otheusrex
Smash Journeyman
- Joined
- Jan 10, 2013
- Messages
- 342
> Nbd if changing those affects her other movement options/quote]
what does that mean exactly? I've never been big on acronyms
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
> Nbd if changing those affects her other movement options/quote]
what does that mean exactly? I've never been big on acronyms
Oh, nbd = no big deal.what does that mean exactly? I've never been big on acronyms
If you have vanilla 3.6b, go to projectm -> pf -> fighter -> zelda, select all and copy. Then go to the same folder on your SD card and paste. Overwrite all name conflicts. Alternatively, you could see which dates don't match the others on your SD in the Zelda folder, delete those files, then paste in the vanilla files to replace the ones you deleted.Oh, nbd = no big deal.
> If changing her air momentum and other stuff affects her other movement options like wavedashing, etc., it's no big deal because it's all for funsies.
On another note...how can I revert the 3.6b Holy Priestess' visual effects back to vanilla? I want to practice getting more precise tele-cancelling with the wind visual, but the rest of the effects in her moveset are throwing my practice partner off :/ Is there an easy way to copy+replace stuff from the vanilla 3.6b Zelda files to the Holy Priestess files, or vice versa?
But...which files are the ones for the Holy Priestess teleport stuff? I still wanna keep that.If you have vanilla 3.6b, go to projectm -> pf -> fighter -> zelda, select all and copy. Then go to the same folder on your SD card and paste. Overwrite all name conflicts. Alternatively, you could see which dates don't match the others on your SD in the Zelda folder, delete those files, then paste in the vanilla files to replace the ones you deleted.
there's no easy swap out for that, everything is in the ftizelda.pac so you either have everything or nothing.But...which files are the ones for the Holy Priestess teleport stuff? I still wanna keep that.
F-tilt doesn't fit in. All the other modifications were great.there's no easy swap out for that, everything is in the ftizelda.pac so you either have everything or nothing.
Maybe, this is pointing out that i should revise some of the gfx? What all do people like/don't like?
Oh no, I like them. It's just too distracting for my friend when we play and I thought there was an easy way to have the teleport wind and vBrawl effects but...idk lol. I know some basic BrawlBox stuff. Can something from the Holy Priestess file be exported and imported into a vanilla PM 3.6 file?there's no easy swap out for that, everything is in the ftizelda.pac so you either have everything or nothing.
Maybe, this is pointing out that i should revise some of the gfx? What all do people like/don't like?
Everything I said lol, but he'd be fine with the teleport utaunt indicatoryou can export and replace the effs folder in bbox, but that won't take care of everything because the gfx overhall was more than just recoloring her external gfx. i think you'd still ahve the wind gfx though.
What moves does your friend find too distracting?
R.I.P. oceans.NaCl
Hehe. Trying it out.
Could we have the teleport GFX for 3.6 (full)?
sorry i haven't been super active even though I said i would be. Life. Anyways, sheik is pretty much the same in that build but I was thinking since Zelda had an optional transform down b that was another move that sheik's transform should also do something different with an optional transform input. I was thinking perhaps a flickering visibility with flash overlay a la ganon's dodges and then put some intangibility on it so sheik could use transform as a dodge in and as itself.What happens to Sheik for the Light Arrow Build and whats the 11.6 build for?
Ah i see just give Sheik Light Arrows too or a paralyzing Needle to make a safer on ground transformsorry i haven't been super active even though I said i would be. Life. Anyways, sheik is pretty much the same in that build but I was thinking since Zelda had an optional transform down b that was another move that sheik's transform should also do something different with an optional transform input. I was thinking perhaps a flickering visibility with flash overlay a la ganon's dodges and then put some intangibility on it so sheik could use transform as a dodge in and as itself.
The 11.6 is just a date marker; when you make tons and tons of builds with different copies for safety, you end up losing creativity when it comes to naming files