1. Unless specified, my hacks won't work for Project M. 2. None of my hacks will be 100% true to the games. This is so that each character won't feel overloaded in comparison to Brawls cast.
Color legend within each moveset:
Lime Green - Animation is done Red - PSA is done Blue - PSA and Animation is done Green - Is Released No color - Not Worked On (Yet!)
WIP Movesets:
Wait4: Link tightens his belt Wait5: Link stretches his arms Wait6: Link taps his feet on the ground
Wait7: Link bends over and breaths heavily. This can only be done if Link has at least or more than 100% damage
There are two sets of basic attack combos:
Attack 11, 12, 13 - Two slashes right with a final slash left
Forward Tilt - Is a 3 hit combo. Two fast stabs with a final stronger stab.
AttackLow - A stab from behind his shield
Attack Dash - Jump strike
Neutral Special: Bow - Link pulls out his bow and shoots and arrow. Depending on the last smash attack you've used, you'll either fire a normal arrow, ice arrow, or fire arrow.
Side Special: Deku Nut Toss - Link pulls out a Deku Nut and throws it on the ground close to himself. The attack itself deals very little damage, while stunning the opponents for a quick follow-up attack.
Down Smash: Din's Fire - Kneeling down, Link slams his left hand on the ground causing a dome of fire to slowly expand around him. The dome hits multiple times, each doing less damage.
Up Smash: Nayru's Love - Kneeling down, Link places his hands on the ground beside him causing a blue, diamond-shaped barrier to form around him. The shield causes a small amount of damage over time to enemies next to, or inside it and it reflects projectiles.
Side Smash: Farore's Wind - Link's Side Smash is no longer a two part smash. Instead, it's an extremely versatile one part Side Smash. Depending on the direction that you move the control stick, Link will fire Farore's Wind in a different direction.
Final Smash: Ocarina of Time – Link pulls out the Ocarina given to him by Zelda as a child and plays a small tune depending on the button input.
No Button Input: Song of Time – Link plays the Song of Time which slows down the movements of all his enemies
If A is Pressed: Song of Storms – Link plays the Song of Storms which causes Lightning to strike down on enemies around him
If B is pressed: Sun’s Song – Link plays the Sun’s Song which causes all enemies around Link to catch fire.
Attributes: He'll be like Link , but he'll have a faster run speed (he be sprintin')
Neutral B: Bow. I'll be using the Sacred Bow over his Regular one, although I am in the process of acquiring his other bows as well. Stats of the arrow will be the same, no increased knockback or anything. If I make an edit, it'll be toning down the damage.
Side B: Beetle. Yep. It won't have any of the Gale Boomerang Graphics or the small push/grab thingy it had. Will have return hitboxes.
Down B: Bombs. No change here, other than texture.
Up B: Spin Attack. No change here, either.
Dash Attack: Link performs a jump strike.
AAA+: Link performs his three hit combo before moving to his Attack 100. His Attack 100 will be the Illusion Stab. I experimented with the "waggle in all directions" and that didn't turn out quite neat and nice.
Side Tilt 1: Shield Bash (see Other Random Stuff Section).
Side Tilt 2: Link's normal Side Tilt
Up Tilt : Similar to normal Link's uptilt except he spins.
Down Tilt: Same
Up Air: Link Spins and slashes upward.
Neutral Air: Link slashes infront of him and then turns around to slash behind himself
Forward Air: Same.
Back Air: Link spins around and slashes behind himself before turning back forward
Down Air: Link swings downwards with his Shield and then his sword. The shield will be a spike while his sword will knock the opponent upwards.
Side Smash: Link performs a spin slash in one direction, and can attack again with a spin slash in the opposite direction.
Up Smash: Same
Down Smash: Same. Although the first hit links into the next. Will have reduced knockback to compensate.
Ground Final Smash: Link's sword crackles with energy as he crouches to the ground. He suddenly will leap into the air with the Master Sword held high while spinning and then plunge it into the ground. Will have a very large hitbox and deal tons of damage, but won't grab you a kill unless they get hit by the sword itself.
Air Final Smash: Same as original Link's
Other Random Stuff for Link not related to smacking the life out of someone!:
Entry: Link's trusty Loftwing flies overhead as he plummets to the stage. Upon landing, he unsheaths his sword and pulls his shield off his back.
Shield Bash: Link rams his shield forward and allows him to block all damage up to 20% and reflecting all article projectiles. Damage that can be absorbed is subject to change.
Sailcloth Fall: Link will whip out his trusty Sail Cloth as he falls. He'll have reduced fall speed, although he'll be very mobile.
Skyward Fall: Link lets go of the Sailcloth and then spreads his arms wide as he falls down. He'll have increased fall speed, but he won't be very mobile at all.
Right Taunt: Fi will dance above you as you stare around at the pretty-pretty sparkles.
Up Taunt: Here's where it gets interesting. Link spins his sword and then points in towards the sky. The sword begins to glow, and after a few moments, you return to your Waiting Animation. Except for one change: Your sword is now charged with energy. Now, you can perform any three attacks of your choosing and they'll throw out a Skyward Strike.
Skyward Strike: A projectile that's thrown out by all A-Attacks. It is NOT a replacement for the Bow, so it doesn't have super special awesome range. Does 7% Damage. Damage is subject to change.
AAA - Will be changed to AA. Will consist of two swings of his axe going back and forth.
Side Tilt - A Stab with the head of Hector's Axe. Relatively fast, low damage, and can be used to set up a combo.
Up Tilt - An upward swing with Hector's Axe.
Attack Dash - Hector performs a one handed slash with his axe, from top to bottom.
Up Smash - Hector puts his axe over his head and spins it. Very slow start up. Multi hit.
Side Smash - Hector spins and then brings his axe diagonally downwards. Debating whether or not to make it a two part smash attack.
Air Up - Hector spins his axe striking the opponent multiple times. Sends them upwards. Very fast and does moderate damage.
Air Back - Hector turns around and kicks his opponent.
Neutral Special - Same as Ike's except does more damage and has lightning gfx. If a full charge is achieved, Hector will have the ability to OHKO almost anyone, anything, anywhere. The downside being that the move has ridiculous amounts of end lag if fully charged.
Side Special - Here is what sets apart what any normal Hector moveset would do. His side special is a 3 part move which can be used to either bring the enemy towards you for a quick basic attack combo or finish the combo for a huge knockback move.
Hector's Side Special:
Part 1: Set up - Hector pulls his axe back. Part 2: Grab - Hector Grabs the opponent with his axe and pulls them towards him. At this point, either you can continue the combo, or stop and start beating up your opponent with a basic attack combo or a grab. Does no damage. Part 3: Spin - Hector spins, hitting the opponent with his axe twice: once with the hilt and again with the blade of his axe. Does a lot of damage and great knockback.
Up Special - Hector jumps up, and then plunges downward with his axe. Only has one hitbox going up and then another going down. Does more damage if they are hit with the blade of the axe.
Down Special - Counter - Hector taunts the opponent. When hit, Hector takes full damage while returning 3 times the damage done to him.
Final Smash - Hector throws a small throwing axe at his opponent, stunning them. He then spins Armads above him, then smashes it into the ground and leaps forward into the air. Hector then plunges downward with his axe. This Final Smash will happen even if the initial axe doesn't connect
Final Smash Air: Hector spins twice and then spikes the opponent down with his axe.
Wait 1: His basic stance will be the Sword of Seals unsheathed and in his hand. Wait 2: Roy sheathes his sword. The wait will last at least 200 frames.
AA Combo - Will be different compared to Marth's. Will be a bit stronger than Marth's.
Side Smash - Will be a quick stab.
Down Smash - Roy slashes in one direction, and then spins.
Up Smash - Roy performs an overhead slash, making a wide arc
Dash attack - Will be a lunging stab.
Neutral Air - Roy spins with his sword
Forward Air - Roy slashes horizontally with his sword
Back Air - Roy stabs backwards with his sword
Down Air - Roy performs a backflip and slashes downward. Can spike, and spikes hard when it hits.
Side Special - Has five parts
Part 1 - Roy does a low slash, stunning the opponent Part 2 - He follows up by perform a horizontal slash Part 3 - Afterwards, he performs an overhead slash Part 4 - Crouching down, he performs a rising uppercut into a backflip Part 5 - To end it off, he rushes forward, knocking the enemy upwards
Neutral Special - Will be his signature Flare Blade except with a different animation. Will have two different hitboxes. One will be on his sword, the other will be a projectile that explodes when it comes in contact with an enemy. Only one hitbox can connect. If the sword connects, then the projectile won't get sent out. If the sword doesn't connect, the projectile is sent out.
Down Special - Same as what he does in Melee/Project M
Up Special - Will be what he does in Melee/Project M. If all the hitboxes connect, then Roy can follow up with any aerial attack
Final Smash - Roy raises the Sword of Seals into the air as it bursts into flame. Roy instantly heals 30 damage.
Spot Dodge - Will be similar to the way Roy dodges in Fire Emblem 6.
RECYCLE BIN
Here are projects that are (for now) either On Hold or Cancelled until further notice.
Angeal - Crisis Core: Final Fantasy (Moveset is 10% planned)
Ephraim/Kain Highwind (Moveset is 100% planned)
AAA Combo: Two slashes, going back and forth.
Dash Attack: FFX basic attack
Forward Tilt: Tosses a Blitzball
Down Tilt: CF-esque kick
Up Tilt: Headbutt Blitzball upwards? Or upward slash?
Up Air: Upwards spinning dropkick
Neutral Air: Spins rapidly with Brotherhood
Down Air: Slashes downwards and flips Back Air: Throws a Blitzball
Front Smash: Cut and Run
Up Smash: Dart and Weave
Down Smash: Full Slide
Up Special: Jecht Shot
Neutral Special: Stick and Move (Analog stick determines direction of throw) Forward Special: Spiral Cut
Forward Special Air: Slice and Dice
Down Special: Energy Rain
Final Smash: Equip Cadalbolg.
Tidus equips Cadalbolg, making all his attacks deal more damage and changing his running animation. Running allows him to reflect projectiles, if he's facing the right direction. If Tidus uses his Neutral Special while in Overdrive, he performs Blitz Ace
Cadalbolg's increased damage does not apply to Blitz Ace.
Wait1: His Wait from Crisis Core
Attack 11: A vertical slash Attack 12: A horizontal slash to the left Attack 13: A horizontal slash to the right Attack 14: A spin slash to the left
S Tilt: A strong horizontal slash U Tilt: A fast jumping spin slash D Tilt: A sweeping slash
S Smash: Blizzaga/Thundara/Firaga Blade - Zack pulls his sword back and slashes forward. The element of the attack is dependent on the element that is being used for his N Special U Smash: A two part smash. Zack jumps up and swings his sword over his head and then lands with his sword beneath him. D Smash: A fast spinning slash N Special: Blizzard/Thunder/Fire - Zack lowers his sword and holds his left hand close to his body. He then releases a small fireball/thunderbolt/iceball. If fully charged, he releases three fireballs/thunderbolts/iceballs.
S Special: Power Attack
U Special: Jump D Special: Assault Twister. The element of the attack changes depending on the element for N Special. If used in the air, it will give Zack great horizontal momentum.
Special Features: DMW
The DMW will determine what Limit Break Zack will use for his final smash. The DMW has four states:
Normal - Doesn't glow any color Sky High - Glows orange Heavenly - Glows teal
You can go up tiers in the DMW by hitting your attacks. You can go down in tiers of you take too much damage.
Final Smash: Limit Break
Depending on the DMW, Zack will perform a different Limit Break. Normal: Chain Slash - 5 fast slashes. Does the least damage and has the least knockback High: Meteor Shots - 10 Meteors land diagonally in front of Zack. Does moderate damage and knockback Heavenly: Apocalypse - One huge thunderstorm. Does the most damage and knockback.
Wait1: Holds his Katana upwards at an angle
Attack 11: A quick stab Attack 12: A horizontal slash to the left Attack 13: a spin jump into the air and then landing with his katana below him
F tilt: a wide horizontal swing U tilt: a wide upward slash D tilt: a quick stab
F air: Sephiroth swings his sword infront of him vertically (from top to bottom) U air: Sephiroth stabs upwards multiple times D air: Hell's Gate - Sephiroth swings his sword upwards (and gains a slight bit of upwards momentum) before plunging downwards. B ait: Sephiroth spins and slices at his opponent
F smash: a quick spinning slash U smash: a strong stab upwards D smash: summons four glowing orbs around him that deal either fire, ice, electric, or normal damage. Slow start up and high knockback
N special: Draw Slash - Sephiroth pulls his sword back and swings forward horizontally releasing a wide slash with long range U special: Heaven's Light - Sephiroth spins and the jumps upwards. F special: disappears and reappears either at the same spot he was originally at or a short distance infront or behind his starting position. D special: Fervent Blow/Godspeed - Throws out sword beam things. If they connect, Sephiroth follows the opponent.
Grab: Thrusts forward to stab the opponent Grab Attack: Slides his katana deeper into the opponent and then quickly pulls back Throw Forward: Slings the opponent off his katana, tossing them forward Throw Up: Slides the opponent lower onto his katana before launching them upwards Throw Back: Spins and tosses his opponent behind him Throw Down: Uses his foot to slide his opponent off his katana Grab Release: Let's the opponent jump off his Katana
Ground Final Smash Option 1: Octaslash
The first part, if it hits it'll knock the enemy into the air
Sephiroth then jumps after them
Then he slashes them three times
After which he then lands on the ground, jumps upwards, flips, and then slashes through his enemy
Air Final Smash Option 1: Heartless Angel - Sephiroth traps an opponent infront of him and then deals lethal damage.
Final Smash Option 2: Supernova - Sephiroth slashes at his opponent, knocking them backwards. He then pulls his sword back and slashes the opponent one more time sending them into a giant explosion.
Genesis - Crisis Core: Final Fantasy (Moveset is 30% planned) Model is being Rigged
Cain and Abel (Moveset is 100% planned)
Heavy Quick Can crit (damage *3)
Wait1: knives out. Kinda like Snake Wait2: looks around left and right, then back to Wait1 Wait transition: sheathes his knives and goes to Wait1* Wait1*: Assassin idle stance in FE:7
Attack11: right knife across to left Attack12: left knife across to right Attack13: stab forward with both knives
Dash attack: Thief attack animation
F tilt: rising slash with right knife U tilt: Snake's up tilt D tilt: Sheik's down tilt
F air: slash forward with both knives N air: kick B air: turn around and slash downwards, can spike U air: backflip kick D air: slash with left knife, can spike
F smash: overhead slash with both knives D smash: slash in both directions U smash: Sheik up smash
N special: cloak. Dodge skillshots and attacks. No counter attack F special: disappears and reappears a short distance forward. If an enemy is hit, Jaffar spins and hits the opponent with his knives U special: rushes in a direction and slashes multiple times D special: disappears and then reappears, can slash at the end of it. If no slash command is given, then it has high ending lag.
Final smash: Jaffar pulls out his knives and spins them. Disappears. And then 4 giant areas around him are hit (next to, above, and below him). If enemies are hit, they take damage. Can crit to 1 shot opponents.
S Taunt: Wolfs "what's the matter? Scared?" Taunt U taunt: sheiks taunt melee taunt D taunt: Sheik's wait 2
Victory1: Wolf's victory2 Victory2: Kneeling on one leg looking down, then looks to the side Victory3: does Sheik's Up special animation and disappears
Background: Raven can be considered the original Ike in North America (he was the first person to perform 'Aether' on this side of the world). Along with sharing a few similar design choices, they also both share having a giant sword that they can swing with ease.
Moveset and Other info:
He will be strong and fast. The perfect mix of Marth and Ike (leaning more towards Ike). An end-game Raven has little to no weaknesses, the only weakness being durability (which can easily be fixed by simply killing the enemy before they react).
Major Changes from Ike:
Much faster than Ike Slightly weaker than Ike Slightly less durable than Ike
AAA Combo: A vertical swing into a horizontal swing into an overhead slash.
Side Tilt: Will be similar to a baseball bat swing.
Dash Attack: Jump slash
Front smash: Raven performs a frontflip and slashes with his sword. Slow start up and huge damage.
Down smash: Raven crouches down and performs a quick spin.
Up Air: Raven performs a front flip slash. Very fast and can potentially spike
Side Special: Raven lunges and thrusts his sword forward. If he connects, Raven will have the option to perform a backflip.
Down Special: Raven pulls his sword back and then dashes forward. Can hit multiple enemies in a row
Back Dodge: Backflip
Front Dodge: Spins behind the opponent in front of him
Spot Dodge: Raven bows his head and moves his sword lower down his back. Barely any major movement.
I read somewhere that you could try it that way, not sure if I'm right or not.
But if you use the "If Hitbox Connects" that'd mean that the opponent came in contact with the hitbox. But then again, your character model comes before the hitbox does.
Either way, I still have the problem of the counter-attack animation being played instead of the counter-stance animation.
The way that I had tried to set it up was having an extremely small hitbox placed at the center of the model and placed an "If Hitbox connects" statement and had it link up to the counter animation. But instead it goes straight to the counter animation.