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76  Welcome / Rules / Feedback / Brawl Vault / The Vault Staff is looking for Volunteers again! (4/29/14) on: April 29, 2014, 05:52:00 PM
With the resignation of two of our current Brawl Vault Staffs, we are in need to fill their place.

We're looking for people who are willing to help moderating the Vault.

What is the Vault Staff's job specifically?

  • Moderate Brawl Vault's submissions (Approve, Report, Delete, etc).
  • Attend to users' reports and concerns in The Brawl Vault thread.
  • Help fixing submissions (Broken Links, dead pictures/previews) with Mirrors supplied by other users in the Brawl Vault Community Support thread.

What benefits do I get for doing this job?
  • Self-satisfaction.
  • You'll get a Custom User Group (With a new name color and stars).
  • Ability to set a custom title by yourself.
  • Access to a super fabulous hidden section named :>.>:.
  • Vyse will love you.

To apply, either drop a post in this thread or PM me.
77  Help & Tutorials / Model Tutorials / Import XNA models into 3dsmax (XPS) on: March 01, 2014, 11:17:10 PM
Tutorial requested by Kioki

You will be able to import XNA (XPS format) models into 3dsmax using the XNA Posing Studio. Here's how:

     1. Open the XPS with this program (Modify>Load generic item>"Select the XPS").
     2. File>Export scene as OBJ.

Now you have an .OBJ file which can be opened on 3dsMax.

XNA Posing Studio Download Links:

78  Help & Tutorials / Help / Add [Solved] to your thread and explain the fix if it's not documented in it. on: January 17, 2014, 12:42:20 PM
If you find the fix by yourself, please make a post detailing the fix and then label the thread as [Solved]. Who knows how many people you would be helping.
79  Help & Tutorials / Model Tutorials / [Brawlbox v0.69b] Combining Brawl models on: November 23, 2013, 11:07:10 PM
The model to add must have all the bones of the character it's going over.

For this example, I'll be using these 2:

Models to add (Grip and Blade are 2 separate objects in the same DAE, labelled BraveSword.DAE):
Character to which the sword is going to be added to:

So, what we will be doing for this example is this:

1. Adding a new sword by merging the new sword's mdl0 with the character's mdl0.
2. Removing the old sword.
3. Set up materials.
Step 1: Preparing the model
1> Import the DAE into BrawlBox. In this case, I'll be importing BraveSword.DAE, which is the sword's grip and blade objects I exported as DAE from 3DSMax:

2> On the Import Settings window, make sure you have these settings:


The Sword will replace the model, with it ending up being like this:

3> Right click the Mdl0 (In this case, it's named FitMia) and click "Export". You have to export it as a mdl0:

Now you have converted the DAE into a ready-to-import mdl0.
Step 2: Merging the models
1> Open the model you want to merge this mdl0 with. Right Click it and select "Import New Object":


2> On the window that pops up, use these settings:



3> Now, we need to go into the MDL0>Objects, and delete the old sword's polygons (You can easily spot them just by viewing which polygon is what in the previewer to the right)

4> We'll also need to delete the old sword's texture(s) and add the new sword's texture(s). For this, just go under TextureData[0] and import the new texture files, and delete the old texture files. This is not BrawlBox 101, you should know this before attempting to merge models.

Now, we are set! Now we need to set the materials.
Step 3: Setting up the materials
There are several ways to do this. In this case, I just went to the new Objects and, on the settings to the right, went to OpaMaterial, and set it to the old sword's materials. It saves up work as metal materials won't [censored] up this way. To do this:

1> Go into the MDL0>Objects, and select the new object (Must be at the bottom).

2> To the panel on the right, find OpaMaterial:

3> Set the material to the old sword's material (In my case, Alondite_Blade)


As you can see, the texture is wrong. That is because that material is using the old sword's texture. Now we need to go to this material, expand it, and we'll have this:
I need to rename Alondite_Blade to Brave_Sword (The old sword's texture was named Alondite_Blade. The new sword's is Brave_Sword, so what I'm doing is: making the material call the new texture):

Now my sword's blade will be using the correct texture:

If this method doesn't works, try this:

BJax, when you import an object from another model, along with it's texture, and it does show up fine in brawlbox but not at all ingame, what could be the cause?
The last model exploded in-game but looked fine in Brawlbox because the imported objects were weighted and rebuilt with texture matrices due to the metal materials, but didn't have their assets set in float. They also didn't have a linked color node when the shader and material called for one.

I linked the one color node to all the objects (go to the object's properties, click on the empty slot for ColorNode0, choose a color node in the dropdown) and converted all the imported assets (vertices, uvs, normals) to float by setting ForceRebuild and ForceFloat to true on the node.

An alternate solution from the one above would be to go into the imported materials' properties, go to LightChannel1, set the ColorSource to Register and set the MaterialColor to a color like 128,128,128,255 or whatever you have set in the color node. Then go to the last texture reference in each metal material and make sure HasTextureMatrix is set to false. Then you can either go back to each one and turn them back to true (this forces the assets to be rewritten in float automatically) or delete the metal materials, if you don't want the metal box to work.


Bottom line: I'm willing to update the tutorial on parts you guys feel I need to further clarify.
80  Help & Tutorials / General Tutorials / File Patch Code on: October 18, 2013, 04:54:35 PM
This thread is just to point newcomers to the versions of the File Patch Code we have around. If I'm missing anything, let me know.

File Patch Code v3.5.1 [Phantom Wings]
How to use: http://www.smashboards.com/threads/texture-and-vertex-hack-database-how-to-thread.232455/#post-7304207

Codes [NTSC-U / NTSC-J / PAL]:
NTSC-U
Code:
File Patch Code v3.5.1 (NTSC-U) [Phantom Wings]
E0000000 80008000
225664EC 00000000
0401BFE0 4858BE20
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE52531 38A0007F
3883FFE8 38610020
4BE52521 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA74DB9
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524E5
38610008 4BA742E1
7C7C1B78 4BA741E8
040223E0 48585BC0
065A7FA0 00000028
80010044 3C608001
6063581C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A424 00000000
0401CD0C 4858B1F4
065A7F00 00000038
2C030000 4182000C
4BA7DD51 4BA74E04
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA74DE0 00000000
043EE9D8 48000014
043EEBD4 48000014
043D8B9C 48000018
043E9B4C 38600000
043E9D38 38600000
043D8C80 60000000
80000000 80406920
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 452F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 452F7066
2F736F75 6E642F00
041C6CE0 483E0D20
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE52931 B8410008
38210080 4BE52995
4BC1F2C4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE529F5
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E399C 481C3F04
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C0F4
043DBAEC 481CBDE4
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE3420C
041CDF7C 483D9884
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26724
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC2670C
141CCF90 483DA770
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC25854 00000000
E0000000 80008000
NTSC-J
Code:
File Patch Code v3.5.1 (NTSC-J) [Phantom Wings, Ported by ‚ׂë]
E0000000 80008000
2256606C 00000000
0401BFE0 4858B9A0
065A7980 00000070
38A00067 38810020
3CE0805A 60E37798
4BE52525 38A0007F
3883FFE8 38610020
4BE52515 38A00068
60E47798 38610020
9421FF80 BC410008
38610088 4BA75239
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE524D9
38610008 4BA74761
7C7C1B78 4BA74668
04022360 48585C40
065A7FA0 00000028
80010044 3C608001
6063550C 7C001800
4082000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A3A4 00000000
0401CD0C 4858AD74
065A7A80 00000038
2C030000 4182000C
4BA7E1D1 4BA75284
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA75260 00000000
043EEA50 48000014
043EEC4C 48000014
043D8C14 48000018
043E9BC4 38600000
043E9DB0 38600000
043D8CF8 60000000
80000000 80406490
80000001 805A7780
8A001001 00000000
045A7790 2F525342
045A7794 4A2F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 4A2F7066
2F736F75 6E642F00
041C6D58 483E0CA8
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE524A5 B8410008
38210080 4BE52509
4BC1F33C 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE52569
38610008 4BA752A1
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E3A14 481C3E8C
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C16C
043DBB64 481CBD6C
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE34284
041CDFF4 483D980C
065A7800 00000098
818C0014 9421FF80
BC410008 3D009034
61089D94 7C034000
4082003C 7C882378
3C60804D 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC2679C
70A501FF 3868FFFF
3C80804C 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC26784
141CD008 483DA6F8
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC258CC 00000000
E0000000 80008000
PAL
Code:
File Patch Code v3.5.1: [Phantom Wings, ported by Deathwolf]
E0000000 80008000
225683EC 00000000
0401C3A8 4858BA58
065A7E00 00000070
38A00067 38810020
3CE0805A 60E37C18
4BE55339 38A0007F
3883FFE8 38610020
4BE55329 38A00068
60E47C18 38610020
9421FF80 BC410008
38610088 4BA75041
7C7C1B78 2C030000
4082000C 38210080
4800001C B8410008
38210080 4BE552ED
38610008 4BA746A9
7C7C1B78 4BA745B0
04022394 48585C0C
065A7FA0 00000020
77239000 2C030000
4182000C 7FDDC850
3BDEFFE0 93DB0008
4BA7A3E0 00000000
0401CF94 4858AF6C
065A7F00 00000038
2C030000 4182000C
4BA7DCF5 4BA7508C
80780008 2C030000
41820014 8118000C
7C634214 7C7B1850
48000008 8078000C
4BA75068 00000000
043EF000 48000014
043EEE04 48000014
043D8FC8 48000018
043E9F78 38600000
043EA164 38600000
043D90AC 60000000
80000000 80409728
80000001 805A7C00
8A001001 00000000
045A7C10 2F525342
045A7C14 502F7066
80000001 805A7B00
8A001001 00000000
065A7B10 0000000F
2F525342 502F7066
2F736F75 6E642F00
041C74C0 483E0541
065A7A00 00000028
9421FF80 BC410008
3C60805A 60637B1F
4BE55739 B8410008
38210080 4BE5579D
4BC1FAA4 00000000
065A7900 00000078
9421FF80 7C0802A6
9001000C BC810010
9421FF00 7C872378
54B2BA7E 7CD33378
38800000 9081000C
90810010 90610014
90810018 3880FFFF
9081001C 38610020
90610008 7CE43B78
38A00080 4BE557FD
38610008 4BA75529
60000000 80210000
B8810010 8001000C
7C0803A6 80210000
4E800020 00000000
043E3DC8 481C3AD8
065A78A0 00000010
80BC0020 7CA59214
3A400000 4BE3C520
043DBF18 481CB9B8
065A78D0 00000018
800302A4 2C130000
41820008 7E609B78
3A600000 4BE34638
041CE75C 483D90A4
065A7800 00000098
818C0014 9421FF80
BC410008 3D00902F
61085A34 7C034000
4082003C 7C882378
3C60901A 60630000
3C80805A 60847B00
7CC53378 38C04200
80E40080 2C070000
40820014 60000000
480000B9 2C030000
41820010 B8410008
80210000 4BC26F04
70A501FF 3868FFFF
3C809019 6084FFFF
7C842A14 38A04001
38A5FFFF 8C040001
9C030001 2C050000
4082FFF0 B8410008
80210000 4BC26EEC
141CD770 483D9F90
065A7700 00000048
9421FF80 BC410008
7FE3FB78 3C80805A
60847B00 38A00000
38C04000 480001E5
90640080 807F0008
907A0014 907A005C
907A0074 B8410008
80210000 807F0000
4BC26034 00000000
E0000000 80008000

File Patch Code V3.5.3v2 (NTSC-U) [MugenWii, PhantomWings and Deathwolf]
http://forums.kc-mm.com/index.php?topic=51912.0

File Patch Code v3.5.5 (PAL) : [Deathwolf, original v3.5.1 by Phantom Wings]
http://forums.kc-mm.com/index.php?topic=48546.0
81  Welcome / Rules / Feedback / Brawl Vault / Brawl Vault Rules (Updated August 10th 2023) on: September 21, 2012, 04:47:00 PM
Submissions

  • Plagiarism will not be tolerated. Anyone found to be plagiarizing another's work will be banned indefinitely from submitting to Brawl Vault.
     
  • Minor edits to others' work are allowed to an extent. For example, if you create a night/rain/snow version of someone’s stage or change a character’s shirt from green to blue and want to post it on the Vault, you have to collaborate the creator of the original hack.*1
     
  • Your hack must have working preview pictures (Thumbnails can not be bigger than 460x150) .

    The following must have in-game pictures:

    • Model Imports
    • Stages

    The following must have either in-game pictures or animated images (Gifs, either in-game or BrawlBox):

    • PSAs

    Note: It is highly recommended that 1 of the previews for a PSA be a video.

    The following must have an in-game video:

    • SFX Edits

    If a BRSTM's preview is not from Youtube, users must be able to immediately click and play the song on the preview site.

    As for Vertex/Texture hacks, make sure your previews clearly show the majority of your changes. People who repeatedly submit things without working previews will be temporarily banned from submitting.
     
  • Previews should not show the hack's references from external sources. For instance:
    • A hack based on a manga character shouldn't have a picture from the manga in its previews.
    • An import from another game shouldn't have a render from said game in its previews.


Packs

  • Packs must include some of the submitter's work (Be it CSPs/BPs*2 or anything of higher complexity).
  • Packs must include a README with credit to the submitters of all the included hacks and links to their Brawl Vault galleries (if they have one).
  • Packs must be straight-to-SD, meaning they include the private folder to be pasted into the root of the SD.
    Note: Apps folder is not necessary


.REL ports

  • Straight .REL ports are not allowed.*3
  • .REL ports must include a Readme with a full list of ALL changes.


CSPs

  • CSPs can be uploaded with the CSP function.
  • Every user is allowed to submit a single CSP pack (consisting of images only) of all of their CSPs in a .RAR, then update that submission with the latest additions.
  • People can submit their CSP packs as common5/sel_character, as long as 10*4 or more characters' CSPs are fully replaced*5.

Uploading Methods

  • Any link that requires a user to do anything other than click "download" is not allowed. Sites with timers (e.g. RapidShare) are fine; sites with ads*6 or passwords are not.


Reports

  • The report system is meant to address legitimate problems with submitted items. It is not meant to complain about things you don’t like, nor is it meant to be used as a joke. Anyone who makes frivolous reports will be banned from reporting, perhaps indefinitely.
  • Again, reporting is meant to make people aware of problems. If one of your creations receives a legitimate report, it is your responsibility to investigate and resolve the problem, or at least include a warning in your description. You may not merely click “Edit” then “Submit” to make the report go away. If you repeatedly ignore legitimate reports, you will be banned from submitting to the Vault.

To report a Brawl Vault offense, simply send a PM to one of the Brawl Vault Staff. Include a link to the offending item, if possible.

Certain board rules also apply to BV submissions and reports :
    Flaming
    Trolling
    Spamming
    Disruptive Behavior
    Offensive Material
82  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Albafika's Video Showcasing: Taking Requests! on: August 08, 2012, 09:10:19 AM

===Newest===
PSA Showcases

Roy
<a href="http://youtu.be/uJvvvido9IA" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/uJvvvido9IA</a>
Waluigi
<a href="http://youtu.be/nKQIfyv1fJ8" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/nKQIfyv1fJ8</a>

Stage Showcases

Geothermal Plant
<a href="http://youtu.be/cvGpBIL66_o" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/cvGpBIL66_o</a>

Model Showcases
-None-
Hacks Previews

Captain Falchion vs Roy
<a href="http://youtu.be/vhm7UMDLs-o" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/vhm7UMDLs-o</a>

War vs Deah (Darksiders 2)
<a href="http://youtu.be/WbiWow87ddo" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/WbiWow87ddo</a>

Nephenee vs Roy [Tower of Guidance, Part 4]
<a href="http://youtu.be/-Hy74Aww87s" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/-Hy74Aww87s</a>

FFVII Cloud/Sephiroth
<a href="http://youtu.be/I6K-AJ7PbOo" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/I6K-AJ7PbOo</a>

Freddy Krueger and Jason
<a href="http://youtu.be/9zJAaUW2SjY" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/9zJAaUW2SjY</a>
So, for a good while, I've been Showcasing hacks on my Youtube Channel. People tend to PM me or contact me wanting me to Showcase their work (And I, too, ask some if they want me to Showcase their work), which I tend to gladly agree to, so I might as well just make a thread for it.

Working requesting/method

I tend to work this way:

When it's a Full PSA (To be used as the Release video):

www.youtube.com/playlist?list=PLCB297CF544817941&feature=view_all

Example:
<a href="http://youtu.be/rmr0Q_hXJjA" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/rmr0Q_hXJjA</a>


<a href="http://youtu.be/Zv8fzvwHMFM" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/Zv8fzvwHMFM</a>


<a href="http://youtu.be/NoivJYgq1gg" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/NoivJYgq1gg</a>



When is a model (To be used as the Release video):

http://www.youtube.com/playlist?list=PL8AB9EBE79F445534&feature=view_all

Example:
<a href="http://youtu.be/xXFfqarjrXA" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/xXFfqarjrXA</a>



When they are Animation Previews:

www.youtube.com/playlist?list=PL7BACDB5B6F342DC2&feature=view_all

Example:
<a href="http://youtu.be/8jBWYfuGcO0" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/8jBWYfuGcO0</a>


<a href="http://youtu.be/98xpRr1--x4" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/98xpRr1--x4</a>



When they are in-game Previews for unreleased/just released PSAs:

http://www.youtube.com/playlist?list=PL193F46982B0B1F75&feature=view_all

Example:
<a href="http://youtu.be/GxIu1qAeT4M" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/GxIu1qAeT4M</a>


<a href="http://youtu.be/sbvmoGBu1Ps" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/sbvmoGBu1Ps</a>



If you'd notice, I take my time with the PSA Release videos trying to make them really awesome, acknowledging this, the request must really interest me for me to make a video as detailed as those already made. But my interest is highly triggered if the PSA is actually good, so just make sure you have a good build before requesting that. Tongue

Anyways, yeah, feel free to either comment on them or request away.
83  Help & Tutorials / Model Tutorials / Modeling Legend on: July 20, 2012, 01:35:00 PM
A vertex is a position (Along with other information such as color, normal vector and texture coordinates). Cheesy

An edge is a line connecting 2 vertices. Cheesy

A face is a surface on dimentional shape (Of 3 edges connected to 3 vertices or more). Cheesy

A polygon is a set of faces. Cheesy

********************
NOTE: Polygon =/= Object
********************

An element is a collection of polygons within the same Mesh. Cheesy

Did you learn something new?

The legend Pik just shared some important information with us that you all probably didn't know!
Hey kids! Here's some more tips for ya!-Remember, knowledge is power!

Brawl uses a very unique format for data. Character files are kept in "pac" files and "pcs" files. Inside, you find model+texture data. Models are MDL0 files, while textures can be all sorts of formats, like CMPR. Usually, these formats are very difficult to open up and edit. Luckily for you, a team of top scientists have developed a program that can do the unlikley - /BRAWLBOX 0.67B/ is its name. With this device, you can bend SSBB to your very will. You can put characters who would never even have a chance to be in a smash game, like Shadow for example.

84  Help & Tutorials / Music/SFX Tutorials / SFX IDs Videos on: June 05, 2012, 09:43:15 PM
Hello! Me and Waffle made some videos to easily recognize SFXs.

Legend
Works
Long
Infinite
Can't be called
Following the numbered template on the text, you'll recognize their IDs..
Let's get started....

1. 0000    snd_se_system_cursor
2. 0001    snd_se_system_fixed
3. 0002    snd_se_system_cancel
4. 0003    snd_se_system_Beep
5. 0004    snd_se_system_SnapShot
6. 0005    snd_se_system_InfoWindow_Open

7. 0006    snd_se_system_InfoWindow_Close
8. 0007    snd_se_system_ScrollBar
9. 0008    snd_se_system_Plate_Catch
10. 0009    snd_se_system_Plate_Off
11. 000A    snd_se_common_Countdown

12. 000B    snd_se_common_JustDefense
13. 000C    snd_se_common_ShieldReflect
14. 000D    snd_se_common_JustImpact
15. 000E    snd_se_common_Step_Metal

16. 000F    snd_se_common_Hit_Muteki
17. 0010    snd_se_common_Sousatu

18. 0011    snd_se_common_Waring_Out
19. 0012    snd_se_common_LifeUp
20. 0013    SND_SE_SYSTEM_FIXED_L
21. 0014    SND_SE_SYSTEM_CURSOR_L

22. 0015    snd_se_system_019
23. 0016    snd_se_audience_suddendeath
24. 0017    snd_se_Audience_Doyomeki_l
25. 0018    snd_se_Audience_Doyomeki_m
26. 0019    snd_se_Audience_Doyomeki_s
27. 001A    snd_se_Audience_Kansei_l
28. 001B    snd_se_Audience_Kansei_m
29. 001C    snd_se_Audience_Kansei_s
30. 001D    snd_se_Audience_Hakusyu_l
31. 001E    snd_se_Audience_Hakusyu_m
32. 001F    snd_se_Audience_Hakusyu_s
33. 0020    snd_se_Audience_Zannen
34. 0021    snd_se_AllStar_Heal_Warp
35. 0022    snd_se_system_Pause
36. 0023    snd_se_system_Page_Change
37. 0024    snd_se_system_Switch
38. 0025    snd_se_system_Counter
39. 0026    snd_se_system_2P_into
40. 0027    snd_se_system_collection_save
41. 0028    snd_se_system_collection_delete

42. 0029    snd_se_system_zoom_in
43. 002A    snd_se_system_zoom_out

44. 002B    snd_se_system_041
45. 002C    snd_se_system_042
46. 002D    snd_se_system_043
47. 002E    snd_se_system_044
48. 002F    snd_se_system_045
49. 0030    snd_se_system_046
50. 0031    snd_se_system_047
51. 0032    snd_se_system_048
52. 0033    snd_se_system_049
53. 0034    snd_se_system_050



1. 0035    snd_se_common_punch_kick_swing_s
2. 0036    snd_se_common_punch_kick_swing_m
3. 0037    snd_se_common_punch_kick_swing_l
4. 0038    snd_se_common_sword_swing_s
5. 0039    snd_se_common_sword_swing_m
6. 003A    snd_se_common_sword_swing_l
7. 003B    snd_se_common_punch_hit_s
8. 003C    snd_se_common_punch_hit_m
9. 003D    snd_se_common_punch_hit_l
10. 003E    snd_se_common_kick_hit_s
11. 003F    snd_se_common_kick_hit_m
12. 0040    snd_se_common_kick_hit_l
13. 0041    snd_se_common_sword_hit_s
14. 0042    snd_se_common_sword_hit_m
15. 0043    snd_se_common_sword_hit_l
16. 0044    snd_se_common_futtobi_s
17. 0045    snd_se_common_futtobi_m
18. 0046    snd_se_common_futtobi_l
19. 0047    snd_se_common_stage_fall

20. 0048    snd_se_common_jump_s
21. 0049    snd_se_common_jump_l
22. 004A    snd_se_common_fireball_hit

23. 004B    snd_se_common_fire_s
24. 004C    snd_se_common_fire_m
25. 004D    snd_se_common_fire_l
26. 004E    snd_se_common_fire_ll
27. 004F    snd_se_common_bomb_s
28. 0050    snd_se_common_bomb_m
29. 0051    snd_se_common_bomb_l
30. 0052    snd_se_common_bomb_ll
31. 0053    snd_se_common_cliff_catch

32. 0054    snd_se_common_cliff_up
33. 0055    snd_se_common_cyakuchi_l
34. 0056    snd_se_common_cyakuchi_m
35. 0057    snd_se_common_cyakuchi_s

36. 0058    snd_se_common_Damage_hoshikie
37. 0059    snd_se_common_DamageElec
38. 005A    snd_se_common_dash_start
39. 005B    snd_se_common_dash_stop
40. 005C    snd_se_common_down_Soil_l
41. 005D    snd_se_common_down_Soil_m

42. 005E    snd_se_common_down_Soil_s
43. 005F    snd_se_common_down_Soil_ss

44. 0060    snd_se_common_eat
45. 0061    snd_se_common_furafura
46. 0062    snd_se_common_GuardBreak
47. 0063    snd_se_common_GuardOff
48. 0064    snd_se_common_GuardOn
49. 0065    snd_se_common_item_Get_Tabemono
50. 0066    snd_se_common_item_Get_Drink
51. 0067    snd_se_common_item_Get_Peanuts

52. 0068    snd_se_common_slide_s
53. 0069    snd_se_common_smash_start
54. 006A    snd_se_common_001
55. 006B    snd_se_common_002
56. 006C    snd_se_common_003
57. 006D    snd_se_common_004
58. 006E    snd_se_common_005
59. 006F    snd_se_common_006
60. 0070    snd_se_common_007
61. 0071    snd_se_common_008
62. 0072    snd_se_common_009
63. 0073    snd_se_common_010
64. 0074    snd_se_common_011
65. 0075    snd_se_common_Magic_hit_s
66. 0076    snd_se_common_Magic_hit_m
67. 0077    snd_se_common_Magic_hit_l
68. 0078    snd_se_common_Magic_hit_ll
69. 0079    snd_se_common_Electric_hit_s
70. 007A    snd_se_common_Electric_hit_m
71. 007B    snd_se_common_Electric_hit_l
72. 007C    snd_se_common_Electric_hit_ll
73. 007D    snd_se_common_Step_Rock
74. 007E    snd_se_common_Step_Grass
75. 007F    snd_se_common_Step_Soil
76. 0080    snd_se_common_Step_Wood
77. 0081    snd_se_common_Step_Iron
78. 0082    snd_se_common_Step_NibuIron
79. 0083    snd_se_common_Step_Carpet
80. 0084    snd_se_common_Step_NumeNume
81. 0085    snd_se_common_Step_Creature
82. 0086    snd_se_common_Step_Asase
83. 0087    snd_se_common_Step_Soft
84. 0088    snd_se_common_Step_TuruTuru
85. 0089    snd_se_common_Step_Snow
86. 008A    snd_se_common_Step_Ice
87. 008B    snd_se_common_Step_GameWatch
88. 008C    snd_se_common_Step_Oil
89. 008D    snd_se_common_Step_Danbouru
90. 008E    snd_se_common_Landing_Rock
91. 008F    snd_se_common_Landing_Grass
92. 0090    snd_se_common_Landing_Soil
93. 0091    snd_se_common_Landing_Wood
94. 0092    snd_se_common_Landing_Iron
95. 0093    snd_se_common_Landing_NibuIron
96. 0094    snd_se_common_Landing_Carpet
97. 0095    snd_se_common_Landing_NumeNume
98. 0096    snd_se_common_Landing_Creature
99. 0097    snd_se_common_Landing_Asase
100. 0098    snd_se_common_Landing_Soft
101. 0099    snd_se_common_Landing_TuruTuru
102. 009A    snd_se_common_Landing_Snow
103. 009B    snd_se_common_Landing_Ice
104. 009C    snd_se_common_Landing_GameWatch
105. 009D    snd_se_common_Landing_Oil
106. 009E    snd_se_common_Landing_Danbouru
107. 009F    snd_se_common_054
108. 00A0    snd_se_common_055
109. 00A1    snd_se_common_056
110. 00A2    snd_se_common_057
111. 00A3    snd_se_common_058
112. 00A4    snd_se_common_059
113. 00A5    snd_se_common_060
114. 00A6    snd_se_common_061
115. 00A7    snd_se_common_062
116. 00A8    snd_se_common_063
117. 00A9    snd_se_common_064
118. 00AA    snd_se_common_Water_hit_s
119. 00AB    snd_se_common_Water_hit_m
120. 00AC    snd_se_common_Water_hit_l
121. 00AD    snd_se_common_Water_hit_ll
122. 00AE    snd_se_common_069

123. 00AF    snd_se_common_070
124. 00B0    snd_se_common_071
125. 00B1    snd_se_common_072
126. 00B2    snd_se_common_073
127. 00B3    snd_se_common_074
128. 00B4    snd_se_common_075
129. 00B5    snd_se_common_076
130. 00B6    snd_se_common_077
131. 00B7    snd_se_common_078
132. 00B8    snd_se_common_079
133. 00B9    snd_se_common_080
134. 00BA    snd_se_common_Landing_Water_s
135. 00BB    snd_se_common_Landing_Water_m
136. 00BC    snd_se_common_Landing_Water_l
137. 00BD    snd_se_common_084
138. 00BE    snd_se_common_085
139. 00BF    snd_se_common_086
140. 00C0    snd_se_common_087
141. 00C1    snd_se_common_088
142. 00C2    snd_se_common_089
143. 00C3    snd_se_common_Frieze

144. 00C4    snd_se_common_091
145. 00C5    snd_se_common_092

146. 00C6    snd_se_common_bomb_damage_s
147. 00C7    snd_se_common_bomb_damage_m
148. 00C8    snd_se_common_bomb_damage_l
149. 00C9    snd_se_common_bomb_damage_ll
150. 00CA    snd_se_common_Step_ElectroP
151. 00CB    snd_se_common_Landing_ElectroP
152. 00CC    snd_se_common_Frieze_s
153. 00CD    snd_se_common_Frieze_m
154. 00CE    snd_se_common_Frieze_l
155. 00CF    snd_se_common_Frieze_ll
156. 00D0    snd_se_common_Metal_Step_S
157. 00D1    snd_se_common_Metal_Step_M
158. 00D2    snd_se_common_Metal_Step_L
159. 00D3    snd_se_common_Metal_Landing_S
160. 00D4    snd_se_common_Metal_Landing_M
161. 00D5    snd_se_common_Metal_Landing_L
162. 00D6    snd_se_common_Get_Sesl
163. 00D7    snd_se_common_Get_Figure
164. 00D8    snd_se_common_Get_CD
165. 00D9    snd_se_common_JustShield
166. 00DA    snd_se_common_113

167. 00DB    snd_se_common_Final_Quake
168. 00DC    snd_se_common_Step_Cloud
169. 00DD    snd_se_common_Step_Akuukan
170. 00DE    snd_se_common_Step_Brick
171. 00DF    snd_se_common_Landing_Cloud
172. 00E0    snd_se_common_Landing_Akuukan
173. 00E1    snd_se_common_Landing_Brick
174. 00E2    snd_se_common_Step_Famicom
175. 00E3    snd_se_common_Step_Fence
176. 00E4    snd_se_common_Step_Sand
177. 00E5    snd_se_common_Landing_Famicom
178. 00E6    snd_se_common_Landing_Fence
179. 00E7    snd_se_common_Landing_Sand
180. 00E8    snd_se_common_coin
181. 00E9    snd_se_common_128
182. 00EA    snd_se_common_129

183. 00EB    snd_se_common_130
184. 00EC    snd_se_common_131
185. 00ED    snd_se_common_132
186. 00EE    snd_se_common_133
187. 00EF    snd_se_common_134
188. 00F0    snd_se_common_135
189. 00F1    snd_se_common_136
190. 00F2    snd_se_common_137

191. 00F3    snd_se_common_138
192. 00F4    snd_se_common_139
193. 00F5    snd_se_common_140
194. 00F6    snd_se_common_141
195. 00F7    snd_se_common_142
196. 00F8    snd_se_common_143
197. 00F9    snd_se_common_144
198. 00FA    snd_se_common_145
199. 00FB    snd_se_common_146
200. 00FC    snd_se_common_147
201. 00FD    snd_se_common_148
202. 00FE    snd_se_common_149
203. 00FF    snd_se_common_150
204. 0100    snd_se_common_151
205. 0101    snd_se_common_152
206. 0102    snd_se_common_153
207. 0103    snd_se_common_154
208. 0104    snd_se_common_155
209. 0105    snd_se_common_156
210. 0106    snd_se_common_157
211. 0107    snd_se_common_158
212. 0108    snd_se_common_159
213. 0109    snd_se_common_160




====[1F48-1FCA] ====

1. 1F48    snd_se_item_sandbag_dmg_s
2. 1F49    snd_se_item_sandbag_dmg_l
3. 1F4A    snd_se_item_sandbag_drop
4. 1F4B    snd_se_item_sandbag_landing

5. 1F4C    snd_se_item_carrierbox_slide
6. 1F4D    snd_se_item_curry_fire

7. 1F4E    snd_se_item_curry_shot
8. 1F4F    snd_se_item_curry_shot_b
9. 1F50    snd_se_item_curry_shot_c
10. 1F51    snd_se_item_Goldenhammer_enter
11. 1F52    snd_se_item_Goldenhammer_piko
12. 1F53    snd_se_item_Clacker_shot
13. 1F54    snd_se_item_Clacker_lastshot
14. 1F55    snd_se_item_Clacker_exp
15. 1F56    snd_se_item_clacker_empty
16. 1F57    snd_se_item_banana_slip
17. 1F58    snd_se_item_chewing_01
18. 1F59    snd_se_item_chewing_02
19. 1F5A    snd_se_item_smartbomb_exp
20. 1F5B    snd_se_item_smartbomb_blink
21. 1F5C    snd_se_item_Smokescreen
22. 1F5D    snd_se_item_pasaran_spark
23. 1F5E    snd_se_item_pasaran_growth
24. 1F5F    snd_se_item_pasaran_landing
25. 1F60    snd_se_item_bumper_set
26. 1F61    snd_se_item_bumper_repel
27. 1F62    snd_se_item_spring_01
28. 1F63    snd_se_item_spring_02
29. 1F64    snd_se_item_pitfall_vanish
30. 1F65    snd_se_item_key_landing
31. 1F66    snd_se_item_badge_equip
32. 1F67    snd_se_item_badge_reflection
33. 1F68    snd_se_item_screw_equip
34. 1F69    snd_se_item_Screw_01
35. 1F6A    snd_se_item_Screw_02
36. 1F6B    snd_se_item_unira_needle
37. 1F6C    snd_se_item_unira_stick
38. 1F6D    snd_se_item_soccerball_bound_l
39. 1F6E    snd_se_item_soccerball_shoot
40. 1F6F    snd_se_item_powderbox_exp
41. 1F70    snd_se_item_Smashball_dmg
42. 1F71    snd_se_item_Smashball
43. 1F72    snd_se_item_Assist_open
44. 1F73    snd_se_item_Pokeball_open
45. 1F74    snd_se_item_box_break
46. 1F75    snd_se_item_boxfuture_break
47. 1F76    snd_se_item_boxpersent_break
48. 1F77    snd_se_item_Barrel_break
49. 1F78    snd_se_item_barrelfuture_break
50. 1F79    snd_se_item_barrelpresent_break
51. 1F7A    snd_se_item_Capsule_break
52. 1F7B    snd_se_item_Kusudama_Landing
53. 1F7C    snd_se_item_Kusudama_break
54. 1F7D    snd_se_item_Superstar_get
55. 1F7E    snd_se_item_Superstar_bownd
56. 1F7F    snd_se_item_BeamSword_l
57. 1F80    snd_se_item_BeamSword_m
58. 1F81    snd_se_item_BeamSword_s
59. 1F82    snd_se_item_HomeRunBat_l
60. 1F83    snd_se_item_HomeRunBat_m
61. 1F84    snd_se_item_HomeRunBat_s
62. 1F85    snd_se_item_RipStick_swing
63. 1F86    snd_se_item_RipStick_flower
64. 1F87    snd_se_item_RipStick_empty
65. 1F88    snd_se_item_Ice_Crash
66. 1F89    snd_se_item_Harisen_l
67. 1F8A    snd_se_item_Metalbox
68. 1F8B    snd_se_item_Harisen_m
69. 1F8C    snd_se_item_Harisen_s
70. 1F8D    snd_se_item_StarRod_l
71. 1F8E    snd_se_item_StarRod_m
72. 1F8F    snd_se_item_StarRod_s
73. 1F90    snd_se_item_StarRod_empty
74. 1F91    snd_se_item_SuperScope_ready
75. 1F92    snd_se_item_SuperScope_shot
76. 1F93    snd_se_item_SuperScope_charge
77. 1F94    snd_se_item_SuperScope_chargeshot_s
78. 1F95    snd_se_item_SuperScope_Chargeshot_2
79. 1F96    snd_se_item_SuperScope_Chargeshot_3
80. 1F97    snd_se_item_SuperScope_Chargeshot_4
81. 1F98    snd_se_item_SuperScope_Chargeshot_5
82. 1F99    snd_se_item_SuperScope_Chargeshot_6
83. 1F9A    snd_se_item_SuperScope_Chargeshot_7
84. 1F9B    snd_se_item_SuperScope_Chargeshot_8
85. 1F9C    snd_se_item_SuperScope_Chargeshot_l
86. 1F9D    snd_se_item_SuperScope_empty
87. 1F9E    snd_se_item_Raygun_shot
88. 1F9F    snd_se_item_Raygun_empty

89. 1FA0    snd_se_item_Fireflower_shot_b
90. 1FA1    snd_se_item_Fireflower_shot_a

91. 1FA2    snd_se_item_Fireflower_empty
92. 1FA3    snd_se_item_SensorBomb_Set
93. 1FA4    snd_se_item_SensorBobm_search
94. 1FA5    snd_se_item_Bombhei_walk
95. 1FA6    snd_se_item_Greenshell_hit
96. 1FA7    snd_se_item_Dragoon_Landing
97. 1FA8    snd_se_item_UsagiHat_get
98. 1FA9    snd_se_item_UsagiHat_dash
99. 1FAA    snd_se_item_UsagiHat_turn
100. 1FAB    snd_se_item_UsagiHat_Jump_01
101. 1FAC    snd_se_item_UsagiHat_Jump_02
102. 1FAD    snd_se_item_Item_Get
103. 1FAE    snd_se_item_Item_desert
104. 1FAF    snd_se_item_Item_vanish
105. 1FB0    snd_se_item_Item_throw
106. 1FB1    snd_se_item_tabemono_Get
107. 1FB2    snd_se_item_Item_landing
108. 1FB3    snd_se_item_box_landing
109. 1FB4    snd_se_item_Barrel_Landing
110. 1FB5    snd_se_item_Bat_Landing
111. 1FB6    snd_se_item_Weapon_Landing
112. 1FB7    snd_se_item_Food_Landing
113. 1FB8    snd_se_item_Stick_Landing
114. 1FB9    snd_se_item_Capsule_Landing
115. 1FBA    snd_se_item_Futurebox_Landing
116. 1FBB    snd_se_item_Presentbox_landing
117. 1FBC    snd_se_item_Futurebarrel_landing
118. 1FBD    snd_se_item_Presentbarrel_landing
119. 1FBE    snd_se_item_Metal_landing
120. 1FBF    snd_se_item_Carrierbox_landing
121. 1FC0    snd_se_item_Doseisan_landing
122. 1FC1    snd_se_item_Banana_landing
123. 1FC2    snd_se_item_Freezer_landing
124. 1FC3    snd_se_item_Coin_landing
125. 1FC4    snd_se_item_CD_Landing
126. 1FC5    snd_se_item_Coin_get
127. 1FC6    snd_se_item_Bill_Get
128. 1FC7    snd_se_item_Water_s
129. 1FC8    snd_se_item_Water_l
130. 1FC9    snd_se_pokemon_manaphy_heart_01
131. 1FCA    snd_se_item_fireflower_landing


====[202B-2056]====

132. 202B    snd_se_menu_Narration_BattleRoyal
133. 202C    snd_se_menu_Narration_GetCoin
134. 202D    snd_se_menu_Narration_Survive
135. 202E    snd_se_menu_Narration_Special
136. 202F    snd_se_menu_Narration_LoserOut [ROTATION]
137. 2030    snd_se_menu_Narration_Classic
138. 2031    snd_se_menu_Narration_AllStar
139. 2032    snd_se_menu_Narration_Multiman
140. 2033    snd_se_menu_Narration_Bossbttles
141. 2034    snd_se_menu_Narration_Training
142. 2035    snd_se_menu_Narration_BreakTarget
143. 2036    snd_se_menu_Narration_Homerun
144. 2037    snd_se_menu_Narration_EasyBrawl
145. 2038    snd_se_menu_Narration_TeamBattle

146. 2039    snd_se_menu_Narration_Timein
147. 203A    snd_se_menu_Narration_Champion
148. 203B    snd_se_menu_Narration_BonusStage
149. 203C    snd_se_menu_Narration_Team
150. 203D    snd_se_menu_Narration_And
151. 203E    snd_se_menu_Narration_Versus
152. 203F    snd_se_menu_Narration_Giant
153. 2040    snd_se_menu_Narration_Metal
154. 2041    snd_se_menu_Narration_NoContest
155. 2042    snd_se_menu_Narration_TeamBlue
156. 2043    snd_se_menu_Narration_TeamGreen
157. 2044    snd_se_menu_Narration_TeamRed
158. 2045    snd_se_menu_Narration_WinnerIs
159. 2046    snd_se_menu_Narration_ChoseChara

160. 2047    snd_se_menu_Narration_Ready2Fight
161. 2048    snd_se_menu_delete_attention_1
162. 2049    snd_se_menu_delete_attention_2

163. 204A    snd_se_menu_data_delete
164. 204B    snd_se_menu_all_delete
165. 204C    snd_se_menu_font_enter
166. 204D    snd_se_menu_font_delete

167. 204E    snd_se_menu_wifi_connect_loop
168. 204F    snd_se_menu_wifi_connect_success
169. 2050    snd_se_menu_wifi_connect_cut
170. 2051    snd_se_menu_mach_in
171. 2052    snd_se_menu_mach_out

172. 2053    snd_se_menu_41
173. 2054    snd_se_menu_online_pause
174. 2055    snd_se_menu_online_entry_info

175. 2056    snd_se_menu_44

====[2072-2087]====

176. 2072    snd_seq_item_Hammer
177. 2073    snd_seq_item_Goldenhammer
178. 2074    snd_seq_item_Superstar

179. 2075    snd_seq_item_mushroom
180. 2076    snd_seq_item_mushd
181. 2077    snd_seq_item_kusudama_01
182. 2078    snd_seq_item_kusudama_02
183. 2079    snd_seq_assist_Barbara
184. 207A    snd_seq_item_Warpstar_A
185. 207B    snd_seq_item_Warpstar_B
186. 207C    snd_seq_item_Warpstar_C
187. 207D    snd_seq_item_Warpstar_D
188. 207E    snd_seq_item_Warpstar_Rakka
189. 207F    snd_seq_item_Warpstar_F
190. 2080    snd_seq_doseisan_01
191. 2081    snd_seq_doseisan_02
192. 2082    snd_seq_doseisan_03
193. 2083    snd_seq_item_goldenhammer_enter
194. 2084    snd_seq_legend_poke
195. 2085    snd_seq_item_45
196. 2086    snd_seq_item_46
197. 2087    snd_seq_item_47

85  Help & Tutorials / Help / Motives for Replay Desynching on: December 11, 2011, 09:53:41 AM
Anyone knows why'd replay desynchs when the match are played with PSAs?
86  Super Smash Bros. Brawl Hacking / Attacks and Animations / Albafika's PSA Temple [Geno Beta released (10/27/14)] on: December 06, 2011, 02:19:22 PM
Allo, welcome to this PSA Temple.

On work:

- Geno. [...]
- Secret.
- Scizor.

On hold:

- Tifa over ZSS. [Waiting for BlackJax' BrawlBox to finish PSA'ing]

Future Projects:

- Sephiroth v6. [Will resume this project when the rest of projects above are completed]

Future Projects with StarWaffle:

- Nephenee.
- Ramona Flowers. [Pending]
- Secret
- Ayane.
- Boy & Blob.
- Mickey.
- Red.
- Skull Kid
- Ryu Hayabusa.



Previews

Newest
<a href="http://youtu.be/GxIu1qAeT4M" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/GxIu1qAeT4M</a>

- Geno [In-Game Preview BrawlBox Previews]
<a href="http://youtu.be/GxIu1qAeT4M" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/GxIu1qAeT4M</a>


<a href="http://youtu.be/ChfQm0K6ycI" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/ChfQm0K6ycI</a>


- Tifa [In-Game Previews]






Wolverine
<a href="http://youtu.be/NoivJYgq1gg" target="_blank" class="aeva_link bbc_link new_win">http://youtu.be/NoivJYgq1gg</a>
This is the balanced version of Kagemaru's PSA of Wolverine. I originally intended just to balance it, but I ended up doing much PSA work for it. Expect these GFX/SFX adjustments soon for Kagemaru's own version!

Changelist


Wolverine's grounded game is A class, in contrast, his aerial game isn't as good.

A, A, A combo: it's a simple 3 hits combo, but if the A button is left pressed after the second jab, it'll trigger his SWISS CHEESE! attack.

Down Tilt: It consists on 2 hits, but the first hit must collide for the second to trigger.

Up Tilt is a quick and strong tilt  that'll pull the opponent on the air even at early percent.

Forward Smash: This is his only KO move, which does 14%/16% and it's a single hit with a decent startup time. Down Smash and Down B (Grounded) can be used as set ups for this move.

Up Smash: A decent attack with good damage amount (3 Hits, 4%, 3%, and 10% for the last one), but the attack has no KO potential.

Down Smash: A quick attack which does 2 hits, 7% each and has nearly no knockback. Great set up for Forward Smash.

Aerials:

Nair: This would be Wolverine's most viable aerial attack, which does 6 hits (2% damage each) and starts and ends quickly.

Fair: Strong but not very viable attack, as its got much endlag (1 Hit. 11%) .

Bair: Strong but not very viable either, as its got much endlag (1 Hit. 11%).

Dair: It's a decent attack which has a spike at a sweetspot.

Special Attacks:

Neutral B: Quick attack that does 5 slashes and has nearly no endlag. Also, can be used to assist on your recovery. (5 Hits. 1%, 3%, 2%, 3%, 2%)

Side B: It's the same as above, just that it has 1 more hit, and travels further, with more endlag. Also, it leaves Wolverine in Special Fall if used on air (6 Hits. 2%, 2%, 2%, 2%, 2%, 5%)

Up B: Same as Wolf's, just that it has nearly no startup lag. Also has weak damage. (13 Hits. 1% each)

Down B (Grounded): A feint attack that paralyses. Great set up for Fsmash. (1 Hit. 4%)

Down B (Aerial): Same as Wolf's reflector, but way worse. It either reflects or destroys a projectile. (1 Hit. 4%)

Please, leave feedback!

Cloud Strife
Yes, I took on PSA'ing now. I come now with my first PSA release, which is Cloud Strife, based on SDo0m's Dissidia Cloud, keeping most of his qualities from it.

I originally intended to keep it as a personal project, but some friends encouraged me to release him. I might as well make a thread to receive balancing feedback and ideas for next changes, specially feedback.

Changelist


>New Up Smash
>New Down Smash
>New Final Smash Animation.
>New Back Throw.
>New Side Taunt.
>New Revamp of Fair and Bair.
>New Wait animation.
>No more wallcling.

A few other animations have been revamped (And are under revamp), but I can't remember which ones at this moment.

>The range have been adjusted to fit the whole size of the sword, as seen in the video
(And, the new range added, which is the end of the sword, has less damage/knockback and the middle and bottom of the sword.)
>No more wallcling.

I'll cover the missing details later. More changes to come soon!

I've got to thank Thany for Up Smash and Down Smash animations (and for being like a mentor  Laugh), as well as HaloedHero for allowing me the use of his PSA and sharing with me his revamped Fair/Bair animations (And for some advice, as well). I've got to thank KJP for his advices, as well.

Bottom line, I hope you enjoy these PSAs as much as I did while working on them!


Other Threads


Other Hacks

Megaman X 1-slot sized mod

I shrinked the model to fit X's size more, I compared him to BeyondYou's Zero and made him smaller since X has always been smaller, even though that has been changing from game to game, where X is everytime getting a bit taller, but even then, it's pretty accurated, will give you the feel of playing as X.





Here's a clearer comparison of sizes:



It now feels more like X to throw a power ball like this:


A comparison:



...Yup, it also looks better!

Bottom Line: I demand to be collaborated if any of my work is used, I've put too much work on them for people to just take them and do whatever they please with it.
87  Super Smash Bros. Brawl Hacking / General Hacking Discussion / PSAs Tournament Pack: OP UPDATED [Need suggestions: Roster is still too small!] on: October 26, 2011, 02:40:06 PM
As a few might know, I'm the Administrator of D.R.'s (Dominican Republic) Smash Community (Tourney[censored]s community, like LC would call them), and I've been wanting to make a PSA-only tournament (1vs1) with them (I'm pretty sure 96% of the community have never used a PSA, so this'll be fun), I also plan on saving all the matches and uploading them, and will probably make an online Tournament with these for KC-MM.

What I need help with is: Selecting the PSAs of characters that'd fit and be "sorta" balanced fighting each other, AND would not freeze under any circumstances.

This is the list:

Characters




]

Joining the Roster once finished


Pending Balancing/Update






Missing PSAs for:









These are the only ones the three of us could come up with. I'd love any kind of suggestions and if anyone could report any freeze or odd behavior with any of the PSAs listed above.

Also, I'm still looking for more PSAs for the rest of the characters on the roster. (I won't be replacing them all, the characters, in the end, without a fitting PSA, will be removed from the CSS. With this said, I'm aiming for at least 16 stable and freezeless PSAs)

Other Threads
88  Help & Tutorials / Help / Sacred Forest Meadow on: June 30, 2011, 10:23:07 PM
<a href="http://www.youtube.com/watch?v=WGFNdch3IpM" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=WGFNdch3IpM</a>
Does somebody have this Stage? If so, would you be so kind and share it with me? I'd really appreaciate it...
89  Help & Tutorials / Help / Modding a 4.3U Wii on: April 21, 2011, 08:00:34 PM
Could anyone guide me through this? Is there a 100% safe way to install HBC on a 4.3U Wii? If so, how?
90  Help & Tutorials / Help / Riivolution user! Give me a hand. ._. on: April 08, 2011, 06:47:19 AM
Could a Riivo user try this and isee if it works? I've been receiving messages from an user that can't get Megaman to work on that size, and he uses Riivo (I'm not sure what Riivo's limits are, I've never used it).. No one else have had this problem.

Can somebody test it? Would be much appreciated...
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