This will be over Link. Changes may be made. Ideas are welcome.
N-B: Like Goku's but a bit weaker. If B is pressed repeatedly, he will continue to shoot it. S-B: The move he used as a kid against Freezia's second form, when Krillin was drowning, and he got mad at freeza, he shot many blasts. D-B. Counter. If Hit, he will teleport up, and shoot down. U-B. Flys upwards(only upwards) and can float for afew sec. You can cancel the floating with any attacks. Also, you dont go into helpless mode
Up-Taunt: Hold it for a bit and you become SSJ2. Strength and Speed increases. Can jump 4 times. Side-Taunt: Same as Kid Buu's heal taunt, but instead he searches his pocket for a sensu bean. if successful, he heals. Down-Taunt: Rage. He gets angry, and is covered in red. EXTREME power increase, but only for 10 seconds.
okay, so i added some new hacks, but then I went into brawl, and my hacks didnt work! I tried removing the hacks I added, but it doesnt help! anyone want to help me or know why?
I am working on a Shadow hack (no flaming/trolling plz) over DK, and I can't get the Up-B to work right :/ it moves, but very slowly, and he can use it more than once. Anyone know how to fix these?
SO yeah, this is a vertex of Lucario, by the epic KTH, Bones added and Ported over Diddy Kong by me. We need a PSA person. Pics will come when we have the vertex complete. This is just a filler right now.
(Click the .gif to be taken to a video demonstration) Here is how this works. It has a start up lag of a fully charged home run bat. It can reflect projectiles. If used for more than 3 seconds, Ed will receive 4% damage every time an attack hits the shield. if an attack does 50+ damage, Ed will revive 25 damage and the shield will break. Ed can be attacked form behind while using this move. Its closing lag is half the speed of the opening lag
When SandBag gets hit, there is a small uncommon chance of stickers, more uncommon chance for CD and rare chance for food that heals 2%
Dash A: running and trying to slam into the opponent, but hits the ground on his face. pretty good knockback and %, like jigglypuff and dededes Dash A.
A: same as pikachu, headbutt
Tilt A: same as pikachu, kicking with his "feet" O.o (same on slightly up and down)
up tilt:generate a gooey bomb and throwing it up, no damage by throwing, only gooey bomb can do the damage (you can't keep it)
down tilt: low kick, trying to kick on the opponent so they tripping, huge chance for tripping (30-50%), otherwise, pretty low % but flying at 90grade on the ground.
Side Smash: Soccer ball (Football) kick the item Soccer ball is generating on before him on the animation "start" and sandbag will charge for a kick a medium charge kick, charge it more for more power, after he kicks the ball he will trip backward and landing on his back. The kick does damage, but the item football will do more. some delay after the kick too.
Up Smash: will charge up to jump as high he can, pretty good range upwards, great knockback and %, potential KO move.
Down Smash: PitFall He will charge up to make a move, it will take around 2-3 seconds before he gets the pitfall and throw it downward there he stand. like Snakes Smash Down except it's a pitfall and some more time to make that attack. If possible, you can make it around 1-2 seconds but you can only have twice on stage like Diddy's bananas.
Nair: He will spin around in place in the air, at the end of the animation, he will generate a bumper and "drops it" (so it will be stuck in air), however since this is a item, he can be hurt by it and get bumped.
Fair: he will spin one time forward and trying to hit the opponent with his foot pretty great spike killing, hit by right time, a Homerun Bat "pling" will be heard
Bair: he will generate the item "saturn" and kick it backward so it flies back to hit the opponent, the kick will do some damage and saturn doesn't have good knockback but giving 5% each time
Uair: trying to punch the opponent with his head upwards.
Dair: Flying straight down with his head first to do damage, great spike with great % at the beginning just before he flies down. If this spike is made, SandBag will get a boost up. If he hit someone after it, they go to the side.
Side-B: Home-Run Contest A Home run bat is generated behind him and it'll hit him a few yards forward and it will hurt opponents.
N-B: Home-Run Revenge SandBag has 3 charges for using a home run bat. no charge = 3% 1 charge = 5% 2 charge = 8% 3 charge= real homerun bat. The longer the charge, the more lag. On the 3rd charge, the lag is the home run contest if a character was playing in it.
Up-B: ??? He throws a Bom-omb on itself to cause a explosion that makes him go upwards. It can also go in any direction. kind of like a cross between the star fox characters and the Yosemite Sam PSA.
Down-B: Substitute Sandbag is generating a sandbag (the real item) before him, it does some damage around 5-15% to make one. the item sandbag will take the attacks instead until it disappears or falling of the stage. w
Final Smash: Sudden Death Sandbag can't move around during his FS. Bomb-omb's rain from the sky. Sandbag is invincible, and confetti and fire works appear.
Ok, so this basically makes it so Mario does not look weird while doing a falcon punch, Samus not shrinking when using a taunt for Mario, or anything that is an animation from a different character. *Pics will come later*
Step 1.) Open your model you want the animations for in Brawl Box
Step 2.) Preview the model
Step 3.) Open the FitMotionEtc.pac of the character you WANT AN ANIMATION FROM
Step 4.) Go to the animation and export it
Step 5.) Open the FitMotionEtc.pac of the character you ARE VIEWING THE MODEL OF
Step 6.) Go to the animation you want to replace and import the exported animation over it.
Step 7.) Go to the first frame, and on the side click INSERT
Step 8.) Go to Wait1
Step 9.) Go to frame 1
Step 10.) On the left side, open up the Bones section and click on TopN
Step 11.) On the right, click COPY
Step 12.) Go to the IMPORTED animation and press paste (Make sure you are on frame 1)
Step 13.) Check and see if all the frames are not stretched
Step 14.) Save
If you need help, post a question. Pics will come later
Good news Everyone!!! I discovered a new way to make the custom victory theme code individual and not effect any other characters. You just add the original theme id's in the game and replace them with the custom one's in the code. Now you dont have to add every character a victory theme you can choose any character you choose. Thanks HaloedHero
283D: {Mario victory music (Mario version)} 283E: {Donkey Kong victory music (Donkey Kong version)} 283F: {Zelda victory music (Link version)} 2840: {Metroid victory music (Samus version)} 2841: {Yoshi victory music} 2842: {Kirby victory music (Kirby version)} 2843: {Star Fox victory music (Fox/Wolf version)} 2844: {Pokemon victory music (Pikachu version)} 2845: {Mario victory music (Luigi version)} 2846: {F-Zero victory music} 2847: {EarthBound victory music (Ness version)} 2848: {Mario victory music (Bowser version)} 2849: {Mario victory music (Peach version)} 284A: {Zelda victory music (Zelda version)} 284B: {Zelda victory music (Sheik version)} 284C: {Ice Climber victory music} 284D: {Fire Emblem victory music (Marth version)} 284E: {Game & Watch victory music} 284F: {Star Fox victory music (Falco version)} 2850: {Zelda victory music (Ganondorf version)} 2851: {Wario victory music} 2852: {Meta Knight victory music} 2853: {Kid Icarus victory music} 2854: {Metroid victory music (Zero Suit Samus version)} 2855: {Pikmin victory music} 2856: {EarthBound victory music (Lucas version)} 2857: {Donkey Kong victory music (Diddy Kong version)} 2858: {Pokemon victory music (Pokemon Trainer version)} 2859: {Kirby victory music (King Dedede version)} 285A: {Pokemon victory music (Lucario version)} 285B: {Fire Emblem victory music (Ike version)} 285C: {R.O.B. victory music} 285D: {Pokemon victory music (Jigglypuff version)} 285E: {Pokemon victory music (Mewtwo version?)} 285F: {Fire Emblem victory music (Roy version?)} 2860: {Zelda victory music (Toon Link version)} 2861: {Metal Gear victory music} 2862: {Sonic victory music}
Ok, so this basically makes it so Mario does not look weird while doing a falcon punch, or Samus not shrinking when using a taunt for Mario. *Pics will come later*
Step 1.) Open your model you want the animations for in Brawl Box
Step 2.) Preview the model
Step 3.) Open the FitMotionEtc.pac of the character you WANT AN ANIMATION FROM
Step 4.) Go to the animation and export it
Step 5.) Open the FitMotionEtc.pac of the character you ARE VIEWING THE MODEL OF
Step 6.) Go to the animation you want to replace and import the exported animation over it.
Step 7.) Go to the first frame, and on the side click INSERT
Step 8.) Go to Wait1
Step 9.) Go to frame 1
Step 10.) On the left side, open up the Bones section and click on TopN
Step 11.) On the right, click COPY
Step 12.) Go to the IMPORTED animation and press paste (Make sure you are on frame 1)
Step 13.) Check and see if all the frames are not stretched
Step 14.) Save
If you need help, post a question. Pics will come later
How do I do this? i dont mean the one slot size mod, like True size groudon over bowser. I mean the ones like Luigi over SMBZ Mario. I looked, but i couldnt find a tutorial.
[PSA] keepitreal: Hagure shadow ported over donkey kong [PSA] Carnage: knuckles over Jigglypuff [PSA] slayermarth101: brawl- fox ported over Wolf [MODEL] Mariodk: Goku model ported to Pit, but no file renaming [PSA] NaruZeldaFan: Neo ZSS over C. Falcon
ok, as some of you know, I am making a Pichu over Popo PSA, bu i need to look at the Pichu form Melee. yes, I have melee and a capture card, but my Melee is broken. If anyone could amke a video of pichu using every attack, and I mean EVERY attack, with an annotation or words saying which attack it is, that would be great.
also, post on here what you think Pichu's Final smash should be.