I'll either edit this post, or make another one when I'm done.
Edit: Okay, I'm done with a bit of testing. Here's what I have so far.
Up smash indeed does connect better. And can kill Mario at around 277%... Although, I did kill him one time by connecting with the very top of the hit box around 167% or something. Not sure. I do think it should have a little lag near the end of the animation, before he drops back down to the stage... Maybe.
Down smash now seems to instead of sucking the foe in, it knocks them back. Not too bad. And it's indeed punishable. But not as much as it was if the hit was done slightly wrong in the previous version.
Up tilt... I MIGHT be crazy, but it feels like you can cancel it sooner.
Now for some pictures of the aesthetics changes... And slight issues. But I don't know how many can be resolved.
As you can see. The odd things are likely not fixable. The last two pictures show that if you cancel the neutral B while on a slope. For a split second, the fireball goes upward.
...
Now this is where minor issues end... Here's a major one.
See this here?
That is his grab range.
Falco is shocked by this. And if that wasn't enough as it is...
He can chain grab. And before you ask. That was a level 9 CPU.
This is why I honestly didn't want Ridley's grab range altered. But rather the animation to make more sense with his old range... I knew SOME balance problem would be the outcome. So if you were to compare him to a normal Brawl character. He has the largest non-tether grab in the game.
And I don't think I am ever going to finish any of my planned projects anytime soon...And I think I'll be dropping Arceus and Kratos from my planned characters list.
But for the project I'll be focusing on will be the vBrawl conversion of Melee Mewtwo. In which I was working on before the main release from AGFan.
Aw... I was kinda looking forward to Arceus...
...Kratos though, I couldn't care less about.
Never the less. I do look forward to Mewtwo. The current vBrawl one needs balancing work. But I do feel it could work out nicely with some fixing here and there. And from what I recall, you're gonna make a custom bone set for Mewtwo... This is a very good thing.
Especially if Star's model is used. And fixed up a bit. (Moving eyes. Proper tail bones. Better normals... Etc etc.)
Now for something a bit off topic. Your Skyloft Temple...
In vBrawl, the collisions are all kinds of messed up. I downloaded the "STGDXSHRINE[SkyloftBG].pac" version by the way... I'd assume this is not the PM version. And I downloaded this twice, just to make sure the download didn't somehow mess up. It's the same way both times.
model looks good, and looks quality-ish, but the face looks ugly, not saying bad, just ugly as a face... and all ur isues with his big nose are just plain weird, ALL the gerudo's had big noses
Well, making Ganondorf NOT ugly would almost be a crime.
But the big noses... Well, it looked silly. He didn't look intimidating in OoT. He looked like a monkey.
In TP, they made his nose smaller. And as a result... He actually looks better.
On this model, his nose is still rather broad. But not stupidly long. Which seems fine with me.
Hm... Interesting model. It's kinda like the OoT Ganondorf in the later parts of the game... When you're playing as Adult Link. Except less Pinocchiodorf looking.
Only detail that's kinda bothering me might be the waist armor. That seems a bit off to me for some reason... And why IS is saying"His stomach seems to wide."But I'm not completely sure what's wrong... Maybe the white part near the crotch area? That part seems to clash a bit.
Anyway... I look forward to seeing this finished.
I just wonder though... Will he have proper moving eyes? And expressions?
Also, I think you should think twice about letting KTH Rig T-Zelda. Take a closer look at his vault. He's not as exemplary as he makes himself out to be.
Yeah... I mean, no offense to KTH. But his rigging skills... Lets just say, need work.
once they are like 110 hit them with a full charged downB and you will kill then depending on the map and position on the stage since there are huge maps
just updated the OP with my old stuff
You might want to replace both of those videos with the most recent video.
I was going to at first, but then I decided that I really like Arbok.
Hrm... You might want to texture it anyway... Some people might not like Arbok, a Pokemon, being on a otherwise faithful representation of a Megaman, a Capcom character.
So for those types... MAYBE you should retexture it...
Consider my concerns about those things alleviated then. That's just how it seemed to me.
I have not played P:M yet, but that's mainly cause I'm waiting for the first full release, more than anything else. When all characters will be playable. I know that's a long ways away, but I would rather have the full package than just a part of it.
Ease of installation is another concern for me. I don't have USB Gecko, I've never been able to play a full match of Brawl using Riivo (it would freeze for reasons I couldn't discern), and I can't use Dolphin for [censored] cause it won't run on my lappy.
Neat, Pikazz. I see all this stuff you make and it completely blows me away.
I started work on my Real Bowser PSA. Taking a break from Tabuu, because I'm lacking inspiration. Real Bowser will use the Bowser sound mod that's on the Vault (I'll include it and give credit) as well as moves from the NSMB series, Mario 3D Land and others. Except for the Bowser Bomb, which will stay, like Tabuu, it'll be a new moveset.
Here's his idle pose from New Super Mario Bros. Wii. I posed it myself with a reference pic, not using the actual animation. I just need to pose the fingers and make the actual animation.
Hm... This could be interesting.
You could also include some moves from spinoffs. Such as the RPGs.
I think to make planning easier on yourself. And for a more authentic Brawl feel. You should only have him have 4 specials.