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MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
OMG, this is so unintentionally hilarious! I laughed so hard at Megaman XD. But yeah, that's awesome. I WISH you guys could bring Mewtwo back in somehow. I'd cry a tear of joy if you did.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
OMG, this is so unintentionally hilarious! I laughed so hard at Megaman XD. But yeah, that's awesome. I WISH you guys could bring Mewtwo back in somehow. I'd cry a tear of joy if you did.
If Almas can perfect his clone code it's possible, he'd just have to be tied to Lucario. I think Roymaster made a texture hack to edit aura powers to look more like Mewtwo. Looks pretty pro...

http://s30.photobucket.com/albums/c...?action=view&current=al_090508_0903binout.jpg

http://s30.photobucket.com/albums/c...?action=view&current=al_090508_0902binout.jpg
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
I think Roymaster made a texture hack to edit aura powers to look more like Mewtwo. Looks pretty pro...
LOL, well that's probably the best you can get it. It'd be even better if you could remove those dangly things from his head, but I'm fairly certain that you can't do that :-(.

As far as the Roy stuff goes, the uair should have weak hits. One of the fun things about Roy and shffling u-airs is that if you space things right you can swap into hitting with the weak hits that still combo when they get really high. I'd like to keep that aspect of his game intact if you guys were to make a Roy clone.

Everything else looks nice, we'd just have to test it like a mofo to make everything right.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Since the Aura effect isn't tied to Lucario's costume, you wouldn't be able to give Mewtwo any effects without also giving them to Lucario.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Mewtwo doesn't need any effects XD. But he'd need to have his old nair back. Multihit during the entire animation of Lucario's nair. I think Mewtwo just wouldn't work though, he's too different than Lucario, it'd be very cheesy. Other characters like Roy, Doc, and Isaac make sense, but sadly not M2.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Ok guys, so I think I may have gotten a tad in over my head. This being my first experience with the hitbox mod and all. Either way, here is what I have so far...

  • Jab 1 has less base to jab cancel more effectively and link into the second hit more effectively.
  • Jab 2 has more base to be a stronger GTFO out move.
  • F-tilt blade hits do 12 instead of 9.
  • F-tilt tip hits do 9 damage instead of 12 and drag inwards at 110 degrees.
  • F-smash blade hits do 15 damage instead of 14, send out at a 40 degree angle, KGB from 70 to 80, and BKB from 60 to 75. It is a very powerful smash attack.
  • F-smash tip hits do 10 damage instead of 19, knock at a 270 degree angle (straight down), has a KBG of 40 and BKB of 55. Against ledge campers it can spike people if they are careless, but if the ledge camper is alert most characters should be able to meteor cancel it. On stage it doesn't knock people very high. You'll need to tech it or roll away as fast as you can to avoid a blade hit of the f-smash
  • U-smash is currently borked, I need to fix it. Currently it send people straight to the left or right, most of the time being unrecoverable.
  • F-air now does 13 damage, sends out at 30 degrees, KBG of 50, and a BKB of 30. It's a powerful gimp tool. I'll need to lower its damage, it builds damage too well and I'd like to keep the unique 'drag in' on the tip and the combos it leads into in tact.
  • F-air tips do 10 damage, drag inwards at 200 degrees, and has as KBG of 40. Tips need to be teched or they can lead into F-smashes. Off the stage tips can either hurt your edgeguard and put Roy on the recovery or they can stage spike.
  • B-air blade hits Damage increased from 11 to 14, Angle changed from 361 to 30, and BKB from 30 to 40. It seems to be his best aerial finisher.
  • B-air tips Damage decreased from 14 to 10, Angle changed from 361 to 260, KBG from 90 to 20, and BKB from 30 to 50. Overall it's pretty useless on the stage but off the stage it can set up pretty decent spikes, especially when ledgehopped. It's a very weak spike and anyone with a decent vertical recovery can meteor cancel it.
  • D-air will need some balance tweaks. I basically made the blade and hilt a meteor that is less powerful then Marth's tipper'd d-air. Basically assume the tipper and non-tippers just flip flopped for Roy.
  • U-air: It juggles well but never true combos, people can air dodge inbetween the hits, you can read the air dodge and punish accordingly. I don't think ill ever be able to truly let it combo into itself over and over again. anyway, it doesnt send people too high, my favorite part about it is if you SHFF it and connect with someone who is on the ground, it's a guaranteed grab and in mid percents can lead to a f-smash, which is probably a bit too powerful.
  • Grab attacks do fire damage.
 
D

Deleted member

Guest
about the roy sweetspot, we can now just move the "tipper" hitbox to the handle, might be a bit easier to work with
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
about the roy sweetspot, we can now just move the "tipper" hitbox to the handle, might be a bit easier to work with
Maybe for now, but honestly Roy's sweet spot was at the center of the blade, and it was rather large to the point that you could hit people with the sweet spot using most of the swords length. For example it'd be like this: ==**=- (* = sweetspot).

Also, I thought of this last night. For an exclusive Brawl+ character why not make Longchu? You know the infamous Pika/Ganon moveset swap that spread hilarity over the internets.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
So far I really like where Roy has come. I added D-tilt, D-smash, Neutral-B, Down-B, and started to mess with Up-b. I also balanced tweaked the U-air, F-smash, and U-smash. Here is my report so far:

  • D-tilt sends people up at an 85 degree angle. The tip still sends people straight out. It can combo into itself (I haven't tested it with DI) so that might be something to consider. In killing percentages it can't combo into the F-smash, they can AD in time, but you could always predict that.
  • D-smash blade hits received 1% more damage. A very slight KB buff. The tips hit inward. The tip on the first swing will drag the person in and combo into a blade hit on the swing back. It's a very pimp 21%
  • I added Fire to the Neutral B and added 1% more to all the attacks when it wasn't fully charged. Fully charged shield breakers now do 50%. When I edit speed I'll have to address this move for balance sake.
  • Down-B I added 2% more damage to in order to see what happens. It seems like it was adding 1% more damage to most counters, but I don't know. Requires further testing. I also added fire to the counter.
  • Up-B is all buggy. I'm trying to get it to combo into its own hitboxes to emulate the multi-hit Roy had in Melee. It isn't working.
  • As a miscellaneous aside, U-smash, Counter, Up-B, and Neutral-B all have a fire effect and fire sound effect attached to them

READJUSTMENTS
Most of Roy's moves have been toned down slightly in damage or knockback to make him more balanced. F-smash and B-air are still very good kill moves, just not the bests in game. D-air still needs to be addressed further.

Scroll down further to get my latest Beta.
 
D

Deleted member

Guest
that is ONE character? daamn. anyway as for the roy upB you might wanna try to give it very low BKB also, and maybe adjust the angle to 75.

gotta try this later today
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Shouldn't he, uh, also have his own set of physics and frame speed mods? But awesome.
 
D

Deleted member

Guest
When I edit speed I'll have to address this move for balance sake.
I think that will come. man I can't wait to play with roy, are there any decent textures yet?
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Shouldn't he, uh, also have his own set of physics and frame speed mods? But awesome.
I'm working on his physics. Currently I am using:

1156CC80

I need to add a little more u-grav. Roy is pretty beast on the stage and rivals the heavy weights in terms of knockback potential. His run speed will be slightly tuned down, but I think what I'm gonna go for is a fast, powerful character who literally can not recover. I'm looking at giving him the games worst recovery. But we'll see what happens. I'm probably gonna start frame speed adjustments today.

@PK

Currently the Blazer isn't sending people ANYWHERE. The angle should be 75 already, I'll have to check. Anyway, I have to test if giving the blazer a large BKB will fix it. Also, I can't find a Roy texture for Marth. One on KittyKorp is dead and the other linked me to some anime character.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
http://www.youtube.com/watch?v=_DYkrU8SqdM

Added a vid

Everything is edited except for N-air. I'm unsure on what to do with N-air, suggestions are welcome. Now, this set loads and runs well. I wasn't able to do much testing, I had to eat dinner and my brother wanted to watch Taken. If someone tests this before me, test the dancing blade damage. Anywhere, here it is. It will probably need some fine tuning, but I'm very happy with my hitbox mod for Roy. If you would like my full experience, set Marth's gravity to 1156CC90.

Also, here are the known problems/bugs:

  • Up-b is really weak. I'm probably going to keep it this way to make him easy to gimp
  • Roy is really good. I only fight comps, but they have no clue what's going on.
  • F-air is AMAZING. Might be his best move.
  • Dancing blade builds very good damage
  • Roy will need higher gravity or a recovery nerf if my goal is to balance him with the games worst recovery.
  • D-air is stupid good. Needs a nerf

Code:
RSBE01
Smash Bros Brawl (US)

ROY CODES

WiiRD Codes

Roy Hitbox Data [Goodoldganon]
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Now onto frame speed. PK asked that I just list em out and see if anyone could help, or he'd quickly write them out, so here goes...

  • Neutral B charges 50% slower. Currently it takes Shield Breaker 53 frames to charge. I'd like it to take 79-80.
  • N-air has 75% of Marth's normal ALR
  • N-air is 25% quicker after frame 19. It currently lasts 48 frames, it would be down to 21 (rounding down)
  • D-air back to 100% ALR
  • B-air set to 75% Marth's normal ALR
  • B-air is 115% of it's normal length. It currently lasts 40 frames.
  • Up-b frames 1-5 at 5 times normal speed in order to bypass the invincibility frames (mostly)
  • Up-b travels 20% quicker (I'm interested to see if he keeps the same distance, flies farther a la Lucario, or goes shorther)
  • F-tilt twice as fast after frame 11.
  • Counter hits frames 4-27. Counter should start at frame 10.
  • Roy runs at 85% of Marths BRAWL+ run speed.

Thank you for any help you guys can give. It's a lot of requests for people that are working on what is most likely more important, but I'd be very appreciative of any help you can give. Here is the Marth frame data topic, it really wasn't much help to me...

http://www.smashboards.com/showthread.php?t=204825
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Roy will need higher gravity or a recovery nerf if my goal is to balance him with the games worst recovery.
I don't think he needs the games worst recovery. Honestly, it should be similar to Marth's in terms of his upB (to make it more true you should make it have more horizontal distance at the expense of vertical distance). He would indeed recover worse than Marth, but that is because he is a fast faller. I think you might need to tone his stronger moves down a bit instead of nerfing his recovery.

As far as Nair goes, it doesn't have to be that different than Marth's nair, as they both functioned very similar in Melee. Honestly after playing with Roy a lot recently in Melee, nair is Roy's primary aerial. Considering the changes on the fair though, I'm thinking that it would need to serve a different function.

Aside from that lets go over some options for the nair:

A: It could be a combo finisher. I'm thinking at higher percents it won't be so easy to combo into his fsmash as well as other things. I haven't played the beta Roy so I'm only making assumptions on that part. If the nair was relatively strong (a decent amount stronger than Marth's tipped nair, higher BKB and KBG) then it would be a great finishing move at higher percents. A bit orthodox for smash, but hey, it's a good thing to have in your arsenal when dealing with a slippery high % opponent.

B: It could simply be another combo move. It could function more similar to how it did in Melee, as it was Roy's primary aerial (mainly due to fair sucking as badly as it did). If you did this then I could make the move be a nice damage racker with slightly lower base KB and growth than Marth's nair. Perhaps adjust the knockback to be slightly more vertical to also promote combos more. Again, fairly orthodox, but still good. Perhaps a bit redundant due to fair being so great though.

C: It could be a weak spike. Now this sounds strange as hell, I know, but hear me out. Like the other unorthodox idea of making it knock the opponent upwards, this would totally jack up DI if they were expecting a fair instead. Secondly, it would bring Roy's opponent back to the ground, perhaps indirectly setting up for a fsmash if they miss a tech at higher percents, or it could set up for dtilts at lower percents. This would give Roy a pillar like effect, which would be really really nifty.

D: Here is one that is weird but could have some fun applications. The nair would knock Roy's opponents behind and above him. This could also set up for juggles, actually better than the earlier idea I had, as well as turn around a combo near the edge if they are at low percent and Roy isn't done with em yet. This would be quite sexy, but it is also a complete deviation from how it was in Melee, so I'm not sure how people would take it. Again, this is OUR character, and seeing how characters changed from Melee to Brawl and that we are providing a KICKASS Roy, I don't think they would complain too much.

E: OR The ultimate, possibly broke idea. Have the tip knock Roy's opponents up or over him AND have the sweetspot be the combo finisher. That way Roy could go for a basic finisher, or attempt to mess up his DI by sending him behind him leading into another attack. This, to me, seems the most delicious option, and should *at least* be tested for the sheer AWESOME it brings. Not to mention the move can still function as it did more similarly than it did in Melee, while also applying the new "GET OVER HERE" Roy mechanic. I dare say it's BRILLIANT.

So yeah, those are some of our options. Some of them might be too good, such as the last one, but you KNOW you want that after reading it. It's so god****ed delicious that you can taste it on the tip of your tongue.

Lastly, like I said in IRC. Roy's reverse blazer should be able to one shot Meta, like it did Jiggs in Melee. Lets give that lil ******* a bad ****in matchup for a change.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
All right. I watched GoG's Roy video so I have a decent understanding of how he currently works. I was thinking about everything last night while I was trying to sleep, and I think I've worked out everything regarding the "Roy Mechanic" in my head. So without further adieu:

The Roy Mechanic Mission Statement

Every move that Roy has, minus B moves, should have the Roy mechanic. That is that the tips of attacks send the opponent closer to Roy. Most of them should send the opponent up and towards Roy. Juggle moves should make the opponent move down closer to Roy, the dair tip should move the opponent upwards toward Roy, and the fair tip should move them towards Roy (say if the top hitbox of the sword hits it would pull them down and towards Roy, the horizontal part hits then it moves them straight towards Roy and etc).

The tip's effect should be incredibly weak, and only amazing at high percents. Judging from the video the tip is currently too strong, capable of sending D3 behind Roy at 88%. I think it even was a bit too effective at lower percents too. Keep in mind, Roy's tip should still function as a drastically weaker hit, like in Melee, it just has this new attribute applied to it. A general rule of thumb is that it should do at most a third of the sweetspot damage and have very lil BKB and KBG. The tip needs to have very, very little hitstun. At low percents the tip needs to provoke somewhat bad situations if one accidentally tipped someone. The opponent should have a good bit of frame advantage, and be able to attack out of the tip in these low percents. The tip, I fear, would be broke if it was ALWAYS a good decision *does the Sam Adams pose*, and I really like the idea of the tip being a double edged sword (not intended to be a pun). That's not to say that it wouldn't be good at low percents, but at lower percents it could be an awesome mind game trick.

I think the tip effect should also be applied to the Fsmash. I think this would help balance the move a little, as a tipped fsmash sounds pretty useless. By introducing these checks and balances on the Roy Mechanic, it helps prevent it from being too broken. Roy seems like he'd be an amazing character, and I'd like for him to be tournament legal. I'd also like for him to have his ability to OHKO Meta with a reverse blazer :-P.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
All right. I watched GoG's Roy video so I have a decent understanding of how he currently works. I was thinking about everything last night while I was trying to sleep, and I think I've worked out everything regarding the "Roy Mechanic" in my head. So without further adieu:
Excellent, let's hear it.

The Roy Mechanic Mission Statement

Every move that Roy has, minus B moves, should have the Roy mechanic.
Agreed

That is that the tips of attacks send the opponent closer to Roy. Most of them should send the opponent up and towards Roy.
For varieties sake, I'd like to keep a few moves as different. The b-air tip spike is kinda nice, for example and the d-tilt tip pushes out, keeping it as a good ledge poke. Overall though, yes most tips should pull in.
Juggle moves should make the opponent move down closer to Roy, the dair tip should move the opponent upwards toward Roy, and the fair tip should move them towards Roy (say if the top hitbox of the sword hits it would pull them down and towards Roy, the horizontal part hits then it moves them straight towards Roy and etc).
Currently it does that. The d-air moves people towards Roy and above him. I'm unsure about what to do with the blade and hilt, cause it sending people downwards for such a large hit is currently way too good. I gave him TONS of gravity last night to see how he felt and it was still too good then. Anyway, D-air won't be a good juggle move since I'm gonna give it more ALR and the move is REALLY long. If I keep the meteor on it, it would make an already stupid good attack even better.

The tip's effect should be incredibly weak, and only amazing at high percents. Judging from the video the tip is currently too strong, capable of sending D3 behind Roy at 88%. I think it even was a bit too effective at lower percents too.
It's the angle. I have it set to 190. I was trying to do two things with it, as well as make it a pull in attack.

  • Could be a useful stage spike.
  • Poor use of the f-air off the stage will put Roy in the recovering position, not the edgeguarding position.

I personally think it's a cool idea, but I leave it up to the Roy Melee vets more.

Keep in mind, Roy's tip should still function as a drastically weaker hit, like in Melee, it just has this new attribute applied to it. A general rule of thumb is that it should do at most a third of the sweetspot damage and have very lil BKB and KBG. The tip needs to have very, very little hitstun.
I though we couldn't directly lower or raise hitstun on an attack, it's just programmed into the game. Now if PK gets that code we could do it, but I don't know. Remember how small Marth's tip is in Brawl, this isn't something you can run around and spam tips. It's VERY precise. I think it's fine as it is, you should be rewarded for being so precise and if you get lucky with one you should be able to adjust accordingly, and not get punished.

At low percents the tip needs to provoke somewhat bad situations if one accidentally tipped someone. The opponent should have a good bit of frame advantage, and be able to attack out of the tip in these low percents. The tip, I fear, would be broke if it was ALWAYS a good decision *does the Sam Adams pose*, and I really like the idea of the tip being a double edged sword (not intended to be a pun). That's not to say that it wouldn't be good at low percents, but at lower percents it could be an awesome mind game trick.
As I have it set up now, it's far from broken. I'd also rather make Roy too good at first and we can adjust him accordingly after. I fear if we try and keep him in check during development he'll end up as mediocre again. In order to make him feel more Roy-esque he is gonna need more gravity and his recovery starts to suffer, which is going to be a major balancing factor for him.

I think the tip effect should also be applied to the Fsmash. I think this would help balance the move a little, as a tipped fsmash sounds pretty useless. By introducing these checks and balances on the Roy Mechanic, it helps prevent it from being too broken. Roy seems like he'd be an amazing character, and I'd like for him to be tournament legal. I'd also like for him to have his ability to OHKO Meta with a reverse blazer :-P.
I'm gonna change the F-smash tip angle from 270 to 110 or 120ish today. Tipped F-smash is quite useless at this moment in time.

Overall Roy is turning out quite well, but he needs a lot more to ever be a truly worthwhile addition. Any one else got comments or ideas? It's a while away before I'd make him public, but something soon could be interesting for the public. I was thinking of just calling it my side project and see if I can get tips on balancing Roy from the other players. Of course, as I said, that's a bit away since he needs frame and gravity adjustments as well as some final tweaks to the hitboxes.
 

leafgreen386

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The "roy mechanic" is actually what I was planning on implementing on my set for isaac when we first started talking about making characters, although I had it in mind as a central part to the character's game, as opposed to a side-component of the character...

For example, I envisioned a fair tip that pulls you in for a grab at low percents, not as something that shouldn't be used. I figured out these numbers while at dinner (so no calculator), so they might be off, but I figured that 5 damage, 150 growth, 40 base, and a 120 angle would achieve about what I wanted.

Dtilt I wanted for its tip to basically be like falco's new shine at a slightly higher angle and maybe more growth.

Fsmash I was thinking could set up for utilt (low percents) or bair (mid to high percents).

For the bair spike, you can still make it pull toward him while spiking. Something like a 280 degree angle would do that, and would also serve to make successful spiking harder.

Also, in my isaac setup, usmash tip spiked straight down to set up for techchasing (possibly even into a tipped fsmash).

I never really did figure out how I wanted to work the utilt, tbh.

To offset the insane combo and techchase potential of a range based character, I would've made the kill options very poor.

I recognize that this would make roy not feel like... roy, but it's an insanely cool mechanic with so much potential, which is why I wanted to flesh out a character based on it, rather than add it on to another as an afterthought...
 

Revven

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Is there any way to make Usmash act like it did in Melee? Or is that a solid no? Same with Up B.

Fair may need to be tweaked a bit so it isn't 'too good' at 80% and above. Other than that, I am impressed by the Roy changes.

Also, is it me or did Marth's sword swing effects also change to red? If so, that is ****ing incredible. It's hard to tel on the videos so that's why I'm asking.
 

MookieRah

Kinda Sorta OK at Smash
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The b-air tip spike is kinda nice
That kinda makes sense due to it being an odd sword movement. I do like that.
for example and the d-tilt tip pushes out
I honestly think that making it send them up and towards Roy would be better, imagine tipping them off the stage like that INTO AN FSMASH. Also, Marth's dtilt does that, so why make the Roy mechanic be similar to Marth?
Dtilt I wanted for its tip to basically be like falco's new shine at a slightly higher angle and maybe more growth.
EXACTLY what I was thinking. It'd be way more sexy, and have several applications other than just a ledge guard.
I though we couldn't directly lower or raise hitstun on an attack, it's just programmed into the game.
I was actually being a bit redundant. By having very weak damage as well as weak BKB and KBG it would have low stun. At higher percents they will have some stun, and at really high percents tumble. That way tips won't be fantastic till at least moderate percents, and until then it should be a risky thing to do if you planned to do it intentionally. There has to be a downside, otherwise he's just like Marth, but better. We don't want Marth to be the new Roy, lol.
Remember how small Marth's tip is in Brawl, this isn't something you can run around and spam tips.
But Roy already has a sweetspot, he doesn't need two good sweetspots. As it stands now his tip is pretty ridiculous XD. If the Roy player messes up and tips with Roy then he should be punished for it is all I'm saying, and at low percents it shouldn't be necessarily a good thing. Keep in mind, Roy players will have to space well, but not too well, and because it will be inevitable that they will try to make the most of their range their will be accidental sweetspots.

I wonder, would it be possible to make the blade hitbox smaller and the tip hitbox slightly larger? I don't know if that would **** things up, but it would add an extra layer of skill to use Roy properly. I think that tips shouldn't be as hard to land with Roy as they are with Marth, because that would make his sweetspot mega easy to land. I kinda feel that due to the sweetspot being the easy part, the mechanic allows Roy to have his cake and eat it too, ya know? I mean Marth almost always wants to go for his sweetspot, which is hard to space. Roy will mostly go for his sweetspot too, but with the occasional tip to bring them back in. I think you guys get the idea.

I recognize that this would make roy not feel like... roy, but it's an insanely cool mechanic with so much potential, which is why I wanted to flesh out a character based on it, rather than add it on to another as an afterthought..
This isn't so much an afterthought as much as it is a way to fix Roy's problem. I wasn't aware that you developed the idea first as an Isaac mechanic, but seeing as how Isaac would be a character made after Roy, and we have an early build of Roy in the works, I'm thinking we have time to develop a new mechanic for Isaac. In any case, it sucks for a character like Roy that swings a sword but can only use 2/3rds of it's length effectively, especially while the tip is garbage and borderline useless. This is the perfect mechanic for Roy, cause it allows him to use his sweetspot more effectively, and give his tip a use. At first I was against it just cause I wanted some insane uair juggling, but when I thought about it, I realized how amazing it was. I don't think I could come up with a better solution to making Roy good. We just have to make sure that it's not too good is all.
 

goodoldganon

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I'll keep making Roy as he is now, off course with some of the tweaks you guys have been asking for. After he has a solid gravity and what not, we'll see how he plays for a while. We can nerf him accordingly if the tip really is too good.
 

goodoldganon

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My frame requests, unless someone wants to teach me the mod

  • Neutral B charges 50% slower. Currently it takes Shield Breaker 53 frames to charge. I'd like it to take 79-80.
  • Counter hits frames 4-27. Counter should start at frame 10.
  • Roy runs at 85% of Marths BRAWL+ run speed.
 

Almas

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Ugh GoG I was kinda hoping that you'd hold off the public thing until I had sorted some things out for him. But ah well. I've got a week where I do some work (although I must revise for exams at the same time), so I'ma finally get these durned engine codes out of the way.

Out of curiosity, do non-standard characters like Alloys have CSS icons? That would make life a lot easier. You could texture hack everything about the Alloy slots to make them appear to be Roy, create a character swap code to make you get Marth when you pick the Alloys, and then modify the File Replacement Code to only swap Marth's textures if a certain condition were met.
 
D

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wouldn't that limit us to about 20 alternate chars (4 alloys * 5 costumes) with no alternate costumes for them?

not that I complain at having 20 of them, but you know how the public can and will go waay over that number
 

Almas

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Modifying what is already in the game is ridiculously easy compared to trying to add new stuff in.
 

goodoldganon

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Sorry about going to an early release, I just got exited I guess. Alloys have a CSS but I think it's blank and nothing shows up in the CSP. That would be pretty cool for him to have his own slot.
 

Yeroc

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The most recent CSS code puts icons of the corresponding character to the alloy. If we can get access to those, we can possibly make changes to the pictures.
 

MookieRah

Kinda Sorta OK at Smash
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6 extra characters for the legit B+ set is plenty. As long as we didn't make them all at once and spaced them out and released them as "expansion packs" (dunno who said that first but it's fitting) we could continuously add more interest to the game and keep it fresh through years of play.

What would be interesting is after a certain amount of time to actually hold a contest for developing a character. It'd be a really sweet promotion.
 

The Cape

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What characters though?

I can see the following:
Megaman X
Zero
Sigma
Doc
Roy
Isaac

We have movesets for them all planned out and its easily possible to do. Are these the chars we want though?
 
D

Deleted member

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ridley and geno are the two people seemed to want all the time. dunno if ridley is possible though
 

MuBa

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I got a question about Roy. Can we get the model/sound data from melee and somehow be able to implement it in Brawl+ and make texture changes so it'll fit the *newer* looks like everyone has?
 
D

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you have to ask over at the "model extracting" or something thread how they are progressing at putting stuff INTO the game. and I have no clue how we would extract the model from melee, but you can ask that there too.
 

Almas

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It would be possible to lower the pitch of Marth to make a more manly voice for Roy.
 

goodoldganon

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http://www.smashboards.com/showpost.php?p=6360644&postcount=3238

I am reading this post correct we could add 8 characters to the CSS using a code. I'd say no more then 5 and leave the other 3 open for people to put custom creations into the game for. We wouldn't let those custom characters be legal, but more for people to flex their creativity. We are a while away from getting all these new characters in, but I would like to stay away from third party characters for two reasons.

1. Legal issues. I don't know if we'd run into any hosting a tournament with cash prices and Nintendo never got a right to the character.
2. This is a Nintendo game staring Nintendo's All Stars. Snake is a wtf but Sonic is just as big a part of Nintendo history as the rest of the cast.

I'd like to wait and see if model hacking works out without ISO hacking cause that would open the doors to Mewtwo and Ridley. Right now, the only easy switches are Doc and Roy since they have good and easy textures.
 

leafgreen386

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Geno may not be possible solely because of legal issues. Ridley could be possible when we get the ability to do model edits... I see a lot of tail swipes in his future. Same deal with Isaac, since I want there to be at least one character with weird hitboxes that spawn 20 feet from the character, and an adept form the GS series would be quite well suited to that, by pulling some of his 'A' moves from the psynergy he gets in game. My original plan for isaac was for his sword to act well... sorta like roy's is now, but this would be so much cooler and more fitting to his character.

Almas said:
It would be possible to lower the pitch of Marth to make a more manly voice for Roy.
I was actually thinking the exact same thing when I was playing roy today... we should use the sound pitch modifier for roy, which would not only give him a deeper voice, but also a different sword slash sound, too, so we'd be killing two birds with one stone.
 
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