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61 July 17th, 2017

Kruna Update: Daisy, Ramona, Andrew by Lucent Shadow with credit to SJS, Mortimer, Throwarockatme, _Data_Drain_, Aafyre, LookItsLink, PMDT
[Pack - Character, Audio, Portrait]



Updates for three of the four available elemental guardians from Daisy's Adventures. Released as a bulk pack rather than individually for ease of access. The team gets a victory theme(s) and emblem, although replacing it for Daisy and Bowser will also replace it for Mario and Luigi too.

Daisy got a strength boost to be closer to where she is in-story. This comes with a damage recalculation, compared to Captain Falcon this time rather than to Mario since they're meant to be of the same class. But her buff comes primarily through a lessening of sourspot dropoff. Miss-hit and miss-timed powerful attacks are now more forgiving, but blatant innaccuracy will still result in bad shanks. And the double palm strike is still difficult to land. You'll still have to overcome her small hitboxes and poor vertical game. That's just part of her character design. I'm not giving her any more help.

Andrew got some slight buffs and is less frustrating to play as. The down-smash is now exceptionally powerful - if he's going to take that long to pull it out and then overextend himself in the process, it better be worth using! But it's only strong at the critical hit sweetspot and where he brings the shadow energy down. The sword itself hits more like a normal smash attack. Various other attacks are now more useful for the risk they pose, though the inverse tipper will still force him close to opponents on certain moves. Very similar to Daisy, but more wild and risky with annoying ending lag. He'll either make somebody pay, or someone's gonna make him pay. NOTE: in case you might not have noticed, his dash attack can actually jump over things, so you can avoid contact with stuff like bombs this way.

Daisy and Andrew both got more aggressive. Ramona got more defensive. The new neutral B light shield is no longer a direct kill move. It's essentially a larger, stronger, chargeable, but not as immediate Mario cape. Down smash got nerfed for being unnecessarily strong with the knockback scaling. Also, no more eerily-SSBM-reminiscent Marth Grab. Ramona's counter should be better than Andrew's in every way except in that it is not a reliable kill move, and she still runs the chance of missing entirely or propelling in an unwanted direction. Inexperienced fighters just make mistakes sometimes.

Bowser will get an update in the future when the new side-b and down-b are fixed and ready to go.

Disclaimer: Not project M tested.

EDIT: Andrew gets new CSPs and an inconspicuous graphic fix.

29 July 5th, 2017

LS-Style ZS Samus by Lucent Shadow with credit to SJS, Albafika, Nanobuds, Kit Ballard
[Character - Texture, Vertex, Import, Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Zero Suit Samus]



LS-Style Samus, meaning by default, 4 diagonal attacks, a slight buff to above B-Tier level (if needed) and no hitlag. Unfortunately, I couldn't do much this time because both Samus's have next to no space in their files to work with. So nothing groundbreaking here. Also, a couple of her whip attacks still have hitlag for some reason - Nair and Up-B, I think because they're articles? I don't know. I couldn't find their collision data.

She's a bit stronger, but overall not very strong at all. She's actually fairly weak, but she's so quick and nimble that you can go a couple minutes without getting hit if you react and move around fast enough. And she's surprisingly adapt at racking up damage, even if KO'ing is an issue.

This PSA literally made me pick her up and use her as a new main. Did not care for her vBrawl iteration, but this is really fun. With the included, slightly size-optimized textures on the SJS-Albafika-Nanobuds model, it should work well in conjunction with whatever Varia Suit Samus PSA you're using unless it's too large.

6 July 4th, 2017

ClariS - Irony (Amidst Remix) by Lucent Shadow with credit to Amidst
[Audio - Stage/Menu]



I personally use this one for this stage: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19540

So I did not make this. This is a redux of a song from some anime I had no clue even existed until about 4 days ago, from a music genre I don't even like, and yet it is probably one of my new favorite songs.

It's all your fault for enlightening me to this, Silvagunner, with your HIGH QUALITY R I P S: https://www.youtube.com/watch?v=Sx0vvSzh-ag
(Source: https://www.youtube.com/watch?v=t3b5B1E-I-s)
28 July 4th, 2017

Mystic Temple - West Gate Open by Lucent Shadow with credit to ɴᴇᴢʜᴀ, soopercool101, davidvkimball, WorseDoughnut, Moblin, Theytah, Ca$inoWolf, Discord Community, xxWutzMercyxx, DSX8, R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞, Ebola16, and Legacy Wolf
[Stage - Texture, Vertex, Import - Pirate Ship]



The first portion of the Western side of Mystic Temple is now available, further expanding the stage! Now you have the extra options of either an icy duel far away from the main field, or a precarious and risky fight in the air with nothing but small platforms to serve as a safety net!

42 August 4th, 2017

Kruna Andrew V1.02 by Lucent Shadow with credit to Throwarockatme, the PMDT
[Character - Texture, Vertex, Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Ike]



Updated Version: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214461

To go along with his aggressive nature, his smash attacks have gotten slight buffs at certain points. His dair is also now more useful for the huge risk it poses. scaled back the knockback on the Fair a bit though. Definitely a dangerous opponent, but hard to use and possesses a steep learning curve. It's as if you have to play as a combination of a Roy, a Fox, and a fast and agile Ganon.

I keep going back and forth with this guy because he's probably the most perplexing moveset I've ever made. At times, he's so dangerous and lethal. Then at other times, he's so frustrating and ineffective. He has such a rewarding moveset, but at the expense of making you pay for any mistake you make. I do not recommend using him unless you're a more advanced player who can mitigate his flaws.

The Kruna Yura of Shadow is a hybrid fighter, combining elemental power, melee combat, and swordplay together into one smooth moveset. His reverse-grip sword style features an INVERSE tipper, meaning it's pretty sweet and powerful when you can hit someone all up in your face, but it doesn't do much for ya if there's too much distance between you and your opponents. The tip isn't entirely useless like it was for Roy in SSBM, though.

Andrew is very similar to Daisy in terms of fighting tendencies; the both of them being offensively minded lightning bruisers boasting high attack speed, strength, power, and agility. He does however seem to be a bit more on the stronger side while Daisy is a bit on the quicker side. Interestingly enough, he also features attacks that, while are fast, have long startup. Most of his moves do come out both fast and hard-hitting, but at the expense of added ending lag too. So stringing together hits is entirely possible, but comboing someone is somewhat difficult. He's more like a shotgun; he is an ultra aggressive, and even at times somewhat brutish, fighter who tends to expend his power in single bursts, leaving himself wide open to retaliation should he miss - or wide open before he even sends out an attack.

He goes over Ike since Ramona goes over Marth, and Ike's body was the best match for him aside from Falcon, who was too bulky. Now you can tag-team with the light and dark duo, and they can share a victory theme! No victory theme included as of yet though. Whenever I give Daisy one, they'll use hers too.

The Final Smash may get changed in a future update. Maybe. But I can see myself just leaving him as is too. The only issue is a few flame effects still lingering on the FS. He kind of spazzes out a bit on the start of the Up-B ground animation too, but I'm not sure if I'd call that an issue or not because it does seem like a nice added effect that's oddly fitting somehow. Not sure how those can be changed.

Disclaimer: Shocker, I know, but I don't know if this works for Project M or not because I don't use it.

76 June 21st, 2017

Kruna Bowser V1.2 by Lucent Shadow
[Character - Texture, Moveset (PSA) - Bowser]



[EDIT: Upgraded to V1.2 Scroll to bottom for info]

Kruna Bowser makes for the 3rd available Kruna Yura!

With the face turn, Bowser exercises more fire mastery and trades in some strength for more agility and power! A little less bestial and a little more regal, he's not the lumbering brute he was in the past. Though not a full on all-around character, he's got a bit more balance and versatility to his defensive style.

This calmer, more composed moveset features quicker attacks that take advantage of his long reach, as well as less dependence on his shell and more focus on traditional attacks. There have been plenty of changes all around to foster the transition.

As of 6-20-2017, only the Up-B special and Final Smash changed of the 5 specials, and the Up-B is imperfect because he goes into his shell, even though he's not supposed to at all. N-B is meant to stay the same. I experimented with it, but deemed it best to just leave it as is because modding it made it overpowered.

The new Final Smash resembles Mario's. The main difference comes from there being double the damage of Mario's and a substantially higher amount of range. You can easily take someone from 0-90% damage. The downsides are that it has an egregious amount of startup time and the vertical coverage is kind of mediocre. Also, unlike with Daisy and Ramona, this FS is shieldable. So overall, a very punishing move, but very easily avoidable. I may change that if this seems like too much of a nerf. The FS really isn't much of a KO move and is meant more to just rack up damage and set up a potential KO chance.

So since there's no more Giga Bowser, I don't know what separate Giga Bowser hacks would do. I left all the Giga Bowser subactions data alone, and I only changed the action slot for the initial transformation, so I guess if someone started with Giga Bowser somehow and then transformed back, that shouldn't cause any issues, but he would T-pose since the animation for that power-down is gone. I don't know at all how those kinds of mods work though so I can't say for sure.

The Final Smash was easy to do. The new Side-B and Down-B still aren't coded yet. I'm gonna need some time to figure those two out. So the side-B and down-b remain as the vbrawl specials for now. Bowser's specials coding is so awkward compared to everyone else. Seems like there's some hardcoded stuff too. Hopefully I can get this sorted out soon.

56 August 4th, 2017

Kruna Ramona V1 by Lucent Shadow with credit to _Data_Drain_, LookItsLink, Aafyre
[Character - Texture, Vertex, Moveset (PSA) - Marth]



Updated Version: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214461

The Kruna of Light joins her earth counterpart, making 2/8 Kruna Yura playable now! In contrast to Daisy's strength and speed, Ramona's play is at a much lighter pace. She is agile, but slow and otherwise relatively immobile compared to Daisy. Her offensive power comes from the strength of her sword, which she charges with light energy for her attacks! Where Daisy has poor reach, Ramona has plenty, and where Daisy is heavily offensive, Ramona sits back on defense to set-up versatile counters! Be wary of her light weight and floaty gravity, but take advantage of her long down-B counter window to chain into combos!

As always, diagonal attacks included, and no hitlag. A soundbank code is included in download to give Ramona Sheik's soundbank.

I may alter the Final Smash in the future. It may be fine though, but for a light wielder, I'd expect more light wielding from Ramona, so it'll probably get changed in some sort of way.

39 June 15th, 2017

Throwback Hacks: Echo Blade Fusion Ultimate by Lucent Shadow with credit to .Fade, Triforce Zelda, LookitsLink
[Pack - Character]



It is the return of one of the first SSBB hacks - Echo Blade Zelda! But now, she has been reduxed and expanded upon from her previous incarnations through the dark magic of the Echo Blade! Optimized and interchangeable through both her base and Sheik forms so you can switch styles mid-battle!

The Echo Blade Fusion represents the synergy between Zelda and Sheik, as this PSA melds them so that they're closer together and resemble each other in battle more. When you switch to another character, they will feel so different, and yet so familiar at the same time. For example, some of the Sheik in Zelda is represented in her base form. Sheik's body is also now feminine and a bit closer to Zelda's form.

Sheik remains combat-focused and becomes even faster-paced with the addition of the Echo Blade, and her attack power gets a boost to resemble her melee incarnation a bit more. She now has a bit more magic to her arsenal of attacks, however. On the other hand, Zelda is still largely magic-focused, but has added a bit more strict combat moves. Zelda gains a boost in agility without sacrificing her high power even though her attack speed has actually taken a shot for the worse, but her moveset is now not just one of those strong but slow type characters.

Zelda gains a big change in dynamic by way of her confusion-style gameplay, mostly through her odd and unpredictable movements paired with Nayru's Love and a now interruptable \"Farore's Mirage\", an upgraded Farore's Wind that can be acted out of and used multiple times in a sort of Tabuu-esque manner.

But the main source of frustration comes from her dodges and side/diagonal tilts, and the CPU AI takes full advantage of these two...

Sheik is more user-friendly, since I couldn't do too much to her in order to keep the duality and ability to switch between her and Zelda. Zelda is difficult to use, but the payoff is enormous.

Though Zelda's and Sheik's teleports are interruptable and now can be used more than once, I included versions where they can only use them once in the air as normal in case some thought that would get broken and cheap. You'd still have to be careful, because Din's Fire will still send you into helpless, and if you don't do anything quick out of the teleport, you'll go into helpless too anyways. I don't know about anyone else though, but the ability to chain multiple teleports hasn't cut down on the number of falls I've had off the bottom. Maybe it's the knowledge of being able to teleport back up that has just made me more reckless...

98 June 25th, 2017

Aura Magic Link V1.1 by Lucent Shadow with credit to Kienamaru, FGUG2021, 123123sora, PMDT, CaliburTek
[Character - Texture, Vertex, Moveset (PSA) - Link]



EDIT 6-24-2017: Small update with 4 notable changes:
1) Reverted one of Link's wait animations back to the original one in its place, for it was a ported animation that looked twitchy when the game slowed down.
2) Tweaked the timing for Link's Multithrust. It actually may have indirectly nerfed it ever so slightly, but I had accidentally put the timers to someone else's Attack100 in instead of Link's. Now all the thrusts are timed right.
3) Arrows now deal 18% at full charge - but only deal 1% with no charge.
4) Boomerang now has considerably more range and stays out far longer - but that makes it so that Link has to wait a while before he can use it again if you let it go rogue and don't catch it.

- - - -


This title is misleading - this ought to be called like, "Multigenerational Link" or something.

Let me explain the unexplainable - there was this old Aura Knight Link hack back in the renaissance period that was brawl modding in the ancient world of...6 years ago. It's record has been lost in time and is nowhere to be found - but I decided to revive it with my rendition of it, and in doing so, I wanted to combine some of the incarnations of Link. Essentially, this is what resulted - a combination of Link, Melee Link, Skyward Sword Link, Smash 4 Link, Twilight Princess Link, Aura Knight Link, and some custom personal touch added in for seasoning.

I pretty much wanted to change a lot without changing the feel of Link too much. In summary, this is a freer smoother, slicker, "awakened" Link. Description doesn't do it justice enough.

This mini-pack includes the PSA and the Hyrule Warriors Link texture-vertex. It's not the actual HW model - rather, it's the Brawl-styled HW model that I melded together with Twilight Princess and Brawl styled textures.

Disclaimer: Not tested for Project M.

19 May 31st, 2017

Mystic Temple - Southern Gate Open by Lucent Shadow with credit to ɴᴇᴢʜᴀ, soopercool101, davidvkimball, WorseDoughnut, Moblin, Theytah, Ca$inoWolf, Discord Community, xxWutzMercyxx, DSX8, R̢i҉̴̛͜d̷̕҉̴l̨̧͠͡e͘͜͠y̴̶͡͠͞, Ebola16, and Legacy Wolf
[Stage - Texture, Vertex, Import - Pirate Ship]



The next portion of the Mystic Temple has been unlocked! Now, in addition to the main stage and the Northeastern Gate, the Southern Gate is available! Keep the battle close at the main area, or go for a showdown up top or down below - or if you're really daring, play a game of chance with the platforms with the penalty for failure being a long, long fall...

24 May 28th, 2017

Mystic Temple by Lucent Shadow with credit to ɴᴇᴢʜᴀ, soopercool101, davidvkimball, WorseDoughnut, Moblin, Theytah, Ca$inoWolf, Discord Community, xxWutzMercyxx, DSX8 and Legacy Wolf
[Stage - Texture, Vertex, Import - Pirate Ship]



As a Final Destination based stage, you can use any FD .rel to port it elsewhere. I personally have this one as a button alternate for Pirate Ship.

This is the first of several versions of Mystic Temple. As of now, there is a main area where you spawn in, and there are glass platforms to go up to a second battle zone on the far upper right.

This stage is far from finished from what I actually intend for it to be, but I decided that, like a video game, more of the stage will open up and become available over time. And, this plays really well in its current state. The CPU AI will actually follow you anywhere across the stage too. So right now, the main stage and the \"Northeast Gate\" are open, but the other ones will come later in what will be a massive stage in the future. That's why the camera's got a lot of breathing room underneath the main stage.

Included is the normal dark version and the bright version. In the future, I'm gonna combine the lighting from the dark and the bright version together.

150 August 4th, 2017

Kruna Daisy V3 by Lucent Shadow with credit to SJS, Triforce Zelda, Mortimer
[Character - Texture, Vertex, Import, Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Peach]



Updated Version: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=214461

Daisy's high-speed, energetic, frantic gameplay takes another step forward with this update! Versions 1, 1.4, and 2 are obsolete and have now been deleted. NOTE: If you downloaded before 5-27-2016, re-download for a small patch. You really just need to take the new FitPeach file. I only made a small change to the Flurry Punch since the loop sequence only went through the first 2 punches. I didn't even notice it until I was working on an Attack100 for another character and ran into some issues! But in any case, that's the lone change since the initial upload of V3.

Big Credit goes to Mortimer for shrinking some of the bigger animations that were eating up file size, therein allowing me to accomplish more of the other stuff I wanted to get done!

The Kruna of Earth went through several improvements, including a fixed aerial Crystal Kick that is now reversable! It took a whole separate animation to get that accomplished since the coding wouldn't work it out by itself at all. So now, If you're facing away from the stage, you can just Up-B like any other character. Keep in mind that her actual vertical trajectory will still be delayed and poor, comparable to DK or Bowser, and opposite someone like Peach or Luigi who practically go straight up. Even so, I kept the jump switch technique in place of Peach's float just so if you wanted to change your angles with the Fair or Bair or if you wanted to attempt the Power Fair on someone behind you.

Her Flurry Punch neutral-A multijab attack now mimics Smash 4 in that she has a finisher at the end instead of just cutting off. This can actually be considered a buff or an indirect nerf depending on how you look at it, since it is a strong move at high percentages and to push people back, but it takes away the ability to combo out of the Flurry Punch and also has - like a lot of her moves - high ending lag.

And now new - boots! No more running around in heels! Vertexing turned out to be much easier than I thought it would be. Tricky for sure, but not too bad.

Several other notes in the included README.

This is likely the last version I'll do for now while I go and do other things. There's not really much else I can do at this point! She's at a good spot right now and is just about where I intended her to be.

17 May 24th, 2017

Captain Raven by Lucent Shadow
[Character - Texture - Captain Falcon]



Now you can join Joe Flacco, Jimmy Smith, Eric Weddle, CJ Mosley, and all the rest of the gang to take on the AFC North! In Ozzie we trust. Ravenation.

I had done this one way back a long long time ago. I had also done one for the Jets, Steelers, and I think two other teams, but they were on different characters and I don't know what I did with them. The good thing about Falcon is that his textures aren't [entirely] mirrored, so I could do something like this.

So go on ahead and set up your Will Linebacker blitz to hurry the QB off the left O-line and force him to make a pressured throw into zone double coverage!

102 July 5th, 2017

LS-Style Kirby by Lucent Shadow
[Character - Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Kirby]



Just edited to change the name to something less generic.

Who's low tier now?!?

Here's a personal PSA for Kirby I made a ways back in 2012. It's not a complete overhaul like my Daisy mod, but sometimes you don't need to have drastic changes to be a lot of fun! This is a simpler hack with a few extras that make him similar to his normal self but play much differently; generally at a faster, freer, more fluid pace. Nothing too revolutionary - just really enjoyable to play as. He was, continues to be, and always will be the super tuff pink puff!

LS-style has two main characteristics; 4 extra a-button attacks in the form of the diagonal inputs, and no hitlag throughout almost all of their moves. Certain characters may have special traits unique to themselves or to the type of fighter they are (I.e. characters with more power may not need as long to fully charge their smashes, agile characters may be able to perform special evasion techniques, among some others as well).

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  • Please read the rules regarding Brawl Vault and reporting.
  • The following are examples of things that should be reported:
    • Broken downloads
    • Broken previews
    • Credit issues (e.g. using someone else's work without credit)
    • Usability issues (e.g. doesn't work).
  • Censored nudity does not need to be reported.
  • Reports should be clear. Don't write just "Sandbag"; explain the issue in full.
  • Please do not report an already reported issue. The list of current reports on this hack is below.
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Original functionality by picano (Anthony Ianacone), original design and graphics by Jack Harvest.

Redesign by Vyse, new graphics by SJS.

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