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1  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: October 03, 2016, 10:37:44 PM
Here's my story. I play Sm4sh Cloud a lot, so I see the differences very clearly. Here are the noticeable ones.

Before I begin, I tested this on PM Legacy XP beta 2.0
I had to replace Ike to use Cloud and make a new wbsf file again. Was I supposed to replace Ike? Idk how to actually add Clpud but to be fair, I used a mod of Project M (Legacy XP).

I saw all the hitboxes in Training mode when I tested this way

-Harder to spam short hop auto cancel up air

-Hard to spam fullhop autocancel down air.
They both still autocancel though

-I think fair and dair don't spike. Though to be fair they both just straight up kill

-Upsmash x3 into a couple of up airs is still dumb

-Fsmash and dsmash kept respective power

-If opponent hits him while charging limit, limit is either reset or instantly charged. You already recognized this though.

-No way to stop an aerial limit charge unless interrupted, charge completes, or you land. You're screwed if you initiate it offstage. Plus you glide in the air as you do so.

-Different limit charge animation, no sound but it's a test build

-Limit blade beam only does 8 damage and decent semispike-ish knockback

-Limit cross slash does 20 and retains the relative power of the sm4sh counterpart.

-Finishing touch has quite a bit more horizontal reach. Bigger tornado

-Limit climhazzard goes really high, probably too high. Bottom blast zone to still above final destination high.

-Cross slash in general looks kinda bad. You addressed this though.

-Blade beam is a windbox at point blank. Starts to actually be a beam after close range.

-Afaik the only way to cancel limit charge yourself is to input left or right to roll that way. Shield does nothing. Grounded obviously.

-Nair still godly as ever
-Bair still good
-Up tilt has some more endlag I think
-I didn't see ftilt, dtilt, nor jab yet, woops
-Fthrow and bthrow offstage are now more dangerous in PM with higher gravity
-With that said, it's even easier to follow up up throw with an up air due to said gravity
-didn't try dthrow either
-didn't try final smash

This is pretty off track if you're trying to port Sm4sh Cloud 1:1, but if you're balancing him for these different smash games, I understand why there were a few changes

Thanks for letting me test him! Looking really good so far.
2  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Smash 4 Cloud[98.99999% Completed] on: October 03, 2016, 12:14:51 PM
Hi, do you mind if I also get my hands on the test build? You obviously don't have to, but thanks anyways.
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