Ok this is for the Shadow moveset
Problems:
-When you squat, his feet become paper thin
Suggestions:
PHYSICS
-Would it be possible to make it so he doesn't stop for a second while he's running? It's cool and unique, BUT, it's destroys his approach game, and it makes tech chasing incredibly frustrating, so much so that I don't think I can stand to bother playing him, just keep the animation, make his speed equal to Sonic's, and make it so he doesn't slow down and then speed up, you'll have to change the fitmotion.pac because that's where this feature is located
-If you change his running to be normal, you should make Shadow feel a little more slippery, it'll give him a different feel than Sonic, maybe increase air mobility is what you need to do? IDK but notice how Luigi feels more slippery than Mario? Do that except keep Shadow as fast as Sonic, controlling him will be of utmost importance
-I love the red glow under his shoes for his jumping animation, but the animation itself doesn't suit Shadow, it's too corny, could you maybe change it to another but keep the fire?
-His voice, remove it, as in, how Sonic grunts on all his attacks, just take those out, Wave did it for his so I know it can be done, trust me it will only help
SPECIALS
I'll put suggestions for everything except Chaos Blast, you got that pretty good, only thing is could you make it more like the smartbomb explosion?(How it expands) to mimic this more: http://www.youtube.com/watch?v=_1yTtRWLsRc
Besides that it's fine, now here were my ideas I wrote down a while ago:
Neutral B: Chargeable Chaos Control
-the longer you charge it, the bigger it's range gets
-time frozen opponents stay frozen for about 1 - 2 whole seconds
-no charge range would be having to touch Shadow(be RIGHT next to him)
-full charge range would be half of Final Destination
-range expands like a sphere growing bigger
-3 full seconds to charge to full power
-give it some lag when it's finished so if your opponent dodges it, you get punished, but keep the opponent frozen long enough for you to attack so if you do it right, you get rewarded
Side B: Chaos Spear
-Chargeable, 3 levels of charge
-shoots a yellow spear straight forward causing damage
-1st level causes paralysis(think Zero Suit Samus' neutral B), low damage, used as setup for another move
-2nd level causes small explosion on contact(think Link's bombs), charge required, more damage
-3rd level shoots out a bigger spear, causes bigger explosion(think Snake's missle), used as a potential finisher move(KO's around 110% maybe)
-has the speed of Pit's Arrows
-1st level charge does 3-4%
-2nd level does 7-8%
-3rd level does 12-13%
-1st level takes no charge
-2nd level takes a little less than a full second to charge)
-3rd level take 1 and 1/2 to 2 full seconds to charge
Side B IN AIR: Chaos Spears
-have multiple shoot out at a downward angle to the ground(think Sheik's needles used in air)
-since this shoots multiple spears in a range, the effects in the air should be weakened
-there's still 3 levels of charge
-while charging in air, Shadow floats in mid-air(like he did in Sonic06), maybe put fire/air effects under his shoes to make it look like he's floating somewhat
Up B: Teleport
-Give it shorter distance than Sonic's spring, but make it so you can control it's dirrection, think Mewtwo's UpB from Melee
Final Smash:
-Just like Sonic's except give him his Super form Color(that creamy golden yellow) and differences listed below
-have him damage opponents by shooting red chaos spears down(think diddy's final smash) seeing as that's what he did in Sonic 06 and his own game in his super form
-he can still damage opponents by touching them like Sonic(but who would be dumb enough to jump up to him, oh wait, if a spear hits and send the opponent upwards, then you could hit them)
Now there's 2 ideas for this one, whatever seems better to you:
Neutral B IN AIR: Black Tornado(from Sonic Heroes)
-Shadow jumps into a ball and spins in a circle, black tornado/wind effects show up
-opponents get pulled in
-if opponents are successfully drawn in, it shoots them upward a little putting them in a tumble animation for quick punishment
-does small damage if opponent successfully drawn in(like 2-5%)
-the upwards trajectory isn't very high so opponents can be reached to punish, but it DOES have knockback growth so punishing becomes harder when the opponent is badly damaged
Neutral B IN AIR 2: Chaos Lance
-It's a homing attack, but can follow up multiple times on other opponents or the same one
-1st hit works just like Sonic's neutral B, but has longer range and is a little faster
-there can be up to 4 hits after the first
-Shadow teleports after the opponent for a teleport kick
-this is activated by pressing B after the first hit
-Shadow can land up to 5 hits total
-Which character he teleports to is randomly chosen or can be influenced by where you push the control stick
-each consecutive attack is stronger than the last
-the timing to pull off another hit is similar to how Marth's side B worked in Melee, do the right timing you get another hit, do it wrong you're left open for a split second
-the timing for each hit gets more difficult than the last
-last hit does a whopping 25% with big knockback but this will be unlikely to pull off most of the time if the timing is made difficult enough
REGULAR ATTACKS
-Dash Attack: I really hate to say this but, it's just plain bad, it doesn't help in his approach, it's slow moving forward, no combo potential, and the animation doesn't really make sense. I was thinking, maybe use Sonic's DownTilt animation and give Shadow a sliding low kick for his dash attack, have it send opponents slightly up(think Link's dash attack) for combo potential
-AAA: The one from CC Shadow was cool and had better range, I'd say stick with that and maybe throw a punch in for the second hit to vary it up, and maybe a little fire damage from his shoe on the last kick
-SideTilt: How about the animation from CC Shadow's SideSmash? It's an uppercut so it'll be good for combos if you have it send enemies up a bit
Downtilt: This move is fine, I just thought since it's rarely useful because of startup time, to give is something extra, like have fire shoot out of Shadow's shoes in a circle for extended range and a fire based attack
ForwardAir: This is fine too, I just thought it would make more sense if fire shot out of his shoes and that's what knocked opponents down
Upsmash: I was thinking, give it Sonic's Taunt animation where he does that break-dance spin on the ground(or the windmill whatever it's called) the one that's on his down-taunt, and make fire shoot out of Shadow's shoes and have it just be a swirling vortex of fire, should still send enemies upward though
Just trying to help make this Shadow more awesome
, lemme know what you think
EDIT: One more thing that would be nice is to give Sonic Shadow's spines/quills during his victory
animations when you win
EDIT 2: Maybe 1 more idea on his AAA combo, could you give him a multi-kick thing like Fox has and put fire damage from his shoes at the end? That would be cool
Uhm wow that was a mouth full. Ok Lets Start. Problems:
-When you squat, his feet become paper thin
Suggestions:
PHYSICS
-Would it be possible to make it so he doesn't stop for a second while he's running? It's cool and unique, BUT, it's destroys his approach game, and it makes tech chasing incredibly frustrating, so much so that I don't think I can stand to bother playing him, just keep the animation, make his speed equal to Sonic's, and make it so he doesn't slow down and then speed up, you'll have to change the fitmotion.pac because that's where this feature is located
-If you change his running to be normal, you should make Shadow feel a little more slippery, it'll give him a different feel than Sonic, maybe increase air mobility is what you need to do? IDK but notice how Luigi feels more slippery than Mario? Do that except keep Shadow as fast as Sonic, controlling him will be of utmost importance
-I love the red glow under his shoes for his jumping animation, but the animation itself doesn't suit Shadow, it's too corny, could you maybe change it to another but keep the fire?
-His voice, remove it, as in, how Sonic grunts on all his attacks, just take those out, Wave did it for his so I know it can be done, trust me it will only help
SPECIALS
I'll put suggestions for everything except Chaos Blast, you got that pretty good, only thing is could you make it more like the smartbomb explosion?(How it expands) to mimic this more: http://www.youtube.com/watch?v=_1yTtRWLsRc
Besides that it's fine, now here were my ideas I wrote down a while ago:
Neutral B: Chargeable Chaos Control
-the longer you charge it, the bigger it's range gets
-time frozen opponents stay frozen for about 1 - 2 whole seconds
-no charge range would be having to touch Shadow(be RIGHT next to him)
-full charge range would be half of Final Destination
-range expands like a sphere growing bigger
-3 full seconds to charge to full power
-give it some lag when it's finished so if your opponent dodges it, you get punished, but keep the opponent frozen long enough for you to attack so if you do it right, you get rewarded
Side B: Chaos Spear
-Chargeable, 3 levels of charge
-shoots a yellow spear straight forward causing damage
-1st level causes paralysis(think Zero Suit Samus' neutral B), low damage, used as setup for another move
-2nd level causes small explosion on contact(think Link's bombs), charge required, more damage
-3rd level shoots out a bigger spear, causes bigger explosion(think Snake's missle), used as a potential finisher move(KO's around 110% maybe)
-has the speed of Pit's Arrows
-1st level charge does 3-4%
-2nd level does 7-8%
-3rd level does 12-13%
-1st level takes no charge
-2nd level takes a little less than a full second to charge)
-3rd level take 1 and 1/2 to 2 full seconds to charge
Side B IN AIR: Chaos Spears
-have multiple shoot out at a downward angle to the ground(think Sheik's needles used in air)
-since this shoots multiple spears in a range, the effects in the air should be weakened
-there's still 3 levels of charge
-while charging in air, Shadow floats in mid-air(like he did in Sonic06), maybe put fire/air effects under his shoes to make it look like he's floating somewhat
Up B: Teleport
-Give it shorter distance than Sonic's spring, but make it so you can control it's dirrection, think Mewtwo's UpB from Melee
Final Smash:
-Just like Sonic's except give him his Super form Color(that creamy golden yellow) and differences listed below
-have him damage opponents by shooting red chaos spears down(think diddy's final smash) seeing as that's what he did in Sonic 06 and his own game in his super form
-he can still damage opponents by touching them like Sonic(but who would be dumb enough to jump up to him, oh wait, if a spear hits and send the opponent upwards, then you could hit them)
Now there's 2 ideas for this one, whatever seems better to you:
Neutral B IN AIR: Black Tornado(from Sonic Heroes)
-Shadow jumps into a ball and spins in a circle, black tornado/wind effects show up
-opponents get pulled in
-if opponents are successfully drawn in, it shoots them upward a little putting them in a tumble animation for quick punishment
-does small damage if opponent successfully drawn in(like 2-5%)
-the upwards trajectory isn't very high so opponents can be reached to punish, but it DOES have knockback growth so punishing becomes harder when the opponent is badly damaged
Neutral B IN AIR 2: Chaos Lance
-It's a homing attack, but can follow up multiple times on other opponents or the same one
-1st hit works just like Sonic's neutral B, but has longer range and is a little faster
-there can be up to 4 hits after the first
-Shadow teleports after the opponent for a teleport kick
-this is activated by pressing B after the first hit
-Shadow can land up to 5 hits total
-Which character he teleports to is randomly chosen or can be influenced by where you push the control stick
-each consecutive attack is stronger than the last
-the timing to pull off another hit is similar to how Marth's side B worked in Melee, do the right timing you get another hit, do it wrong you're left open for a split second
-the timing for each hit gets more difficult than the last
-last hit does a whopping 25% with big knockback but this will be unlikely to pull off most of the time if the timing is made difficult enough
REGULAR ATTACKS
-Dash Attack: I really hate to say this but, it's just plain bad, it doesn't help in his approach, it's slow moving forward, no combo potential, and the animation doesn't really make sense. I was thinking, maybe use Sonic's DownTilt animation and give Shadow a sliding low kick for his dash attack, have it send opponents slightly up(think Link's dash attack) for combo potential
-AAA: The one from CC Shadow was cool and had better range, I'd say stick with that and maybe throw a punch in for the second hit to vary it up, and maybe a little fire damage from his shoe on the last kick
-SideTilt: How about the animation from CC Shadow's SideSmash? It's an uppercut so it'll be good for combos if you have it send enemies up a bit
Downtilt: This move is fine, I just thought since it's rarely useful because of startup time, to give is something extra, like have fire shoot out of Shadow's shoes in a circle for extended range and a fire based attack
ForwardAir: This is fine too, I just thought it would make more sense if fire shot out of his shoes and that's what knocked opponents down
Upsmash: I was thinking, give it Sonic's Taunt animation where he does that break-dance spin on the ground(or the windmill whatever it's called) the one that's on his down-taunt, and make fire shoot out of Shadow's shoes and have it just be a swirling vortex of fire, should still send enemies upward though
Just trying to help make this Shadow more awesome

EDIT: One more thing that would be nice is to give Sonic Shadow's spines/quills during his victory
animations when you win
EDIT 2: Maybe 1 more idea on his AAA combo, could you give him a multi-kick thing like Fox has and put fire damage from his shoes at the end? That would be cool
I Didnt Make Shadows Run Do that little Stop thing. I cannot Use BrawlBox, Therefore I cannot do aniamtions and cannot edit His Spines, Quils, or give him anybodys Animation.
You Have Alot of Cool ideas that I like But I tried Not To Make All Of His attacks Chaos this and Chaos That Because That seems really Over Powered and lame. I Tried To Make This More of a Physical Shadow Because There Are Alot More Hackers Trying To Do Shadow and About 80% of Them Are Doing Exactly what you are suggesting. Basically You trying to get me to make a new version of shadow, which i do Not oppose of and will More than likely Take it into consideration. So there Will be 2 Versions Of Shadow Phisical Shadow And I Geuss Evil Shadow? (from the video u posted) it Seems Very Cool. But yeah i Will Take Your Post into consideration and most likely do it But it will be a while since i am still working on a Moveset this Moveset.
But Yeah I Like the Ideas, It will be a Second Version Of Shadow. So thanks for the suggestions. I will try to make it Like Shadic's Fighter Geno and Indigo's Cosmic Geno.
Thanks.
And Btw I cannot Use Brawlbox Just letting u know that again.
Could make a MegamanX psa for Samus there is a costume on the texture hack page. =)
Yeah i saw that Texture and I was thinking About It. If You Give Me a List Of Moves I Will try My Best To Make the MegamanX PSA. All tho I think there are few other people tyring to make a megamn PSA.AAA: Nothing too shiny, left, right, gun bash.
dash attack: Megaman Basically he slides along the ground with a shockwave in front of his foot. does decent damage
tilts: Up tilt: Megaman Fires a small storm tornade from megaman x, it does not travel nor does it grow. it simply appears above him spins and does a bit of damage
side tilt: Megaman fires a Mini blast from his Buster cannon
Down tilt: Slide fake-out: Megaman goes into sliding positing and basically slides out his feet with his hands behind him holding him up . the and then slides back into standing position. not too much knockback but causes 4% damage and a trip effect.
Up smash: Elec-man blast: Megaman fires out elec-man's electric wave above him. it waves side to side and dissapeares. it can hit on his sides a bit but not too much, it travels slightly upward about half the height of megaman and dissapears. comes out slow but has great knockback.
side smash: Some way to make a green Sword slash come out if you cant do that use a dark effect as a weapon to be like a sword
down smash: Flame man burst: Megaman fires fire wave shot toward the ground. it splits and heads left and right and dissapears. causes decent damage and knockback,
up B:Double Jump
Side special: Flamethrower
down special: Triad thunder, this is an interesting counter move, you still take damage, but the knockback is cut by 1/3rd and the attacker "considering he didnt use a disjointed hitbox:" takes 1/3rd of the damage and knockback he caused. pretty cool eh

Nuetral B special: X buster: green power shot
level 1: larger green laser: causes 4% damage takes 2 seconds of chargin travels slightly faster.
level 2: larger rainbow laser ball: Causes 8% damage, takes 5 seconds of charging, travels slightly slower
level 3: Purple ray: fires a rainbow laser ball surrounded by smaller purple balls in a worm formation traveling around the rainbow ball. causes 12% damage, takes 8 seconds of charging, travels a bit slower than rainbow laser.
final smash: Ultimate X

