The new bonus episode of the Smash Brothers Documentary Metagame, Godslayer, is now available on Vimeo
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The one you linked to... Ugh.Donkey who?
EDIT: Also which style sprite are you going with for him? I never liked the one from King of Swing or the one over at TSR found here: http://www.spriters-resource.com/custom_edited/supersmashbros/donkeykong_icon.gif
I feel like DK needs to be bigger than he usually is in smash clones.
Awesome how everyone ignored this.OK, sooo what's the deal? Three days NO SIGN OF LIFE AROUND THIS TOPIC! Oh whatever...
Standard combo: kick, kick, headbutt 3% each
Side: Kirby-like kick uncharged: 10% low knockback, Full charge: 20% medium knockback
Down: Spins on his head hitting with his legs. 11% low knockback Full charge: 17% low-medium knockback
Up: Two Upward kicks: 7% each. low-medium knockback Full charge: 10% each, high knockback.
Run attack: Jumps forward and explodes 6%
Neutral: Rotates for 360 degrees with his legs straight 4%
Forward: Downward headbutt, can meteor smash 5%
Down: Dives into the ground 5-7%
Back: Kicks backwards 6%
Up: 3 kicks with head to the ground, does 3% each
Grabs & Throws:
Grab: No ideas
Down throw: sits on the enemy and explodes 11%
Forward and Back throws: Kicks the enemy 11-12%
Up throw: Headbutt. 13%
Bobbery detonates in his place. The more Bobbery doesn't use this move the more powerful it is. Low Charge: 10% low knockback, small explosion. Medium charge: 16% medium knockback, medium sized explosion. Full Charge: 21% Bobbery flashes red, high knockback, BIG explosion.
Side special: Bomb Squad
Bobbery throws three small bombs. Each does 6%. They explode after 2 sec. or untl an enemy touches it. Low knockback
Down special: Hold Fast
Bobbery counters any attack with an explosion. Medium knockback, 8-16%, the special move button can be held for countinous countering(you can hold the button to protect self until an attack hits you, can't counter FSmashes)
Up special: Flying Blast
Bobbery explodes with his bottom half. Similar effect to Bomberman's Up B. 11% low knockback.
FINAL SMASH: BOB-OMBOFAST
Bobbery explodes in zig-zag(in place,upper right(*from the place he exploded), and to the upper left(*)). Each explosion is massive , deals 50% and high knockback.
If I missed something, tell me. BTW, this is my longest post ever!
BRSTMs are kinda big for what they are... Plus, it's much easier to simply use OGGs and MP3s, since those are among the most common music formats. I don't see any point in adding BRSTM support.Would it be possible to be able to use brstm files for Crusade? That alone would make you miles past other projects :D
That could be because he is based off of the Brawl iteration.I played Fox some more, I agree that he is pretty fast. It just took a bit to adjust because he has a pretty different (and kind of refreshing) feel compared to Melee. Any thoughts on PKT control?
-scratches my chin-
Yes. Very nice. Now I have an excuse to put the awesome Yoshi's Island cave song in the game.
Been following this game for a bit but I want to give you some of my thoughts. Combo meter could be a bit more lenient, because it has the same problem as regular smash where it's inescapable but it's either not fast enough to be counted or has tumble state. I really like how Damage Ratio doesn't affect hitstun, I always play with 75 damage ratio because low hitstun was the thing I hated most about Brawl.
Now for a few character specific things:
Lucas: Great that he's really branching out from Ness, he's my second favorite character in this game. but I find Lucas' Side Special a bit useless. It's slow and it doesn't really do much, if you ever get to land it there's so much better things you can do, it's like a weaker slow FSmash you can use in the air.
Ness: I'm a big Ness fan but I kind of don't like Ness in this one. His aerials need a lot more range and power, especially his Bair which needs to have a lot less start-up time and a lot more range. PKT seems kind of awkward to control, and this goes with Lucas to, but I can imagine that's it's a big pain to program.
Lucario: is the best.
Goku: One of my favorites to use, but a few things bother me about him. Kamehameha is a bit gimmicky, I would change it to how SSF2 did it, it's just really weird the way it is now with it's extremely OP edgeguarding damage and range (infinite lol) yet very predictable and slow, either your opponent ***** you or there's nothing he can do about it when you watch in horror. Kind of like MK's Brawl tornado. Also, Kioken shouldn't cancel out all horizontal momentum, I'd also change this to a more SSF2 feel. Fair also needs a lot more range, its pretty useless, and this kind of goes towards aerials in general.
Fox: A bit disappointed on this one. Fox should play pretty slow and heavy, and his grab and Bair need more range. All moves are way to slow in general, and it'd be great if you have him a traditional jump-cancel shine.
Ryu (regular): Another one of my favorites, Ryu is a great character, and the Final Smash cancels are a nice touch. I would speed up his regular Hadoken and keep his EX Hadoken at this speed. There's no point in doing the regular one because it's such a bad move, but his EX one is a bit OP with the weird priority thing. I'd also speed up and slightly weaken his Ftilt.
Falcon's kneeds epic buffs (bad pun lol), it's a bit sad. Everything needs a lot more range, everything's too close up in general, ESPECIALLY the knee. It's already annoying enough to trying to land it without a C-Stick. You should also go towards the direction of Brawl Minus with the Falcon Punch, it's his signature move, it should be really useful.
That's all for now. I left out all the things that would apply towards increased hitstun because that's not what you guys are balancing towards.
Let's hope so. I've heard that is not this weekend according to Falcon8r.It's still being developed. Gooey, Donkey Kong (with temporary sprites, I believe) and Mr. Game&Watch are the new characters, Classic Mode has been added and there are supposedly a few new stages.
G&W is still being made, as far as I know. I can only assume as much since I haven't gotten a new test version yet.
We're not quite sure when exactly, but it should be this month.
Fighting sprite team is ready^^Exactly that, Det.
I really think some people underestimate the effort it takes to code things.
And heck, who knows. Maybe having the demo delayed might allow them to work on the Fighting Sprite Team and Race to the Finish.
Yes, it's unlikely, but hey, who knows.