I don't actually have one made for Mellow Valentine, at the moment he's over Captain Falcon and uses his moveset, I want to get him ported to Fox and give him some kind of moveset before I can go any further..but I don't know how to do any of that xD.
You could give him to me. I'll do the model porting. I could also do some PSA work if you want.
Actually, PSA is flexible enough for me to code 4.5/7 of them. The rest need to be codes. People will just need to provide me with their entire moveset, and I get to adding these mechanics and balancing these characters out.
I've been thinking hard about it and...why don't we make a few global gamplay changes that freshen up the game, eh?
EDIT: Re-did a Perfect Shield Buff
Give your Rating, Preference, and (optional) Idea to make it better.
Red = Nerfs Green = Buffs Purple = Special Case Blue = New Mechanic/Property/Gimmick
Re-purpose and nerf regular shields, but buff perfect shields.
What I'm getting at here is to promote well timed strategy and punish shield spammers. When you shield, your shield will go under a special effect; it will no longer pull inward and degenerate, instead, now shields act like a healer, they heal you as you are shielding. However, as a side effect, shields are generally weaker, due to heavy shield DMG and shield stun. Shields will also regenerate at 1/3 speed, verrry slow. However, perfect shields will have 4 effects. PF Shields will be easier to time. This would mean that you will need to read your opponent as well as you can, shield accordingly, but with a better chance of actually proficiently blocking the attack. The buffs are that the opponent staggers when the are PF Shielded. This would mean that you could follow up with a combo and attack the opponent with other moves. The second buff is that PF Shields will heal you by 10%. The final buff is that PF Shields will regenerate your entire original shield.
I may just sound like a sucker for SSB: Melee when I say this, but I like the L-cancel Mechanic. It adds depth to competitive play and it's over all awesomely satisfying to actually chain together combos that would normally be impossible without L-cancels. But enough of my rambling, on with the rework. L-cancels would function relatively the same as they do in SSB64. They will remove ALL Landing Lag. However! That only happens below 100%. At 100% percent and onwards, L-cancels only remove 1/2 of the landing lag of an attack. And then the other change, L-cancels are easier to do at lower percents, where the L-cancel window is 20 frames. (Compare that to Project M and Melee's L-Cancel, which was 7 frames), but as you gain more DMG, you lose more frames to prefom an L-Cancel. At around 120%, L-Canceling wil be Melee's 7 frame, and at 220%, you will lose L-Cancels altogether.
Directional Influencewww.ssbwiki.com/Directional_influence (or DI), is a very useful technique for survival, and is very necessary for surviving powerful attacks and combos. However, it just got more useful. While Original Brawl DI only allows you to change your trajectory, This Brawl allows you to alter the speed, as well. Tapping the C-Stick now no longer acts as a second stick to change trajectory with, it now alters the speed in which you fly at. This means that you are now able to survive multiple powerful attacks with fast reaction.
All Characters will have some type of Gimmick or Mechanic that differs them from other Characters
Self-Explanitory, but I might as well elaborate. What I mean is something that truly makes the character special. For example, in Project M, Lucario had a special mechanic where if he dealt a certain amount of DMG, he could power up 1 of his specials and do a "Super" version of it. (Super powered Neutral B was Spirit Bomb, you may have seen it in Project M combos) Other Characters would have something along those lines, keeping the character selection fresh and not just because they have different moves. It also encourages creativity with the moveset. For example, Phantom Bullet now has a Melee Air-Dodge, which allows him to wavedash. With wavedashing, he can freshen up his moveset.
For our first true nerf on this list, it's kinda important. Teching is very useful, and is widely known to be able to save a player at 999%. However, due to the DI Buff, we have to balance this out. Teching will go under the treatment that L-canceling did. 25 Frame window to tech at 0%, 10 frame at 120%, Cannot Tech at 300%. Teching does increment your Shield meter though.
I hated how the final smash worked in Brawl. Chasing around a friggin' BALL to get an ultimate attack? No. How about Negative Drive? Negative is basically a super mode. You have infinite recovery, you now have an on-hit-cancel, all your attacks are powered up, and they sometimes gain special abilities. To enter Negative Drive, you need to deal 150% of DMG in a single stock, or you can grab the Smash Ball. When you are able to enter, use any of your taunts and hold down B. You can also press A+B to unleash your Final Smash.
If you go somewhere on Brawl Vault, you'll be able to find OP Movie replacements in the format THP. I think that SSE movies use the exact same format. So yes. We will be able to replace movies in the SSE. (I have a friend who makes animated movies, too!)
I...LOVE...HIM! I absolutely love him! The moment you can get some pictures going i'll grab them and put the character up on the OP. What I'm thinking is, Phantom Blade is a 3rd Party Element. He isn't a reincarnation of anyone, he's simply a man of few words(so to speak). He will be an independent man, similar to Mellow in the fact that he acts on his own accord. Despite that fact, Phantom Blade or Klein has his own motive. Maybe he came into the tournament specifically due to the fact that he knew Mellow was in the tournament. Maybe Mellow could be the guy that killed his parents or he knows the guy that did it? There's definitely tons of room for an awesome storyline here. I'm totally down for this character. I'll also be voicing myself, though I have no idea how to do a PSA so xD. Maybe I'll just have to find one that works for him and port it over?
Great! I already have a team working on this guy, someone is doing textures, another is doing animating, I'm modeling him.
I see if I can grab a few pics when I have him in-game.
Weapons: Beam Sword(Multi-Color Blade; Default Blue) and Handgun(Peircing Bullets)
Phantom is a Original Character all of the way. Moveset will be entirely custom And he will be voiced by me.
Backstory:
Phantom Bullet is the cover name of a free roam mercenary name Klein. Klein is a 17 year old boy who lost his parents to a bank robbery 5 years ago. Ever since the incident he became a cold, seemingly uncaring boy who hated those around him. 3 yeas after the incident he then went to a weapons dealer who gave him his F7 Multi-Beam Sword and P22 Handgun to go kill the man who murdered his parents, succeeding, but ultimately becoming a Mercenary who fights for his survival.
Part he plays:
He is an Anti-Hero, eventually being a Protagonist. At times through the story, he will appear and temporarily join your group to clear a few levels, but around the middle he goes total independent and fights both sides, however, that ends when you fight him at the mid-end as a mini-boss, and seeing that this was just a ploy to rid the world of more people, he joins you and gets ready to fight Baphomet. EDIT: Possible new story addition!
He isn't actually one of the original 24 characters that are introduced to the island. Along with others (To match the Brawl Roster and add a few more OC), he came here by accident, and being the smart little [censored] he is, he knows something is up with this Tournament. He is a behind the scenes type character that wants everyone to go home and to be safe. He's kinda like how Sonic comes in to save everyone at the end, only you get to play as him throughout the story.
Moveset:
Standard attacks:
Jab: 1-2-3 Beam Sword Combo
Dash: Marth's Dash attack. Good for Combos.
Side-tilt: Horizontal Slice. Good KO move.
Down-tilt: Downward Stab, Spikes.
Up-tilt: Overhead Slice. Good for juggling. Bad KO move
Side-smash: Stab. Animation similar to Marth's shield breaker. Amazing KO move, and Shield Pressure.
Down-smash: Spiral sword slice. Also Spikes, and has massive knockback, but has massive cool down.
Up-smash: 2 slices upwards. Massive hit box. Average KO move.
Neutral Air: Spin slice, multi-hit. No KO Potential.
Forward Air: Multi-stab. Great KO move.
Back Air: Ike's Back Air, Slightly larger hitbox.
Down Air: Marth's Down-Air, no longer needs sweetspot to spike.
Up Air: Overhead slice. Amazing KO move.
Grab:
Pummel: 2% DMG, fast pummel.
Foward Throw: Turns around and kicks the opponent, mild KB.
Back Throw: Throws the opponent into the air behind him and fires a barrage of bullets. High DMG, mild KB
Up Throw: Throws the opponent into the air and fires 3 bullets. Low DMG, High KB.
Down Throw: Kicks the opponent to the ground and fires 5 bullets. Heavy DMG, No KB.
Specials:
Neutral: Fires 1 bullet. Hold B and the control stick, and press A to fire multiple bullets in the specified direction.
Down: Reflector Shield. Acts like Fox's Down Special from Melee. Can be cancelled into any Standard attack.
Side/Up: Jet boots. Side and Up recover in their specific direction. Can chain into each other and self 2 times.
Idle/Taunts:
Idle 1: Extends blade and examines, retracts blade.
Idle 2: Loads gun.
Side Taunt: Extends blade and slices, saying "Come on!"
Up Taunt: Extends blade and spins it, saying "Hmph."
SPECIAL TAUNT(Down): Changes color and priority of Blade, Purple for Balanced, Blue for KB, Red for DMG.
Special Attributes:
Spot Dodge: No longer dodges, instead counters, power dependent on attack countered.
Air Dodge: When the control stick is held, Air Dodge works like Melee.
Jump: Has 2 air jumps instead of 1 due to jet boots.
I think that Phantom should hold a very strange grudge/rivalry towards Mellow Vallentine...almost like he knows him...*wink**wink*
This is an amazing idea! There is some new research going on in herehttp://forums.kc-mm.com/index.php?topic=66985.0 that would really set this project off! I'd help with some SSE Level Designs, PSA, Stages, Boss Programming, and other stuff.
Changing collisions for SSE stages is still the same process as changing the collisions of another stage in brawl. You'll have to use the collision editor.
On another note, i added more stuff to the GMTA (stage hitboxes). In specific, the model index, hitbox effect, and hitbox sfx