@pikazz I tested out your Mewtwo update (by Mewtwo2000 xD) and I felt it really different from the original, It has a better lightnings, a texture fix on very noticeable body parts (like the old middle line thing)
and I would like to say:
Mewtwo over Lucario Rigging The rig is almost perfect in the whole model import, but still has some flaws in the hands when they rotate to much in certain *random* animation in-game you can see inside of them. Other than that, I gave to the rig a rating of 8 out of 10 (8/10) because of the hands and toe issues.
Gameplay Looks pretty cool, with Lucario's or Mewtwo's moveset, any moveset it could had, it acts naturally with all the animations, with the exception of the hands issue that I pointed out before, I gave to the Gameplay a 9 out of 10 (9/10) because the hands issues on the gameplay.
Over-all Over-All the extras are pretty good, It has his yellow eye when hurt, his Metal effect, now his objects, textures and shadings are fixed for sure. It looks more Melee-ish than before even in Brawl's environment. other than that I'm still sure that add the remaining Melee eyes to the model IS possible and it would be more complete with them (the Back eye, the Eye Closed, the Middle eye) It misses all those important tiny details.
Score With all this I pointed out, positive and negative I gave to this Mewtwo a rating of 8/10. It's pretty good, but It could have been much more better, one of the best hacks I have on my SD card by far.
Also I have taken some pictures of this update, if you want to use them in your download, go head:
I really like this update Also Mewtwo2k: I noticed that you heavily edited the body textures on it and I would need to update and match the recolors to the heavy edits you made whatever with this update it they may look much better
and here is a picture of the FS eyes: I replaced the custom one included in the texture with Melee's yellow eye, hope you don't mind
I said I was going to show more previews today, here it goes:
EscapeF
EscapeF | Forward Roll Total: 37 Invincible: 4-22
EscapeB
EscapeB | Backward Roll Total: 37 Invincible: 4-20
EscapeN
EscapeN | Spotdodge Total: 37 Invincible: 2-22
EscapeAir
EscapeAir | Air Dodge Total: 39 Invincible: 4-30
ThrowB
ThrowB | Back Throw Total: 49 Throw: 28
I thought this update was going to be bigger, with more stuff but I had some problems getting the B-Throw to work like it should normally work in Melee, and that taken the whole night so I couldn't proceed to U-Throw. :/ Even with that I still need to know which is the original knockback to add it to the throw and I also have add the smoke shown in the Melee frame picture.
Airdodge now is different, has his perfect Melee frame timing (and exactly the same animation in Brawlbox) and for some reason while using the normal Brawl with it, it doesn't goes downward anymore, it is just like a normal airdodge. and when using it with the Melee Airdodge code enabled, it obviously works like in Melee, hard way to move (F or B) but it does.
I really liked how the Dodges ended, they match Melee much more than the older ones (obviously) but I still have to add them their smoke GFX shown in the frame pictures.
my problem with Throw-B (read this if you want to)
my problem with ThrowB was when It throw'ed the character his target's trajectory was backward (in PSA 165), so I kept delaying it and testing it bit by bit until the final trajectory was 87 (in PSA) in game it has Melee's trajectory, after that I had some serious knockback issues, it hit the character but with a minimal push so I keep testing a lot of things over and over until I got it to work fine.. today in the morning :33 still with that needs more knockback and a flag that reassemble his Melee throw. (any help with his? guys? admins?)
kinda short update, about the basics but is something. I'll continue with the U-Throw next.
also Royal_Blade I hope you're around here because I'm working on the throws B, U, D and Forward for the last. the first one in the list was the Forward throw, but I delayed it so you can prepare the stuff you said that you was going to try out.
when I get it done I'll PM you the animation, but the pass to that file is replying to this post first, and if you don't reply, anyways I'll try out what I planned.
Now I'm going to proceed with the Dodge, F, B, AirDodge. Then the Throws F, B, H and Down. Teleport and Shadow Ball throw frames and stuff are going for the last there is no preview pictures of them just this:
AGF this is amazing progress! You are actually recreating meetwo PERFECTLY in Brawl! I would totally start the project again if I didn't have town to worry about. (And if I actually had a working computer...>.>)
I salute you sir!
Thank you my friend, long time no talk to you xD Hope everything is going good for you and yeah this is a big progress I have done for now
I'm assuming you won't make Mewtwo exactly like he was in Melee? You'll need to buff him since in Melee he wasn't very good (fun as hell to play, but a bad character). Not to mention because of the fact that Brawl doesn't have the omnidirectional air dash, he can't wavedash (which was one of the best tools he had in Melee).
I'm not saying "new moves" since this is Melee Mewtwo, I'm just saying make his current moves better.
well, I'm trying to make it as close as possible to Melee, I think that the omnidirectional air dash and the wavedash will be omitted in this version.
@Carnage: Thanks for the ideas I'll chose from there to add to the Stadium PSA
@Data_Drain: Well... the Air-Dodge is in a normal state right now and it has his landing lag, I would make that version first but I don't use vBrawl, I do use the Normal Brawl (I updated x) ), Riivolution and Brawl+. when I release this version (I advanced a lot on it yesterday) you guys can test it out and give the unnecessary feedback (If ya want to) to improve it.
Yesterday I added to Melee N-A all the hitboxes it was on the Animation I just shown. I do still have to edit the knockback, rage and position of the last hit, also add his wave GFX from Melee, I mean needs a little tweaking. that's why I don't have any pic of it, otherwise I re-made again Melee F-Air:
but as same as N-A, needs tweaking because both legs mess at some time of the animation and it doesn't looks good as to leave it like that, gonna fix that today when I get a chance. and I ported and Improved some other animations starting from the Wait1 to the Jump F & B animations (same order listed in the Lucario Motion) fixed the tail movements so it looks more natural and some hand rigging glitches.
This goes next:
AttackAirB | Back Air Total: 31 Hit: 12-15 Auto-Cancel: <3 30> Landlag: 28 L-Cancelled: 14
I'm not sure how to get the Melee stuff to work honestly...
For that, you should wait for P:M's release before making Mewtwo have Melee physics. For now, stick to either vBrawl... Or I guess Brawl+... (Even though I prefer vBrawl).
Though, if you just didn't add the Melee stuff, and added his stats from Melee, such as landing lag without L-Canceling, he should work out fine in vBrawl.
PM was released already (just betas I suppose?) I'm not making exclusive PM version of him, I'm just making him, In a General way. It is working with his original physics, there should be no problem with that, and If I remove the Melee physics I will have no more option than add Lucario's physics to him, and it could suck a bit with those.
for now I'm trying to get the N-Air to look good in BB and in-game, later when someone reply back about the file size of the Lucario .pac file question I just asked, I'll do the PSA work.
January is greeting closer after that, my time will be really limited as to keep working on Mewtwo.