NAMQ_DrunkeNFeasT
Smash Journeyman
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 ***
picture that will be used will be this one from a forum poster
http://www.smashboards.com/showpost.php?p=7760129&postcount=184
- 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 ***
picture that will be used will be this one from a forum poster
http://www.smashboards.com/showpost.php?p=7760129&postcount=184