no offense but your artificial intelligence or A.I. sucks REALLY BAD. I can beat 3 onslaught falcons myself with only a slight little mod to your moveset 1vs3 yes! one me vs 3 level 9 onslaught falcons at the sametime... this seriously deseves a
That may be because of the fact that Onslaught uses regular Captain Falcon's A.I. Wave probably didn't do anything to the A.I. at all. So you really don't have a right to facepalm him >.>
Okay, i can't wait for Crono, he look so amazing; but what changes do you made for V. Joe?
Just some minor tweaks, edits and glitch fixes. I fixed the damage face glitch, I removed his knee pads and the flaps in the middle of his gloves. I moved his scarf so it isn't comin' out of his back anymore. I edited his body proportions to be more like Joes and he made him Cel-Shaded using the same method Pik used for his Wind Waker Falcon.
And some other minor stuff...
Aww dang...Does this mean I'll have to do most of the animations again? I'm guessing this new update will include a new FitCaptainMotionEtc.pac like the last V.Joe? If so.....
That Crono is looking great! You seem to make these vertexes pretty fast. On average how long do they take you?
It depends on the hack, but the vertex part usually takes a day or two. Characters like Zero or Mickey who look a lot different from the character they're based off of tend to take a lot longer though. : /
Ah ok cool. I wish my PSAs were that quick =/ Good PSAs take at least a month for me. But hey keep up the great work anyways!
The explosive protagonist of the Bomberman series White Bomber has burst into the Smash scene. A rather unorthodox character with a variety of bomb specials, securing his spot as a ranged character. Bomberman plays best when on the defensive as his moves are for the most part quite sluggish. He makes up for this by having outstanding stage control with his bombs when used correctly. He's tricky to ease into at first, but when you do he can be a dominating force!
Character Over - Luigi Size - 5/10 Mid sized. A little smaller than Luigi. Running Speed - 5/10 Average. Again, about the same as Mario's (maybe a little less) Air Speed - 3/10 Poor air speed and manoeuvrability Combo Speed - 4/10 Rather limited in his combo ability, since he's a character that focuses much more or keeping his opponent away. Priority - 6/10 Pretty average overall priority. He has a mix of regular and disjointed hitboxes. Jump Height - 6/10 Average height but floaty jumps. Think kinda like Luigi's jumps. Power - 3/10 Very low kill potential. None of his main attacks do particularly good knockback or damage Weight - 90 (Lightweight)
AA combo - A quick punch to kick combo. Fastest startup of all his moves. Good for getting foes out Bomberman's face. 8%
F Tilt - A double mule kick much like Sonic's F Tilt. Another defensive move with decent damage and reach but mediocre knockback. 9%
U Tilt - An upward kick across the body. His strongest tilt and overall quite effective for anti air due to it's fairly large vertical hitboxes. 10%
D Tilt - A quick startup low slide kick. Great horizontal range but punishable endlag that sends the foe behind Bomberman with low knockback. 7%
Dash Attack - A diving sliding headbutt. Long lasting sex kick hitbox that comes out fairly quickly, but again has quite a bit of endlag. 9-5%#
F Smash - A fairly strong overhead fist. Similar to his Bomb Punch attack in Bomberman II (but a little more dynamic). Decent well rounded attack. 13-18%
U Smash - An explosive flaming uppercut. Fairly slow on startup but his strongest killing move and not all that much endlag compared to some moves. 17-22%
D Smash - A ground punch that causes an explosive wave around Bomberman. His slowest smash but the one with the best horizontal reach and decent kill potential. 15-20%
N Air - A spinning attack with arms out stretched. Works as a sex kick with a very long lasting hitbox. One of Bomberman's better approach and defensive tools. 12-6%
F Air - A forward kick. Fairly strong but pretty slow on startup and mediocre range. 11%
B Air - A double back kick almost identical to Luigi's but a little more endlag and less damage. 10%
U Air - A quick upward headbutt. Bomberman's fastest but weakest aerial. 9%
D Air - A divebomb strike from Dream Mix TV World Fighters. The divebomb itself causes very minimal damage, but upon landing it causes an explosion. 3% dive, 12% explosion
Neutral B: Bomb - Now this is where Bomberman's whole playstyle comes. To make up for his mediocre normal attacks, he has an extremely diverse projectile. When B is pressed, Bomberman will take out a bomb and hold it in his hand casually throwing and catching it in one hand. Then you can do one of a few things:
- Pressing nothing/forward whilst releasing B will let you throw the bomb forward in an arc.
- Pressing up (on the ground) whilst releasing B will throw the bomb upwards right above you, allowing for amazing anti air capabilities.
- Pressing up (in the air) whilst releasing B will allow you to jump off you bomb and get hurtled straight into the air at a high height. You end up in helpless state afterwards though.
- Pressing down (on the ground) whilst releasing B will drop the bomb in place. This is the 2nd fastest way to get rid of a bomb, and since there is a delay before it explodes (think a bit like Snake's grenade when you shield cancel it)
- Pressing A after dropping a bomb will allow you to kick it forward. The kicked bomb goes a further horizontal distance than the thrown bomb, but it doesn't have that additional vertical reach like the
- Holding B will allowing you to charge up your bomb much like in Bomberman 64 the Second Attack. Whilst doing this you are able to walk back and fourth (much like Snake can with his grenade but note that walking does not charge up the bomb. You must be still if you want the bomb to actually charge). Charged bombs deal more damage and knockback in general and have a larger blast radius, but they can't be thrown as far/high.
Side B (Ground): Speed Booster - A power up from Bomberman II (DS). A very fast command dash with a few frames of invulnerability. It can be charged up to go faster and further by holding B. The move can also be jump and run cancelled part way through. 0%
Side B (Air)/Up B: Rocket Pack - Bomberman thrusts up/sideways. He can do three of these thrusts per jump and they only get restored if you land on the ground or grab a ledge (only one gets restored upon grabbing a ledge). This allows Bomberman a solid recovery and a little extra overall mobility. 0%
Down B: Bomb Switch - Much like in Bomberman 64 the Second Attack, Bomberman can switch between his bombs at will. He has 3 main types of bombs:
Fire Bomb - The standard bomb. Good blast radius, decent damage and knockback and overall well rounded bomb. No special properties. 8% regular, 18% fully charged.
Ice Bomb - An ice powered bomb that can freeze foes at higher percents. Weaker than standard bombs, similar blast radius. 5% regular, 15% fully charged.
Gravity Bomb - A mysterious bomb that causes a black hole. Deals very weak damage, but hits foes at an amazing gimp angle and combo angle and has slight suction power. The fully charged version also reverses and sucks in foes and spits them out. Massive blast radius and long lasting explosion (since it is a black hole after all) 3% regular, 12% fully charged.
Final Smash: Bad Bomber Armageddon - Remember how if you die in the standard multiplayer Bomberman games you'd end up in the hovercraft thing around the edge of the stage and throw bombs in it to get back to life? Well now Bomberman's taken a hold of one and is using it to blow the rest of the cast sky high. Bomberman will warp into the background and board his Bad Bomber. You can scroll yourself left right, up and down and shoot a bomb with A/B which will deal 15%. You have a maximum of 10 bombs.
Sorry mate, at the moment I'm currently busy with my own PSA projects. Furthermore I can't port @.@ Though the user called ds22 MAY be able to help you if he is still active/not busy.
Do you mean making a custom RSBE.gct file? If so then you need a program called codemgr (Code Manager) which can be downloaded in the description of this vid:
Great work as always Hollow! Dang I gotta start getting back on track. You've made 6 great PSAs and I've only made 2 =/ Oh wells at least I've got ideas now. Can't wait to see what your next PSA will be!