ThatGuyYouMightKnow
Smash Champion
I've had this idea ever since I had heard it's POSSIBLE to use new character models and animations in Brawl (It widened mah mind. ). Truly sorry if this type of thread isn't allowed.
I planned to make a preview of my opinion on what Brawl would be like if it were, oh say, Guilty Gear, Soul Calibur, Street Fighter, etc. This is POSSIBLE without more codes at the moment, but a few codes are needed to make this perfect.
Basically, using the Generalized Super Code, Gravity Mod, Melee Airdodge, Hitlag Mod, and Taunt to Enable Final Smash, you are able to produce the same engine Guilty Gear, Street Fighter, Soul Calibur, and most other fighting games run through. BUT, here is what's missing:
1) There is currently no Player Action Modifier that allows a string of inputs, for things such as "Special Combos", I.E. Guilty Gear.
2) The time between attacks using the Generalized Super Code must be maintained as to avoid "Spamming" attacks. The Generalized Super Code allows you to cancel any attack or special with another attack or special except for canceling attacks or specials with Jumps or Taunts. Maintaining that time will allow the enemy to actually stand a chance and get up. BUT, during the time a Special Combo is initiated, that time must be eliminated, then when it is done, maintained again.
3) The Player Action Modifier, mentioned in Number 1, currently is overriden by "Taunt to enable Final Smash". If both were enabled, you would be able to do the same taunt that Guilty Gear has, a "Destroyed Activator" for a Destroyed attack. (Destroyed attack = A one-hit-kill attack, ending the round and K.O.ing the enemy.) The aura would appear over the activator after the taunt is done, allowing you to do your "Final Smash Attack". What are Special Combos in Guilty Gear are "Smash"es in this version of Brawl. Once you use your destroyed attack, you cannot use Special Combos any longer.
4) There would have to be a code to enable barriers on the side of the screen. An alternative: Custom Stages.
5) Separate buttons would have to be changed. I.E. the D-Pad's taunts. One would be changed to a Destroyed Activator, the other two would be Special Combos. BUT, seeing as how easy it would be just to press one button, maybe there is a way to make input commands.
6) In the fighting games mentioned (Excluding Soul Calibur), there is a short time of invincibility and time freezing while a Special Combo or Destroyed Attack(GG)/SUPER(SF)/ULTRA(SF)'s animation is starting. That most likely can be done by using the closeups initiated during regular Final Smashes.
7) An intense amount of work to perfect moves between Special Combos would most likely have to be done.
I don't know whether anyone would pick up on this, support, or even give a ****e, but maybe in the future Brawl could be redone. Or am I overestimating how far hacking can be taken?
Or maybe I'm chasing sheeps.
Maybe.
Discuss?
I planned to make a preview of my opinion on what Brawl would be like if it were, oh say, Guilty Gear, Soul Calibur, Street Fighter, etc. This is POSSIBLE without more codes at the moment, but a few codes are needed to make this perfect.
Basically, using the Generalized Super Code, Gravity Mod, Melee Airdodge, Hitlag Mod, and Taunt to Enable Final Smash, you are able to produce the same engine Guilty Gear, Street Fighter, Soul Calibur, and most other fighting games run through. BUT, here is what's missing:
1) There is currently no Player Action Modifier that allows a string of inputs, for things such as "Special Combos", I.E. Guilty Gear.
2) The time between attacks using the Generalized Super Code must be maintained as to avoid "Spamming" attacks. The Generalized Super Code allows you to cancel any attack or special with another attack or special except for canceling attacks or specials with Jumps or Taunts. Maintaining that time will allow the enemy to actually stand a chance and get up. BUT, during the time a Special Combo is initiated, that time must be eliminated, then when it is done, maintained again.
3) The Player Action Modifier, mentioned in Number 1, currently is overriden by "Taunt to enable Final Smash". If both were enabled, you would be able to do the same taunt that Guilty Gear has, a "Destroyed Activator" for a Destroyed attack. (Destroyed attack = A one-hit-kill attack, ending the round and K.O.ing the enemy.) The aura would appear over the activator after the taunt is done, allowing you to do your "Final Smash Attack". What are Special Combos in Guilty Gear are "Smash"es in this version of Brawl. Once you use your destroyed attack, you cannot use Special Combos any longer.
4) There would have to be a code to enable barriers on the side of the screen. An alternative: Custom Stages.
5) Separate buttons would have to be changed. I.E. the D-Pad's taunts. One would be changed to a Destroyed Activator, the other two would be Special Combos. BUT, seeing as how easy it would be just to press one button, maybe there is a way to make input commands.
6) In the fighting games mentioned (Excluding Soul Calibur), there is a short time of invincibility and time freezing while a Special Combo or Destroyed Attack(GG)/SUPER(SF)/ULTRA(SF)'s animation is starting. That most likely can be done by using the closeups initiated during regular Final Smashes.
7) An intense amount of work to perfect moves between Special Combos would most likely have to be done.
I don't know whether anyone would pick up on this, support, or even give a ****e, but maybe in the future Brawl could be redone. Or am I overestimating how far hacking can be taken?
Or maybe I'm chasing sheeps.
Maybe.
Discuss?