No clue. All I know is that I've heard that about PSAs lots of times. You can post that in the A/A Help board, in case the animators who know that don't check the normal Help board.
If a PSA is made by BrawlBox, it can't be opened by PSA, and likewise, if it's made by PSA, it can't be opened by BrawlBox. So go to the resources, and get the program called "PSA".
and where would I go in PSA to change bones references/hand bones and item bones then?
I ported a model from sheik over a rock lee PSA(Over ike) and I know how to change bones to make it work but when I try to open rock lee's PSA to change hand bones/bones references & such brawlbox keeps crashing. Is there another way?
I'm sorry this took so much longer than it needed too but anyways
The only complaint I have is that it's down air is a little slow. It should be a little faster and a LITTLE more powerful
The telegraphing(yes I know what it means ) is pretty well done so far. However I kinda enjoyed the unpredictability of some of the attacks. It was exciting not knowing what was coming next and made you think fast in your feet
The things I really liked were the ice counter( perfection :p ) the new final smash for the fire wisp and the different colors you gave each slot. Keep up the awesome work!
It is finally here; my not so perfect analysis of the current WISP.
So i'm going to go bit by bit on this one.
But before i go into the moves, i am going to point out the biggest FLAW that wisp has. that flaw is Telegraphing, most of you might not see this as a problem, but i do. Most of the Brawl fighters are fleshy or have limbs or a way to tell you how they are going to punch/kick/shoot/hit you in some way. Wisp has always had this problem, it floats there ever ominous just glowing its evil colours and then.... KABOOOM! it hits you with something completely unexpected. Hilariously fun if you are using it. completely rage inducing if you are a poor victim. My only suggestion on this matter is make it somehow telegraph the moves. either by flashing or have a row of lights/elements line up. Without it, it was a horrible one week long Learning curve to learn. and that curve was predicting the unpredictable. needless to say, it taught me how to be more annoying to my players, but Wisp V1, and V2 are great for telepathic conditioning.
Running Speed: The older V1 was slower, and V2 is slightly faster; it is somewhat noticeble. but the speed is fine i see no problems with the current speed. originally Wisp felt slow for an incorporeal elemental being.
Weight: She weight a lot less now , and is easier to knock out, which is a double edged sword. With her extreme aerial mobility throwing her into the air with all of her midair jumps is a risky move on both players parts. but this is fine, it alone is an interesting gamble.
Jab: I see no problem with the jab, albeitly i think it should push back a smidge more, it's easy to jab lock with it if you know what you are doing.
Side Tilt: It's good move, though the knockback could be a few points less. but it is extremely minor.
Up Tilt: This is a very strong move, of course it's easier now to get out of, and slightly more situational than V1. the damage is fine and so is the knockback. doesn't need changing.
Down Tilt: Works as it should, although i noticed it causes a small bit of lag when there ar 4 wisps on the screen. needs no chaning.
Dash Attack: This move feels tricky, because i don't feel like i'm dashing. i know i am, but the feeling of a dash move isn't there. might be the lack of telegraphing, it works as it should. it feels akward.
Side Smash: This move's only problem is the telegraphing, it's pretty strong at full power, as most smashes are, It's pretty cool to look at, and i noticed that it has an ability to angle (as mentioned in the readme) So with the unpredictable element involved on WISP i was able to completely decimate them with this move. heck because of the Telegraphing advantage i was able to use this move 60% of most of my fights because of how rewarding it is to use it. Good damage and decent knockback, like a good smash should be. the only necessary was mentioned above.
Up Smash: This move, similar to the Side Smash is pretty much the same. It does exactly what you want it to do as a move, looks good on the GFX, and it does what it should. but again, telegraphing.
Down Smash: This move was rarely used, but when i did, it was to ledge guard worse than a lvl 16 CPU. it's perfect for this task. if misused seems broken. but with more testing, the move is pretty balanced on regular non ledge stages and is pretty good at keeping people off of your butt.
Aerial attacks/ All angles: For the sake of laziness and lack of actual combat data, i'm going to lump them. In really short. because of wisps amazing aerial mobility/agility/domination, these moves are easy to chain into a flying opponent and you can keep them up there with you. These work too well in tandem. and they seem to do a lot of damage in fire mode. (more on fire mode later) pretty obesely powered if you can use it well. which isn't hard with the floatiness and extra jumps.
Nuetral Special:This move i don't use much, and when i did. it was in fire mode. But the standard version has a starry explosion that now has as sweet spot. the sweet spot rather than doing extra damage puts a flower on your opponents head. This move isn't as rewarding as the V1, but V2 feels more rewarding due to this mechanic. Although i think it needs more tweaking, not on the move but the GFX. it is confusing because it seems that it has more range but it doesn't. i think this should be fixed.
Side Special: Okay one of my favorite Specials because this one (as explained in the readme) as you do more damage and connect damage the more it charges to make a stronger attack. but the more you get hit the less the charge gets making it more difficult to get your strongers attack out of it. This move i really like, it encourages you to be extremely offensive, and the lack of Wisp's ranged moves to keep your opponent away, you only have that option left. The move, as you go on, has a farther and stronger variant of itself. so the way it has been coded and is earned is perfect, i wouldn't change this one bit! it's an ever eternal tug o' war between you and your opponents. it is even more interesting when your opponenets know this gimmick and they fight even harder, and you have to try harder, so the fights are really, REALLY, interesting.
Up Special:This move, in particular in the V1 was pointless, you have a tornado that you keep your opponents in the air yay? In V2 you can move left and right Hooray?. i don't mean to sound cruel or mean, but this move is pretty bland and pointless.
Up Special PK:I like this version, not sure what element it was tied to, but it is much better than the tornado of insecurity and pushiness. You have a PK electric ball you can controll in any direction you want for a short period of time. You are invincible while you are in it, and it hurts those around it. pretty good move, my only complaint is that if you are ontop of the ground and you get out of it, the End lag is too punishing.
Down Special: This is one of the few moves that does Telegraph and is fine because of that. but the V1 was slower and was stuck you in place when you used it. but that was fixed in V2 by giving it a speed boost and a penalized version of it if used too early. i like this move, and doesn't need to be changed. *note This move is pretty good at gimping someone who is charging an attack. Like Samus, charging your N-B use Down-B. let go immedietely, you just shunted her. i like this part about it, but i think it should be done around the second time it has a charge. not the first.
Down Special Air: This move wasn't changed, but i don't like it too much, it puts you to the ground faster, i think it should be a move that teleports you to the ground instantaneously to make it a wee-bit different. It's an idea, you don't have to use it.
Fire mode I want to keep this short. Basically it has a few different moves that make it more variable and take advantage of Wisp's alternating "costumes" or elemental like effects. And i'm going to be biased because i love these types of movesets where you can use a taunt, or a combination of buttons to get a new form/attacks. but Pyro Wisp has its share of problems
I mentioned the aerials on Fire Wisp makes it pretty dominant. not sure if there are fire versions for the aerial attacks, but i noticed that when i do hit someone with the fire moves it does more damage.
Standard Special Fire:This move is pretty butt-hurt-inducing. it's pretty strong to use but has Pichu syndrome and hurts itself upon use. this move is pretty decent and because of the exreme pay-off needs no balancing. but if i may have some input and an idea. You can use it immedietely and it'll do damage as it should, but it could be like the Side special but in reverse. the more damage you take, the stronger it gets, but the more damage you do, the weaker it gets. This way it acts as a "BACK OFF" move.
Up Special Fire:This move, is so OP, where do i begin? In short, This move is like Fox-Fire without Endlag and it explodes at the end. I am able to play monkey in the middle with one monkey with this move. Of course it doesn't do much damage, but the knockback is pretty annoying. All in all this move needs help. in many ways, i had to stop using it because it was annoying all my friends.
Final Smashes? In short, the Fire wisp's Final smash is more balanced, the Vanilla one is just a Super Nova that is decimating. but who cares, it is a final smash.
Holy mother of text -___- do you want me make my review longer this time? I apologize if they've been too short
Overall: you've managed to step it up once again. I really enjoy the new specials you gave the fire Wisp & the hitboxes I feel have been improved. Do you plan on giving the rest of the wisps some new specials too? Also it feels fatser too so there's a lot more combo potential. Keep it up!
I can easily tell that the new wisp is much more combo oriented and balanced compared to the underpowered original I really like the improvement in the final smash. The original was too slow and had no final knock back. The overall uniqueness of each wisp has imporved(Though i do believe only the fire wisp was buffed in one you sent me. Overall great job with buffing it up & can't wait till further improvement
Kinda like that, but I already did that. What I was really meaning is to play with the old Wisp for a bit, play with the new Wisp for a bit, then compare the two. I will, Onii-chan~
One of the first PSAs and the most popular Jigglypuff mod to date. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=2303 You don't need BrawlEx for Wisp, as it's one of the first PSAs ever. If you can replicate the crash on your end perfectly, I could help. Otherwise, I'll have to dismiss it as an issue on your end. Alright. How much do you know about stuff like knockback and balance? As I'd like someone who is good with character balance to make the comparisons.
I actually started looking into PSA's info in the hopes of trying to mke one. If you mean to observe the differences that's simple. Like oh this move was buffed or this move has a lot more knockback than damagge. If you mean on the techinal side( like litterally opening up brawlbox and comparing the Damages,knocbacks etc...) that still pretty simple stuff. If you don't mean either then sorry this comment is useless XD
While I wait for my requested Blastoise model edits, I've decided to resume work on Wisp's update.
I never knew how underpowered it was. :I
Including the changes I listed before, here are some more changes.
-Unified attack hitbox placements. -Down Air bounces upon hitting (and is able to interrupt shortly after). -Up Smash spikes at the top hitbox. -Down Smash now does damage at the center, but it still keeps the wind properties for further out hitboxes. -Dash Attack now sends foes at a 45 degree angle. -Variable Addition for Side Special has been reduced to make it more rewarding. -Side Special Variable no longer increases upon taking damage for encouraging more offensive gameplay. -Sped up startup for Dash Attack, Down Smash, Up Special and Up Smash. -Hitboxes edited to not clang with other attacks. -Further hitbox for Forward Air and Back Air reduced in damage. -Damage and Knockback edits to virtually all moves. -Run speed increased. -Increased Knockback for fully charged Side Special. -Made the Fully charged Idle hitboxes have a set knockback. -Up Special can now slowly move left and right. -Side Tilt has more range and speed at the cost of some damage. -Up Tilt has launch hitboxes and now has KO potential. -Dash Attack now goes off ledges. Big horizontal boost if used near a ledge (may remove this).
So who here would like to try out my update and compare it to the original?
I'm already using the wisp psa with brawlex so I could compare if you need people
This will probably sound lazy, but for me it's easier to replace characters when the slots are already pre bulit so if anyone can answer thanks in advance!