112 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.
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.
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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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