This is a video showing nearly everything I did and basically what I wrote below. There's a 3 minutes fight at the end.
**uploaded again due to freezing issue
In overall, Dry Bones is not a very agile character. One thing that annoyed me in brawl was the fact that almost all collisions are 361º, what made most attacks the same thing, in terms of direction. Most of Dry Bones collisions have from 3 to 5 different hitboxes, with different damages and different directions. I let the bad hits with the 361º angle.
His attacks usually don't focus a wide area, what forces you to be precise most of the time. So I tried to make his attacks strong in average, but since I'm not used anymore to vBrawl balacing, it's possible I made him too overpowered. You guys can tell me if that's the case.
As he is over Lucario, the aura physics will have effect on the projectile and on the attacks which have aura effects. I'll explain below the ones that are aura based.
All of this makes him a hard character to control. It took me long hours until I started to get used to him, so try to keep that in mind if you think he is too weak. Doubt that will be the case, by the way.
Also, I used eletric, aura and darkness effects on most of the attacks. This was NOT meant to spam effects, but to let you know when you hit the opponent with the best spot.
I'll try to explain more or less how the PSA works. First, I'll depreciate myself showing the attacks I copied from other characters and what I changed on them to make them different.
Attacks 11 and 12 are the same as Bowser's, and Attack13 belongs to Mario. Since his arms are obviously shorter than Bowser's, his has lower range, but has 1 extra attack. The average damage of this combo can be raised by hitting the enemy with the tip of the fingers.
Copied from Lucas. It deals more damage because you can't spam this one that much.
Copied from Snake. You'll usually send the enemy forward, only upward if you hit him wrongly.
Also from Mario. The difference here is that can hit enemies like Mario does, sending them forward, or hit them like Luigi does, sending them upward with a stronger knockback, only if you hit at the very tip of the foot.
Captain Falcon's attack. There are 3 collisions here: one will send you away diagonally, and the other two will send you down. It's harder to use due to the aerial moblity and the shorter legs.
If you didn't give up yet, I'll show you what I really did for this PSA.
A simple punch. The animation is new but works like Mario's up tilt.
This attack has 4 collisions. Two of them will send you forward. If you hit the tip of the foot, you are sent a bit downward.
KJP had warned me about the rotation issue. I removed many of the amount of keyframes to try make it look better, but I just made things worse trying to improve it. So I let it like this.
Six frames after the collision starts is when his hand grows the most, what means that's the point where the attack deals the highest damage.
Technically, the knockback of this smash is very low for a smash attack. But the purpose was to let you aim the smash, to KO foes by the side of the screen, so it's not that bad.
This is a very sluggish move. Each kick has 4 collisions, with the one on the tip of his foot being the strongest. The second kick is more powerful, but much harder to hit.
This is one of the attacks affected by the aura physics. Only the good spot of the second slap has aura damage. It's hard to aim this one, but it becomes a powerful move after you receive some damage.
Another slow move. It can send you nearly to any direction, depending on the time you hit your foe. The two best spots will send you downward and the other upward. The upward one also has the aura damage.
I replaced the aura sphere with this bone, but the projectile stills the same, basically. What changes here is that it does eletric damage instead of aura (it still get stronger with your damage), and you can't hold the bone when it's fully charged. Dry Bones will throw the bone instantly when that happens. Those who are used with Lucario will feel the difference badly. As a compensation, it's faster, goes farther and is a bit more powerful.
Aerial Up Special
Dry bones retreat into his shell and you will fly around with it. It goes pretty high while dealing some minor damage, but the sideway control is awful.
Grounded Up Special
Most of up specials are useless moves to attack, and there's hardly any reason to use them on ground. I used this slot to make another and more useful attack. Having aura physics, it can be a very good move, as the spikes attack fast and have a good range.
*Once you perform this move, you can only repeat it after you jump once. This has something to do with Lucario's coding, but I don't know what causes it. I made it stronger than I wanted because of this.
Well, this one I just had to do. Dry Bones retreats into the shell as well, you can move it around while hitting your opponents. By pressing the normal attack button, you can leave the shell before you run out of time. You have super armor on this move.
A kind of counter attack. On this part of the attack, you are invincible. The counter "effect" will not start exactly when you perform the move. It delays a few frames and end before the animation. If you get hit out of this time period, you will lose the move.
If the enemy hits you on the right time, you unleash a punch at him. The damage is calculated depeding on when you got hit. For example, you can counter attack after the first 5 frames on the move. At this point, the damage is maximum, and it will decrease every 2 frames by 1 point after that.
The knockback growth value is your current damage. It has a minimum of 20 and a maximum of 96, and the base knockback is fixed.
For some reason, you can decide that counter was a bad idea, so you can attack the opponent with this alternative in the middle of the counter animation.
If you do it in air, you will attack with two spikes comming from the arm'spots. Those ones here don't have aura damage.
Sometimes, alternative attacks can happen instead of your normal moves. They are stronger, but since you can't expect for them, also will be harder to hit.
Alt. Side Smash
Dry Bones shoots a flamming skull that has poor knockback, but will hit your opponent several times, trying to push him offscreen. It goes pretty far.
Alt. Side Special
A small explosion will create a bigger shell that grant you more knockback and increases the super armor resistance.
Alt. Side Tilt
I did this thinking on his MSC special kick. He just summons a ball and kicks it forward. Nothing really special.
Alt. Up Smash
Based on Flows, of course. This attack works exactly that way.
Alt. Down Special Grounded Attack
This one is a bit hard to hit if you are too close. The arms will throw your foe above Bonezes and then he will hit them again with a clap.
Sometimes, when you jump on Dry Bones, he will fall apart. Since this will probably let your guard open, you can regenerate your health a little by pressing the attack button repeteadly while he recovers himself.
That's about it, more or less. I made his final smashes too, I just didn't record them neither posted here because I already did that in my both final smash videos.
The main final smash is "Fossil Rampage
", which is on the first FS video.
The alternate final smash is named "Souls Seal"
, on the second video. If you watch it, you will see it's extremely overpowered, but don't worry because I nerfed it severely.
The third final smash, which I named "The Reaper's Path", I had to completely remove it from the PSA. It's way too overpowered, and the code I made for that is extremely huge and very unstable. With unstable I mean I had several problems only by removing some "if" statements to try making it an acceptable FS, but I had no choice.
Hopefully, it won't take me long to upload this.