Uh... sorry for asking for suggestions and then not really taking any...
I did most of the balancing suggestions that ZenBridger suggested, such as making sure the B move doesn't get full charge forever (well, it never happened to me this time, but it might still happen...), adding a little hitbox on the bottom of the up air, reducing the time that the down tilt lasts as well as increasing the knockback, reducing the time that the forward tilt hitbox lasts, making the icicles taller, making the side icicles stronger so that they can hit you into the big one better, making the down B freeze opponents, and slightly made the position that the opponent is trapped in during the Final Smash lower.
However, I didn't add any more damage or knockback to the aerials, increase the hitbox size of the up tilt, or fix the invisible Nexus Ray if you fire right out of charging. (I really don't know how to fix it, sorry.) Neku also has pretty much no landing lag ever, or at least, very little, so the vBrawl / BB version and the B+ version wouldn't really have any changes...
I guess that'll be it, then. After some balancing tweaks regarding the new stuff, I'll upload all this stuff on Brawl Vault (yay, first Brawl Vault hack!) and Neku will be finished.
Hmm... I don't know of you'll like this, especially because it's my fault, but some of the move placements don't make that much sense, so how about we make the down smash Cure, the down B the flip, and the down tilt Blitz?
I can make the down smash charge 10 seconds (I think), and I think it would make more sense.
Whenever I use AiS, it only works with unedited models, so I can't get it to double patch anything, because it's been edited. What do I do to get AiS to work?
But right now, the main problem with the animations is the Wait stance (sorry, again). You can download the animations from the most recent download posted in this thread, because I haven't changed the Wait stance, and I don't know what Hollow is up to at all...
There's not really a need for animations because it's not a model import or anything like that, I guess. But feel free to make any animations that you want, in case you read the description to a move and you can make a fitting animation.
There's already an animation for every move, I think...
I'll list the move and the animation that I'm using for it. (Some of the moves may not fit their description on the OP anymore).
Wait: I started with one of ZSS's win poses, but it's pretty different now...
Jab: I don't really remember, but I think it's Pit's first jab, Zelda's Swing1, and then Marth's SpecialS2Hi.
Forward Tilt: Zelda's Swing2
Up Tilt: I don't remember... but it was a Beam Sword swing...
Down Tilt: ZSS's down B
Forward Smash: Ike's Swing4, edited the beginning so there would be two slashes instead of only one
Up Smash: Ike's FinalStart
Down Smash: Ike's SmashThrowF
Neutral Air: Marth's neutral air
Forward Air: Marth's up B, with the TransN movement removed
Back Air: Marth's back air
Up Air: Marth's up air (yes, I like Marth's animations)
Down Air: Still Ike's down air, not sure what the PSA or animation will be
Actually, here's my downloads. It has the A moves mostly completed, but the automatic jump hasn't been fully coded yet and the down tilt isn't finished either. Also, the B move is the down tilt, but I'll obviously change that later.
The first entry would be really easy to do... just Fox or Falco or whatever's entry except without an Arwing.
The way it is right now, it looks like Lightning has a lot of range, but not power or speed as much. What do you think I should do to change that a bit?
EDIT: Can you PM me the costume? I swear I won't give it to anyone...
I don't know if anyone brought this up yet, but Riivolution also has RiiFS, which lets you keep all your files on your computer, lets you change them and they'll be updated in game (kinda like Gecko), and you can stream stuff from servers (I think Bionic Sonic has a RiiFS server for mods or something?).
However, the loading time is just terrible, and you still can't save things to the SD card or take your SD card out of the slot. It's also difficult to set up for some people.
I guess I like Neon Togepi's the best because it recognizes that you can't be 100% accurate, and the compromise it makes to look as good as possible makes it look, well, as good as possible.
Neku's face on Lucas looks out of place, in my opinion, and the black things in the front of his hair a pointing the wrong way... but it's still an awesome texture.
But really, feel free to use whatever texture you want for this PSA. It is just a PSA, after all.
Instead of Kat and Ana, Kat was right handed and Ana was left handed, and both Ice Climbers are left handed, so I had two models of Ana, but one was retextured to look like Kat.
I changed the texture reference by going to Textures1 (or something) and just renaming it, and also renaming the references in Materials. I guess that's not the real way to do it... I've done it before, though, and it didn't freeze...
So the models still need to be called FitPopo00 and FitNana00? I replaced the entire ModelData[0] instead of the model only, so the model names changed, too...
In the picture, their arms and legs are really stretched, so I used the model resizer to fix that... I guess that doesn't fix the real stretching, though.
Thanks for trying to help! I might ask around, maybe...
EDIT: Can I have the download for the files in the image above, please?