I've had this idea of a Rhythm Heaven for awhile but it wasn't until recently that a concept came to mind that my meager skills could finish in the foreseeable future.
(http://puu.sh/pXgJ9/7cfae8e21b.gif)
'Rhythm Heaven'
Rhythm Heaven as a series represented in Smash Bros. by a 2D amalgamation character that encompasses themes of the games, keeping the rhythm and timing your buttons.
Essentially 'Rhythm Heaven' will be a character that changes to move, perform attacks, specials, etc. In addition, some timed button presses will be incorporated into some attacks where hitting the rhythm will benefit the player.
I plan to bring this project to vBrawl, EX and Project M, although I'll need help on the latter since I dunno how PSA in P:M works.
So how will Rhythm Heaven work? Simple! With each attack, RH will change briefly to perform it before returning to neutral. The Chorus Kids serve as the ones doing the basic movements, but then suddenly...
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That's essentially how RH attacks, changing 'character' to 'character'. But don't forget your rhythm! If you don't time your buttons well enough...
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The Neutral A combo won't do as much damage or knockback. Visual cues on the character will let you know when you've flubbed it up.
More details to be filled out soon!
StatsSize: Varied
Weight/Gravity: ?
Jumps: 2
Walking Speed: ?
Running Speed: ?
Air Mobility: ?
Falling Speed: ?
MovesetNeutral B: Glee Club
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Side B: Night Walk
-Activation: Character rolls forward along the ground.
-Timed Press: Character bounces up into the air, the leap leaves a hitbox at point of jump and a weak hitbox on the character.
-Mistimed/No Press: Character stumbles along the ground, weak hitbox (tripping hitbox?)
Up B: See-Saw
See-Saw character lands on see-saw to catapult Chorus Kids upwards. Leads to helpless state.
-Timed Press: Extra height gained.
-Mistimed/No Press: Less height gained.
Down B: Together Now
Final Smash: Beat the Beat
Neutral Combo: Karate Man
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Dash Attack: Charging Chicken
Forward Tilt: Clappy Trio
Up Tilt: Fruit Basket
Down Tilt: Fork Lifter
Forward Smash: Samurai Slice
Up Smash: (Karate Man or Clap Trap?)
Down Smash: Blue Birds
Neutral Aerial: ?
Forward Aerial: Air Rally
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-Timed Press: Good damage and knockback, sweetspot at racket tip for meteor smash.
-Mistimed/No Press: Weak hit, no meteor smash (good for combos?)
Back Aerial: Shoot'em-up
Up Aerial: Working Dough
Down Aerial: Bunny Hop
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Grab/Pummel:
Forward Throw: Packing Pests
Back Throw: Coin Toss
Up Throw:
Down Throw: Hole-in-one
It's been years since I played it. Good, old memories :)
Well, most of the moveset has been planned out now. I'd show more examples of attacks, but I'll update the first post with them in the morning. I'll also add more descriptions to the attacks in the first post when I have the time.
Right now I'm thinking of what character to use as a base so I can make a prototype skeleton and do some initial testing of the 'model' of RH. Obviously I'm taking inspiration from the 2D Marisa, but I've never actually played the mod, only looked at it in BrawlBox. (I can only assume that metal textures will be... not possible, but that's far down the road anyway.)
EDIT: After thought, I've never messed with hurtboxes before, but since this is a character that will be changing 'size' a lot, the hurtboxes will need to change as needed too... Is that possible? I've been far out of the PSA loop for... years.
If a hitbox/hurtbox is attached to a bone, it will also scale alongside the bone.
Perfect, now I know how to set up the skeleton. :vyse:
Anywho, added some animations to the first post. Don't take them as frame data though, they're just for show!
I like this idea. Hopefully it turns out well.
It's not. Although most likely going to be a Smash 4 project
Cool. Sounds pretty neat to see it in Smash 4.