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Author Topic: Super Smash Bros. All Stars (Teaser: Lucas, Popo & Nana)  (Read 135031 times)
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Amarythe
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    « Reply #435 on: February 11, 2014, 08:02:21 PM »


    LMFAO, goes absolutely perfect with the Raptor PSA. xD

    I'll get this in the preview ASAP. Wish you'd of used the F-Smash at least once, but trust me, I know how hard it is to remember your ground-game with his PSA, haha. Lovin' the BAir abuse, ha.
    « Last Edit: February 11, 2014, 08:12:44 PM by Amarythe » Logged


    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #436 on: February 12, 2014, 10:41:31 AM »


    Critical Slash should actually do 21%, not 28%. As of X & Y, critical hits only deal 1.5x damage. Perhaps the critical could actually be based off of proper positioning? Like, place a dummy hitbox (no flinch, no GFX, no damage) somewhere within the first few frames as a sweetspot, and if the dummy hitbox connects it changes to a more dramatic (but still single-hit) animation dealing 21% instead of 14%?
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    Amarythe
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    « Reply #437 on: February 12, 2014, 10:53:26 AM »


    Critical Slash should actually do 21%, not 28%. As of X & Y, critical hits only deal 1.5x damage.
    ...Woah, seriously? Thanks, that solves a TON of issues. Now I can make it a single hit move with no problems.
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

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    « Reply #438 on: February 12, 2014, 04:04:44 PM »


    I really like what you did with Charizard. I think the flight mechanic suits him well. There's gotta be a way to make him fastfall quicker though. he's just so floaty.
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    « Reply #439 on: February 12, 2014, 04:12:12 PM »


    I really like what you did with Charizard. I think the flight mechanic suits him well. There's gotta be a way to make him fastfall quicker though. he's just so floaty.
    ...There certainly is a way to make him fastfall faster.

    I just fear that will make him too good. He already has access tot he entire field... giving him a faster fastfall would make his air game even MORE incredible.

    ...I'll make him fall a little faster for the next update (which is coming very soon), but I don't know if I'll be willing to do it again after that.
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    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
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    « Reply #440 on: February 12, 2014, 04:15:53 PM »


    Here's an idea...

    Why not remap his flight mechanic to his Glide?

    That could possibly balance it out.
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    « Reply #441 on: February 12, 2014, 04:25:18 PM »


    Here's an idea...

    Why not remap his flight mechanic to his Glide?

    That could possibly balance it out.

    Honestly, I feel that would be kinda boring. Hopping right into a glide feels pretty awesome to me, haha. I can balance it in other ways. (Plus... I've no idea how I'd do that effectively, haha)

    You may have seen it already, but I've updated my Help thread with some new info. [censored]'s frustrating.

    Any PSAers in this thread are welcome to take a gander at the current problem:
    http://forums.kc-mm.com/index.php?topic=66126.msg1226232#msg1226232

    I was really hoping to have the ATK boost feature included with Metal Claw before it's release, but that looks unlikely. Without it, the move is rather... well, let's just say it looks pretty, and it's nice and gimmicky, but overall it's probably less than average. I intend on releasing 47% tonight either way though.

    Who knows, I may pop in another attack before the night's over. Probly not though!

    Post Merge: February 12, 2014, 07:22:58 PM
    EVERYBODY LISTEN UP

    Some incredible updates have been applied to this new Charizard.

    First of, he has a new Up Tilt. It's based entirely off of Fire Fang.
    Honestly? It's not as "good" as his old one. It's slightly worse as an attack. But honestly? This entire update is WAY stronger than his P:M incarnation. Meaning, the nerf is not only called for, but demanded.

    The new U Tilt does a total of 13%; translated from 65 ATK from the PKMN games. Now, that's MORE attack power than before...
    But the attack has an additional lag of 2 frames. And worse yet? The Hitbox is very specific: that is to say, you're not likely to hit the opponent unless they're above you. But hey, you can still hit grounded opponents, so don't worry! This move is pretty great for juggling, too.

    But more importantly... Ladies and Gentlemen, I present to you, METAL CLAW! A new F-Tilt!

    Now THIS move is easily my (with a ton of help from KJP) greatest PSA achievement yet. It's complicated, deliciously gimmicky, and unpredictable as hell. I'll explain:
    Metal Claw, in the PKMN universe, only does 50 ATK damage... in Brawl that translates to 10%. Not too impressive. Additionally, for the sake of the animation, I had to make the move incredibly slow. In fact, the hitbox doesn't start for a good 23 frames. Now, I know what you're thinking:
    "10%? With a stupid lag of 23 frames? AMARYTHE, YOU'RE CRAZYYYYyyy!!11"
    YES. I am crazy! But so is this new attack! You see... for the first 20 frames, you have a SUPER ARMOR effect applied! So if you get hit, you'll take damage... but you won't take any knockback, and the attack will follow through! Haha! Delicious stuff, no?
    BUT MORE IMPORTANTLY: You can potentially raise your ATK power in 6 stages; much like the D-Tilt. There's a 10% chance your attack will be raised. You start at 10% attack power... and max out at 40%. Again, I know what you're thinking:
    "A Side Tilt with 40%?? AMARYTHE, YOU'RE INSAAANEEENENNENEN11"
    Keep your pants on. The chances of you getting 6 10% ATK boosts, let alone 3, is soooo miniscule that the move is practically still balanced. The ATK boosts also reset when you're KO'd. Any questions?

    Special thanks to KJP: without him, the ATK boost wouldn't have been possible.
    He ALSO made it so that the ATK boost GFX/SFX stopped happening after 6 instances.
    And he ALSO ALSO made it so that the ATK boosts reset after KO.

    Other Technical fixes:
    - Fastfall speed increased, yet again. HD, Lito, you guys should definitely be pleased now. That's the LAST fastfall modifier I'm doing!
    - F-Smash critical now perfected. Changed to 21% as per JamietheAuraUser's technical information. Now a 1-hit move.
    - Various F-Smash Critical glitches perfected... include a glitch which cause the move to simply not work every now and then.
    - Jab slightly faster or whatever.

    Have fun guys!
    « Last Edit: February 12, 2014, 07:53:27 PM by Amarythe » Logged


    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #442 on: February 12, 2014, 07:30:58 PM »


    Cool sounds nice, I think I'll try it out today.
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    « Reply #443 on: February 12, 2014, 08:22:03 PM »


    Honestly, I feel that would be kinda boring. Hopping right into a glide feels pretty awesome to me, haha. I can balance it in other ways. (Plus... I've no idea how I'd do that effectively, haha)

    You may have seen it already, but I've updated my Help thread with some new info. [censored]'s frustrating.

    Any PSAers in this thread are welcome to take a gander at the current problem:
    http://forums.kc-mm.com/index.php?topic=66126.msg1226232#msg1226232

    I was really hoping to have the ATK boost feature included with Metal Claw before it's release, but that looks unlikely. Without it, the move is rather... well, let's just say it looks pretty, and it's nice and gimmicky, but overall it's probably less than average. I intend on releasing 47% tonight either way though.

    Who knows, I may pop in another attack before the night's over. Probly not though!

    Post Merge: February 12, 2014, 07:22:58 PM
    EVERYBODY LISTEN UP

    Some incredible updates have been applied to this new Charizard.

    First of, he has a new Up Tilt. It's based entirely off of Fire Fang.
    Honestly? It's not as "good" as his old one. It's slightly worse as an attack. But honestly? This entire update is WAY stronger than his P:M incarnation. Meaning, the nerf is not only called for, but demanded.

    The new U Tilt does a total of 13%; translated from 65 ATK from the PKMN games. Now, that's MORE attack power than before...
    But the attack has an additional lag of 2 frames. And worse yet? The Hitbox is very specific: that is to say, you're not likely to hit the opponent unless they're above you. But hey, you can still hit grounded opponents, so don't worry! This move is pretty great for juggling, too.

    But more importantly... Ladies and Gentlemen, I present to you, METAL CLAW! A new F-Tilt!

    Now THIS move is easily my (with a ton of help from KJP) greatest PSA achievement yet. It's complicated, deliciously gimmicky, and unpredictable as hell. I'll explain:
    Metal Claw, in the PKMN universe, only does 50 ATK damage... in Brawl that translates to 10%. Not too impressive. Additionally, for the sake of the animation, I had to make the move incredibly slow. In fact, the hitbox doesn't start for a good 23 frames. Now, I know what you're thinking:
    "10%? With a stupid lag of 23 frames? AMARYTHE, YOU'RE CRAZYYYYyyy!!11"
    YES. I am crazy! But so is this new attack! You see... for the first 20 frames, you have a SUPER ARMOR effect applied! So if you get hit, you'll take damage... but you won't take any knockback, and the attack will follow through! Haha! Delicious stuff, no?
    BUT MORE IMPORTANTLY: You can potentially raise your ATK power in 6 stages; much like the D-Tilt. There's a 10% chance your attack will be raised. You start at 10% attack power... and max out at 40%. Again, I know what you're thinking:
    "A Side Tilt with 40%?? AMARYTHE, YOU'RE INSAAANEEENENNENEN11"
    Keep your pants on. The chances of you getting 6 10% ATK boosts, let alone 3, is soooo miniscule that the move is practically still balanced. The ATK boosts also reset when you're KO'd. Any questions?

    Special thanks to KJP: without him, the ATK boost wouldn't have been possible.
    He ALSO made it so that the ATK boost GFX/SFX stopped happening after 6 instances.
    And he ALSO ALSO made it so that the ATK boosts reset after KO.

    Other Technical fixes:
    - Fastfall speed increased, yet again. HD, Lito, you guys should definitely be pleased now. That's the LAST fastfall modifier I'm doing!
    - F-Smash critical now perfected. Changed to 21% as per JamietheAuraUser's technical information. Now a 1-hit move.
    - Various F-Smash Critical glitches perfected... include a glitch which cause the move to simply not work every now and then.
    - Jab slightly faster or whatever.

    Have fun guys!



    Okay, the fastfall is actually satisfactory now to the point where I enjoy this a billion times moreso than before.

    I'm still waiting for Mario though. Anyways here are some suggestions for the plumber.

    I still stand on firehand as a held standard special like in Brawl Minus, but I won't hold you against it. It's just that the hammer is Mario's traditional charge move and has been since like... every single Mario RPG ever. Along with that both moves have charged and non-charged versions due to overworld.
    It'd be cool if his footstool jump did damage, a reference to Mario's jump attack.
    Keep the normal combo the same, it's a staple and it's from Mario 64.
    Using power ups without the power up costumes would be pretty cool but not 100% true which is a shame. The Star Spin would be a good move to have, a quick spin that deals some nice damage. Mario's down smash is also from Mario 64 which makes it true so keep that in mind. Mario's cape could be fun to mess with as well.
    And finally, if Mario can use a fireball without a power up, he can also use ice balls. That'd be a good thing to implement.
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    « Reply #444 on: February 12, 2014, 09:42:14 PM »


    I agree that he should have a hammer attack somewhere. Like maybe the Tornado Hammer badge attack for his Down Smash?
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    « Reply #445 on: February 13, 2014, 04:59:49 AM »


    I agree that he should have a hammer attack somewhere. Like maybe the Tornado Hammer badge attack for his Down Smash?
    In earlier pages the idea of taunt moveset switching was tossed about.

    ...But before aaaaanything happens, I've got to learn how/recruit a hammer model importer.

    Speaking of which, I should get Mario cookin' next.
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #446 on: February 13, 2014, 10:28:45 AM »


    In earlier pages the idea of taunt moveset switching was tossed about.

    ...But before aaaaanything happens, I've got to learn how/recruit a hammer model importer.

    Speaking of which, I should get Mario cookin' next.
    You know... There is a certain SMBZ Mario who's got a hammer... Jussaying...
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    Amarythe
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    « Reply #447 on: February 13, 2014, 10:51:59 AM »


    You know... There is a certain SMBZ Mario who's got a hammer... Jussaying...

    ...Oh! You're right.

    I'd seen hammers on Mario before, but I thought they were all terrible quality.
    I just hope this hammer's not embedded in the Moveset file...

    Post Merge: February 13, 2014, 12:07:12 PM
    Small updates kitties.

    First of all, there was a tiiiiiiiny bug in the last release. The Metal Claw ATK boost feature reset when you died, as planned; however, if you won a match with an upgrade? You retained the upgrade in the next battle! It's all good now, everything resets fine.

    Second,


    ^ I got three new textures ready for you. One is a standard shiny Charizard, the others are recolors of Nanobud's Mega Charizard X. Again, one normal, one shiny.

    However, the Mega Charizards have altered textures; this isn't a simple clone of Nano's file, or someone else's shinies. Textures obviously based off of the Nostalgia project; colors are relevant as of Pokemon X & Y. CSPs included.
    « Last Edit: February 13, 2014, 12:08:13 PM by Amarythe » Logged


    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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    « Reply #448 on: February 13, 2014, 09:51:36 PM »


    Mario's D-smash should become his D-tilt in favor of a better chargeable attack.

    In SM64 it came out quickly anyway.
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    Amarythe
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    « Reply #449 on: February 14, 2014, 08:59:56 AM »


    Mario's D-smash should become his D-tilt in favor of a better chargeable attack.

    In SM64 it came out quickly anyway.
    I'm afraid I can't entertain that suggestion.

    You see, the move DOES come out quickly in N64... but it's also crazy fast in Smash as it is. I have nothing to replace the D-Smash with anyway, so why change it to his tilt?
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    Super Smash Brothers: All Stars is currently looking for new recruits!
    SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!

    We need:
    Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!

    *All applicants must come equipped with their own pair of nostalgia goggles

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