I've thought for a while now that there should be a cape mario and so far no ones jumped on it. So i thought I would start my own mod of Mario.
I replaced the flood with the cape, then hexed it so it attaches to mario's neck instead of his waist. I also Hexed out the code that makes the fluud disappear after a while.
- when Cape is out, i gave mario a custom 3rd attack for his Normal Attack. Now he will spin a few times, real quick before he kicks to do about 6 or 7 more damage. (I like how this came out alot)
- When Cape is out, mario now has a custom run animation. He will only run like this when the cape is out. Hestands up straight and holds his arms out to his sides, just like in SMW. To my knowledge, this is the first conditional running animation hack, giving a character 2 running animations.Changelist
First off, I brought back the Mario Tornado. When the match starts, mario will just be mario. when you use this attack, the cape appears. This does less damage but more knockback then the Luigi Tornado.
We are all familiar with this run animation:
I set it up so you see the normal run animation without the cape out, but when you take the cape out:
Its the Super Mario World Run. I ran into a big glitch with this, but i ironed it out.
Neutral Attack Combo
If you haven't figured it out, I'm trying to make the cape suplimentary to marios standard moveset. A good mario player should be able to go back and forth with little / no issue. The upgrades the cape give you are better, but don't take away from the playstyle. People shouldn't be penalized when they try to do something but... oops, the capes not out. That said, i changed the 3rd hit in mario's AAA combo with the cape. The first 2 punches have less knockback (with cape) so you don't push them too far away for:
A spin attack! It's real quick (less then a second long) and can tally up to about 7 damage. Just enough knockback to keep them there. but don't worry. You end it with:
A swift kick in the Groin. This has identical knock back and damage to the normal kick.
All things considered, having the cape out results in about 15-16% damage with the whole combo. (vs the normal 9)
Without the cape, mario will do his typical recovery, but if you have the cape, dont you think mario should fly?
He spins and launches into the air.
then he pulls his cape out, just like Super Mario World
then lands and slides on the ground
This attack, without any input, moves mario about the length of Final Destination. This is far, I know. Thats why after using it, you will lose the cape until you use the mario tornado again. If you pull back after take-off, mario will land right next to where he took off.
Its a bit difficult to use because if your facing the wrong way... you can't grab the ledge. I'm gunna figure some way to make him turn around mid-flight.
This attack didn't change all that much. the only thing is, if you have your cape out, mario will put it away after the attack. If the cape isn't out, there will be a short delay before using the attack. cuz he's gotta take it out first.
I like this one. It never made sense to me that mario could only fire 1 shot at a time and it kinda rolled to a stop. So, i changed the bounce velocity and through a bit of PSA variable fun, I managed to make him shoot up to 3 before the lag kicks in.
The Down Air is the ground pound. no surprise there, this attack should have been in here in the first place.
if you are high enough (just higher then marios double jump height) mario will pound people into the ground and do a bit more damage.
see him rocketing down? once you see that then you know its gunna stick em in the ground.
if you have the cape, mario will do the dive bomb attack from SMW
when he lands, the stage shakes from the impact!
Like the ground pound, if you manage to pull this attack off from a higher height, it gets more powerful.
mario erupts into fire and hits the ground in a huge explosion!
this does significantly more damage and has a high knockback. but its not easy to pull off.
this idea was borrowed from the mario 64 and the 3d mario hacks.
mario dives forward on his belly like he does in mario 64, then you can tap a ro quickly jump back up onto your feet. thanks you haloedhero for permission.
If mario has the cape out and he's hit by a single attack that does more then 10% damage (typically only specials and smashes) then you will hear the shrink noise when mario gets hit by a bad guy and he will lose his cape.
If his damage is higher then 100% then any attack that does more the 3% damage will make him lose his cape.
(this ended up being every attack)
Download Link: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15777
PS. this is my first real hack
hope you like!