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16 June 26th, 2018

Kruna Andrew V2 EX by Lucent Shadow with credit to Throwarockatme, the PMDT, Super tails srb2 fan
[Character - Texture, Vertex, Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Ike]

\"I'm Andrew. But my friends like to call me 'Shady.'

I mean, that's just what they call me. It's not like I like that they gave me a nickname. Neva just had to open her stupid mouth and start with it. Yeah, I agree it's a totally dumb name; but, whatever. Nobody asked you!

Anyways, I gotta admit; some of the guys here in Smash are pretty tough. I sure haven't helped out my case though. It seems like one match, I'm on fire! But then the next match, I can't catch a break! Crazy, huh? I'm going as fast and hard as I can every time, but nothing's a guarantee here! Smash is no joke!

Well, I'm no joke either. I ain't about to give up for nothin'! If Daisy can rank well here, so can I! We're really similar anyways. Where she's a little more fast and agile, I'm a bit stronger and more powerful. That's not enough of a difference for her to be performing so much better. What am I doing wrong?

I haven't done very well so far, but I'll bring it back. I've just gotta try harder, and do my best! My best has to be better than everyone else's best! If I can just focus on making every attack count, and make sure that I don't end up with a ton of misses, there's no way anybody here can stand a chance against me! I've got the best offense around when I can do that!

Before this is over, I'll show everyone what an advanced shadow wielder can really do! Here we go! Comeback time, SHADOW STRIKER STYLE!\"

(Note: I don't see myself coming back to edit this guy, unless it were to make him seem more energetic. I only wish I could makes his eyes bigger. Like, twice their current size or something. And also have him smile.)

20 June 26th, 2018

Echo Blade Fusion Ultimate V2 EX by Lucent Shadow with credit to .Fade, LookItsLink, Triforce Zelda
[Character - Texture, Vertex, Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Zelda]

\"I am Zelda, Princess of Hyrule.

Only I have the power to protect the Triforce so that the Hero Chosen by the Gods may utilize its divine powers and eradicate the evils plaguing our lands. But that wizard, that fiend, Ganondorf...he has now far exceeded my own power. He seeks to gain a following through this Smash tournament, and then use his newly formed cultist army to steal the Triforce for his own. However, I will stand in his way.

It seems that Smash is littered with evil presences left and right. My standard fighting and magic abilities will not cut it. Even my light power is somehow coming up short. I need something extra. For this, I will call upon an ancient, lost art that combines one's life force with dark power in synergy. The wise know that light and shadow are meant to be two cooperating halves, and I am certain that the innate purity of true darkness will not falter against Ganondorf's wicked corruption of the element. It's time to summon the Echo Blade!

With as much power as the Echo Blade generates, I can deal out considerable amounts of damage with ease. However, it takes more than brute force to win a fight. I'm not necessarily the fastest being here, but I can switch to my alter ego, Sheik, whenever I need to focus less on power and more on speed. I can overpower and confuse the enemy in my normal state; or, I can go up-tempo as Sheik. Either way, I have to be mindful of my low endurance and stay smart!

It is my sworn duty to keep the Triforce out of evil's hands, and I have the aid of the Hero Chosen by the Gods in this responsibility. His courage will be invaluable in the battles to come. For the sake of everyone and everything in the universe, we must arise victorious!\"

(Note: Moveset NOT GUARANTEED to work if other models are used - particularly ones with larger filesize.

Farore's Wind teleporting has been nerfed overall. It is now standardized to interruptible and therefore infinite, but it is significantly harder to control, and its damage potential is considerably reduced.)

24 June 26th, 2018

LS-Style Samus EX by Lucent Shadow with credit to Theytah, jiang, Pik, StarWaffle, Albafika, KingJigglypuff, SJS, Nanobuds, Spex130, TʘCK, Sandfall, SJS, Albafika, Nanobuds, Kit Ballard; (All solely because of the ZSS model and some colors); Szasz, sasook, Smash 3 Team
[Character - Texture, Vertex, Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Zero Suit Samus]

\"I am Samus. Samus Aran, the most powerful bounty hunter in the universe.

That prize for placing atop the rankings in Smash has to be substantial for there to be so many competitors. It better be worth the time and effort I'm putting into this. Hopefully, I can take out some of those crooks that have slipped into Smash too before they start trying to wreak havoc.

After some specialized training on my own, I have returned to the battlefield with a faster and more agile body. Though I've also come prepared with some upgraded gear, I don't believe my Power Suits will be needed all too much considering the improvements I've made. Some of these people don't even seem fit for fighting. Of all things, there's a walking drawing and an astronaut with anthropomorphic flowers at his side. Nevertheless, I've been through too much to go around underestimating a potential adversary.

I will demonstrate the true power of the Chozo. Smash is mine to win, and mine to lose.\"

(NOTES: I included my minimally-edited Power Suit Samus PSA and skins just for consistency with Zero Suit Samus's parts textures upon entry and FS transformation. They're nothing special. 95% of this is all about ZS Samus.

Just one glitch: There's a very slight chance that you may load up a stage that interferes with her texturing and makes it so that either her body flickers, or only her head is visible. I'm not sure if it's because of the model's rim lighting or whatever else, but it can be a little annoying regardless. I'm not sure how to fix that, but considering how harmless it is and because I really don't like vBrawl's model of her, and since this is such an improvement over vBrawl, especially for a custom build (A+ material to the original creators!!), I'm sticking with this one. Just don't be too surprised if her body starts twitching or turns pitch black and you have a head on top of a moving stick of blackness.

Default Varia Suit over Samus is vBrawl's.

This is NOT guaranteed to work independently; as in, the models or the moveset files may not work if paired with other counterparts because Samus's filing (both forms) in Brawl as it is is finicky and more restrictive than that of other characters.)

42 June 26th, 2018

LS-Style Sonic EX by Lucent Shadow with credit to SiLeNtDo0m
[Character - Moveset (PSA), Other (Effects, Animations, Final Smash, etc.) - Sonic]

\"I'm Sonic. Sonic the Hedgehog!

The competition here in Smash is really getting intense! But you know what - that's fine with me! That just means that I don't have to hold back anymore! What a relief! I was getting bored! Looks like I'm not here for nothing! Now they're stepping it up...but so am I!

If they didn't think I was the fastest around before, they'll think that now for sure! I'm kicking the quickness up into a whole nother gear, and my extra A attacks'll give me even more combat options! I'll sprint across the stage, then go with a down smash straight into a homing attack! Or maybe, I can chain my diagonals! And when I pull out my side-B Boost, I'll blow straight through everyone! If they can't keep up, then too bad! Outta my way!!

TIme to rise to the top of Smash with some sonic speed!\"

(This download is just moveset files.)

24 May 27th, 2018

Pipe Plaza [Mario kart] LS-Edition by Lucent Shadow with credit to Leon Exodio, Mewtwo2000
[Stage - Texture, Vertex, Import - Skyworld]

There was that Pipe Plaza mod somewhere in this vault. Wherever it is, I got it and changed it up, giving it a texture overhaul, size change, and overall gameplay edit. This is a large stage, yet it doesn't ever feel like it is too often. This has the capability to be both an offensive and a defensive stage depending on who plays.

This stage is played straight across from one end of Pipe Plaza to the next. You can get up on the metal frame or down underneath of it at any time. Also, you can hang around the sides of the stage too. I wanted it to almost feel as if you had the freedom to explore the whole stage, just like in Mario Kart.

Two things to keep in mind - one, though the camera stretches out to the very boundaries of the arena, I made the KO zone almost immediately around the outside of the boundary. So going offscreen is not a good idea on this stage, because a mild hit could end that stock for you. [See where Daisy is in the third preview pic to get an idea of where you're in danger.] I have no other reason for doing this other than I wanted the whole stage available, but I also didn't want people going outside into the grass; partially because the course model is uncovered on the outer west side for some reason. But you wouldn't know that otherwise unless you deliberately moved the camera there or looked in Brawlbox. I don't know why the model's like that. Not at all noticeable in gameplay though.

The other thing is that the ramps could sometimes obscure the view, but you could use that to your advantage. But a lot of the time, there'll be too much going on to even be around there for long, and the camera tends to zoom in past the ramp anyways.

I wanted to give the stage a slant and make it a little irregular so you'd be fighting on the track at an angle, and that might also therefore mean that the playing space could end up being smaller in order to not conflict with the stage model itself. Maybe if I come back to this, that'll be something to do.

Final Destination based stage with a .rel to go over Skyworld. Can go anywhere else with an FD .rel, I'm sure.

31 March 16th, 2018

LS-Style Dedede by Lucent Shadow
[Character - Texture, Moveset (PSA) - King Dedede]

Dedede got BUFF...ed...in Smash.

Because Dedede is a pain to edit, I didn't change too much for this one. This is actually an old one I had from years ago but tweaked a little. The dynamic and play style is different, and - both technique-wise and movement-wise - he can be either tough to control or an absolute menace. And he gets a bit of an aesthetic update too.

I normally suck with the big, slow guys, but I found myself winning out over better characters I normally have trouble against. I swear, he might be too strong. But that's fine. He's King Dedede. 3D. Triple D. D3. If you can't handle all the D, stay away.



You'll holler and hoot; he'll give Kirby the BOOT!

DEDEDE is the one!


31 January 30th, 2018

LS-Style Falco by Lucent Shadow with credit to PMDT for that SSBM F-Smash and up-tilt; ASF1nk, XDDD
[Character - Texture, Moveset (PSA) - Falco]

That is Falco! It took me forever to get him and Fox up, but they're up now.

Faster, swifter, those four extra diagonal inputs - and you know what? This makes Brawl Falco feel pretty good! A little bit of Melee touch, and now his decloning doesn't seem like a bad thing at all!

Focus on precision and landing hits with this PSA rather than using brute force and trying to always smash or get the KO.

The uniform kit here is based around dark blues, red, and gold with some purple. But personally, I prefer that white-on-white combo in the previews.

30 January 30th, 2018

LS-Style Fox by Lucent Shadow with credit to PMDT for dat F-Smash
[Character - Texture, Moveset (PSA) - Fox]

Fox gets fast and serious! Four diagonal attacks and an uptick in pace of play! Light, but fast and agile to score several hits in succession!

Includes special uniform kit based around green, steeltown gold, and red.

24 January 30th, 2018

LS-Style Yoshi by Lucent Shadow
[Character - Moveset (PSA) - Yoshi]

Old-school PSA - Fit[Fighter].pac only! That's all that is required for this one. Simple, but effective. It seems like the simpler ones I do tend to be the strongest for some reason. You can really body people so easily with this - in a non-overpowered sense. I mean seriously, it's like, diagonal-down tilt, neutral A, side tilt, diagonal up-tilt, Nair, and they may as well have just have not even touched their controller.

There's not much else I can say here. XD Four-diagonal attacks, some changes here and there, and I really meant to upload this a lot sooner than I did.

No special uniforms this time, unfortunately.

28 December 22nd, 2017

LS-Style Captain Falcon by Lucent Shadow
[Character - Texture, Moveset (PSA) - Captain Falcon]

Does anyone else think Captain Falcon's color scheme seems eerily similar to Superman's? Is that coincidence?...

In any case, I needed to go back and revamp Falcon some. This is an overall faster, stronger, more competent Falcon that I would say is now back to competitive status. He now has 4 total extra diagonal attacks, as per standard with my mods. He also now has a uniform set instead of taking other F-Zero racers' colors and emblems - speaking of EMBLEMS (look at picture).

Falcon takes a few cues from that old Onslaught Captain Falcon mod, but not nearly on the same overpowered level. It's mostly just in terms of movement and agility.

41 June 5th, 2018

Kruna Daisy and Kruna Andrew 2018 by Lucent Shadow with credit to SJS, Mortimer, Throwarockatme, PMDT
[Pack - Character]

EDIT 6-5-2018: A few graphical ticks fixed with Daisy. Slight and unnoticeable nerf. Minor uniform tweak to Andrew. Finally have a definitive purple for him. A dark, warm, sweet grape purple contrasting against Wario's lighter, brighter, popping purple and Waluigi's cool, sleek violet. Particular purples.

EDIT 4-8-2018: I decided to add back voice clips to Daisy. In previous versions, I've left her voiceless because I've never modded sounds before and I don't believe I'm even capable of doing so, but I feel like now, it'd be better if she sounded like Peach instead of not making any other vocal noise aside from her KO'ed ones, because that makes it so that there's better recognition of attacks. You're more than welcome to swap out Peach's vocals for Daisy's.

Also, as with Link, both Daisy's and Andrew's Attack100s/rapid jabs/neutral infinites/whatever else you want to call them are now altered and less responsive. This is an indirect nerf made so that you have to commit to the Attack100 instead of doing just the first hit or two of the cycle and going immediately into the finisher. This way, you can't cheese the neutral attack and you have to go through a cycle of the Attack100 instead of being able to cancel at will. Also, when you want to come out of the move, it will not be as responsive or immediate. The attack overall may seem more wild this way, but it was unfair to so easily have it cancel out of before.

- - - - -

I am Hacker Claus, and I have Christmas presents for all you good modders and homebrewers out there!

Otherwise, this slick new update specifically for Daisy and Andrew is more of an aesthetic one than a performance one. The performance changes are probably not very noticeable at all, though overall, both of these lightning bruisers should not perform any better or worse.

Don't know if I'm going to go back to Bowser and Ramona at this point or not.

Special Note: AI-controlled Andrew is super frustrating to deal with! Particularly in a group!

77 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.

47 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.

52 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!

63 June 5th, 2018

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]

Click HERE for a much BETTER looking Andrew: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=215167

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.

129 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.

68 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.

49 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...

140 April 5th, 2018

Aura Magic Link V1.1.2 by Lucent Shadow with credit to Kienamaru, FGUG2021, 123123sora, PMDT, CaliburTek
[Character - Texture, Vertex, Moveset (PSA) - Link]

APRIL 2018 EDIT: I made an alteration to Link's multi-thrust to make it a little less responsive like other neutral infinites. Now, you may be asking why in the world I would do something like that. Well, the way I had it made it so that Link could cheese one hit of his Attack100 and then go into the finisher hit, so it was in a weird in between of a standard neutral combo and a neutral infinite, and it just didn't seem right. So now, Link will go through a full cycle of fast stabs before executing his finisher. This also means that ending the move won't always happen as quick.

And yes, I'm going to upload altered versions of Daisy and Andrew too where their Attack100 moves act the same way as well.

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.

28 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...

31 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.

183 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.

21 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!

143 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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    • Broken downloads
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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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