Kirby's Final Cutter to have the classic 64 sound.

And can someone edit the StarSpin Mario V2? I really don't like his new Dair, can someone replace it with something more like his N64 dair?
 

Master Knight DH

Smash Journeyman
Joined
Apr 1, 2008
Messages
460
Olimar that isn't a Cheap Wimp (take a wild guess):
-Pikmin maturity stage actually affects Pikmin performance
-Base power, priority, range, speed, etc. of any attack that uses a Pikmin is lower but gets improved based on color and stage.
-Having at least one Pikmin of a given color considerably lowers the chance of getting subsequent Pikmin of the same color for each one Olimar already has
-Pikmin Chain can be used twice in the air before causing Helpless *OR* Olimar has a Pikmin capacity of 8 (in other words, Pikmin Chain would not be nearly as gimpable)

Pit that isn't a Skill Gate Character as the archer he's supposed to be (guess who again):
-Arrows have higher speed but negative base KB
 

Emininja

Smash Rookie
Joined
Jun 26, 2008
Messages
21
Captain Viewtiful!

His B would still be the punch however it fly a couple feet farther then his fist just like Joe from red hot rumble (I don't know if anyone could accomplish this, maybe just make a think flame beam that shoots from the falcon in stead and make it weaker?)

His down B would be Slow:causes every1 around him to slow down for 2 seconds after the slow animation

Up B: Mach Speed: he moves at 1.5x speed for the same time as Slow

And I think the Side B can remain
 

dino_gonzalez

Smash Apprentice
Joined
Jun 27, 2009
Messages
109
Location
Texas, Laredo
fox move set (concept)

Military Fox [James McCloud] ( based on Fox)

Info counter, turn grab, more shooting, Dash grab, smash cancels
Attributes weak jump, about wolf walk and run, heavy gravity, weight (98)
Attributes Done

Moves

normal attacks:
up shoots up (grab throw up animation)(maybe automatic)
side-u shoots diagonal (grab throw back animation)(maybe automatic)
side shots forward (automatic)
side-d – original normal attack: down (maybe: if button B press motion bomb set)
down – original smash attack: down (faster and not as strong)
neutral hit combo into strong shoulder push (grab throw forward animation)
running – original normal attack: side-d (with stun effect)
WIP-,upTilt,

Smash attacks:
up – original normal attack: side [can be canceled] (in place)
side Dash grab (vulnerable recovery time,charge for longer range,a bit slower)
down turn and grab

Air attacks: flaw (no air shooting forward)
up – original smash attack: up
forward – original air attack: neutral
down shoots down (grab throw up animation)
back – same
neutral – original air attack: down (spins only twice) (possible to energy shield after)

Special attacks:
up jump original up air attack [can be canceled out] (once per jump)
side kicks into original up air combo (once per jump)
down {counter} (animation up taunt) if hit catch flames and do a short up forward attack (possible to spin and energy shield afterward)
neutral energy shield
Final Dash - Like Marth's special

Throws
Up – same
forward – original throw: back (reversed)
down (possible energy shield afterward)
back beginning animation to back throw then energy shield

never mind articles ruin my idea but I have a new one
 

roninlast

Smash Cadet
Joined
Aug 19, 2009
Messages
38
Dark Coldfire(Marth)
Body:
Normal but with Darkness, Fire, and Ice pulsating from him with each passing Second.

Taunts:
Up Taunt changes the element to Darkness and Fire to Swirl around him.

Moving:
The Elements pop out of the ground and damages the enemy for 3%

Attacks:
Neutral attack: summons up a row of Ice come across. 3% per hit, 4 hits total.
Walking Attack: Creates a little Dart of Fire and darkness. 5%
Running Attack: None
Down Attack: A creates a wave of fire. 10% per hit, 2 hits total.
Up Attack: Calls forth 3 bolts of lightning in a row around you. 6% Per hit, 3 hits total.
Side Smash: Stabs forward and creates a big ball of electricity. 7% per hit, 5 hits total.
Down Smash: Gets into a defensive Stance as a ball of fire consumes him. 14%
Up Smash: Same animation but a pulse of Darkness shots out from the ground. 17%

Aerial:
Nair: Fire swirls the sword while spinning. 10%
Fair: Does the 2nd of the Dancing Sword Combo. 11%
Dair: Creates a dark ball line downwards. 15%
Bair: Same but stronger. 10%
Uair: Does a twin spin slash. Fire at first and then Darkness. 5% + 10%

Specials:
Normal Special: Stabs forward but creates a huge blast wave of Darkness when fully charged. 10% normal & Semi Charged. 25% Fully Charged.
Up Special: Ground: Twin Upward Slash. 10%+10%; Air: Normal Dolphin Slash.
Down Special: Summons a wave of fire covering him like a huge spike. 20%
Side Special: Chargeable Slash Attack Calling forth a huge wave of Fire, Ice, and Darkness. 10% per hit, 4 hits if fully charged, 2 hits normal & Semi charged.

Anyone who makes this, can you send me the download link? I'd really appreciate it ^^;
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
C.Falcon to Sub Zero VBrawl_BBrawl
- No C.F voice clips will be played

- Attack Animation Changes -

Standar attacks
- first jab will be loop jabs, and followed by the Dthrow animation with a blizzard effect with a
multi hitbox loop set 3, other jabs removed
- Ftilt, all of em will have the Bthrow Animation with a nice relative and balanced BKB and KBG
- Dtilt will be FtiltLw
- Utilt will have the Uthrow Animation with a good killing power
- Dash attack is now Fthrow animation
- Bthrow will get FtiltHI animation
- Uthrow will have Fthrow animation
- Fthrow will knee jab animation

Aerial attacks

- Knee removed! (he's not C.F so he don't deserve it) Utilt animation
- Nair is now FtiltS
- Uair will stay the same, but will get a Reverse Direction Tweak
- Dair will stay the same, but the arms will have ice damage
- Bair animation or effects unchanged

Special Attacks

- Neutral B = Smash Throw Side item, an Ice grafical effect with guaranteed freeze, for about 3-5
secs, range like samus Strong missile and also it's speed, 1% damage only, Launch angle will
be toward Sub Zero so it won't freeze gimp out of stages
- Up B = Smash Throw Up item, same grafical effect from the Neutral B, but it goes up, and then after some range, will go forward from where Sub Zero was facing and then go down, this one
will cause semi spike with low KB/KBG but will do about 6%-10% damage also will be hard to hit with it
- Side B = Same start animation, then followed with a dash attack animation on ground
- Side B air = Same start animation, then followed an ice explosion with the last UpB animation (it will no say Yesh...)
- Down B = animation where the normal down B actually crashes with a wall, and all Sub Zero
Body will get an Offesive Collision that freezes opponent, 1 frame invinsibility, 1 frames super armor. if you are in contact the first 5 frames of the animation, the foe will get freezed (like ice counter) you will go into the falling state if done in the air or near the ledge

all of the changes above will get different lauch angles and KB/KBG

some specials will get ice effects and grafical effects

*** one thing, I'm still learning how to use this thing, so don't rush on me :p ***

this following link will be the texture I'm going to use

http://www.smashboards.com/showpost....&postcount=184
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
ELECTRO FALCON



Version 0.2 Beta


Electro Falcon comes to the brawl, freshly renewed with SHOCKING talent. (tee hee)


v0.2 Changelog:


Jab: links together a little better, first 3 hits have electric hit effect, and 3rd hit has brief intangibility

side tilt: item throwing animation, electric hit effect and graphic

up smash: assist trophy animation, electric hit effect and graphic (disjointedness ftw)

fthrow: fair animation, electric stuffz, balanced KBG and BKB

down throw: lower trajectory, electric stuffz

up throw: can combo now, electric stuffz

bthrow: electric stuffz, slightly different angle

up air: up smash animation, both hits have electric stuffz, more endlag so it can't be spammed offstage

dair: dtilt animation, less endlag, semispikes (two of the three hitboxes: third one trips)

side b: electric graphics and stuffz

dash attack: down b animation, electric graphics and stuffz, much less endlag

Many slightly tweaked attributes such as aerial mobility and run speed

Just test him out yourself, I can't think of all the changes right now. Have fun guys ^_^


DOWNLOAD LINK: http://www.megaupload.com/?d=R77GXH5G
 

DevilKiller

Smash Apprentice
Joined
Sep 13, 2004
Messages
142
I feel bad just for typing this upm but I really want to do it. Remember the time when texture hackers said, "NO MORE SHADOWS, NO MORE CLOUD STRIFES"? I feel like I'm doing that too.

AND just a note: I barely know how PSA actually works, therefore, some suggestions posted here may be outrageous. Sorry if that does happen.

Knight of The Wind (Sonic and the Black Knight)​

Gauntlets not included.​

Sonic, the Knight of the Wind, is a sword-carrying, trash-talking combo machine. For Brawl, Sonic decided to borrow Marth's sword, since his usual sword Caliburn decided to take a vacation.

Numerically, Sonic's comboes are impressive. Damage wise...not so much. Personally, Sonic also prefers the air. He has a good priority and larger hitboxes to boot, even if the damage isn't as good.


Special Moves

Neutral B - Homing Attack.
Reduced lag, reduced knockback, reduced damage, reduced landing lag, reduced bouncing, reduced everything (Okay, maybe not everything) The Homing Attack is like a weak sucker punch: you hit them when they aren`t looking, then you run away. At low percentages, you're still setting youself up to get attacked, but at high percentages, it's a good way to start a combo, assuming the enemy is still alive and in range.


Up B - Faerie Spring.
In Sonic and the Black Knight, the traditional gameplay items of the Sonic series were replaced by objects that fitted the setting of the game. In this case, the spring is a faerie. A half-baked, useless, blue fairie. Can the spring be made invisible and replaced by Link`s very own faerie? (Link has a taunt with a faerie) The changes are purely graphical.

Additionally, the hitbox that is created by a falling spring in mid-air should be removed.


Side B - Soul Surge
Unlike the half-baked faerie, Soul Surge is a fully baked move. It is a single powerful sword slash that puts Ike's Quick Draw move to shame. It is a move that requires charging, and the only way to charge up Soul Surge is by attacking. You have to inflict a certain amount of damage to use Soul Surge.

Less than 30% = Sonic trips. That's what you get for being impatient.

30% = A single, handy swipe. It's as good as your average tilt attack. Comes out pretty quick.

50% = Sonic dashes/flies torwards the enemy and slashes once. It's knockback and damage are fairly powerful, like an uncharged smash. The difference between an uncharged smash and Soul Surge is that Soul Surge is IMMEDIATE. The flying/dashing time is faster than Ike's Quick Draw. Sonic has a limited area of flying/dashing, as much as a Homing Attack. Unlike a Homing Attack, it goes straight left or right.

130% = Sonic halts, glows once (graphical effect), dramatic sword sound, then BAM! leaps forward and takes a MASSIVE swipe at the enemy almost guranteed to KO. It's like a nerfed/weaker version of Meta Knight's Final Smash move, including the slash effect across the screen. If you are the opponent, you must DODGE, NOT SHIELD, because this move is a shield breaker. It has a laggy start-up, thus enabling easy dodging and retaliation. (Imagine losing a stock, coming back, only to lose another stock to a fully charged Soul Surge. Not gonna happen.)


Down B - Guard

Sonic holds his sword out (shielding position animation, but no shield) and guards. (well, what else would he do? This move is called Guard.) Depending on how you attack him, different animations/effects will occur:

If you attack him with a weapon, you recieve 2% damage and trip. Sonic has virtually no lag after you hit him, so he will now have a perfect chance to attack you while you're down. Guard also applies for clobbering items, such as the Beam Sword or the Star Rod.

If you attack him with a body part, Sonic will immediately grab you, no matter how far your fist or foot extends from your body. He will proceed to kick you upwards. (Up-tilt animation) It 's quick and always deals the same damage - 8%.

If you attack him with a 'tether' move (okay, not a lot of characters have a tether move), Sonic will simply spin on the spot, swing his sword and push you away. No damage. Link, Zero Suit Samus, Ivysaur, Olimar are a few character with tether recoveries.

If you attack him with a projectile, Sonic is officially screwed. He'll just get hit.

If you attack him from behind, he is also screwed. Knights have trouble dealing with backstabbers for some reason. :laugh:

It CANNOT be used in the air.


I'll come back to this post when I come up with more ideas.
 
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