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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Ragna the Bloodedge - Version 2.0 on: August 09, 2009, 08:36:14 AM
Original Post: http://www.smashboards.com/showpost.php?p=8212561&postcount=953

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Ragna the Bloodedge
Version 2.0



Character concept by: Rykoshet
Coding by: Kirk

PAC DOWNLOAD

TEXTURE DOWNLOAD
As pictured above.

DEMONSTRATIONAL VIDEO

Courtesy of Rykoshet.

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This is my 2.0 release! A LOT has been changed from 1.0. I essentially re-coded every attack in attempt to fix some balancing issues, as well as add a lot of new things. So, here is a brand new changelog.
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Idle Stance
--Animation has been changed to Ike's Victory Pose #1.

Dodge Rolls
--Left and Right Roll Animations have been changed to Ike's Tripping Rolls(how he rolls getting up after tripping).

Jabs
--Jab1 Damage reduced by 1%.
--Jab2 Animation changed to Bthrow. 10% chance to trip.
--Jab3 Animation changed to Dsmash. First hit sends into the second. 30% chance to trip.
--One can hold "A" to perform the full sequence without delay.

Dash Attack
--Damage reduced by 1%.
--Added Darkness graphics to the blade.
--Increased IASA frame slightly.

Ftilt
--Animation changed to Tilt Item Swing. Slides forward when used.

Utilt
--Animation changed to Usmash Attack. Hits on both sides.

Dtilt
--Animation changed to Jab2. Acts like a poke. 5% chance to trip.

Fsmash
--Start/Charge Animations changed to Smash Item Swing Start/Charge.
--Tipper does more damage and knockback; very low trajectory with darkness effect. Has a cinematic Hitlag effect.

Usmash
--Start/Charge Animations changed to Dsmash Start/Charge.
--Attack Animation changed to Up Throw.
--3 Hit Attack. 1st hits behinds, sends to the front into the other 2 hits.
--Frontal hits deal more shield damage. Has a cinematic Hitlag effect. Last hit has darkness effect.

Dsmash
--Start/Charge Animations changed to Usmash Start/Charge.
--Attack Animation changed to Smash Item Swing Attack.
--6 Hit Attack. 2 frontal > 2 behind > 2 frontal. Last hit has darkness effect.

Nair
--Altered trajectory to be more horizontal(70 --> 55 degrees).
--Added IASA frame at frame 55.

Fair
--Tipper does 1% more damage, darkness effect, and x1.5 hitlag.
--Shortened autocancel frame from 45 to frame 35.

Bair
--Reduced damage by 2%.
--Added Darkness graphics to the blade.

Uair
--Animation changed to Ike's Final Smash Initial Hit.
--Reduced damage by 3% and reduced knockback.
--Tip of blade does 1% more damage, darkness effect, and x1.5 hitlag.
--Added Darkness graphics to the blade.
--Shortend autocancel frame from 53 to frame 51.
--Added IASA frame at frame 55.

Dair
--Darkness effect and x1.5 hitlag added to the spike tipper hitbox.

FThrow
--Animation changed to Heavy Item Forward Throw.

BThrow
--Animation changed to Heavy Item Back Throw.

UThrow
--Animation changed to Heavy Item Up Throw.

DThrow
--Animation changed to Heavy Item Down Throw.
--Upon first use, automatically sends opponents back into a regrab.
--Second time Dthrow is used, uses old Dthrow Animation.
--Second Dthrow knocks opponents into the floor. Acts as a tech chase.
--Reduced damage for both portions of Dthrow.

Eruption
--Removed ability to charge while grounded.
--If charging in the air, it will automatically release upon landing.
--Added IASA frame at frame 45 of the attack if airborne.
--Further changes still in progress.

Quick Draw
--Removed ability to charge.
--Attack Animation changed to Item Swing Jab(I.E. Beamsword). Has Darkness graphics around the fist as well as a Darkness effect. Has a cinematic Hitlag effect.
--Added condition for 'If "A" is pressed,' a followup attack will be performed.
--High Ftilt Animation used for followup attack. Has a Darkness effect.
--If used in the air, the followup attack will use Ike's Counter Animation instead.
--Changed helpless fall state to normal fall in the air.
--Additional follow attacks are planned for a future release.

Aether
--Super Armor adjusted. Begins on frame 5, ends when sword is released.
--Added Auto-Snap on the way up(frame 26 after sword is released).
--Altered trajectory of first hit to be more horizontal(~90 > ~75 degrees).
--Added a Button Pressed Condition(X/Y).
--If Button Pressed Condition is met, if Forward, Up, or No Direction is inputted, a Forward Spiral is performed. If Back or Down is inputted, a Backwards Flip is performed.
--In either case, if 'A' is pressed, a followup plummeting spike attack is performed. If 'B' is
pressed, a followup attack is performed using Ike's Uair Animation, coupled with a momentum shift in the opposite direction.
--'B' Followup attack is still under construction(Needs improvement to make this option more useful.)
--This entire event series is still under construction, naturally. There are a few graphical bugs here and there, and are planned to be fixed in a future release.

Counter
--Start Animation(grounded) changed to Ike's Victory Pose#2.
--Counter activation frames adjusted.(11-33 --> 6-28).
--Upon successful counter, action is changed into a grab.
--Aerial Counter is still under construction.
--Further ideas and renovations are planned to be implemented in the future.

Attributes
--Running Speed increased slightly(1.371 --> 1.5).
--Uair Landing lag decreased slightly(18 --> 14).

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So there you have it. Comments, critiques, criticisms, etc. are welcome, as usual. Please let me know your opinions or if you find any bugs so that I can help better Ragna in later versions.

Enjoy!
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