Dark-Samus-Lives
Smash Journeyman
Great work. Inspirational even!
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I do enjoy the options this version of Ganon presents, though I wonder if you considered keeping your Ganon iterations separate.Thanks for taking the time testing. Currently I'm not sure what I want to do with the elbow F-Smash, I'm in between re-designing it or just buffing it. As for sword mode, I'm trying to keep the sword power low to balance out the range. If need be we can buff it a bit. I'm not so sure of a projectile right now, not going so well with the hack lol.
UPDATE: V2.1
[MediaFire Link]
Changes:
- Costumes, added OOT Ganondorf and Demise but Demise dont look so good, might want to switch it.
- Got rid of Triggers. It was too confusing to use.
- All three modes are only accessed by taunts.
- All Taunt speed increased.
(Power)
- New Up-B animation. Trying to make this usable with both fist and sword.
- Trajectory/knockback changed on U-Tilt.
- Speed up Jab combo
(Wisdom)
- Up-B is now just Teleport. It's the old 2 teleport that deals damage.
- Add Neutral-B. It's his up-taunt animation with magic balls.
- Up-Taunt animation is changed to Wait2.
- Trajectory/knockback chagned on N-Air.
(Courage)
- Add Sword B-Air
- Add Sword U-Air, but new animation. Hits straight up like link. Not as powerful but lots of range.
- Add Sword Dash-A, fixed up animation
- Jab combo is now fist,sword.
- U-Smash slowed down.
- Trajectory/knockback chagned on N-Air.
My mod is fist and sword mode. The fist mode is normal ganons moveset completely, and sword mode is dedicated to a perfected sword move set. i actually need to post an update cause ive made some changes that i havent posted yet. look through the threads here and ull find my versionMrMoon360 brings up a good point. To be brutally honest, I'd like to see a sword only Ganondorf, but that's just me.
I like Up B as is personally, it's really good (Ashingda; please always keep this for Sword mode Up B at the very least. I really love this move lol) . But an added quake effect would be nice. Flame chock should never go away. And as is now the N- B isn't very good...I think for the next update of this mod(if there is one), the current sword neutral B should become the side B, and the Warlock Punch with the sword from Smash 4 should become the new neutral B.
Also, with the Up-B, instead of continuous damage as you go up, it would be way cooler if you grabbed somebody like with the Side-B and slammed them into the ground on the way down.
Also, when you land after an Up-B, does the ground shake like with Wario's PM down smash?
You seem like you know what the mod is like to be played, so I back up your suggestions for balancing the different modes.I like Up B as is personally, it's really good (Ashingda; please always keep this for Sword mode Up B at the very least. I really love this move lol) . But an added quake effect would be nice. Flame chock should never go away. And as is now the N- B isn't very good...
@ Ashingda -
1- you should change the sword N -B to work more similar to the old way. No turn around needed, but jumping out of it and having shield damage back would be nice. Right now against a good player the move is extremely easy to punish. If You would be able to jump out of it to trick the opponent or for some extra run speed it would have a use and shield damage would force the foe to think if they want to shield or not. Right now, all a foe has to do is shield the attack and than punish.
Also;
2- Sword Up air isn't good... It's just awkward to use. I suggests bringing back the old sword Up air it was much better.
3- Sword Up smash is a bit too slow now, before it was a bit too fast now it's a little too slow. Small speed buff would be good.
4- as we discussed before you said you will be redesigning the Fsmash elbow. But whatever you do make sure in sword mode it doesn't capture, and have it be 2 separate hits (like Link's Fsmash). The capture hits are too "wonky" and unreliable, as a foe can DI out pretty easily.
*Which also applies to Dsmash, it should be 2 hits and not capture.
5- new grab is awesome now we just need it to also reach low and be vertical downwards so we can grab Mario after his running attack lol. Also if the grab could come out quicker would be good.
6- as I said before the KO power in sword mode is extremely lacking. Especially in the smash attacks. I know you want to balance the modes out between each other. But I think having each mode "stand on it's own 2 feet" would be the best design choice and than people will just "main" their favorite one. But either way the smashes ~need~ to be stronger.
Which brings me to my final (maybe) point; Magic mode is very lacking... It feels like fist mode but not as good.
My suggestion would be to implement magic mode moves into fist and sword mode respectfully. Like give the magic mode Bair to sword mode. And give the N-B to Fist mode. Or maybe bring back the old Wizard mode down B and give it to Fist mode N-B.
Or have the mixed mode again... That worked quite well and really made Ganondorf shine as a fully unique character.
But magic mode feels superfluous right now since Fist mode has a lot if elements from Magic and old Fist mode in it. So having just Sword with some magic and Fist with some magic would be the best I think. And as a bonus it would save some PSA room
Just some ideas...
Hope you'll have you PC situation back to normal soon. I really love this mod and (as you can see) very passionate about it.
And as always; thank you so much for this great mod.
Thank you! I play with mod all the time against people close and/or at my level of play (which I think is above avarage, I know/use a lot of advance techs in my gameplay) so I judge the mod how good it is competitively and I try not to be biased as much as possible.You seem like you know what the mod is like to be played, so I back up your suggestions for balancing the different modes.
I feel like magic mode should be more about capitalizing off the use of projectiles, somewhat like Mewtwo except less OP, and in the legacy of Ganondorf from OoT.
The Neutral B should throw magic balls like the ones in OoT, maybe use Zelda's Din's Fire balls with a brighter color/texture.
Maybe they can be reflected with attacks on them instead of being clanked, so they can function like Dead Man's Volley.
If they were able to be charged to a maximum limit, you could make his magic balls split apart and home in on people(to a point, like regular missiles).
I imagine they wouldn't be like average charge attacks, where the move itself becomes vastly superior with better damage and knockback.
This full charge Electric ball move could do a lot of damage, but it would not really have a lot of knockback..
If you charged his ball fully, his hands could crackle with electricity and have dark flames come off them.
For his smash attacks, all I can think of that could be changed is his F-smash, maybe make it more like his Warlock Punch by making his elbow engulfed in dark flames when he uses it.
Also make Magic mode allow Ganon the ability to hover!
Yes. That was for the "Sword mod". In the "Triforce mod" in Magic mode the fake projectile is different the videos are on this thread just go a bunch of pages back you will see it.That's interesting, because I saw a Ganon sword mod a while ago that made his Warlock punch have a second attack that basically launched the fire from his fist at people.
So in the 2.1 version of the mod, if I import your triforce ganondorf objects into a smash 3 ganondorf as a child and add a metal texture, would it work or will we need an updated psa for this?Hello all, I recently got a new PC and got all the software set up. I'm quite happy to be back, it was also a great break.
@ Cahalan Sorry I've been inactive for a while while getting a new machine, metal texture is working now. I believe the main issue was the method I imported the models that was causing the crashes, I had to redo it from start. I usually do a merge and that may be the problem, I tried importing as child and it now has no problems. Also memory was another factor.
After playing around with the different versions, I'm going to take the mixed route. It's more flexible on the memory to work better with other mods and I find it to be more enjoyable both creation and playing.
@ _Ganondorf_
1. Sword-Rush, I took all those options off this move for balance. Being punishable is part of the move direct from Twilight Princess. I'm bringing back the turn around because I got space now.
2. I did some hitbox adjustments on sword U-air, I know what you mean it was so hard to connect with it. The damage is increased also.
3. Sword:Up-Smash, yeah this is really slow. The start up speed is increased slightly, trying to find the happy medium.
4. Sword:F-Smash is going to be replaced by the old sword Neutral-B with heavy armor.
5. Grabs need more work, didn't know mario can slide under it. LOL
Will have an update soon. Going to have a Smash3 version and a Regular version.
Great news! Glad your back. old sword N-B as Fsmash sounds cool as heck! cant wait to try it out.Hello all, I recently got a new PC and got all the software set up. I'm quite happy to be back, it was also a great break.
@ Cahalan Sorry I've been inactive for a while while getting a new machine, metal texture is working now. I believe the main issue was the method I imported the models that was causing the crashes, I had to redo it from start. I usually do a merge and that may be the problem, I tried importing as child and it now has no problems. Also memory was another factor.
After playing around with the different versions, I'm going to take the mixed route. It's more flexible on the memory to work better with other mods and I find it to be more enjoyable both creation and playing.
@ _Ganondorf_
1. Sword-Rush, I took all those options off this move for balance. Being punishable is part of the move direct from Twilight Princess. I'm bringing back the turn around because I got space now.
2. I did some hitbox adjustments on sword U-air, I know what you mean it was so hard to connect with it. The damage is increased also.
3. Sword:Up-Smash, yeah this is really slow. The start up speed is increased slightly, trying to find the happy medium.
4. Sword:F-Smash is going to be replaced by the old sword Neutral-B with heavy armor.
5. Grabs need more work, didn't know mario can slide under it. LOL
Will have an update soon.
http://smashboards.com/threads/triforce-ganondorf-mod.356467/page-6Hi, what is the latest Mixed version?
No. Only models present in the pack and Triforce Ganondorf X Smash 3 models can be used. Any other will result in either weird stuff happening or Ganondorf swinging nothing and dealing damage with said nothing in sword mode. I would recommend using that Triforce Ganondorf X Smash 3 mod with this one because it looks nice and allows this mod to work properly.can u do this with your own skins?
Okay thanks for the suggestion!No. Only models present in the pack and Triforce Ganondorf X Smash 3 models can be used. Any other will result in either weird stuff happening or Ganondorf swinging nothing and dealing damage with said nothing in sword mode. I would recommend using that Triforce Ganondorf X Smash 3 mod with this one because it looks nice and allows this mod to work properly.
Okay, thanks!No. Only models present in the pack and Triforce Ganondorf X Smash 3 models can be used. Any other will result in either weird stuff happening or Ganondorf swinging nothing and dealing damage with said nothing in sword mode. I would recommend using that Triforce Ganondorf X Smash 3 mod with this one because it looks nice and allows this mod to work properly.
OMG thank you so much! This will look awesome in my build. I actually can't afford 3ds max, so I'm unable to import models. I wasn't' t expecting you to take the time out to give me my own custom made ganon with a melee sword. Thank you for being so kind!@ Jmanthesmasher683
It takes a lot of preparation to get a model ready to be imported. Cant explain it without visuals, will try to write a tutorial later. Here is a link to a v1.0 mixed with melee sword.
Can't wait to test this out! But one concern I have is with only the Up B for recovery it might be insufficient.Hey all, I'm quite excited for this update because of new features. Right now it's still experimental and is just aesthetics.
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Update: Triforce Ganondorf v3.0 Mixed
Download: http://www.mediafire.com/download/1hc2m8mq1x3uoqn/TriforceGanondorf v3.0.zip
To use Smash3 for this mod, get the skins from @ Cahalan :
http://smashboards.com/threads/upda...3-0-the-ashingda-update.371223/#post-17712117
1. Etc. ...
2. AA "Jab combo"
Damage: 4,10
Elbow into sword.
3. F-Tilt "Sword Thrust"
Damage: 11~15
4. U-Tilt "Twin Magic"
Damage: 2,1,1,1,10
5. D-Tilt "Low Kick" (No Changes)
Damae: 12
6. F-Smash "Sword Smash"
Damage: 22
The old sword neutral-b
7. U-Smash "Sword Upper"
Damage: 17~22
Animation changed on sword.
8. D-Smash "Ground Stomp"
Damage: 22
9. Dash-A "Tackle"
Damage: 10~15
No changes
10. N-Air "Tri Magic"
Damage: 1,1,1,10
Slight increase in range and repositioned.
11. F-Air "Skull Breaker" (No Changes)
Damage: 17
Puts the sword away.
12. B-Air "Twin Magic Air"
Damage: 13
Not much changed.
13. U-Air "Upper Cut" / "Thunder Sword"
Damage: 5~13 / 8~17
The Sword U-Air has been slowed down and has larger hitboxs.
14. D-Air "Thunder Stomp" (No Changes)
Damage: 22
15. Special-N "Chance!"
Damage: 10~18
Able to Turn again, damage has decreased.
16. Special-S "Flame Choke" (No Changes)
Damage: 13
17. Special-U "Warp"
Damage: 4
Can only use once now.
18. Special-D "Spin Slash"
Damage: 14,14
Animation updated, moves forward now.
17. Special-D (Air) "Meteor Fist"
Damage: 4, 8~17
This hit now hits at the startup and also Meteors. The vertical range has decreased.
Ok. Still like I said gotta test it out against some opponents. And than I'll see if it's too hard to get back to the stage or not.