Eldiran
Smash Lord
Added a CSP by TCRhade, 11/18/09!
Update, 11/17/09! Added a new version of Giga Bowser, which is easier to kill and thus more in line with other characters.
Update on this character! The original file modified a variable that caused crashes on winning. I mistook that for glitchy Giga Engine codes... but now it's fixed! Crash-free!
This time something a little more interesting than a few hex changes. So, here you go: Kill-able Giga Bowser!
Still very menacing. He remains wholly unchanged, except for one thing...
When you deal damage, he actually budges.
Giga's a little absurd in my first version -- he's probably equivalent in strength to two characters. So, I've made a more killable Giga Bowser.
More Killable Giga Bowser
http://www.mediafire.com/?ymnzizjwvmj
Strong Killable Giga Bowser
http://www.mediafire.com/download.php?4ajyyljiyjj
Be sure to rename the file to FitGkoopa.pac and place it in SD Card:\private\wii\app\RSBE\pf\fighter\gkoopa.
----
Now the technical explanations:
Due to Giga Bowser's unflexible nature, the knockback is strictly reliant on the % dealt and Giga's current %. This means that trajectories and specific BKBs and KBGs are not taken into account. Giga Bowser cannot be spiked or sent straight up, etc. Being reliant on damage alone also has the unfortunate effect that moves with no knockback can make him flinch. Like Fox's laser.
However, I did make it so Giga ignores the first 3% before getting knocked away. (I'd make it the first 3% of any hit, but I couldn't. That's something I'll work on.) So, if Fox shoots him with a laser shot, nothing happens. Two laser shots, however, causes him to flinch.
So! The upshot is, Giga flies in an arc when struck. He typically dies anywhere from200 - 300% 140 - 200%. He cannot be killed off the top. Due to his extreme size (and thus comboability) I'd say he could possibly be balanced. I wouldn't know though since my testing was limited to Training. So!
Known Issues:
- Doesn't account for trajectory/knockbacks/special effects (unfixable)
- Non-flinching attacks can flinch
- Multihit attacks may not be very effective.
Now that that's all taken care of, enjoy!
---
Demonstration video, thanks to Fools' Gil:
CSP, thanks to TCRhade:
As for codes to play as Giga Bowser:
P.S. Thanks to Dantarion's OpenSA for helping me find the damage variable! And naturally thanks to Phantom Wings for PSA.
EDIT: Thanks to freezinboi280 at the Kittycorp forums for the bug report leading me to fix it.
Update, 11/17/09! Added a new version of Giga Bowser, which is easier to kill and thus more in line with other characters.
This time something a little more interesting than a few hex changes. So, here you go: Kill-able Giga Bowser!
Still very menacing. He remains wholly unchanged, except for one thing...
When you deal damage, he actually budges.
Giga's a little absurd in my first version -- he's probably equivalent in strength to two characters. So, I've made a more killable Giga Bowser.
More Killable Giga Bowser
http://www.mediafire.com/?ymnzizjwvmj
Strong Killable Giga Bowser
http://www.mediafire.com/download.php?4ajyyljiyjj
Be sure to rename the file to FitGkoopa.pac and place it in SD Card:\private\wii\app\RSBE\pf\fighter\gkoopa.
----
Now the technical explanations:
Due to Giga Bowser's unflexible nature, the knockback is strictly reliant on the % dealt and Giga's current %. This means that trajectories and specific BKBs and KBGs are not taken into account. Giga Bowser cannot be spiked or sent straight up, etc. Being reliant on damage alone also has the unfortunate effect that moves with no knockback can make him flinch. Like Fox's laser.
However, I did make it so Giga ignores the first 3% before getting knocked away. (I'd make it the first 3% of any hit, but I couldn't. That's something I'll work on.) So, if Fox shoots him with a laser shot, nothing happens. Two laser shots, however, causes him to flinch.
So! The upshot is, Giga flies in an arc when struck. He typically dies anywhere from
Known Issues:
- Doesn't account for trajectory/knockbacks/special effects (unfixable)
- Non-flinching attacks can flinch
- Multihit attacks may not be very effective.
Now that that's all taken care of, enjoy!
---
Demonstration video, thanks to Fools' Gil:
---Killable Giga Bowser Vid
http://www.youtube.com/watch?v=4hTJACsyY9E
CSP, thanks to TCRhade:
---If anyone wants a Giga Bowser portrait (preferrably for Eldiran's killable one), here it is:
TGA download: http://www.mediafire.com/file/kyhrn4ymdjt/C:\fakepath\gigabowsercsp.tga
As for codes to play as Giga Bowser:
The easiest way to play as Giga Bowser is to get the Custom CSS.
Here is mine, which also includes alloys, ZSS, and individual pokemon:
The above codes are totally glitch free except for one known circumstance: if you have alloys in the match and 4 players, player 4 must be an alloy.Code:Independent Pokemon Engine +no wreck My Music V2 [spunit262] * 06407BD0 0000000E * 04030F0D 1E1B1F1B * 201B211B 221B0000 * C2684964 00000007 * 881400B8 2C00003F * 41A00028 2C03001D * 40A20008 3860001E * 2C03001F 40A20008 * 38600020 2C030021 * 40A20008 38600022 * 987400B8 00000000 CSS fixes for Giga and Company V2 [spunit262] * C2684940 00000002 * 9BB400B8 57BD06BE * 2C1D001B 00000000 * 040AF8D4 546025B6 * 040AF964 546025B6 * 040AF830 546025B6 * 040AF528 546025B6 * 040AF810 546025B6 * 040AF880 546025B6 * 040AF848 546025B6 Alloys don't crash and Others don't wreck My Music V2 [spunit262] * 06407BD0 0000000E * 04030F0D 1E1B1F1B * 201B211B 221B0000 * C2815524 0000000D * 7C641B78 2C030011 * 4182000C 2C030012 * 40A20008 38600010 * 2C03002C 40A20008 * 3860000C 2C03002D * 40A20008 38600017 * 2C03002E 40A20008 * 3860000A 2C03002F * 40A20008 3860000E * 2C030030 40A20008 * 38600000 2C030031 * 40A20008 38600006 * 4E800020 00000000 * C29472D8 00000003 * 2C04002E 4180000C * 90810058 38000000 * 9801005D 00000000 Giga and Company Engine V2 [spunit262] * C2684964 00000013 * 881400B8 2C00003F * 41A00088 2C030010 * 40A20008 38600011 * 2C030026 40A20008 * 38600012 2C03001D * 40A20008 3860001E * 2C03001F 40A20008 * 38600020 2C030021 * 40A20008 38600022 * 2C03000C 40A20008 * 3860002C 2C030017 * 40A20008 3860002D * 2C03000A 40A20008 * 3860002E 2C03000E * 40A20008 3860002F * 2C030000 40A20008 * 38600030 2C030006 * 40A20008 38600031 * 987400B8 00000000 Needs "Alloys don't crash and Others don't wreck My Music V2" for safety. CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262] * 80693D50 38800004 * 06693D6C 00000008 * 38000000 3880000F * 04697EEC 60000000 * 046900E8 60000000 * 04697F58 60000000 Custom CSS V3 [spunit262] [18 lines] * 0668310C 00000030 * 387E006C 3B600000 * 3C808068 38840DE0 * 7CBB20AE 7CA50775 * 41800014 94A30004 * 3B7B0001 2C1B0032 * 4180FFE8 48000038 * 04690338 48000068 * 066900D8 00000008 * 2C170028 41820168 * 02680DE0 0022FFFF * 06680DE0 0000002D * 00010206 161F0811 * 12091A0E 0713251B * 21260D05 14171022 * 200B270C 15240304 * 0A231918 4C4A4E40 * 465C5D5E 29000000 * 465C5D5E 29000000 Alloy Victory/Loss Poses: * 0477F8EC 60000000
P.S. Thanks to Dantarion's OpenSA for helping me find the damage variable! And naturally thanks to Phantom Wings for PSA.
EDIT: Thanks to freezinboi280 at the Kittycorp forums for the bug report leading me to fix it.