Hey, I need help cloning without the clone tool. I tried following the steps listed Here:http://forums.kc-mm.com/index.php?topic=65113.0 but It doesn't work. I even tried using files from Brawl 4 All and renaming them and making the designated changes. If anyone can help me with this I'd really appreciate it.
So I was in the process of making my Dillon PSA(which I plan on releasing a beta for in the coming months), but then I was scrolling through the post of a forum and one of its members said something that caught my attention. "People don't like PKMN Trainer because he was in the background instead of using actual items you get in the game." Now whether this statement is true or not isn't the point, it actually got me thinking about what it would be like to have PKMN Trainer in smash using key items in the franchise, like the Acro Bike, Super Rod, Pokeballs, etc...but he'll also retain his overall playstyle in Brawl summoning pokemon, now I've actually come up with a moveset that does both. In this PSA PKMN Trainer will both command pokemon and use Items from the pokemon series.
Now, there are two movesets that have been made based on this idea, both of which only alter the specials of the moveset: The first one allows the trainer to summon and return pokemon with his Neutral Special and use his Up, Side, and Down Specials to tell the summoned pokemon to use a specific move(Example: PKMN Trainer uses his Side Special and Popplio use Water Gun). Each pokemon will be able to move freely and have 2 standard attacks, one Smash Attack, and 3 air attacks that they'll be able to use at their own free will, the trainer will only determine when they use special attacks like, Water Gun, Flamethrower, Razor Leaf, etc.. The Pokemon will also have their own stats and will have a certain amount of Stamina depending on the Pokemon, but if the Pokemon faints then they won'tbe available to the player for either the rest of the match or until PKMN Trainer is K.O.'d . This Moveset is a more cannon moveset than the second one. The second moveset also allows the trainer to summon pokemon and will work exactly the same as in the first moveset(the Nspec will also work the same), however the instead of commanding the pokemon with his specials he will instead use items from the series and the pokemon will be able to attack the opponent with their specials freely however, like in the second moveset Pokemon will also be permanently gone once K.O.'d , but in this moveset PKMN Trainer will be able to use is Down Special to Increase the Pokemons health and stats . There's a poll above for you guys to vote on which moveset you want in brawl(which you can read the full movesets below, but there's one more important detail, Which pokemon trainer should be used and which pokemon should He/She used. Now I'm not sure what the limit is on Pokemon(it will most likely depend on who he's over) but I plan on adding 6 total pokemon. I want you Guys to list a 6 pokemon team that fills each of the below criteria and how they fill that criteria. If you want to, you can even add what moves they might use(you can include GenVII).
Each of PKMN Trainer's pokemon will have different traits that work for different playstyles or situations: 1. Balanced - A balanced pokemon who can play well in the air and on the ground, he/she also has a balance of offensive and defensive play and is essentially good for any situation. There stats are well rounded and they have a average amount of stamina(80hp-100hp).
2. Aerial - A pokemon who stays close to the opponent and helps for recovery, he/she is also good for aerial combos. Aerial pokemon are faster and more agile allowing for good combos, but have low attack, defense and stamina, making them easy targets.
3. Offensive - An Offensive pokemon is a pokemon who attacks fast and focuses more on attacking and punishing opponents than anything else. The Offensive pokemon has high attack and speed, similar to the Aerial pokemon but will have more options on the ground and is more of a K.O. option. As a counter to this, the pokemon has low defense and stamina(25hp-60hp), making him something of a glass canon.
4. Defensive - A defensive pokemon is one that stays close to the Trainer and helps defend the player from incoming damage. As such, the Defensive pokemon has low speed(though this is dependent on who fills this position) and low attack power, but boasts high defense and high Stamina(150hp-200hp).
5. Support - The Support Pokemon relies on teamwork to help the Trainer. They focus on inflicting status effects and/or helping with recovery, they are also the only one of the pokemon that has a grab. The Support Pokemon's stats are all low overall and require constant help from the trainer.
6. Tank/Powerhouse - The Tank/Powerhouse Pokemon is the strongest of the 6. They have a balance of offense and defense and have high stats(again depending on the pokeomn filling this role) and stamina. However, there attacks friendly fire both the Trainer and the Pokemon itself. The pokemon also have cooldowns in between Special Attacks.
PKMN Trainer Moveset
Basic Combo A forward punch followed by a kick
Side Smash Hops on his bike flips a wheelie then slams his front tire down
Down Smash Hops on his bike and spins his back tire around
Up Smash Hops on his bike and does a bunny hop
Side Tilt A forward Kick
Down Tilt A sweep Kick
Up Tilt A upward uppercut
Dash Attack Slides forward on his/her skates
Neutral Air Swings his backpack around him
Forward Air Swings his backpack forward
Down Air Slams his backpack downward
Back Air Swings his backpack backwards
Up Air Swings his backpack upward
Grab - Super Rod Swings his Super Rod forward and flings opponents into a designated direction
Forward Throw Swings the opponent forward using his Super Rod
Down Throw Swing s the opponent downward, slamming them into the ground using his Super Rod
Back Throw Swings the opponent backwards using his Super Rod
Up Throw Swings the opponent upward using his Super Rod
Taunt 1 Shuffles his/her Pokeballs
Taunt 2 Pets his/her pokemon
Taunt 3 Gives the opponent a thumbs up
Victory Pose Raises a Pokeball in the air and yells "Oh Yeah!"
Ending Pose Stands and claps
Specials 1
Neutral Special - Pokeball Throws a pokeball and summons an pokemon to help you, can be used again to retract your pokemon
Side and Down Special Commands the pokemon to attack a pokemon with a special attack
Up Special Dependent upon the pokemon currently with the opponent:
Balanced - Lifts the Trainer into the air, has low range Aerial - Grabs the opponent and Flies upwards, has high range Offensive - Throws the Trainer in the designated direction. has medium range Defensive - Throws the Trainer into the air, has low range Support - Throws the Trainer upward, has high range Defensive - Blasts the Trainer shooting him upwards, has high range but inflicts damage to the opponent
Specials 2
Neutral Special - Pokeball Throws a pokeball and summons an pokemon to help you
Side Special - Gotta Catch 'em All Throws a pokeball and catches opponents
Down Special - Berries/Repel uses an item to help his pokemon. Uses repel when no pokemon is on the field, temporarily grants all of pokemon trainers attacks armor.
Up Special - Escape Rope The player is teleported in a designated direction
Now, that you guys know all the details about this project, you guys need to know something about me, I am not a Animator and I can't Import Models, so I'll need you guys help. Anyone who wants to help with the project is welcome. I will be taking on the role of main coder, but I need a model importer and an animator, as well as someone for SFX and GFX. With all that said I want to her your thoughts and opinions on this project, have another idea or advice then post it in the comments section below.
Hey, can someone help me find the code that removes melee air dodges? Someone pm'd me the codes I was looking for, but I couldn't find them In the codes.
Is there a way to have ledge snapping like in smash4 in Project M? If not could someone tell me how to make it so you can grab the ledge no matter what direction you're facing?
I'm trying to add characters to my project M game. The characters(without custom CPS's) can be selected and it takes you to the SSS, but after selecting a stage, the screen just stays in the loading screen. Does anyone know how to fix this?
Edit: I made sure everything was spelled correctly, but not a single character loads still. Could it be because if where the private folder is located or something?
Hello Everyone, this is where I'll be posting my new PSA's in this thread for anyone who's interested or wants to help out can talk about what I'm doing. I'll be doing these PSAs while I'm working on my Mod Rumble Smash.
Planned PSAs
Dillon from Dillon's Rolling Western over Sonic Kumatora from Mother 3 over Lucas Jody Summer from F-Zero over Snake Hoopa(Unbound) from Pokémon Series Sylux from Metroid Arcade Bunny from Nentindo Badge Arcade T-Rex Sue from Fossil Fighters Ray MK III from Custome Robo
Help & Collaborators If anyone wants to with some of these PSA's then your welcome to ask, I'm no good at making animations and I can't import models(which is required for some of these PSAs). Just PM me or comment below if you'd like to help.
Hey guys I'm having a problem setting up Configurable USB Loader. It loads on the homebrew channel but is giving me a error message saying that "config 248 is not installed, please install it". Can anyone tell me how to fix this? I have the apps folder on my SD card and the usb_loader.
Also I don't know where to actually place the ISO files for USB Loader to read and learn load.
Not sure if this is the right place to ask, but is it possible to have alternate movesets similar to how crusade has it in Crusade. What I'd like to do is have a HUD where when selecting the character, 2 or 3 icons will pop up where the character portait is( or maybe on the side or corners) and you can use the cursor to select 1 of the 3 movesets(by tapping one of the icons) before moving to the SSS. Is this possible?
Note: I am aware that some codding may be required for this and I'd also need a custom HUD
Edit: Here's a rough visual aid of what I'm looking to do
Is it possible to play a Mod on my Wii without using the Brawl cd? My Brawl cd isn't in the best condition thanks to my little siblings and the game keeps freezing and I keep hearing that horrid horn like noises.
My PM game won't load. I've been playing PM for several months now, but for some reason its no longer loading. When trying to load PM(through Stage Builder and Homebrew) the game goes back to the home menu like brawl isn't in the Wii. I've tried downloading a new PM and putting it on my SD card but that didn't work either. I've been able to load emulators using the same SD card so I don't think the SD card is the problem. Has anyone had this problem before, and does anyone know how to fix this?
A lot of Die hard Smash Bros fans hate seeing Anime/Manga content in Smash, but Anime fans wanna see a Crossover Anime Fighting game like Smash. So, I've decided to start a project that replaces everything(Events, SSE, ect..) with Anime/Manga content. All new Items, Music, Stages, Characters, Events, Modes, Intro, everything. Every character will have original PSA's based off there appearance in there respective Anime/Manga. Its a lot that needs to be done, but its almost summer and now's the best time to start a big project.
CHARACTER CONCEPTS
Ryota Sakamoto(Btooom!)
Ryota is equipped with multiple items found in the Btooom! Anime/Manga. Ryota has all 8 BIMs at his disposal aswell as a Field Knife and Himiko's taser. Like in Btooom! the player only has 6 of each BIM, but killing an opponent will increase your BIM stock by 1 for each BIM. In Btooom! Ryota like to hide and use his stealth abilities to study the opponent and wait for his next move, so as homage to this Ryota will be able to switch his BIMs by Crouching and Dodge Rolling, aswell as his Neutral Taunt. When using the taser, the taser will also loose power turning it into one of your most useful moves to being a completely useless move. There's also the Sonar/Ping, after killing an opponent the Sonars range will increase. All of these added effects will reset once you die though.
Basic Combo Two slashes with his Knife
Side Smash Lounges forward and Tases the opponent.
Down Smash Works like Snakes Dspec.
Up Smash Throws a Burning Gas BIM in the air, causing smoke to engulf the area. The Smoke works the same way the flames on his Dspec do(without the explosion).
Side Tilt Stabs forward with his knife.
Down Tilt Uses his taser downward.
Up Tilt Slashes upward with his Knife.
Neutral Special Uses his sonar/ping to stun nearby opponents.
Side Special-
Cracker BIMs A BIM similar to Snakes Grenades, but explodes on contact. The BIM can be held while performing other attacks, but if hit while the BIM is still active you will explode.
Timer BIMs A BIM with a 10sec timer before it explodes. This BIM can also be held while using other attacks. The BIM will not explode until the designated time has passed.
Homing BIMs Homing BIMs will follow the opponent until it gets close enough, and then it explodes. The blast range is smalland does little damage and knockback. No KO potential but is good for edge guarding.
Down Special-
Flaming Cross BIMs Throws a Flamming Cross BIM to the ground setting a portion of the stage on fire. When first exploding the attack does medium-high damage and low knockback. The fire that burns the stage has no stun or knockback, but deals damage to anyone who steps in the fire.
Implosion BIMs Slides the BIM across the stage. When the BIM activates it acts like a vacuum and sucks opponents in dealing very weak multi-hit damage, the last hit does medium-high knockback and damage.
Barrier BIM A BIM that protects Ryota from any damage, it also reflects projectiles.
Up Special Opens a parachute that blows Ryota Diagonally backwards. Ryota can unhook imself from the parachute by using his Upspec again.
Neutral Air Slashes forward with his Knife
Forward Air Kicks forward
Down Air Stabs downward
Back Air Spins and slashes backwards
Up Air Tases the opponent above him.
Grab/Pummel Grabs the opponent and begins to punch them.
Forward Throw Tosses the opponent forward
Down Throw knocks the opponent onto the floor and tases them
Back Throw Throws the opponent behind him.
Up Throw Tases the opponent and then flips them.
Taunt 1 Switches to the next set of BIMs
Taunt 2 About to throw your last Cracker/Timer BIM but your opponent SD's off the stage? No problem, just use this taunt to disable your currently active BIM.
Taunt 3 Every time this taunt is used the amount of time that passes before a timer BIM explodes is decresed,
Briareos Hecatonchires(Appleseed)
Basic Combo
Jab Combo Briareos' Jab Combo is similar to Snakes, but is followed by an Uppercut instead of a kick.
Side Smash Briareos fires a Shotgun
Down Smash Launches his foot forward
Up Smash An Uppercut
Side Tilt A forward kick
Down Tilt Same as down smash but weaker
Up Tilt Upward Uppercut
Dash Attack A tackle attack similar to Capt. Falcon and Ganon's DA
Neutral Special Pulls out a Tactical Rifle and Fires at opponents, can walk while firing
Side Special Pulls out a Machete and slashes the opponent
Down Special Grabs the opponent and slams there head into his knee
Up Special Leaps into the air and punches the opponent, does a second flip afterwards
Neutral Air Same as Ganons
Forward Air Punches forward
Down Air Punches down
Back Air Same as Snakes but stronger
Up Air A flip kick
Grab/Pummel Grabs opponent and punches them
Forward Throw Kicks the opponents forward
Down Throw Slams opponent down and stabs them
Back Throw Gut punches opponent then throws them behind him
Up Throw Headbutts the opponent then throws them upwards
Taunt 1 Reloads Rifle
Taunt 2 Radio call Deunan
Taunt 3 Switches out burnt chip
Kimba the White Lion
Basic Combo Stands on hind legs and claws twice.
Side Smash Launches himself forward and bite the opponent.
Down Smash Crouches and slashes the opponent twice.
Up Smash Stands on hind legs and Slashes upward twice.
Side Tilt Slashes forward with his claw.
Down Tilt Crouches and slashes once with his claw.
Up Tilt stands on hind legs and slashes once upwards with his claws.
Dash Attack Jumps and tackles the opponent
Neutral Special Kimba Roars, stunning any nearby opponents
Side Special Leaps and cross slashes the opponent.
Down Special Digs a hole trapping opponents who steps in it.
Up Special A group of parrots carry Kimba for a short distance.
Neutral Air Extends his legs while falling.
Forward Air slashes forward with his claws.
Down Air Dives downward and tackles the opponent
Back Air Extends his legs and spins in the air.
Up Air Slashes upward with his claws.
Grab/Pummel Jump onto the opponent and begins to claw and bite the opponent.
Forward Throw Swings the opponent forward with his jaw
Down Throw Slams the opponent down with his jaw
Back Throw Throws the opponent behind him with his jaw
Up Throw Throws the opponent upward and claws the opponent
Taunt 1 Poses and Roars
Taunt 2 Jumps in excitement
Taunt 3 Talks to Sako
Monkey D. Luffy(One Piece)
Due to Luffys stretching abilities, some attacks have a "Sweetspots". This works similar to the tip of Marth's sword. Hits with the knuckles, palm or foot(heel, bottom, and toes for "speer") cause increase damage and knockback, and in some cases meteor smashes.
-2nd Jab Range- low Damage- 3% Knockback- none Speed- medium
-Gum Gum Gatling Range- medium Damage- 5% per hit Sweetspot- 7% Knockback- medium Speed- medium
Side Smash -Gum Gum Pistol Range- medium to high Damage- 10%-17% Sweetspot- 14%-22% Knockback- medium to high Speed- medium Chargeable- Increasing range, damage, and Knockback
Down Smash -Gum Gum Whip Range- low Damage- 5%-15% Sweetspot- 8%-18% Knockback- low Speed- medium Chargeable- Increasing damage and Knockback Note: Hitting in front and then behind, Direct Contact launches opponents in the direction hit in with higher knockback
Up Smash -Gum Gum Volcano Range- medium Damage- 11% Sweetspot- 15% Knockback- medium Speed- low Note: has slight end lag
Up Tilt -Gum Gum Bell Range- Low Damage- 1st-8% 2nd-10% Sweetspot- 1st-10% 2nd 12% Knockback- medium Speed- high Note:Hitting above and behind then swinging back to hit above and forward. Hitting Sweetspot on the back of Luffy's head has low knockback, Sweetspot on Luffy's forehead(during the second hit) hooks the opponent(s) throwing them forward
Side Tilt -Gum Gum Shotgun Range- Medium Damage- 6% per hit Sweetspot- 8% per hit Knockback- medium Speed- low-medium
Down Tilt -Gum Gum Stamp Range- low Damage- 6% Sweetspot- 10% Knockback- low Speed- medium Note: Buries opponents, meteor smashes opponents in air
Neutral Special -2nd Gear Note: increases speed and all attacks do 5% more damage. has a limit similar to final forms Chargeable-10sec charge before being active, can tap directional buttons to roll out but cancels charge
Side Special -Gum Gum Bazooka Range- medium Damage- 14% Sweetspot- 18% Knockback- medium-high Speed- medium
Down Special -Gum Gum Balloon Note: Reflects projectiles and gives slight recoil damage for melee attacks(with the exception of slashing attacks), has a 3 second llimit, has some end lag
Up Special -Gum Gum Storm Range- high Damage- 10%-23% if all attacks hit Sweetspot- 15%-28% if all attacks hit Knockback- Medium Speed- medium (launch)-high(attack) Note: Luffy falls helplessly after attack.
Neutral Air -Gum Gum Fireworks Range- medium Damage- 8% per hit Sweetspot- 12% per hit Knockback- low Speed- medium Note: Luffy remains still while using this move, has slight end lag
Forward Air -Gum Gum Battle Axe Range- low-medium Damage- 8%-12% Sweetspot- 12%-16% Knockback- high Speed- medium Note: Meteor smashes if hit by the heel or bottom of Luffy's foot. Does 2% more damage if hits the stage
Back Air -Gum Gum Whip Range- medium Damage- 6% Sweetspot- 10% Knockback- low-medium Speed- high
Down Air -Gum Gum Spear Range- Medium Damage- 8% Sweetspot- 14% Knockback- medium Speed- low Note: meteor smashes if hit directly with Luffy's toes
Up Air -Gum Gum Rocket Range- medium-high Damage- 14% Direct Contact- 17% Knockback- medium Speed- low(charge up)-high(launch) Note: aimable, Direct Contact with Luffy's forehead causes higher knockback, Luffy grabs an opponent or the stage to shoot himself in the desired direction. If he fails to grab anything he falls helplessly, grabbing an opponent guarantees a "Direct Contact" hit, has end lag.
Captain Harlock(Space Pirate Captain Harlock)
Basic Combo Similar to Marth but has Harlock swing his sword from multiple directions instead of one
Side Smash Stabs then Shoots a his sword
Down Smash Stabs downward twice and then follows with an upward slash
Up Smash Swing sword upward and fires his sword at the opponent
Side Tilt Forward slash
Down Tilt Similar to Marth's Down Tilt
Up Tilt Slashes upward
Dash Attack Similar to Marth's DA
Neutral Special Pulls out a handgun and shots the opponent, can be aimed
Side Special moves forward with dark aura and slashes opponents
Down Special A parry attack, if hit he will teleport behind the opponent and attack them
Up Special His Black Bird(forgot his name) carries him upward, can fire his hand gun while flying
Neutral Air Slashes behind him going upward(without turning around) and then in front and of him diagonally downward
Forward Air Slashes diagonally downward with his sword
Down Air His Black Bird flies under him and attacks the opponent
Back Air Slashes behind him going upward
Up Air Slashes upward
Grab/Pummel Grabs opponent and has his Bird Peck him
Forward Throw Throws opponent forward
Down Throw Kneels the opponent down and shoots him with his handgun
Back Throw Throws the opponent behind him
Up Throw Swings the opponent upward
Kirito(Sword Art Online)
Basic Combo A horizontal slash followed by a slant/forward and then vertical slash
Side Smash - Vorpal Strike Lunges forward and stabs opponents, has Armor on startup
Down Smash - Cyclone Holds his sword on his right side with both hands, then swings his sword forward while spinning his sword(similar to Nspec), Kirito will bring the sword around and end the attack with a slash. A multi hit attack that blows opponents back
Up Smash - Rage Spike Thrust his sword diagonally upwards
Side Tilt A forward slash
Down Tilt Swings his sword overhead, slamming it into the ground
Up Tilt Crouches and swings his sword diagonally upwards and over his head
Dash Attack - Horizontal Square Kirito dashes forwards(uncontrollable, part of the attack) then does four slashes. Can jump cancel and L-cancel out of dash, but the attack can't be canceled 1-A slash left to right, low dmg and kb 2-A slash from right to left, low dmg and kb 3-A upwards slash, low dmg and kb 4-Spins and does a downwards slash, does low dmg and basic kb 5-A fifth hit can be activated by holding the forward arrow and the standard Attack button. Kirito will shoulder tackle the opponent. Does basic dmg and medium knockback
Neutral Special - Embracer A strait punch with high dmg and medium kb and invincibility, has start up lag and a cooldown
Side Special - Stardust Stream Similar to Marth's Sspec and allows custom combos, but cancels if certain moves in the chain don't hit. The first Attack is a horizontal slash from the left with the right sword, the slash can chain into the following attacks(and other follow up attacks) by pressing the specified buttons:
After the first strike, pressing one of the directional buttons will initiate one of the following attacks, the attacks are used in the exact order as listed and can't use another move with the designated button until the previous one is used(e.g. if the "Up" arrow is pressed it will use the first move list below under "Up" and not the 2nd or 3rd, and will not use the 2nd or 3rd move until the first is used). Also pressing the Standard Attack or Special button will cancel the attack into a finisher attack. The chain will end with the first "X" slash if no additional buttons are pressed, also holding one of the directional buttons will auto chain into that buttons attacks
Note: It is possible to land all 22 hits together, but unless you know exactly what to press in the right order in the right amount of time its not very likely, the "finisher" attacks can also be chained together by using Storm Breaker and then using Vorpal Strike just before Kirirto hits the ground. All attacks do 1% dmg and "X" attacks do medium kb, making it so opponents will almost be guaranteed to get knocked out of the combo on the first "X"
"Side": 1. A horizontal left to right slash with both swords and a full circle spin 2. An downward "X" slash with both swords(attack cancels if this attack misses, skip to 3 if "Down" or "Up" 2 was used directly before attempting this attack) 3. Two opposite-directional diagonal slashes, left sword going down-left, right sword going up-right 4. Lifts his swords while turning away from the opponent, reverses grip of both swords(attack cancels if this attack misses, skip to 5 if "Down" or "Up" 4 was used directly before attempting this attack) 5. Reverse-grip downward "X" slash with both swords(attack cancels if this attack misses, skip to 6 if "Down" or "Up" 5 was used directly before attempting this attack) 6. A corkscrew attack, and shifts swords into forward grip(attack cancels if this attack misses, skip to 7 if "Down" or "Up" 6 was used directly before attempting this attack) 7. A diagonal top-right to bottom-left slash with right sword with a full circle spin 8. Horizontal right to left slash with the left sword 9. Downward diagonal slash with left sword 10. A forward lunge with left sword
"Down": 1. A horizontal left to right slash 2. An downward "X" with both swords(attack cancels if this attack misses, skip to 3 if "Up" or "Side" 2 was used directly before attempting this attack) 3. Swings both swords downward 4. Lifts his swords while turning away from the opponent, reverses grip of both swords(skip to 5 if "Side" or "Up" 4 was used directly before attempting this attack) 5. Reverse-grip downward "X" with both swords(attack cancels if this attack misses, skip to 6 if "Side" or "Up" 5 was used directly before attempting this attack) 6. A corkscrew attack, and shifts swords into forward grip(attack cancels if this attack misses, skip to 7 if "Side" or "Up" 6 was used directly before attempting this attack) 7. A downwards "X" slash with both swords(attack cancels if this attack misses) 8. Uppercut slash with the left sword 9. Downward vertical slash with right sword 10. A forward thrust with right sword(switch to "Side" 10 if "Up" 10 was used directly before attempting this attack)
"Up"(Default): 1. Uppercut slash with the left sword and a full circle spin(skip to 2 if "Down" or "Side" 1 was used directly before attempting this attack) 2. An downward "X" slash with both swords(attack cancels if this attack misses, skip to 3 if "Down" or "Side" 2 was used directly before attempting this attack) 3. An upwards "X" slash with both swords 4. Lifts his swords while turning away from the opponent, reverses grip of both swords(skip to 5 if "Down" or "Side" 4 was used directly before this attempting this attack) 5. Reverse-grip downward "X" with both swords(attack cancels if this attack misses, skip to 6 if "Down" or "Side" 5 was used directly before attempting this attack) 6. A corkscrew attack, and shifts swords into forward grip(attack cancels if this attack misses, skip to 7 if "Down" or "Side" 6 was used directly before attempting this attack) 7. Upwards "X" slash with both swords (attack cancels if this attack misses) 8. Uppercut slash with the right sword 9. Downward diagonal slash with left sword with full circle spin 10. A forward thrust with right sword(switch to "Side" 10 if "Down" 10 was used directly before attempting this attack)
"B": Storm Strike Pressing this button will automatically end the attack with a "finisher" attack 1. Goes up while spin slashing knocking the opponent upwards as well, then finishing with a helm breaker, medium knockback
"A": Vorpal Strike Pressing this button will automatically end the attack with a "finisher" attack 1. Vorpal Strike with mid charge knockback, but less range
Side Special(Air) - Vertical Square Dashes forward and strikes the opponent 4 times. The first strike is vertical slash followed by a left to right swing from below and then a vertical slash downwards. The attack ends with an overhead uppercut slash, knocking opponents into the air, has short range, but won't fall helpless if move hits
Down Special - Spinning Shield Spins his sword in front of him deflecting projectiles. Kirito will also block melee attacks, he'll only take half the intended damage and won't receive any hitstun or kb from the move blocked, also has a windbox that blows opponents back(no dmg). The shield itself traps and is a multi hit attack
Up Special - Sonic Leap Dashes upwards and does a vertical slash, meoter sweetspot
Neutral Air A horizontal sweeping slash
Forward Air Slanted downwards slash
Down Air Leans over and swings his sword downward, has a meteor hitbox
Back Air Slashes forward down to his back
Up Air Similar to his Usmash, stabs diagonally upwards
Grab/Pummel Grabs and knees opponents
Forward Throw Throws opponent forward
Down Throw Slashes the opponent upwards then jumps in the air and ends the attack with a helm breaker
Back Throw Tosses the opponent behind him then slashes them
Up Throw Tosses the opponent and follows with Rage Spike
Taunt 1 Straitens his cloak
Taunt 2 Eats one Asuna's sandwiches, restores 3% health. After 2 consecutive uses Kirito will only stare at the sandwich and place it in his inventory
Taunt 3 Shuffles through the command menu
Honoka Kosoka(Love Live)
Basic Combo Swings her microphone forward
Side Smash Swings a guitar forward
Down Smash Spins and poses
Up Smash Swings her hand upward while singing into microphone, has a chance to find a note
Side Tilt Leans forward and blows a kiss with both hands
Down Tilt Leans over and swings her microphone forward towards her feet
Up Tilt Thrusts her arms upward then brings them down to her sides
Dash Attack Slides forward while strumming her guitar, has a chance to find a note
Neutral Special - Baby Maybe Koi no Button Plays her guitar, the strenght of the attack depends on the amount of notes Honoka has, can have an endless amount of notes, but will reset when KO'd
Side Special - Set the Stage Places a amplifier on the stage, can only have 5 amplifiers on the stage at a time. When using her Nspec while amps are on the stage, the amps will play the music
Down Special - Piano Slams a piano down and begins to play it, similar to Phoenix Wrights Dspec in Crusade. Has a chance find a note
Up Special - Grand Finale Sparks fly out on both sides, launches her in the air when used in the air
Neutral Air Spins in the air
Forward Air Swings her microphone forward
Down Air Swings her guitar downward, similar to Ike's Dair
Back Air Swings her hand back
Up Air Blows a kiss upward with both her hands
Grab/Pummel Grabs the opponent and begins to knee them
Forward Throw Hits the opponent with a guitar knocking them forward
Down Throw Drops an amp on the opponent
Back Throw Hits the opponent with her guitar knocking them backwards
Up Throw Slams her piano onto the opponent knocking the in the air
Taunt 1
Taunt 2
Taunt 3
STAGE CONCEPTS
Moon Base(Aldnoah.Zero)
The stage takes place inside the [censored]pit of the moon base during the climactic battle in S2 Ep12. Later the [censored]pit will explode and gravity will pull you into outer space were you will fight on the outside of the Moon Base as it begins to self destruct. After the Moon Base has been destroyed the battle will continue in an asteroid field were you will leap between asteroids to stay alive.
Thousand Sunny(One Piece)
Thousand Sunny is a big stage with the other Straw Hat Pirates as stage hazards. Not much to say about this stage, the hazards will spawn randomly depending on the character that appears on stage. For example if Ussop appears on stage, then it would be his Fire Bird Star attack as a hazard or if its Nami it would be Thunderbolt Tempo.
The Battle of the North(Claymore)
The Battle of the North takes place during a blizzard in an abandoned northern town in the Mountains. There aren't any hazards here, but you can see Claymores and Awakened Beings fighting in the background.
The Behemoth(Appleseed Alpha)
This stage is taken from the climactic scene of Appleseed Alpha. The Battle will take place on top of The Behemoth super weapon. No Hazards and mot much in the background either, but has some weird platforms and an odd shape.
SCREENSHOTS
BRAWLBOX SCREENSHOTS
LOOKING FOR HELP
I can't do the project alone. I'm looking for anyone Interested in helping with the project
NOTE: I'm not sure if this is the right section for this, so sorry if it isn't
Im trying to setup Super Smash Flash 2 as a Hombrew Channel application. What I'd like to know is how to get it to work. I have the SSF2.exe and data folder. How do I get it so that it runs and plays properly on the Homebrew Channel?
Is it possible to port a character over PKMN Trainer in Project M without messing with Charizard, Squirtle, and Ivysaur? I wanted to port a different PKMN Trainer over him, but didn't want to mess with the pokemon already there.
Also, if it is possible could somebody walk me through the steps of porting over characters. I'm familiar with cloning using the Clone Engine but I haven't ported over characters yet.
I've just recently gotten into Brawl Hacking, and wanted to add a couple of characters to PM for my brothers using the Clone Engine. I've read/seen several tutorials but none of them showed me how to add characters to PM. When trying to follow the same steps used in tutorials for regular brawl, nothing changed and the game began to freeze on the CSS. Id really appreciate any help that can be given about this.
Also I'm new to the forum, and don't know if I'm breaking any rules by posting this here.