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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: March 24, 2019, 08:33:41 AM
I've got an update. For those out of the loop, I've been working on a Dark Samus moveset as a side project while we develop Sceptile (the Dark Samus project was passed onto me from SodaBoy). Up until recently, I was asked to keep development progress behind closed doors, but I was recently allowed to be more open, so I'm here to show you a (somewhat outdated) preview video (recorded by BaganSmashBros) alongside an animation overhaul being done since this preview (also done by BaganSmashBros).

Video Preview: https://www.youtube.com/watch?v=xP-RTWOp7Gk

Up Smash Animation Overhaul: https://gfycat.com/beneficialunsteadygoshawk

Side Smash Animation Overhaul: https://streamable.com/ep86a
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: March 19, 2019, 09:41:09 AM
The revamp was planned to completely overhaul and rebalance the Mega Evolution mechanic, as in its current state, both Mega Forms are stupidly broken. Additionally, I wanted to re-code everything back on Charizard, rather than porting Charizard's model over someone else again (the current Solo Charizard uses Link as a base), but that would require the ability to add and port articles for what I had planned. Though despite me cutting the revamp, adding it back isn't entirely off the table, but if I were to add it back to my projects, then it would more than likely be a one man project, as my group members would rather make something new rather than overhaul an existing character.

For my scrapped moveset plans, none of my concepts were ever finalized and would require heavy revisions if picked back up. Additionally, various ideas I've conceptualized aren't possible with Brawl's current limitations. So keeping that in mind, I suppose I can share my scrapped plans. To make this post shorter, I'll only include the plans I had ideas for, meaning many moves on various characters will be missing.

Decidueye:
Quote from: Scrapped Decidueye Moveset Plan
Archetype: Wall. Decidueye has the tools needed to keep foes away, while having an exellent long range game, but has issues when foes get into mid-close range.

-Attributes-

Running Speed: 1.7

Weight/Knockback Resistance: 75

-Special Attributes-

Wall Jump

Glide (Concept), but not like a vBrawl glide. This glide would act more like a slow fall with forward momentum.

-Standard Attacks-

Down Tilt: Decidueye preforms a jabbing, back-facing crouch kick.

Dash Attack: While running, Decidueye strikes with a jump kick.

-Smash Attacks-

Side Smash: Decidueye pulls back a feather before firing it forward. Can be angled up or down.

Up Smash: Decidueye pulls back a feather before firing it upward. Can be angled left or right

Down Smash: Leaf Blade. Decidueye tucks its "hands" into its "arm pits" before revealing two feathers, which it then swings out at a downward angle (think Greninja's Down Smash).

-Air Attacks-

Forward Air: Similar to Brawl Charizard's Forward Air, Decidueye flaps its wings forward, creating a gust of wind, which propells itself backwards a bit. The wings will do damage, while the gust will simply push foes away.

Forward Air (Concept 2): Decidueye fires a quick feather forward.

Back Air: Deceidueye preforms an aerial rear-facing kick.

Up Air: Decidueye fires a quick feather upward.

Down Air: Decidueye kicks downward twice.

-Throws-

Grab Hold: Decidueye stabilizes itself on its victim's shoulders.

Pummel: Decidueye pecks its victim. DMG: 3, Angle: 361, FKB: 50, KBG: 100, Hitstun: 1, DI: 1, Flag: Slash

Forward Throw: While stabilizing itself, Decidueye fires a quill at point blank into its victim's face before jumping off. This move ends in the air.

Forward Throw (quicker concept): Decidueye kicks backward off its victim. This move ends in the air.

Back Throw: Decidueye skids in a circular motion on its victim's shoulders before kicking off. This move ends in the air.

Up Throw: Decidueye jumps off its victim before firing a feather quill at them. This move ends in the air. Throw: DMG: 3, Angle: 270, BKB: 5, KBG: 0, Flag: Normal. Quill: DMG: 6, Angle: 30, BKB: 40, KBG: 90, Hitlag: 25, Flag: Slash

Up Throw (quicker concept): Decidueye kicks upward off its victim. This move ends in the air.

-Specials-

Neutral Special: Spirit Shackle. Decidueye fires a ghostly feather. This projectile has almost no knockback, but very high hitstun, alongside low gravity. DMG: 8, Angle: 361, BKB: 1, KBG: 0, Hitstun: 50, DI: 0, Flag: Slash

This projectile also has the property of "exploding" into a ghostly flash upon hitting a wall or floor. This flash has double the hitstun, but half the damage. DMG: 4, Angle: 361, BKB: 1, KBG: 0, Hitstun: 100, DI: 0, Flag: Darkness

Side Special: Brave Bird. Similar to Charizard's Flare Blitz, Decidueye rushes forward at a high speed, taking self damage upon contact, but instead of heavily recoiling upon contact, Decidueye will skid to a stop. Also, unlike Flare Blitz, Brave Bird will only self damage upon contact. Self DMG: 8, DMG: 14, Angle: 361, BKB: 60, KBG: 94, Hitstun: 1.25, DI: 1, Flag: Normal

Side Special (Concept 2): Lea[censored]e. Decidueye flings fourth a leaf, which can be angled.

Up Special: Acrobatics. Decidueye kicks off the ground, making itself airborne. In the air, Decidueye does a wing flap instead. This move can be angled in any upward trajectory.

Up Special (Concept 2): Brave Bird. Decidueye first rises upward. During the peak of its move, B can be pressed a second time in order to fly forward a fair distance.

Down Special (Concept 1): Synthesis (Ground). Decidueye opens itself up, and begins to heal 2 damage per second for 60 Frames. This move can only be used on the ground, but can be guard canceled at any time. Roost (Air) In the air, Decidueye goes into a slow fall state, being unable to attack or air dodge until either a certain amount of time passes (about 30 or so Frames), or until Decidueye lands on the ground, in which it'll begin its healing routine.

Down Special (Concept 2): Defog. Decidueye flaps its wings forward, creating a strong gust of wind that pushes foes back and reflects projectiles. In the air, Decidueye flaps downward with a minor vertical boost.

Down Special (Concept 3): Foresight. Decidueye flashes for a moment. Anyone hit during this flash is infected by a debuff. Said debuff causes Decidueye's moves to ignore their intangability.

Final Smash: Sinister Arrow Raid. Decidueye flies up into the air, while spawning several ghostly feathers before firing them downward.

Some ideas come from this video: https://www.youtube.com/watch?v=-kM4Edabbv4

Deoxys:
Quote from: Scrapped Deoxys Moveset Plan
Shared Attacks

Down Special: Form Change. Deoxys changes its Form, depending on which way the Control Stick is held when the move is executed. Up will change Deoxys into its Speed Form, Forward will change Deoxys into its Attack Form, Backward will change Deoxys into its Defense Form, and Down will change Deoxys into its Normal Form. But if Deoxys is already in its respective form when pressing the Control Stick (i.e. Pressing Down when in Normal Form), Deoxys will randomly change into a different Form. The same thing will happen if the Control Stick isn't tilted at all.

Final Smash: Psycho Boost

Normal Form

-Air Attacks-

Neutral Air: Normal Form Deoxys pulls its arms inward, before swinging them outward on both sides. 10 damage (shoulders/torso), 8 damage (elbows), 6 damage (hands).

Down Air: Normal Form Deoxys crosses its right arm upward, before swinging it downward. This move has a 1 - 2 Frame spike. Non-spiking: 10 damage (shoulder/torso), 8 damage (elbow), 6 damage (hand). Spiking: 10 spike damage (shoulder/torso), 8 spike damage (elbow), 6 spike damage (hand).

-Throws-

Pummel (Option #1): Normal Form Deoxys constricts its victim with its arms. 3 damage.

Pummel (Option #2): Normal Form Deoxys punches its victim. 3 damage.

Up Special: Teleport.

-Down Special and Final Smash are shared by all 4 Forms-

Attack Form

-Smash Attacks-

Down Smash: Attack Form Deoxys will cross its arms, before swiftly swinging them both downward, on both sides. Uncharged: 17 damage (shoulders/torso), 15 damage (elbows), 13 damage (hands). Full charge: 22 damage (shoulders/torso), 20 damage (elbows), 18 damage (hands).

-Air Attacks-

Neutral Air: Attack Form Deoxys pulls its arms inward, before swinging them outward on both sides. 12 damage (shoulders/torso), 10 damage (elbows), 8 damage (hands).

Down Air: Attack Form Deoxys crosses its right arm upward, before swinging it downward. 13 spike damage (shoulder/torso), 11 spike damage (elbow), 9 spike damage (hand).

-Throws-

Pummel: Attack Form Deoxys constricts its victim with its arms. 4 damage.

-Specials-

Neutral Special: Zap Cannon. Attack Form Deoxys fires off an electric orb, which will stun a struck foe for a bit. The projectile will weaken as it travels. Start: 16 electric/stun damage. Decay #1: 10 electric/stun damage. Decay #2: 4 electric/stun damage.

Side Special: Superpower. Attack Form Deoxys raises its arms, before slamming them into the ground, producing a short-traveling shockwave. 16 damage (shoulders/torso), 14 damage (elbows), 12 damage (hands) + 12 damage (shockwave-no decay), 10 damage (decay 1), 8 damage (decay 2) = 20 - 28 damage total.

*Attack Form Deoxys shares the same Up Special as Normal Form Deoxys*

-Down Special and Final Smash are shared by all 4 Forms-

Defense Form

-Special Attributes-

Attack Armor. During any of Defense Form's Attacks, Deoxys will have Heavy Armor for the duration of the preformed Attack's hitbox(es). As Defense Form takes damage, this Armor will weaken.

Attack Hurtbox Invulerability. During any of Defense Form's Attacks, the hurtboxes, depending on the attack done will be invulnerable to any damage. Ex: Deoxys' arms will be invulerable during arm attacks.

-Standard Attacks-

Neutral Attack: 3 Jabs. Defense Form Deoxys will pull back its right arm, before swinging it forward. It will do the same with its left arm as well, before crossing both its arms. It will then swing both arms forward, and outward. 2 damage (shoulder/torso/elbow), 1 damage (hand) + 2 damage (shoulder/torso/elbow), 1 damage (hand) + 3 damage (shoulder/torso/elbow), 2 damage (hand) = 4 - 7 damage total.

Side Tilt: Defense Form Deoxys rears back its arms, before thrusting forward with a dual punch. This move can be angled. 8 damage (shoulder/torso), 6 damage (elbow), 4 damage (hand).

Up Tilt: Defense Form Deoxys lowers its right arm, before swinging it above itself in an arch. Has "sex kick". No decay: 7 damage (shoulder/torso), 5 damage (elbow), 3 damage (hand). Decay: 6 damage (shoulder/torso), 4 damage (elbow), 2 damage (hand).

Down Tilt: While crouching, Defense Form Deoxys will cross its right arm, before swiftly swinging it forward, at a downward angle. 6 damage (shoulder/torso), 4 damage (elbow), 2 spike damage (hand).

Dash Attack: Defense Form Deoxys will lunge forward with a shoulder bash. Has "sex-kick". No decay: 7 damage (head/torso), 5 damage (waist). Decay: 5 damage (head/torso), 3 damage (waist).

-Smash Attacks-

Side Smash: Defense Form Deoxys will move its arms outward, before slamming them together in a forward fashion. No charge: 14 damage (shoulders/torso), 12 damage (elbows), 10 damage (hands). Full charge: 19 damage (shoulders/torso), 17 damage (elbows), 15 damage (hands).

Up Smash: Defense Form Deoxys will lower both its arms downward, before slamming them together in an upward fashion. No charge: 13 damage (shoulders/torso), 11 damage (elbows), 9 damage (hands). Full charge: 18 damage (shoulders/torso), 16 damage (elbows), 14 damage (hands).

Down Smash: Defense Form Deoxys will cross its arms, before swiftly swinging them both downward, on both sides. Uncharged: 11 damage (shoulders/torso), 9 damage (elbows), 7 damage (hands). Full charge: 16 damage (shoulders/torso), 14 damage (elbows), 12 damage (hands).

-Air Attacks-

Neutral Air: Defense Form Deoxys pulls its arms inward, before swinging them outward on both sides. 6 damage (shoulders/torso), 4 damage (elbows), 2 damage (hands).

Up Air: Defense Form Deoxys slams its arms together in an upward fashion. 7 damage (shoulders/torso), 5 damage (elbows), 3 damage (hands).

Down Air: Defense Form Deoxys crosses its right arm upward, before swinging it downward. This move has a 1 - 2 Frame spike. Non-spiking: 8 damage (shoulder/torso), 6 damage (elbow), 4 damage (hand). Spiking: 8 spike damage (shoulder/torso), 6 spike damage (elbow), 4 spike damage (hand).

-Throws-

Pummel: Defense Form Deoxys squeezes its victim. 2 damage.

Forward Throw: Defense Form Deoxys backhands its victim. 5 damage + 3 throw damage = 8 damage total.

-Specials-

Neutral Special: Protect. Defense Form Deoxys will throw a barrier around itself, making it invulnerable to all attacks for a few Frames. The move starts quickly, but ends slowly.

Side Special: Mirror Coat/Counter. Defense Form Deoxys strikes a pose. If Deoxys is attacked during this pose, it will lunge forward at its attacker, dealing the same amount of damage of the attack the foe used on Deoxys. Deoxys will not go into Helpless after this move, but if the counter is triggered, it will not be able to use the move again until it lands Also, if possible, I'd like to make Defense Form Deoxys able to deal double the damage, rather than the exact damage. I'd also like to set a minimum damage Deoxys will do as well (Ex: Deoxys will do 6 damage if hit by an attack that does less than 6 damage).

Up Special: Zen Headbutt. Defense Form Deoxys strikes a pose, before launching upward with a headbutt. The launch can also be angled. 8 damage (head/torso), 4 damage (waist).

-Down Special and Final Smash are shared by all 4 Forms-

Speed Form

-Special Attributes-

Early Attack Interruption. Speed Form Deoxys is able to interrupt its actions earlier than the other Forms.

Agile Attacks: Speed Form's attacks are executed at twice the normal speed.

Swift Smashing: Speed Form Deoxys is able to charge its Smash Attacks at 1.5 times the normal speed.

On Hit Cancel: Speed Form Deoxys is able to interrupt its current attack with another attack, but only if the hitbox of the previous attack connects.

-Standard Attacks-

Neutral Attack: 2 Jabs + Loop. Speed Form Deoxys will swiftly jab with its right arm, then swiftly jab with its left arm, before going in with a barrage of punches. 2 damage (shoulder/torso), 1 damage (elbow/hand) + 2 damage (shoulder/torso), 1 damage (elbow/hand) + 1 damage (Looped 3 times, but can be held infinitely) = 5 - 7 minimum damage total.

Side Tilt: Speed Form Deoxys jabs forward with both arms. This move can be angled. 5 damage (shoulders/torso), 3 damage (elbows), 2 damage (hands).

Down Tilt: While crouching, Speed Form Deoxys jabs forward with its right arm. 4 damage (shoulder/torso), 2 damage (elbow), 1 damage (hand).

Dash Attack: Speed Form Deoxys dashes forward with a spin. Has "sex-kick". No decay: 5 damage (head/torso), 3 damage (waist). Decay: 3 damage (head/torso), 1 damage (waist).

-Smash Attacks-

Side Smash: Speed Form Deoxys will make a quick dash backward, before swiftly dashing forward with a headbutt. Uncharged: 12 damage (head), 10 damage (body). Full charge: 17 damage (head), 15 damage (body).

Down Smash: Speed Form Deoxys will swiftly cross its arms, before swiftly swinging them both downward, on both sides. Uncharged: 10 damage (shoulders/torso), 8 damage (elbows), 6 damage (hands). Full charge: 15 damage (shoulders/torso), 13 damage (elbows), 11 damage (hands).

-Air Attacks-

Neutral Air: Speed Form Deoxys pulls its arms inward, before swinging them outward on both sides. 5 damage (shoulders/torso), 3 damage (elbows), 1 damage (hands).

Forward Air: Speed Form Deoxys raises its arms above its head, before whipping them outward, in-front of itself. 6 damage (shoulders/torso), 4 damage (elbows), 2 damage (hands).

Down Air: Speed Form Deoxys crosses its right arm upward, before swinging it downward. 5 damage (shoulder/torso), 3 damage (elbow), 2 damage (hand).

-Throws-

Pummel: Speed Form Deoxys constricts its victim with its arms. 1 damage.

Forward Throw: Dashes backward, then dashes forward at its victim with a barrage of punches, before slugging him/her off with a swift jab. 1 damage (looped 5 times) + 2 damage + 0 throw damage = 7 damage total.

Back Throw: Speed Form Deoxys swiftly dashes behind its victim, before slugging him/her with a dual punch. 4 damage + 2 throw damage = 6 damage total.

Up Throw: Speed Form Deoxys swiftly uppercuts its victim into the air, then swiftly dashes underneath the victim to preform a barrage of punches, before slugging him/her with an upward dual punch. 1 damage + 1 damage (looped 5 times) + 2 damage + 0 throw damage = 8 damage total.

Down Throw: Speed Form Deoxys swiftly dashes above its victim, then strikes down with a barrage of punches, before slugging him/her off with a swift jab. 1 damage (looped 5 times) + 2 damage + 0 throw damage = 7 damage total.

-Specials-

Neutral Special: Double Team. Speed Form Deoxys moves rapidly to create illusions of itself. Speed Form Deoxys will be invulnerable to all attacks during various Frames. Foes will have to look for an opening to attack.

Side Special: Agility. Speed Form Deoxys strikes a pose, before dashing forward at a high speed. This move does no damage, but Deoxys is able to interrupt its attack with either an attack, shielding (if on the ground), an air dodge (if in the air), or a grab (if on the ground). But if Deoxys does interrupt, though it may not go into Helpless, it will still be unable to use the move until it lands. But if Deoxys doesn't make contact/interrupt, then it will go into helpless. This move can also be angled and charged for more distance.

Up Special: Extremespeed. Works similar to Lucario's Up Special. But unlike Lucario's, Speed Form Deoxys' Extremespeed does damage.

-Down Special and Final Smash are shared by all 4 Forms-

Eggman:
Quote from: Scrapped Eggman Moveset Plan
Archetype: Stance Changing Tank.

-Attributes-

Dash Momentum: 1.6 (Eggwalker)/1 (Eggman)

Running Speed: 1.9 (Eggwalker)/1.3 (Eggman)

Falling Speed: 1.8 (Eggwalker)/1.3 (Eggman)

Landing Lag: 12 Frames (Eggwalker)/6 Frames (Eggman)

Air Mobility: 0.1 (Eggwalker)/0.06 (Eggman)

Shield Size: N/A (Eggwalker)/9 (Eggman)

Weight/Knockback Resistance: 200 (Eggwalker)/80 (Eggman)

-Special Attributes-

Eggwalker: While inside the Eggwalker (Sonic Adventure 2), Eggman is immune to knockback and grabs (at the cost of being unable to Shield, grab ledges, and pick up Items, with the exception of the Smash Ball) until he reaches a certain damage theshold (150%). When the threshold is met, The Eggwalker will explode, sending Eggman flying out of it. When outside the Eggwalker, Dr. Eggman is able to be knocked back and grabbed like a regular Fighter.
Additional Idea (If Possible): Alongside all the added benefits of being in the Eggwalker, Eggman will also suffer less hitstun with hit by a foe's attack (75% of normal hitstun).

Protective Armor (Eggwalker): While the Eggwalker is active, rather than shielding, a protective barrier will surround the Eggwalker for a limited time, reducing the amount of damage taken by 15%. The barrier lasts for 10 seconds (600 Frames) and takes 15 seconds (900 Frames) to recharge.

-Standard Attacks-

Neutral Attack (Eggwalker): Volkan Cannon. In the Eggwalker, Eggman fires a burst of consecutive shots as long as the button is held. Eggman can walk back and forth and even jump while firing the Volkan Cannon. Per shot: DMG: 3, Angle: 361, BKB: 5, KBG: 200, Flag: Normal

Side Tilt (Eggwalker): Identical to Neutral Attack.

Down Tilt: Crouching while in the Eggwalker, the machine slides its "leg" across the ground. This move has a high chance of causing foes to trip. DMG: 10, Angle: 40, BKB: 30, KBG: 100, Flag: Normal. Trip Chance: 70%.

-Smash Attacks-

Side Smash (Eggwalker): Missle Launcher. In the Eggwalker, Eggman fires a singular missile that travels downward while moving forward. The speed of the missle is increased the more it's charged (it also explodes upon contact with enemies or walls). Can be angled. Missile: DMG: 5, Angle: 361, WKB: 50, KBG: 100, Flag: None. Explosion: DMG: 18, BKB: 40, KBG: 80, Flag: Fire.

Down Smash (Eggwalker): Wrecking Ball. In the Eggwalker, a wrecking ball attached to a chain drops from the bottom of it before being flailed left and right. DMG: 16, Angle: 35, BKB: 50, KBG: 100, Flag: Normal.

-Air Attacks-

Neutral Air (Eggwalker): Identical to Neutral Attack.

Forward Air (Eggwalker): In the air while in the Eggwalker, the machine kicks forward in an upward arch. DMG: 13, Angle: 361, BKB: 40, KBG: 100, Flag: Normal.

Back Air: In the air while in the Eggwalker, the machine kicks with a rear-facing thrusting kick. DMG: 14, Angle: 361, BKB: 60, KBG: 90, Flag: Normal.

Down Air (Eggwalker): In the air while in the Eggwalker, the machine raises its "legs" before thrusting them downward, emmiting a burst of jets at the "feet". This burst will move the Eggwalker up slightly. Sweetspot (Jet Burst): DMG: 16, Angle: 270, BKB: 30, KBG: 110, Flag: Fire. Sourspot: DMG: 12, Angle: 270, BKB: 15, KBG: 90, Flag: Normal.

-Throws-

Grab (Eggwalker): In the Eggwalker, the bottom opens up as a mechanical claw shoots out of it.

Grab (Eggman): On foot, Eggman uses a miniature Eggwalker claw to grab forward.

Pummel (Eggwalker): In the Eggwalker, Eggman squeezes his victim with the Eggwalker's claw.

Forward Throw (Eggwalker): In the Eggwalker while holding a victim, Eggman fires the Volkan Cannon at his captive victim before tossing them away. Multihit (Loops every 2 Frames for 10 Frames): DMG: 2, Angle: 361, WKB: 30, KBG: 125, Flag: Normal. Throw: DMG: 3, Angle: 60, BKB: 60, KBG: 90, Flag: Normal. Total Damage: 15

Up Throw (Eggwalker): In the Eggwalker while holding a victim, Eggman tosses his captive victim above the Eggwalker before firing a laser from the rear launcher at the thrown victim. Throw: Laser: DMG: 4, Angle: 135, WKB: 80, KBG: 100, Flag: Normal. Laser: DMG: 13, Angle: 80, BKB: 70, KBG: 80, Flag: Electric. Total Damage: 15 Total Damage: 17

-Specials-

Neutral Special (Eggwalker): Laser Missile. In the Eggwalker, a non-damaging laser emmits from the launcher on its back. To aim the laser, move the control stick up and down. If a target is hit by this laser, a missile will fly in the direction the laser was. To manually fire the laser, press A at any time the laser is active. To cancel the move, let go of B. Laser: DMG: 0, BKB: 0, KBG: 0, Flag: None. Missile: DMG: 3, Angle: 361, WKB: 50, KBG: 100, Flag: None. Explosion: DMG: 12, BKB: 30, KBG: 100, Flag: Fire.

Up Special (Eggwalker): Jet Engine. In the Eggwalker, Eggman jumps up before hovering mid-air. This move functions identically to R.O.B.'s Gyro Burner, in which the user has to hold B to gain height on a limited fuel supply that recharges slowly when on the ground. Since the Eggwalker is unable to grab ledges, the fuel capacity and vertical momentum are greater than that of R.O.B.'s, but at the cost of a slower recharge.

Final Smash (Eggwalker): Power Laser. In the Eggwalker, Eggman fires a large laser that can be angled up and down. Multihit (loops every 4 Frames): DMG: 3, Angle: 80, WKB: 50, KBG: 100, Flag: Electric. Finisher: DMG: 15, Angle: 361, BKB: 50, KBG: 90, Flag: Electric.

Final Smash (Eggman): Eggwalker Recall. On foot, Eggman calls in a fully repaired Eggwalker for him to climb into. This will reset Eggman's damage to 0.

Galacta Knight:
Quote from: Scrapped Galacta Knight Moveset Plan
-Special Attributes-

Rapid Jab

Multijump

Glide. Rather than having a Glide Attack, Galacta Knight will have an active hitbox when gliding.

Shield: The shield on Galacta Knight's arm will block any attack and/or projectile that hits it (similar to Palutena's shield during Dash Attack and Back Air).

Tipper: During moves which involve stabbing, Galacta Knight's lance will do slightly more damage (alongside added shield damage) if the tip of his lance connects.

-Standard Attacks-

Neutral Attack: Galacta Knight swings rapidly in-front of himself. This Rapid Jab has two unique properties. The ending is a finisher which also fires a projectile.

Side Tilt: Galacta Knight's 3 hit combo from his Planet Robobot boss fight.

Up Tilt: Functions almost exactly like Meta Knight's Up Tilt, except its damage is more unified, with the tipper doing more damage, and the non-tipper doing less damage.

Down Tilt: Uses the same animation as Meta Knight's Down Tilt, but is more of a popup move, rather than a poking tool.
 
Dash Attack: While running, Galacta Knight skids to a stop with his lance thrusted forward.

-Smash Attacks-

Side Smash: Galacta Knight brings back his lance before thrusting it forward. Can be angled.

Up Smash: Galacta Knight brings down his lance before thrusting it upward.

Down Smash: Galacta Knight slightly raises his lance before spinning in place.

-Air Attacks-

Neutral Air: Galacta Knight spins with his lance out. Upon landing on the ground, Galacta Knight will fire a weak projectile.

Forward Air: Galacta Knight preforms a very fast forward thrust with his lance (very quick startup, but high endlag).

Back Air: A backwards-facing variant of Forward Air.

Up Air: An upwards-facing variant of Forward Air.

Down Air: Project M's scrapped Meta Knight Down Air from v2.6, but edited to be a single hit move, rather than a carrying multihit move. Can also angle backward as well as forward. Additionally, upon landing, a travelling wave will appear.

-Throws-

Pummel: Galacta Knight stabs his victim with his lance.

Forward Throw: Identical to Meta Knight's.

Back Throw: Identical to Meta Knight's, but with an altered animation.

Up Throw: Identical to Meta Knight's.

Down Throw: Identical to Meta Knight's.

-Specials-

Neutral Special (Idea 1): Galactic Tornado. Basically Mach Tornado, except bigger, stronger and more control, but slower and less duration.

Neutral Special (Idea 2): Galactic Tornado. Galacta Knight fires forward a projectile tornado which sucks in anyone in its path.

Side Special: Lance Rush. This move functions exactly like Meta Knight's Drill Rush, but with a few key differences. Rather than a piercing multihit move, Lance Rush is a single hit move that bounces off foes upon contact (the move will still go through if the attack hits a shield or hitbox). If Lance Rush bounces off a foe, then Galacta Knight will be able to act again. If Lance Rush misses, then Galacta Knight will end in Helpless. Lance Rush also has slightly more control than Drill Rush.

Up Special: Shuttle Loop. Identical to Meta Knight's Shuttle Loop.

Down Special: Beam Counter. Galacta Knight puts up his shield. If an attack collides with it, Galacta Knight will fire forth a projectile.

Final Smash: Galacta Knight will have a total of 4 different Final Smashes, each of which will have a 1/4 chance of occurring (if I'm unable to give each Final Smash the same odds, then I'll just make the Final Smashes control stick dependent).

Final Smash 1: Galacta Knight rips a spacial rip, releasing a large laser with a fixed location.

Final Smash 2: Galacta Knight raises his lance up high as a laser appears from it, which travels in a circular motion.

Final Smash 3: Galacta Knight raises his lanch up high as sword-shaped beams surround it before firing in almost every possible direction.

Final Smash 4: Galacta Knight swings his lance, creating several pockets of light/energy. Galacta Knight will then raise his lance, erupting these pockets into pillars.

-Misc-

Entry: Galacta Knight appears encased inside a crystal before breaking out of it and entering Idle.

Up Taunt: Galacta Knight raises his lance before spinning to strike a pose.

Side Taunt: Rather than swinging a sword before pointing it forward, Galacta Knight straight up points his lance forward, and holds the position for a bit before bringing it back.

Down Taunt: Identical to Meta Knight's.

Meowth:
Quote from: Scrapped Meowth Moveset Plan
Playstyle: Technical

Character Base: Snake.

-Attributes-

Walking Speed: 1.15. Average.

Dash Momentum: 1.8. Above average.

Running Speed: 1.765. Above average.

Ground Jump Height: 2.45. Average.

Air Jump Multiplier. 1. Average.

Gravity: 0.095. Floaty.

Falling Speed: 1.5 Floaty.

Air Mobility: 0.09. Average.

Shield Size: 7.25. Average.

Weight/Knockback Resistance: 83. Lightweight.

-Special Attributes-
Wall Jump.
Crawl.
Rapid Jab.

-Movements-

Grab: Two extended gloves come out of Meowth's backback in an attempt to grab.

-Standard Attacks-

Rapid Jab: Fury Swipes. Meowth swipes furiously in front of himself. 2 Slash damage (multi hit)

Side Tilt: Scratch. Meowth swipes in front of himself. The attack button can be pressed again to attack with his other arm. 4 Slash damage + 6 Slash damage.

Up Tilt: Meowth preforms a slashing uppercut that ends in the air. 10 Slash damage.

Down Tilt: While crouching, Meowth pokes forward with a kick. 7 damage.

Dash Attack: While running, Meowth attempts a tackle before landing flat on his face. 9 damage.

-Smash Attacks-

Side Smash: Meowth poses as a robotic arm extends and winds up before Meowth points forward as the arm thrusts forward. Can be angled. 15 damage.

Up Smash: Meowth extends a robotic propeller upwards to deal multi-hitting damage. 2 damage + 1 Slash damage (looped 8 times) + 4 Slash damage.

Down Smash: Meowth sets a trap on the ground. Foes who walk over it will become pitfalled, including Meowth if the player isn't careful. 12 damage.

-Air Attacks-

Neutral Air: Meowth spins as robotic arms extend. 10 damage (fresh), 8 damage (stale).

Forward Air: A robotic arm extends before thrusting forward. 9 damage.

Back Air: A jet extends before setting off a blast, propelling Meowth forward. 11 Fire damage.

Up Air: Robotic arms extend to punch upward. 10 damage.

Down Air: Meowth points downward as a robotic arm extends downward. 12 damage.

-Throws-

Pummel: Meowth pummels his victim with a punch from a robotic glove. 3 damage.

Forward Throw: Meowth tosses his victim forward (via robotic glove). 8 damage (throw).

Back Throw: Same as Forward Throw, but backward. 9 damage (throw).

Up Throw: Meowth tosses his victim upward (via robotic glove) before extending out the propeller to deal damage. 2 damage + 1 Slash damage (looped 4 times) + 4 damage (throw).

Down Throw: Meowth tosses his victim onto the ground (via robotic glove) before the gloves punch the grounded foe multiple times. 2 damage + 2 damage (looped 3 times) + 4 damage (throw).

-Specials-

Neutral Special: Rocket. Meowth launches a rocket from his bag.

Side Special: Jets come out from Meowth's backpack before propelling Meowth at a high speed. Meowth will bounce off the surface/foe when making contact.

Up Special: Meowth equips a propeller backback, which enables him to move freely for a short period of time. The turning blades can damage foes. 2 Slash damage (multi-hit).

Down Special: Vacuum. Meowth takes out a Vacumm backback and powers it on. The move can be looped by holding B, walk, and jump. The suction starts out strong, but will weaken if not ended after a short period of time. If an item is near Meowth during this move, Meowth can suck up the item and hold it or blast it out. This will not work if Meowth is already holding an item. The move will automatically end if a victim gets sucked into the vacuum.
Bonus Idea (might be OP though): If Meowth has a victim in the backpack, Meowth can choose to blast the victim away or keep the victim in the bag for a short period of time.

Final Smash (Idea 1): Bomb Barrage. Meowth hops into Team Rocket's Balloon before floating upward. While floating, Meowth can control the Balloon freely and can drop Bombs by pressing B. After a short period of time, Meowth will drop out from the balloon.

Final Smash (Idea 2): Mecha-Meowthinator. Meowth enters the Mecha-Meowthinator for a short period of time. When in the Mecha-Meowthinator, Meowth can walk, jump, punch (with A), and fire small drills (with B).

-Other-

Entry: Meowth enters from Team Rocket's Balloon.

Up Taunt: Meowth makes the extending gloves flex while having a giggle.

Side Taunt: Meowth points foward while making a snappy remark.

Down Taunt: Meowth takes off his koban and looks at it with a smile before putting it back on his head.

Win1: Meowth victoriously laughs before his backpack short circuts.

Win2: Meowth makes a snappy remark before disappearing in a cloud of smoke.

Win3: Meowth enters via propeller before pointing towards the camera and making a snappy remark.

Lose: Meowth sits and holds his head as the robotic gloves clap.

Scizor:
Quote from: Scrapped Scizor Ideas
Neutral Special: Vacuum Wave. Weak projectile that sends foes towards the sender.

Side Special: Bullet Punch. Quick, lunging punch.

Up Special: Iron Head. Limited distance, high power.

Down Special: U-Turn. Moves forward, but can move back to where it once was. Or press button to pin a point, then press button again to go back.

Final Smash: Melee Pokeball Attack, but faster, and with the ability to rush in a direction upon button press.

Standard Form: Light Metal. Hold Jump to slow fall.

Mega: Removes Light Metal in favor of Technician. Powers up moves that do less than 10 Damage by 50%.
Alt Technician: Allows the ability to cancel out of weak attacks upon contact.

Solo Charizard Revamp:
Quote from: Scrapped Solo Charizard Revamp Ideas
Solo Charizard Revamp Improvised Ideas

Mechanics
Utilize Independent Sub Routines to polish Mega Evolution Meter mechanic.

Default
Moderately change moveset to match base version (Brawl, PM, and Minus)

Jab1: Change to Ultimate but with version specific values for Brawl/Minus, keep unchanged for PM.

Jab2: See Jab 1

Jab3: See Jab1

Dash Attack: Change to Ultimate, but with version specific values.

Side Tilt: Unchanged from base version

Up Tilt: See Dash Attack

Down Tilt: Change to Ultimate for Brawl/Minus, keep unchanged for PM.

Side Smash: See Dash Attack.

Up Smash: See Dash Attack.

Down Smash: See Dash Attack

Neutral Air: See Side Tilt

Forward Air: See Dash Attack

Back Air: See Dash Attack

Up Air: See Down Tilt

Down Air: See Dash Attack

Forward Throw: See Dash Attack

Back Throw: See Dash Attack

Up Throw: See Dash Attack

Down Throw: See Dash Attack

Neutral Special: Flamethrower for Brawl/PM, Blast Burn for Minus. Moves will remain unchanged from their source versions.

Side Special: *Flare Blitz for Brawl, Heat Wave for PM, and *Dragon Rush for Minus. Moves will remain unchanged from their source versions.
*Update animation to Ultimate counterpart.

Up Special: Fly for Brawl/Minus, Fire Spin for PM. Moves will remain unchanged from their source versions.

Down Special: Rock Smash for Brawl, Fly for PM, and Stealth Rock for Minus. Moves will remain unchanged from their source versions.

Mega Charizard X

Falling Speed and Hitbox damage will be increased by 1.1* (Jump Velocity will be altered to retain default jump height). Weight will be increased by 1.05*

Neutral Special: Changes to Thunder Punch for all versions.

Side Special: Changes into Flare Blitz for all versions.

Up Special: See Neutral Special.

Down Special: Move changes to Fly (PM) for Brawl/Minus, move remains unchanged for PM.

Mega Charizard Y

Upon Mega Evolution, harsh sunlight will be summoned for 5 seconds. This effect is only visual.

Will gain 1 additional Air Jump.

Air Speed will be increased by 1.1*. Hitbox damage will be increased by 1.05*

Neutral Special: Changes to *Fire Blast for Brawl/PM. Unchanged for Minus.
*Functions as a long range, single hit projectile, exploding upon impact with anything.

Side Special: Changes to Heat Wave for all versions.

Up Special: Move remains unchanged.

Down Special: Changes into *Solar Beam for all versions.
*Functions as a storable charge move, which unleashes a beam with large horizontal distance. Can be angled while firing.

Zoroark:
Quote from: Scrapped Zoroark Moveset Plan
Archetype: Technical. Zoroark's playstyle revolves around tricking its opponents and psyching them out with untraditional attacks.

-Attributes-

Walking Velocity: 1.44

Dash Momentum: 1.9

Running Speed: 2.165

Weight/Knockback Resistance: 70. Lightweight.

-Special Attributes-

Wall Jump

Crawl

-Standard Attacks-

Neutral Attack: Scratch. Zoroark scratches forward with one arm (downward arch) before scratching upward with its other arm (upward arch).

Down Tilt: Low Kick. While crouching, Zoroark swiftly kicks out. This move will always trip grounded foes.

Dash Attack: While running, Zoroark jumps forward with a shoulder bash (or a tackle, whichever idea would fit Zoroark more).

-Smash Attacks-

Side Smash: Zoroark creates a void of darkness, which expands upon charging until exploding upon release. The higher the charge, the larger the blast. The void will also drag foes into it as the move charges.

Up Smash: Zoroark puts its hands together before thrusting them upward, releasing a blast of darkness, forcing its hands away from it.

Down Smash: Zoroark creates a burst of darkness in front of itself before turning around to create a second blast behind itself.

-Air Attacks-

Neutral Air: Dark Pulse. Zoroark strikes an aerial pose, as a pulse of darkness emmits from it.

Forward Air: Zoroark slashes in front of itself.

Back Air: Zoroark turns around with a slash. This attack will reverse Zoroark's direction. Think of Project M Lucario's Back Air, except with scratching, rather than punching.

Down Air: Zoroark strikes below itself with two slashes.

-Throws-

Pummel: Zoroark scratches its victim.

Forward Throw: Zoroark sends its victim off with an overhead slash.

Back Throw: Zoroark vanishes before appearing behind its victim with a forceful strike. This throw will reverse Zoroark's direction.

Up Throw: Zoroark uppercuts its victim.

-Specials-

Neutral Special: Night Daze. Zoroark raises its arms before slamming them into the ground, releasing a blast of darkness. The center of the blast is the strongest part, while the outer part of the blast is weaker, but not by much. This move can be charged for more power.

Side Special: U-Turn. Zoroark dashes forward. At any point during the move (including ending), Zoroark may press B a second time to return to its starting location with halved endlag. Zoroark's return also has a hitbox, which can be chained with the initial dash.

Side Special (Alternate Idea): U-Turn. Zoroark dashes forward in an attempt to grab a foe. If someone's grabbed, then Zoroark will drag them back to where it started the move.

Up Special (if Possible): Trick. Zoroark strikes a pose. If a foe gets within its range, Zoroark will swap places with its foe, leaving the foe in helpless (will be changed to DamageFall if SpecialFall is too broken), while Zoroark is able to act again. If Zoroark fails in its search, it will go into Helpless instead.

Up Special (Altnerate Idea): Sucker Punch. Zoroark strikes a pose for a full second (60 Frames). During this period, Zoroark can press B a second time to preform a rising uppercut that can be horizontally influenced. If Zoroark fails to press B during this time, the move will simply end. Zoroark will end in Helpless regardless.

Down Special (If Possible): Illusion. Zoroark vanishes before re-appearing as its foe. With the exception of Specials, Zoroark will take on both the appearance and attacks of whichever foe it turned into. For example, if Mario is Zoroark's foe, Zoroark will "turn into" Mario. Specials will still be that of Zoroark's (think of Mario using Zoroark's Specials, for example). Using Illusion again will end the Illusion. Illusion will automatically end upon either taking enough damage (about 50 damage) or getting KO'd. Zoroark cannot use its Final Smash if it's in an Illusion.

Down Special (Alternate Idea): Illusion. Zoroark strikes a pose, making itself invisible (uses Spy model, if possible). Zoroark can become visible again by using Illusion a second time. Illusion will automatically end if hit by an attack or KO'd. To help balance out being invisible, when Illusion is active, all of Zoroark's attacks will create effects to help pinpoint its location.

Final Smash: Night Slash. Basically a buffed version of its Pokeball attack from Sm4sh.
3  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 17, 2019, 08:48:34 AM
If you have 7-Zip, you can open the sd.raw and extract the folders and files and put them onto your SD Card, given you have either Gecko OS (Homebrew) or the Stage Builder exploit file (Hackless) on your physical SD card.
4  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 17, 2019, 08:40:01 AM
I only encountered the issue during the very old beta stages of 50 CC and was fixed with the things I mentioned.

If you're not using an extensively edited Project M build, I'd recommend you to take a look at the pre-made build I made for ease of access to advanced features.
5  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 17, 2019, 07:55:35 AM
Alright, did you edit your Fighter00.dat to enable the two unknown flags under the costume flags?
6  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 16, 2019, 06:40:46 AM
I think I might know what the problem could be. Could you add this code to your GCT and relay what happens?

Quote
Three Team Costumes for Ganon + Costume ID Fix[PyotrLuzhin]
C284CFF8 00000003
2C17000D 4180000C
38600001 48000008
7C83B830 00000000
C284CF64 0000000D
2817000D 38800000
40820050 28170003
40820048 38800001
48000040 2817000B
40820038 38800001
48000030 2817000C
40820028 38800001
48000020 2817000D
40820018 38800001
48000010 2817001B
40820008 38800001
28040001 48000008
60000000 00000000
C26998DC 00000004
80A301B8 541CD97E
2C050014 40820010
2C00001F 40820008
3B800002 00000000
C2699C20 00000006
80A301B8 541CD97E
2C050014 4082001C
2C000020 40820008
3B800002 2C00001E
40820008 3B800001
60000000 00000000
046974f0 41820034
C26974EC 00000009
7F44D378 2C1F0014
4082003C 2C190002
40820034 2C040000
4082000C 3860000E
48000020 2C040001
4082000C 3860000C
48000010 2C040002
40820008 3860000D
2C190002 00000000
04684978 41820034
C2684974 0000000A
881801C4 809801C0
7FA3EB78 2C030014
4082003C 2C000002
40820034 2C040000
4082000C 3860000E
48000020 2C040001
4082000C 3860000C
48000010 2C040002
40820008 3860000D
2C000002 00000000
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: KJP's Throne Room. 01/03/2019: Classic Ridley Update Finally Released! on: March 06, 2019, 07:20:51 AM
For those whom are using the pre-made Ridley build, I've made numerous updates to it, which include bug fixes, added features, and new characters. So please re-download if it you've downloaded before March 6th, 2019.

Download Link (MEGA)
8  Help & Tutorials / General Tutorials / Re: Brawlex Advancements (Supplement to the Brawlex thread's original post) on: March 04, 2019, 04:35:22 PM
It's not exactly incompatible, but editing the v2 bx_fighter.rel is going to be tedious at best.

Though in other news, Sammi Husky's looking into fixing Co-op Single Player crashing, incomplete SSE CSS, and Wii CSS lag with CSS Expansion v2.0.0.. So far, he's gotten the first issue fixed and is looking into the other two, but I don't see the Wii CSS lag being an easy fix.
9  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 04, 2019, 04:26:52 PM
Oh, the bx_fighter.rel is different? In that case, I have a miniature guide on how to expand costume slots by editing the bx_fighter.rel.
Open bx_fighter.rel in a Module Editor, go to Offset 0x580 in Section[8] and add an equal amount of bytes at the end of every section (there's a total of 0x80 sections in the vanilla bx_fighter.rel, each being 0x20 bytes).

Afterwards, go to Offset 0x3C8 in Section[4] and update 0x00200020 based on how many bytes were added to the costume section.

Example: If adding 0x10 bytes to the vanilla file, 0x00200020 would be updated to 0x00300030.
Though since you'd be doing this with over 200 slots, it's going to be a very long and tedious process, especially if you end up messing up somewhere and having to start over because of it.
10  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 03, 2019, 01:03:36 PM
Now that's something I wouldn't know, as it's not something I'd use, but in theory, it should.
11  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 03, 2019, 07:52:25 AM
Since they're in the beginning of your codeset, maybe they're being overwritten by a later code, perhaps? Could you try putting the 50 CC codes at the bottom of your codeset, rather than the top?

For inserting codes, I just hex edit the GCT.
12  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 02, 2019, 07:19:06 AM
Looks like I forgot FighterXX.dat only goes up to the 11th costume. Additionally, I forgot to mention you're supposed to skip FitFighter12, as costume slot 12 will load FitFighterDark instead. No idea about FitFighterFake though, as I'm using FitFighter13 and FitFighter14 just fine.

Though for the FighterXX.dat configuration, in addition to your vanilla costume selection, you'll need to enable both Unknown Flags under your costume count.

Another thing, the code to fix the Classic Mode Stock Icons is the correct one right? I tried a few times in case I messed something up but either you accidentally posted the wrong code or it's just not being loaded for me. Originally I had it attached to the main 50CC but then tried it as a separate code and it still didn't load. I am using a Virtual SD Card to play the American copy of Brawl on the Dolphin Emulator. Since you didn't provide a separate code for it, it shouldn't matter that I'm using a PMEX Build but might as well mention it just in case.
Yes, the codes provided in the opening post are the correct ones. So it must be an issue on your side, but I wouldn't know how I could help you troubleshoot it. Would you happen to have a codeset for your build on hand? Additionally, you could send your build to me prior to attempting the 50 CC conversion? As that might be the best way to help you troubleshoot, as I would be experiencing your issues firsthand.
13  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: March 01, 2019, 08:41:19 AM
I have an entire section in the tutorial dedicated to InfFace file conversion.

-Converting InfFace files-
When converting any stock icons, you'll be met with a window asking if you want to convert your InfFace files. If this is your first time, click Yes, navigate to the folder you extracted your files to, select it, and click OK. After you've done this once, you can click No whenever the window pops up.
14  Help & Tutorials / Texture and Portrait Tutorials / Re: [Intermediate] 50 Costume Code Implementation Guide on: February 28, 2019, 07:22:49 AM
If your build doesn't use either of those, then you don't even need to use 50 CC, as what 50 CC does is multiply Cosmetic IDs for Stock Icons and BPs by 50 to prevent cosmetic bleeding with more than 10 costumes.

CSPs don't bleed into each other, as those go by ID, rather by name.
15  Welcome / Rules / Feedback / Brawl Vault / Re: Board Problems, Suggestions and Updates on: February 28, 2019, 07:19:33 AM
That's great to know. Every now and then, I would get complaints from some people about having to be logged in to view a tutorial or guide I linked to them.

As for more lenient Necroposting restrictions, back in the day, I suggested increasing the time from 3 weeks to 6 weeks, though with the state these Forums seem to be in, I could see it being 9 weeks.
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