Smash U Maximum is my take on making an "Overpowered" Smash 4. Inspired by Brawl Minus, the goal is to make every character exceptionally strong and fun. Everyone is broken in their own way, having things like Shulk's Monado Arts with no downsides, Peach with a 60% chance of pulling Stitch faces, Luigi with a 90% misfire rate on Green Missile, Link's boomerang having a hitbox on return that allows true combos, etc. Unlike Minus, I don't intend to take on the silly side of things, nor do I intend on falling into a competitive decline. That said, I do want characters to have power relative to others so that there's at least some semblance of balance better than Smash U. The point is for everyone to be over the top, and viable.
On top of the more drastic sweeping changes, the mechanics of the game have been overhauled as well. Removal of rage, slightly more vulnerability on air dodges, more shield damage across the board to allow for shield breaking combos and a less grab heavy game, less landing lag from air dodges, all those things. All of the characters have been modified heavily but most of them still need tweaks here and there to make them stand out.
I've spent hundreds of hours coding, balancing, and testing solo, so having more people for any of those would be great. However, what I'm really looking for are UI, Stage, Texture, and Sound people.
I've got huge changelists that I'll be able to put up sometime in the near future, but I'd at least like to know that people are interested in helping out before doing so.
Hey look! Kien gave up on something that he was working on off and on for over a year and a half!
If someone wants to pick this up feel free to. I'm just dropping it off here since I don't feel like going through and finishing it on my own. It's a functional moveset as is, but the side B needs work and an animation. The final smash isn't coded either if I'm correct.
85% of the moveset is canon, taking most of her attacks from FFVII and Dissidia.
What? that code I used on Ike and it works fine. Just check out Brawl Minus Ike since I made him and all that. He activates a mode based on sword damage output. And when he dies he loses that mode.
I can't do model things but I can help you out with PSA related things again. There are a few ways to simulate Monado speed having a time limit, some more tedious than others.
Only suggestion I have is that you probably shouldn't have his head actually grow on his side tilt. His neck is long enough to offer him good range without the up scaling bone. It would look a bit more natural with the rest of his moves as well since he doesn't expand so much elsewhere.
Sorry, Brawl Minus has had me busy which is kind of strange considering I thought I wouldn't be. I know it's been like a week, but I'm finally gonna get to trying this out. Post Merge: May 21, 2014, 03:05:37 AMAw man... this much feedback is ridiculous. Time for some spoilers.
Regular Charizard
Suggestions- 1. His side tilt should be Fire fang. It goes well with tilts as he could lunge in and snap either high, medium or low.
2. His jumping should NOT be nearly as powerful as it is. Seeing that he gets multiple, it shouldn't even kill. I think set kb would work well for it, as a gtfo kind of move. It's currently better than his Uair which makes a statement of being pointless if it keeps this function.
Honestly, I feel that these KO percents are very close to what Y form should have but with a few differences.
Down Smash- 133ish Flare Blitz- 80/90 (both main killboxes)
Current Kill Percents Jump- 58 (vert hitbox) 80 (diagonal hitbox)
Up Tilt- 126 (Sweetspot) 141 (sourspot) Down Tilt- 125 (Sweetspot) 134 (Sourspot/flame hitbox)
In terms of Balance... He's way too powerful. His damage output is fine, but if he isn't supposed to rely on knockback, then his growth needs some serious nerfs. I imagine he isn't supposed to be very combo heavy, and if that's the case then he'll be fine with less growth.
Suggestions-
1. Dragon Claw animation could be looped to play twice? So 4 slashes as opposed to 2. It would at least seem like a combo if he did more slices and would feel much more intimidating to see him cover more distance as well.
2. Down B moves- It seems weird that the ground focused Zard would have fly and glide.
3. As a power type, his jab combo should deal a little more damage on the last hit. I'd say just add 2 or 3% more.
4. His up and down tilts should deal about 2 more damage. So that it can kill on par with the Y version after he gets his growth nerfs.
5. Powerwise, his attacks should be scaled with regular Charizard. I would suggest 3% more damage on last jab and dash attack, 3% stronger tilts, 3-4% stronger aerials, and 4-5% stronger smashes and throws. Doing so would allow him to keep the same knockback values as damage directly relates to how far the opponent is sent. This would be a large enough boost in itself though not as much as Y Charizard gets in terms of KB.
Current Kill Percents Jump- 58 (vert hitbox) 80 (diagonal hitbox)
Dash Attack- 88
Up Tilt- 62 (sweetspot) 74 (Sourspot) Down Tilt- 64 (sweetspot) 70 (Sourspot/firebox)
Side Smash- 25 Up Smash- 40 Down Smash- 79
Nair- 55 Fair- 47 (Sweetspot) Bair- 54 (Sweetspot) Uair- 61 (sweetspot) Dair- 52 (SPIKES shouldn't kill off the top from 50!)
Front Throw- 112 Up Throw- 34
Dragon Claw- 63 (both hits connect/ sakurai angle on second, no charge) 30 (both hits connect/ sakurai angle on second, full charge)
Flare Blitz- 25 (sweetspot) 32 (closest hit)
Fire Spin- 69 (initial hit) 50 Vert (sweetspot)
Final- Killing from 0. Dealing 100 Dmg.
Y Charizard
In terms of Balance... even for someone relying on KB he is TOO strong. This is like Marth tipping all day with damage ratio 2.0
Suggestions-
1. Heat Wave needs to be toned down in damage. If he's supposed to focus on knockback he should have no uncharged moves dealing over 20%. This move currently does 28. Lower the initial hitbox damage between 8 and 12%.
2. I would say 1% more damage on last jab and dash attack, 1% stronger tilts, 1-2% stronger aerials, and 1-2% stronger smashes and throws. On top of that damage add around 10-20 growth to those attacks. This makes him a bit stronger than normal Charizard and allows him to kill a good percent eariler. But he won't get his opponent to kill percent as quickly as the X version will.
Current Kill Percents
Jump- 58 (vert hitbox) 80 (diagonal hitbox)
Dash Attack- 88
Up Tilt- 62 (sweetspot) 74 (sourspot) Down Tilt- 64 (sweetspot) 70 (Sourspot/firebox)
Side Smash- 33 Up Smash- 40 Down Smash- 79
Nair- 60 (sweetspot) Fair- 51 (sweetspot) Bair- 59 (sweetspot) Uair- 68 (sweetspot) Dair- 55 (SPIKES shouldn't kill off the top from 50!)
Front Throw- 87 Up Throw- 20
Fire Blast- 117 (Sweetspot) Heat Wave- 55 (sweetspot)
Final- Killing from 0. Dealing 128 Dmg.
Bugs or Exploitable Terrors Fire Blast- 1- If you aim at the floor you can spam this move. Not too useful but it can knock someone off the ledge if you use it at the right spot.
2- The entire GFX doesn't hit. Seems to only hit with the center.