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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Todd_Ingram on May 19, 2012, 04:14:30 PM



Title: Todd Ingram's Moveset Ideas Thread
Post by: Todd_Ingram on May 19, 2012, 04:14:30 PM
Hello! I'm Todd, and I am very new and have a lot of ideas that need bettering. (Totally a word.)
So, this is where I'm going to put all my ideas for movesets when I come up with them.

Right now, what I need is criticism. Tell me what you guys think would work and what you think wouldn't. The more criticism I get, the better I will become overall.

Here are the ones I have so far.
Forgive the differing formats, these will be fixed once this gets more attention.


PAPER MARIO over Mr. Game & Watch (Model:http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23892 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23892))

Weight: 3/10. He's made of paper, but he's not an absolute twig.  (about 85)
Height: Game and Watch's. Definitely shorter than the real mario.
Power: 4/10. Only slightly below average, because he has a few good finishers as well. (Bombette, smash attacks) Should be fairly more powerful than GW, but not as much as Mario.
Fall Speed: 3/10. Not a floater, but slow enough to allow him good air-travelling.
Jump Height: 7/10. Above-average, allowing him to get in the air where he can travel most efficiently.
Running Speed: 5/10. Not fast or slow, making land travel average.
Air Movement: 9/10. Pretty extraordinary, allowing him superior air travel and unaided recovery.
OVERALL FEEL: A good traveller in air, getting to where he needs to go to do the most damage he can.

Attacks:
AAA Jab: Identical to Mario’s. Damage may be lowered slightly.

A>: Forward Headbutt (Similar to Mr. GW’s forward smash animation)

Smash A> :Fire Drive (A Hammer Attack, with an animation that looks like Mr GW forward smash but with a hammer, causes fire damage)

A^ Hop: (A short jump, about half of a literal “short jump” [aka tapping the jump button) that causes damage. Not an Ideal juggler, but it works. Like Dedede's.)

Smash A^: Power Smash (An up-and-around Hammer Swing, much like King Dedede’s up smash but nowhere near as much power.)

A v: Sweeps his glove out in front of him, like Donkey Kong's.

A v Smash: Super Hammer (Mario spins his hammer around himself. Similar animation to Ice Climber Side B.

Dash Attack: Spin Dash (What he does in the original Paper Mario when you press Z. Similar to Mario’s Down Aerial, except not as many hits, slower, and each hit does a little more damage Similar in animation to the first part of kirby's side taunt.)

AERIALS:
A: Spin (Spins in a circle. Similar to Kirby's neutral air, except improved range and damage make it less of a travesty.

^: Up Headbutt (Like Donkey Kong’s up air animation)

>: Sex Kick ( Like Mario's.)

v: Multibounce, (heads downward fast at a slight angle to the direction PM is facing. If an enemy is hit, PM hits it for damage and bounces back up again. Can be used in quick succession as a combo. Identical to the Scott Pilgrim over Lucas PSA's Down Aerial.

<: Elbow Shove (Stops, Brings elbows back forcefully, continues momentum. Similar to the Back Aerial of the Scott Pilgrim PSA.)

SPECIALS:

Neutral B: Hammer (Holds his hammer behind him with both hands, then brings it down on release of the button. Has two levels of charge based on how long the button is held, each level adds to the damage.
IN AIR: Automatic Hammer Spin (AKA Kirby’s Side B Air)

Side B: Kooper: (Identical to Link's Boomerang, but with a blue Koopa Shell instead of a boomerang. Damage would also be shell damage rather than wind or whatever the boomerang was.)
IN AIR: Parakarry(: Paper Mario holds a koopa shell over his head, like he'd hold an assist trophy, and he moves to the side a short distance. Similar in execution to the Spiderman-over-Sheik Down B Midair attack.)

Down B: Bombette: After some start-up lag, Spawns a Bob-omb that immediately starts walking forward. Gains enough armor during the startup that it doesn't explode in his face.
IN AIR: (Drops a Bob-omb (same damage and lag) straight down that explodes upon hitting a platform.) If he hits the ground before the bomb drops, he takes explosion damage but no knockback.)

Up B: Paper Plane (Shoots in a loop and glides, like Meta Knight’s Up B. If it’s too hard to make a paper plane model, he can just lie flat as he glides.)
 

Grabs, Pummels, ledge attacks, floor recovery, etc: Identical to Mario’s, although slightly less fly distance and damage.

Final Smash:
NOTE: This seems a little complicated to me, so if it's unprogrammable, Mario’s Fire Final will work fine.

APPEAL: Mario waves to the audience, and everyone on stage is stunned. About three or four Warp Stars appear on the stage. Mario's speed is enhanced enough for a brief window that he can score a Warp Star hit on everyone in the vicinity.


SUPER DIMENTIO over Luigi (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13338 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13338)
Weight: 7/10. More on the heavy side, but not an absolute brick.
Height: 6/10. Should be a little taller than Luigi if possible. If not, Luigi's height is fine.
Power: 7//10. A pretty good powerhouse in his own right.
Fall Speed: 8/10. A bit of a clunker. His jump height counters it a little, but not by much.
Jump Height: 8/10. Would be more respectable if not for his dismal air speeds, both horizontally and vertically.
Running Speed: 2.8/10. Fairly below average, relying on his specials to move efficiently, like the boss character he is.
Air Movement: 1.5/10. Fairly abysmal.
OVERALL FEEL: A heavy character with good range. Can play a pretty decent game of keepaway.

SUPER DIMENTIO MOVESET:

AAA: The first two would be animated identically to Luigi’s first two attacks, but the last one would have the animation of Mario’s forward tilt.

Forward Tilt: Both arms go forward to hit, like Diddy’s forward tilt.

Forward Smash: Claps in front of him, like Donkey Kong, but with shadow GFX.

Downward Tilt: SD stomps once in front of him multiple times. Like Waluigi’s Kick Attack but more damage.

Down Smash. SD brings his hands down on either side of him, like GW’s down smash.

Up Tilt. Brings both hands over his head, like Wario’s up tilt.

Up Smash. Brings one hand over his head in a back-and-forth arc, hitting twice.

Dash Attack: Rockets forward, like Luigi’s original Side B at the lowest charge.

Neutral Aerial: Spins around in a wide-armed circle, like Donkey's nAir.

Forward Aerial: Forward side-kick, similar to Mario fAir or Squirtle’s bAir.

Back Aerial: Brings both heels backward. Similar to Ness’s bAir, but no electricity.

Down Aerial: Brings both his feet down. Similar to Captain Falcon’s, but with less start-up.

Up Aerial: Swings both arms up multiple times. Like ROB’s uAir.


SPECIAL MOVES:

Neutral B: SD charges up an energy sphere, like Samus or Lucario. Upon release, it flies slowly, but does more knockback than a Samus or Lucario-fired one.

Side B: SD does a sliding kick, like Luigi’s original down tilt. The more you charge up the move, the farther the kick goes and the more damage it does. No chance of misfiring, though.
IN AIR: Identical to Captain Falcon’s Down B on the ground, but in midair with no fire effects.

Down B: A Counter-style move in which SD would flash with invincibility (like he does in the game before he is weakened by the Purity Heart). Anybody who attacks him during this phase will recieve damage.
IN AIR: Identical.

Up B: Identical to King Dedede's Up B.
IN AIR: Identical.

OTHERS:
Ledge attacks: Identical to Luigi’s.
Floor (“recovery”) attacks: Identical to Mario’s.
Grab and Pummels: Identical to Luigi’s.
Throws: All except down throw are identical to Ness’s. Down Throw is identical to Mario’s but with more damage.

Taunts: Luigi’s.

Final Smash: SD extends all four of his limbs and neck in a five-directional star, doing damage to everyone caught in it's path. They then return to normal size.


SHY GUY over Kirby (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26554 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=26554))
Weight: 2/10. A little heavier than Kirby, but not significantly. (about 79)
Height: Kirby's.
Power: 4/10. Only insignificantly below average.
Fall Speed: 4/10. Fairly light.
Jump Height: 7/10. Respectable to make up for his lack of astounding abilities.
Running Speed: 6/10. Nimble. Close to Toon Link.
Air Movement: 5/10. Pretty average, as he doesn't posses a spectacular air game.
OVERALL FEEL: A good pick-up-and-play character. Not really of a high-tier quality.

SHY GUY MOVESET:

Neutral A Combo: First two hits are identical to Kirby’s two, and the third is a short jump accompanied by a spinning kick.

Forward Tilt: A short range spinning kick. Similar to Jigglypuff’s forward tilt.

Forward Smash: Cartwheels forward, like Fox.

Up Tilt: Hops upward with head, like Squirtle’s

Up Smash: Headbutts above itself, like Jiggly’s upsmash.

Down Tilt: Slides forward a bit, like Olimar’s.

Down Smash. Breakdance-style sweep with vertical knockback, like Luigi’s.

Dash Attack: Rolls forward, like Jigglypuff’s dash attack.


AERIALS:

Neutral Aerial: Spins in a quick circle, like Kirby.

Forward aerial: Aims feet forward, like Squirtle’s.

Up aerial: A headbutt spin, like Lucas’s.

Back Aerial: Arches his back behind him like Bowser’s back air.

Down Aerial: Jams a foot downwards in a pretty powerful Meteor Smash, like Ness.

SPECIALS:

Neutral B: Takes out a cork-gun (super scope with edited colors) and shoots a cork straight forward. Can be charged up, but does damage if charged to far. Similar to Diddy Kong’s Peanut Shooter, except no chance of spawning peanuts, and flies a little bit farther (even on low charge.)

Side B: Lights himself on fire (aka Fire Guy) ((using the body effect for Superspicy Curry)) and rushes forward at an initially highspeed that slows down after a distance. Does fire damage on contact, and has enough knockback to carry an opponent with it for more hits.

Down B: An inner tube appears around his waist and starts spinning, then disappears when the button is released. Reflects projectiles, and if it hits an opponent upon opening it slides them away with no damage like Puff Up.

Up B: Dons a propellor and rises upward similar to Corkscrew (Wario’s Up B). At the top of the jump, if the button is still held, the propellor will remain spinning and he can move left or right for about a second before going into special fall.

Throws, recovery attacks, etc: Identical to Kirby’s, except that his up throw only takes him up about four character lengths before coming back down.

FINAL SMASH: The screen begins to fade to black. The camera zooms in on Shy Guy as he faces the camera and moves his arm toward his mask. Just as he is about to take it off, the screen goes dark. All opponents suddenly take about 30-40% of damage in small, quick hits, then the camera resumes normally with all opponents experiencing Negative Zone-style effects (Luigi’s Final Smash) for a small duration or until hit.






ELECTIVIRE (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25192 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=25192))
Weight: 9/10. Lighter than DOnkey Kong, a little closer to Charizard. (about 111)
Height: Donkey Kong's.
Power: 9/10. A powerhouse, which complements his ground game.
Fall Speed: 8/10. He's meant to stay closer to the ground.
Jump Height: 4/10 Below average to discourage frequent air travel.
Running Speed: 6/10. Insignificantly faster than Donkey Kong.
Air Movement: 3/10. Not completely abysmal, but enough to make air travel unappealing.
OVERALL FEEL: A heavyweight with a spectacular ground game, and his specials can bring airborne opponents down to the ground where Electivire can destroy them.
Neut. A: Same as Donkey Kong’s, but with less knockback and slightly more damage.

Forward Tilt: Attacks with arm, like Bowser’s Ftilt.

Forward Smash: Spins around with arms out, hitting twice. Similar to Diddy Kong’s, but with more power and horizontal knockback.

Up Tilt: Headbutts above him. Like Dedede’s, but with less knockback.

Up Smash: A spinning headbutt, like Wario’s.

Down Tilt. Stick’s his foot out in front of him, like Dedede’s.

Down Smash: Attacks with fists on both sides of himself fast. Similar to Wolf’s. One of his best ground finishers.

Dash Attack: Kicks out in front of him. Like Donkey Kong’s, but doesn’t slide as much. (So, more like Charizard’s)

Recovery, Floor attacks: Same as Donkey Kong’s.

AERIALS:
Same as Donkey Kong, except Neutral Air is identical to Dedede (he strikes a pose)

SPECIALS:

Neutral B: Thunder Punch
Rushes forward with an electrically charged fist. If it makes contact, Electivire lifts up the opponent, zaps them, and tosses them to the ground. Similar in execution to Ganondorf’s Side B,  except faster and less startup. And obviously with lightning GFX instead of shadow.
IN AIR: Travels the same distance horizontally, but has a meteor smash at the end.

Side B: Quick Attack.
Pauses for a brief moment, then travels forward (a shorter distance than his neutral b) at an almost instantaneous speed. If an opponent is hit, they receive moderate damage and are sent skyward with little knockback. Can be used in conjunction with Thunderpunch to rack up damage.
IN AIR: This move, guys. This move.
Due to his lack of good horizontal recovery (and air/ground speed) this is one of the main tools in Electivire’s arsenal, and it gets him places very, very quickly. When used, it carries him about ¾ the length of final destination at superb speed, doing a little lightning damage on contact. Can be only once, and can have the momentum canceled before it ends by using a netural aerial attack.. Can be used to recover from offstage extremely well, but can be a little hard to control. Very similar to the Dark Samus Side B in air. (It’s the most downloaded one in the Samus category)

Up B: Rock Climb
Does a quick spinning headbutt rising upward, ending with him taking a rock and headbutting it (a-la Charizard). Rising action is like Wario’s, but little to no horizontal control. The last attack also has a meteor smash. It’s not really meant to be used as a recovery, but to bring opponents down to the ground where Electivire can really let loose.
IN AIR: Same.

Down B: Earthquake
With about 60 frames of startup, hits the ground with such force that it grounds (a la Donkey Kong Side B) any opponents within a good range. Doesn’t really have a lot of times it can be safely used, but when it can, it’s a good trapper.
IN AIR: After the same amount of  startup lag, flies straight to the ground hitting palm first, (like Donkey Kong’s down throw animation) not grounding anyone but still launching opponents horizontally.

Final Smash: Close Combat.
A rush forward similar to his Neutral B. If it connects, Electivire basically goes to town on them. He initiates an unstoppable combo, ending with a HUGE punch that launches the opponent far enough not to knock them off the screen completely. but to make them hope that they’ve got a good recovery.

BLACK MAGE (Model: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23970 (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=23970))
Weight: 1/10. Don't expect to take a lot of hits before you become vulnerable to KO's.
Height: Ness's should do fine.
Power: 8/10. Most of his normals are pretty weak, but his smashes, specials, and some aerials border on terrifying.
Fall Speed: 3.5/10. Slightly floaty.
Jump Height: 6/10. Above average to give him some room to play with his aerials.
Running Speed: 5/10. Nothing special, maybe a smidge faster than Mario.
Air Movement: 5/10. Again, nothing spectacular.
OVERALL FEEL: Typical wizard archetype: glass cannon. Can't even take half of what he's capable of dishing out.

Black Mage

Normal A: Hits twice with a staff swing (like Link’s first two jabs) and then brings it over his head for a third strike (Ike’s last jab)

Forward Tilt: Uppercuts with his staff, like Marth’s tilt.

Up Tilt: Hops with his staff held horizontally, like Ike’s tilt.
Decent knockback, but negligible damage.

Down Tilt: Pokes staff in front of him. Moves him slightly forward, like Meta Knight’s.

Forward Smash: A swing of the staff that does electric damage. Like Ness’s. Deceptive range.

Down Smash: A push out to both sides with magically-imbued hands, doing electric damage. Like Lucario’s. Great range.

Up Smash: Swings arm around in a circle, zapping opponents above him. Like Zelda’s. Good knockback.

Dash Attack: Charges forward with a magic burst. Like Lucas.

AERIALS

Neutral: Spins around, with zapping properties. Like Lucario.

Forward: Three zappy staff-hits forward. Like Meta Knight’s, but with more hitstun.

Downward: Swings staff in an arc below him. No GFX. like Marth.

Backward: Three non-GFX staff hits backward. Again, like Meta Knights.

Upward: Aims his staff straight upward like Links, but the staff creates a magic explosion like Zelda's.

SPECIALS:

Neutral: Fira

A fireball is launched out in front of him. Can be charged. Very similar to the Cloud PSA’s neutral B, except charge is much faster and range is a little lower. Not much, though.
IN AIR: Same as Clouds, but less startlag.

Side: Thunder

Black Mage releases a straight line of lightning out in front of him, somewhat similar to ROB’s neutral B but with no cooldown perioid afterwards where it gets weaker, and it moves slightly slower.  Start up and ending lag is punishable (60-90 frames) to avoid spamming.
In Air: Black Mage stops momentum and releases a flurry of tiny lightning bolts. Simillar to the attack Tabuu uses where he fires hundreds of tiny bolts then finishes with a huge ball, except without the finisher, slightly smaller range, and only takes up 50 frames or so. Can only be used once per jump, as it results in helplessness.

Up B:  Aero
Black Mage spins slowly upward doing slashing damage with his staff, creating a tornado effect. Similar to Donkey Kong’s Up B, but vastly superior range, vertical travel, and somewhat superior damage.
In Air: Identical.

Down B: Stun
With a little startup lag, Black Mage rushes forward with his staff over a distance that covers a little less of a half-FD. If it hits, it causes the opponent to shoot up and land with a stun effect, like when you’re using a shield and it breaks (Obviously it doesn’t last as long, though) Functionally similar to Weavile.
IN AIR: Identical, but vertical.

FINAL SMASH: Death
Black Mage raises his staff menacingly over his head and slides forward a short distance. (Not even a quarter of FD) If an opponent is hit, his damage increases by 300%, but no knockback is inflicted. The foe is now easy, easy prey. Meant to be hard to use, should be saved for a stunned opponent or else you will be left vulnerable. Very vulnerable.


DREAM SETS: (i.e. too complicated to actually code but are examples of my ideas)

FIREMAN (i.e. firefighter) Over Snake or another humanoid character (Ike, Link, etc.)
NOTES: Can crawl.

General Feel: Hard to knock off stage, but fall speed is pretty slow, allowing for a good aerial game. Power is close to Marth, but a little more. Speed should be pretty similar to an above-average speed character. Somewhat techy like Snake, but still able to be used for traditional fighting.

AAA: A series of arm swipes, ending with a slash of a wrench.

Forward Tilt: Brings an axe forward in a horizontal baseball swing.

Forward Smash: With little startup, brings a circular saw in front of him over his head. When it hits, it does a series of small slash damage hits before knocking the opponent down. If it misses, there’s punishable lag.

Upward Tilt: Two punches aimed upwards. First one does damage with negligible knockback, keeping the opponent close by so they’re hit by the second one, which does more damage.

Upward Smash: Fairly unorthodox. Fireman unfolds a ladder upwards at high speed,  doing damage, then climbs it, it disappears,  and then Fireman falls without entering helplessness (i.e you can still perform a double jump and aerial attacks). The more you charge the smash, the higher the ladder extends, up to about two character lengths.

Downward Tilt: Swings a fire extinguisher out in front of him. Sends opponents upward at fairly low damages. Deceptive range.

Downward Smash: Points a “Jaws Of Life” downward (basically a huge claw) and extends it, doing damage on both directions. Short range, but stays for a while and prevents on-foot approaches.

Dash Attack: Swings his axe once, fairly horizontally, keeps running but slows down, and then golf-swings the axe another time while stopping.

Floor Recovery and Ledge attacks: Identical to Link’s, but with an axe.

Grab: Uses a fire hose to pull opponents in. Similar range to Lucas, but slightly longer.

Pummel: Tightens the hose.

Forward throw: Tosses forward w/Hose, Similar to Samus.

Back Throw: Turns the opponent around and slams them, like Snake’s.

Down Throw: A downward toss, like Captain Falcon’s.

Up Throw: A short upward toss, then Fireman spins his axe above him like a baton, hitting the opponent multiple times and finishing with a heavier strike that can launch an opponent at average percentiles. At low percentages, it’s good at building up damage.

AERIALS:

Up: A “rising punch” that can be used as a double jump if you’ve only jumped once. Only hits once.

Down: Flips into a headfirst dive and heads downward at a slightly faster speed. If it hits the ground, he kick-flips up into a regular fighting stance, doing damage on the way up. If it goes about four character lengths without hitting a platform, he does a mid-air backflip that brings him backwards a bit, then continues falling.

Neutral: Swings axe forward in a fast turn, starting over his head and ending behind him a little less then two turns later.

Forward. Brings fire extinguisher down in front of him in a fast quarter-circle, functioning as a good range meteor smash.

Backward: Delivers two fast kicks with almost no end lag whatsoever.

SPECIALS:

Neutral B: Fire Hose
Starts shooting a spray of push-away water similar to Squirtle, but aimed slightly lower so that opponents aren’t pushed away as much, Also, no charge, so it just continues for about two seconds, even if you’re not holding the button down. Fireman can move around and jump. while doing this, like holding a Super Scope or Cracker Launcher.
IN AIR: Identical.

Side B: Take Down the Wall
Takes out a sledgehammer, and begins a series of swings in front of him, each one taking him distance. Similar to Marth’s, except it goes slower and you can perform up to six swings.
IN AIR: Swings the hammer in front of him parallel to the ground, letting it carry him forward a distance.

Down B: Douse.
A fire starts, causing Fireman to leap backwards a few steps. He then automatically sprays with the hose at high pressure to extinguish the flame, which eventually goes away. This all happens in about 1.2 seconds. Both the water stream and the fire does damage.
IN AIR: A burst of damaging water appears on the ground below Fireman, then he goes into helplessness fall. If he has no ground beneath him, the move does nothing.

Up B: Fire Extinguisher.
Fireman aims the nozzle of the Fire Extinguisher downwards and fires. The exhaust from the extinguisher propels him upward with similar mechanics to ROB’s recovery. The exhaust does ice damage, like Ice Climber’s Down B.

FINAL SMASH: Adrenaline
Fireman brings his arms out in an “energy is flowing through me” pose and grows to about a Super Mushroom size (if he is already big than he stays the same size). Small patches of fire appear on random points on the stage, like in the aftermath of Mario Finale. He then takes on a Wario Man-style effect, with his speed increasing, his attacks getting faster and stronger, the Fire Extinguisher allowing zero-g flight, the Fire Hose’s range increasing dramatically, Take Down the Wall turns into a ridiculous, high-damaged frenzy, et cetera. After a while, he reverts to normal.



Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 20, 2012, 04:04:18 PM
It seems like these are a lot of odd moves. Like ones that wouldn't look or work well.
Clapping, spinning into enemies.....some of them don't seem to fit the character's style and seem odd. Like dimento's B. And it seems like you're being overambitious with like final smash (summoning master hand and targetting)

Do you really want these moves? I just don't think they fit the character, but I like the creativity. The best way that I found to make good character ideas was to make custom characters on my own. Original characters. No, I don't mean trying to learn to program things on your own, but make a moveset on your own. Have an idea in mind and an overall goal. Also, look at what is and isn't possible and try to keep that in mind. If you want any help, PM me.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 20, 2012, 04:42:20 PM
It seems like these are a lot of odd moves. Like ones that wouldn't look or work well.
Clapping, spinning into enemies.....some of them don't seem to fit the character's style and seem odd. Like dimento's B. And it seems like you're being overambitious with like final smash (summoning master hand and targetting)

Do you really want these moves? I just don't think they fit the character, but I like the creativity. The best way that I found to make good character ideas was to make custom characters on my own. Original characters. No, I don't mean trying to learn to program things on your own, but make a moveset on your own. Have an idea in mind and an overall goal. Also, look at what is and isn't possible and try to keep that in mind. If you want any help, PM me.

Thanks for telling me all this. Dimentio's B was based off of the attack in the game where he brings his fist down, but if it doesn't work I can replace it with something else.

And of course anything can be changed if programming it would seem like a hassle. I'll go through it again and see what I can do.

Are there any specific moves you don't think work for a specific character? And by not fitting, do you mean the style of the character or the "feel" of the character? (For example, a projectile would not work well for a character based on heavy hitting at close range.)

I'm only asking questions because I want to understand the criticism you're offering and make the sets better. Thanks again for leaving input!

An original character sounds helpful, too. I have some characters knocking around in my head I'd like to put down on paper.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 20, 2012, 07:18:03 PM
Paper mario's crouch attack seems iffy. He just expands part of himself, right? Doesn't seem like a good attack choice and I feel like it would look weird.

And the downsmash too. Hopping up and down 3 times? Smash attacks generally hit to either side of the character, and I can't see how hopping three times in place would be a good idea.

Is the back arial like wario's?

And dimentio's neutral B seems odd to be placed as neutral B. That should be the button for moves you will be using the most. Ease of access!..?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 21, 2012, 04:52:04 AM
Paper mario's crouch attack seems iffy. He just expands part of himself, right? Doesn't seem like a good attack choice and I feel like it would look weird.

And the downsmash too. Hopping up and down 3 times? Smash attacks generally hit to either side of the character, and I can't see how hopping three times in place would be a good idea.

Is the back arial like wario's?

And dimentio's neutral B seems odd to be placed as neutral B. That should be the button for moves you will be using the most. Ease of access!..?

I tried to go over all of what you said. Are my edits any better?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 21, 2012, 05:50:37 AM
A little better. Does PM bounce off of foes when he does the 'power jump' ?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 21, 2012, 12:43:28 PM
A little better. Does PM bounce off of foes when he does the 'power jump' ?

Thinking about it, it would make sense. It could be used in succession for a good combo, and fits his archetype more than one huge hit that heads straight to the ground. I'll make the change.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 21, 2012, 06:19:46 PM
What is your overal goal for each of these characters? Is pm made for ground based moves, a comboer, an arial character, supposed to use special moves as killing moves, fast character, made for spikes, eats barbacue sauce, wall of pain style character...?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 21, 2012, 07:04:21 PM
Paper Mario is sort of meant to be an aerial character. Not as much of doing damage in air, but travelling well through air to places where he can do the most damage. Using moves like his Up B and Side B in air to get to the opponent where he can excel, i.e. doing enough damage to leave the opponent vulnerable to his strongest specials and smash attacks.

Super Dimentio is more of a power character (and far less of an aerial one), but his style of play is keeping opponents farther away from him with his smash attacks and Counter special so he can use his moves that work best at a distance, like his Side B and Neutral B if that ends up being a projectile. While his other attacks do work at close range, they're not exactly K.O. material. They're more of a way of building up damage so the opponent can be knocked away, then hit with a good long range attack to finish the job. He shouldn't have as many moves that can K.O. from close range.

Of course, it's incredibly likely that the movesets I have outlined above do not work AT ALL with the ideas I have here. If that is true, please point it out and mention ways that it can be fixed. I've only been playing Brawl professionally for a short while, and have spend a vastly superior amount of time playing casually. I'm learning about character strategies and comboing and everything, but slowly. So, any and all help is appreciated.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 21, 2012, 07:14:30 PM
Honestly I can't say much about what would work, that depends on the programming. Will he have wario or jigglypuff lightness/manueverability? Wario's back air sort of kills combos.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 21, 2012, 07:37:49 PM
Honestly I can't say much about what would work, that depends on the programming. Will he have wario or jigglypuff lightness/manueverability? Wario's back air sort of kills combos.

*assuming you're talking about Paper Mario"
I agree. And I think saying his back aerial was like Wario's was a little bit of misinformation, now that I think of it. Let me edit that to see if I can make it a little clearer.

As for maneuverability, I think he would have more of the maneuverability of Jigglypuff (being able to get to people fast), but fall speed and initial upward speed would be a little faster. He shouldn't really be used as a Wall Of Pain character, as most of his aerial attacks should be used to prepare for his larger attacks, not as much of an edge-guarder.

Again, this is all sort of theoretical depending on how well programming works, if it ends up happening at all.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 21, 2012, 07:43:42 PM
Actually sounds good then.do you have a model or texture in mind? Seems like it would be cool over g&w


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 21, 2012, 09:07:28 PM
Actually sounds good then.do you have a model or texture in mind? Seems like it would be cool over g&w

I do indeed. If you'll follow the stoic, unbouncing link to the right of the PM moveset spoiler, you'll find a delightful texture created by Starwaffle that I've tested many a time and can say that it looks very impressive. Not saying we can't do anything else with it, but it'll do more than fine if this thing ever finds its way onto the Vault.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 21, 2012, 09:42:30 PM
You....have a face.







I'm too stupid to click links. I can't. Or view images. Do you need animators or psa-eratorificationarators?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 21, 2012, 09:45:11 PM
You....have a face.

I'm too stupid to click links. I can't. Or view images. Do you need animators or psa-eratorificationarators?

Not asking you to extrapolate on anything else, then.

Strictly speaking, I don't NEED anything. These are just ideas that I'd like fleshed out to their full potential before anyone who's smart enough to make this into a final project takes a peek at this thing.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 22, 2012, 05:43:47 AM
So you just needed criticism on your ideas? Okay.....
So you don't plan for anyone to make it...or at least not right now....

*sighhhhhh*


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 22, 2012, 07:40:02 AM
So you just needed criticism on your ideas? Okay.....
So you don't plan for anyone to make it...or at least not right now....

*sighhhhhh*

No, I do have plans to get this made eventually. Once the ideas are collected enough for people to start animating/programming it, that's exactly what I'd like people to start doing. I don't want to sound like a whiner or anything, seeing how many requests aren't taken and how the only thing I can offer in return is furious beta testing.
But if you now anything about animation or PSA or know anybody who does, then by all means, help me take steps toward getting this finished. It sure would be cool if this could take off!


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 22, 2012, 08:42:13 PM
What's in it for me? You're a noob with no skills, you have nothing for me.

Bahaha :p
No, really, I'm trying to learn animation but I suck


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 23, 2012, 04:54:38 AM
What's in it for me? You're a noob with no skills, you have nothing for me.

Bahaha :p
No, really, I'm trying to learn animation but I suck

Sucking is the first step to getting better.
I'm learning how to art, but right now I'm pretty sucky as well.
The more I learn, though, the less I'll suck, predictably.
Don't stop learning just because you haven't perfected everything yet.
And publicity works too! If you think this is a good moveset, I give you permission to discreetly plug for it somewhere else on the forum, as long as it's within the rules.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 23, 2012, 05:42:30 AM
I can't really -start- yet in the. First place. I can only use text-based tutorials.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: AnImAiNe on May 23, 2012, 08:18:48 AM
im just saying is all...you cant really use that game and watch as a psa because he cant be animated..i think someone else is making their own paper mario on another character so that a psa is possible


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 23, 2012, 02:06:34 PM
im just saying is all...you cant really use that game and watch as a psa because he cant be animated..i think someone else is making their own paper mario on another character so that a psa is possible

He can be animated. His attacks and stuff do look choppy but it is possible to animate him. Want proof? If he is grabbed by certain characters and had a down-throw performed on him, you'll see that his model moves like a normal character's would, albeit in 2D. And paper mario IS 2D, is he not?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: AnImAiNe on May 23, 2012, 03:49:53 PM
i never tried to animate him or anything i just remember someone who is an experienced animator having problems with it


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 23, 2012, 05:31:28 PM
i never tried to animate him or anything i just remember someone who is an experienced animator having problems with it

While I believe you, that could have been for a number of reasons. Maybe because there are no programmed fluid attack animations on G&W, so it can be abit of a chore making it look realistic. It would involve a lot more work from scratch.
Of course, I've never animated anything on this scale before, so I may be completely wrong. If someone who's animated characters before sees this thread and has the same complaint you did, I could easily assign him to another light character like Jigglypuff, although that would involve a lot more rigging.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Albafika on May 23, 2012, 05:38:41 PM
I'm not sure (Nor do I care) if you can animate G&W or not, but it's easy to check: Open his texture file on BrawlBox, preview the model, insert the Motion, try animating.

Other than this, you can animate flat characters, or rather, make any 3D character flat, just in case you wanna try your project on someone else.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 23, 2012, 06:08:57 PM
That could help. And all you have to do is assign him to a character period, you can just change the characteristics (attributes) to the desired.light character or somewhere inbetween them.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 23, 2012, 06:21:02 PM
However, it seems that animating GW could work!

Until we get anywhere near having these animated, though, I'm going to try to spend time making more movesets for existing models. Does anyone know any that they think a moveset would be cool for? Being a Paper Mario fan, I have some ideas for Lord Crump and Shadow Queen, both of which have models.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 23, 2012, 10:37:36 PM
I don't remember them...doopliss. Not any good ones at least. How about paper louie-G?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 25, 2012, 05:00:36 PM
Added another moveset to the OP: The Mach Pokemon Garchomp!


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 25, 2012, 09:50:38 PM
Machop is a good pokemon btw. Random talk. I'll check it out in a whie....maybe tomorrow. I'm sleepy.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 28, 2012, 08:35:21 PM
Machop is actually a model on here as well.
Maybe I'll think up a set for that...
On a side note, I think I may try to make an original character set, like you said was a good idea.
Anybody have any suggestions?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 29, 2012, 05:58:44 AM
Make up a character that you think is awesome. Watch your favorite shows and say, hey, what if there was a guy who could do x. Then make that guy and his fighting style reflects what you think he would be like. He doesn't need to fly to use up B or jump high, be creative. He could blast the ground to propel himself up. He might not be powerful but how does he apply his skill? Just think it up man. My characters are based on elements.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 29, 2012, 11:51:57 AM
Well, I took a bit of an unorthodox idea and expanded upon it.
Now, in the OP, I have added another set: FIREMAN!


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 29, 2012, 01:58:33 PM
Fire man? Is he from megaman? Just finished and failed my exam I bet. Why did you decide to make this character? Did you have a goal in mind with each?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 29, 2012, 03:05:24 PM
No, he's not from Mega man. He's just a literal firefighter (actual people who put out fires.)
He's basically a character built around allowing himself to get into the air (using his up smash and knocking opponents skyward with his Side B and stronger attacks) so he can use his failry decent aerial game to build up damage and eventually knock out the opponent.
As usual, I'm not sure if the set fits what I was going for, but that's what criticism is for.
Sorry about your test! I'm sure you can do some, like, make-up work or something.
But that's off topic...


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 29, 2012, 05:16:18 PM
Uhh.
I just looked at it. I was too busy to read it before. I can't say that it looks make-able. And there are a lot of 'pull items out of nowhere' moves. I don't think it works very well because of attacks like 'make ladder appear and then run up the latter, and it disapears'.

You know what I mean? I hate 'things appear out of nowhere' attack. Try to make movesets that you know are possible. Like people can mod items to be different. The team that I am part of is making sheik have a tanto (bladed weapon) and smoke bombs along with changing the chain into a sickle-chain. It's like a scythe.

Look at my valor moveset thread for an idea if you want to see a simple idea (with a couple of twists.)

I really liked how you tried to keep a central idea of having an air-game. The valor moveset is an arial character.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: SiLeNtDo0m on May 29, 2012, 05:36:28 PM
Uhh.
I just looked at it. I was too busy to read it before. I can't say that it looks make-able. And there are a lot of 'pull items out of nowhere' moves. I don't think it works very well because of attacks like 'make ladder appear and then run up the latter, and it disapears'.

You know what I mean? I hate 'things appear out of nowhere' attack. Try to make movesets that you know are possible. Like people can mod items to be different. The team that I am part of is making sheik have a tanto (bladed weapon) and smoke bombs along with changing the chain into a sickle-chain. It's like a scythe.

Look at my valor moveset thread for an idea if you want to see a simple idea (with a couple of twists.)

I really liked how you tried to keep a central idea of having an air-game. The valor moveset is an arial character.

By that logic Link and Snake shouldn't be in Smash.  They pull tons of stuff out of their ass.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: SmashClash on May 29, 2012, 05:40:28 PM
By that logic Link and Snake shouldn't be in Smash.  They pull tons of stuff out of their ass.
Yeah, lol. Snake pulls out claymores, mortars, and an RPG.
Don't forget Wario can pull a bike out of his ass and eat back.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 29, 2012, 05:57:46 PM
I just dislike those types of movesets prsonally then. I knew someone would bring up that point. I meant for A attacks especially. Bs are fine, but if every A attack makes the character pull out a house and shake it at the foe, then pull out a keychain and swing it upwards it doesn't seem like it would look as good. And I dislike how snake's smashes are all 'get weapons and shoot them' but I guess it makes sense. Not. Really.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 29, 2012, 08:10:43 PM
Okay, time to weigh in.
I got nothing against out of nowhere stuff
Second, I'm going to reiterate here and say that none of these move sets
are slated for work yet, especially what I've put under Dream Sets.
That's the name I'm using for sets that I am well aware would be damn near impossible to code.
They're  just my ideas for sets that revolve around an idea rather than a character.
All the possible sets are for already made models. And they still need criticism before anything.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 30, 2012, 05:37:15 AM
Why don't you make movesets that are possible? Ones that you know can be made with PSA. Try and make it easy to understand as well.

I liked the idea and overall goal and the B moves as well.

Look at what's possible with PSA and check out some cool features, such as abilities changing at certain percents, movesets changing with different weapons ( you might like this) and so on.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 30, 2012, 07:03:41 AM
Why don't you make movesets that are possible? Ones that you know can be made with PSA. Try and make it easy to understand as well.

I liked the idea and overall goal and the B moves as well.

Look at what's possible with PSA and check out some cool features, such as abilities changing at certain percents, movesets changing with different weapons ( you might like this) and so on.

I have made possible movesets. If you look in the OP, there's three of them.

Anything that's not in the Dream Set subcategory is a set that I've tried my hardest to make programmable-at your behest, nonetheless. These are the sets that, when finished and have had people notice them (things that I will have to patient for, as there is no such thing as instant gratification and especially for brawl hacking) I would eventually like to see made into a PSA. Again, the Dream Sets are only for showcasing my more imaginative ideas that may or may not be codable.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 30, 2012, 02:12:38 PM
Sorry, I guess it's just my style to like realistic movesets. Having a power isfine with me but I don't think someone should have tools that they can't hold onto their person. Sure if you can justify having a fire extenguisher that isn't in your hand then so be it.

Yeah, link throws tools and stuff but he has bomb bags and pouches. How is your fireman going to hold his ladder in his pocket? I guess it's just the type of character that I like to make. It's less believeable and cool looking if someone has the whole world in their pocket.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 30, 2012, 02:25:42 PM
Sorry, I guess it's just my style to like realistic movesets. Having a power isfine with me but I don't think someone should have tools that they can't hold onto their person. Sure if you can justify having a fire extenguisher that isn't in your hand then so be it.

Yeah, link throws tools and stuff but he has bomb bags and pouches. How is your fireman going to hold his ladder in his pocket? I guess it's just the type of character that I like to make. It's less believeable and cool looking if someone has the whole world in their pocket.


Again, and I mean this with as little offense as possible, that's not something I'm trying to consider here.
Characters that pull stuff outta Hammerspace may seem unrealistic, but we're talking about a game that has everything from flaming racecar drivers to diabetic penguins. If a character has to pull a ladder out of a magic satchel in order to fit the idea he was built around, then that's that.
I will work on movesets that seem "realistic", but if it poses a boundary that I can't pass without delving into a little physics-rule-breaking, I'm not going to hesitate to resort to the old "Handy Haversack."


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 30, 2012, 06:28:39 PM
I was just saying personally what I liked. I only like movesets that seem real. Even if your moveset could work that way and worked exactly how you said, i'd probably pick someone else for my own preferences. Some people do like those types of movesets.



Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 30, 2012, 07:14:12 PM
I was just saying personally what I liked. I only like movesets that seem real. Even if your moveset could work that way and worked exactly how you said, i'd probably pick someone else for my own preferences. Some people do like those types of movesets.

Alright then. If you ever start PSAing, I give you my promise that I won't complain if you avoid working on any of my sets.
I don't want to seem like a jerk that requests criticism and then bash the ones that I think are wrong, but what you're saying you prefer is that I alter my ideas from the original structure they were intended to be built upon. Many of your ideas for the Paper Mario and Super Dimentio set did end up being implemented, and I sincerely thank you for pointing out what may not have worked for the respective sets. But suggesting a removal of a constantly and canonically used effect (nowhere-objects) that I'm putting in amateur, custom sets that are literally nowhere near any sort of finish is, in my eyes, crossing a line.
Again, I thank you for your initial input, but I'm keeping my Hammerspace moves because I think they're going to work fine. If a majority of other people agree with you, however (which, judging by previous posts, they haven't), I will amend the moveset somewhat.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 30, 2012, 08:18:42 PM
I was really trying tto avoid telling you to change the whole original idea of your moveset. I don't have much else to say though. If you'de like to rate my personal movesets, that might help us to get onto the same page.

For the garchomp or whoever, I was thinking of how you said B uses bowser's taunt. That taunt is pretty stationary (is this the right word?). I was thinking of having garchomp move a little bit or something, rather than just stand in space.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 31, 2012, 04:37:52 AM
Well, the idea is that the bites would have more range than they appear to. People could actually be damaged from up to one and a half character lengths away. And if you used it in a run, it would probably slide a bit to make up for it's shortcomings.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 31, 2012, 06:21:29 AM
He can't move his neck any? Whatever you sahy. It seems like a cool move though.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 31, 2012, 06:47:15 AM
I'm sure the animation could be altered so that it's either farther reaching or that his head grows bigger like the Chomp effect for Wario.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 31, 2012, 02:00:35 PM
Have you seen animations ported to new models? Don't always work too well if you don't know what you're doing. Garchomp should swing his head and step once or twice, but hardly move...or move his neck a little.
The taunt doesn't seem to have much range. Might worl for a grab though.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 31, 2012, 04:14:00 PM
If each bite sends out a series of slashes in a short distance (like the Sephiroth PSA's up and side tilts) it might work better, and I'm sure it's more possible.
Thoughts?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on May 31, 2012, 06:25:14 PM
Okay, that makes sense. But it's an attack where you have to force the foe to hit you, so like you said you can slide into the foe or just get them to hit you. Maybe it can 'eat' away at shielding foes.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on May 31, 2012, 06:28:14 PM
They don't necessarily have to be hitting him. Just within range. It could mean they're trying to set up a grab or something.

On another note, I've got a new set up in the OP: the mysterious Shy Guy!





Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on June 01, 2012, 06:20:06 AM
I like the shy-guy final smash idea...well, the 'going dark and everyone takes hits' part is kind of used a lot in psa ideas.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on June 01, 2012, 08:03:03 AM
Well, Shy Guy is sort of meant as a rounded character, so having a Final Smash that leaves opponnents open is a good thing for him.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on June 01, 2012, 02:35:41 PM
I don't see how falling backwards quickly can be a meteor smash.. and what's with the fire-tackle? Are all of these moves from games?

Post Merge: June 01, 2012, 02:38:56 PM
I don't see how falling backwards quickly can be a meteor smash.. and what's with the fire-tackle? Are all of these moves from games?


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on June 01, 2012, 03:14:43 PM
He's not falling backwards. He's simply thrusting his back backwards like Bowser.
Fire tackle has to do with a seperate Mario enemy Fire Guy. WHich is basically a flaming shy guy.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on June 01, 2012, 04:57:39 PM
A shy guy's backward thrust doesn't seem like it's that powerful to spike anyone.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on June 01, 2012, 05:31:22 PM
Well, it doesn't do a lot of damage, Just provides a bit of a spike. Maybe not enough to launch them straight down, but enough to send them on a bit of a trajectory.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on June 04, 2012, 05:58:49 AM
Seems weird for a shyguy. Like lucas has a sweetspot for his bair, and you have to get the timing right... not just a spike no matter if it hits or not.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on June 04, 2012, 07:33:05 AM
Hm...thinking about it, it does seem a little weird.
I wanted him to have one meteor smash, but this does seem awkward.
I'm a little busy right now, but I'll see what I can do.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on June 04, 2012, 08:53:19 AM
I'm glad you're listening to my suggestions to help make it more balanced.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on June 04, 2012, 11:56:48 AM
Actually, I just got access to a Windows computer and have downloaded Brawlbox/PSA and worked with it a little. Now, I've got much more of a scope of how these things work.

I'm going to re-do some of the A moves for each character (i don't know anything about coding specials) so they're a lot more possible to actually code, starting with Shy Guy. I'm leaving the dream sets as they are for now, however.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on June 04, 2012, 02:08:02 PM
So you're going to start working on the stuff? Have fun and tell me if you need any help. I'm part of a hack team! My portion of the team is a division called Nemesis! Team Nemesis! I'll make a logo later so that when we put it in our sig. Then you can know who will help you/who to ask for help!


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on June 04, 2012, 02:58:38 PM
Cool! I'll make sure to check it out.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on June 04, 2012, 06:51:49 PM
If you have want more criticism, just make more movesets or adjustments to them and I'll be here.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on June 05, 2012, 02:13:01 PM
Not much of an update, but I took Garchomp out of the OP.
To me, it felt like I was only doing it because the model was there, and my heart wasn't in redoing it for possibility. I've got a few new ideas floating around in my head, though, so watch out!


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Element on June 05, 2012, 02:25:15 PM
Yeah only make movesets that you are actually passionate about. That sounds stupid. And don't limit yourself, for example if you want an animation, don't settle for less and just [censored]ing describe it. Your character will turn out better.


Title: Re: Todd Ingram's Moveset Ideas Thread (Half-requests)
Post by: Todd_Ingram on June 05, 2012, 02:31:10 PM
Yeah, that's more or less what was running through my head.
I'm probably going to re-do Paper Mario's, decide whether or not to trash Dimentio, and try to think of new ideas.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Element on June 05, 2012, 07:15:32 PM
Don't trash ideas when you can just make them better! And if you think of better ideas, just use them. Did you say paper mario slams his hammer down and fire comes out? What's the fire got to do with anything? Maybe you didn't say that, I forget.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Todd_Ingram on June 05, 2012, 07:53:37 PM
The fire had to do with his Fire Drive badge hammer attack.
I've got two or three new sets in the works right about now, and am trying to see if there's anything to salvage in Super DImentio.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Element on June 06, 2012, 06:03:29 AM
You know, some things can be fabricated. You don't have to have everything from the game.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Todd_Ingram on June 06, 2012, 07:13:17 PM
I know, I know. I'll still go over both Paper Mario sets sometime in the near future.
Until then, a new set is up: ELECTIVIRE!

Post Merge: June 08, 2012, 08:04:54 AM
New set up: Black Mage from Final Fantasy!

Also, check out my signature for a sexy new banner. Might try to spice up the OP a little as well.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Todd_Ingram on June 09, 2012, 07:42:10 PM
Added numerical values to the sets for deeper comprehension, and made a few routine fixes.
I'm willing to take requests if anyone has any models they want a set written for. If not, I've got a few things on the backburner I can use.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Element on June 10, 2012, 05:55:42 AM
Up arial...for black mage is my -personal- problem. It's fine, but I never liked attacks like that where an effect just happens and hurts foes. I hate zeldas. Stupid magic explosion...and I do like the side B idea, sounds very nice, but how will it be spam-proof?


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Todd_Ingram on June 10, 2012, 08:12:36 AM
Yeah, as an up aerial, I chose it because it sort of fit his play style of having magic based attacks that had fair lag but could still do a lot of damage.
Let me re-tool it a little and see what I can do.
Side B should be spam-proof by making start-up and end lag punishable. If you use it at close range, you're going to get clobbered. If you use it at long range, chances are you can't hit them over and over not only because of lag, but because they're going to be knocked far enough away that they'll stay out of your range for a while.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Element on June 10, 2012, 11:16:32 AM
Alright, that sounds like it would work. And by the way, never try to include every aspect of a character into a moveset. No, you did fine with black mage. Did you get some ideas from super smash flash 2?


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Todd_Ingram on June 10, 2012, 11:46:26 AM
I haven't played Super Smash Flash. Most of my ideas came from the original Final Fantasy, which I've played through about twice. I tried to use some of his magical arsenal from that game specifically.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Element on June 10, 2012, 11:55:32 AM
Oh, some things reminded me of super smassh flash. The character doesn't really feel all that solid though. Like the a, side tilt, back air, forward air and down air feel normal....the pummel and down tilt...kind of up tilt but everything else feels funky. You should play the game and see how their black mage did well and where it did poorly.


Title: Re: Todd Ingram's Moveset Ideas Thread
Post by: Todd_Ingram on June 10, 2012, 12:39:13 PM
I'll check it out sometime.