That's OK. That's why I haven't called it version 1.0 yet. Someday, maybe it will get there.
Go ahead, tell me in depth about fair/bair. I still think that the main problem is the low landing lag. They're too hard to punish. The priority is supposed to be kind of good, because he has so little range on everything except neutral special, but good priority plus hard to punish is a little absurd for aerials. (I mean, I seriously looked at his landing lag numbers recently, and I had a distinct "the &%$# was I thinking?" moment.)
Hmmm... interesting. I will look into this further. I'm glad you guys like this PSA enough to care about these small details.
However, a video of someone trashing a CPU =/= proof that fair and bair have too much priority. The video was riddled with instances where the CPU could easily have shield grabbed. I'm not dismissing the idea that they have too much priority, but I think a bigger problem is his low landing lag. It allows for just jumping on someone's shield with an aerial and then jumping and doing another before they can retaliate.
... I didn't miss anyone's point. I just didn't comment on it until I have a chance to look at it more closely...
The video was using an outdated version whether the poster said so or not. I know, because when he cancels nair into itself, you can see a quick flash of Scott's body standing upright. That was an animation "glitch" that I fixed before .97 came out.
I'm not saying anybody is trying to spread misinformation, but I believe some people may be mistaken.
You certainly can't "spam" neutral air. In fact, you have to be pretty high in the air for it to cancel into itself at all. It can cancel into itself, but it can cancel into other moves much sooner.
It will continue to have the ability to cancel into itself, since it's not super practical and can only be used as a way to fake out your opponent when coming from high up. However, I'll probably shrink the hitbox to make it less safe.
That's kind of vague. As I'm sure you know, there really isn't a priority setting. There's only a "will clank" or "won't clank" bit. Common perception of "priority" has to do mostly with hitbox sizes and how disjointed they are from the character and other things like temporarily invincible bones.
Being that all priority is relative, it's hard to "fix" it unless there's a specific move you think hits from too far away or is too hard to outrange with another attack. Really, I went through most of Scott's hitboxes with the hitbox viewer version of brawlbox and discovered that there weren't really many I thought were too far off. Notable exceptions were his down smash, which had one hitbox that was a bit too big, and his up smash, which had poor hitbox placement on the last hit frame.
However, I actually think Scott's priority is pretty average, since most of his hitboxes are directly on his body, and they're not altogether very large. Thank you for your feedback, though. I will consider it.
OK, so I'm back. Kind of. I was able to remedy a big part of the problem that caused me to quit.
As I get back to work on movesets, I've been working on a small Ganondorf mod. It includes mostly animation modifications. I animated a more melee-style run, a downward-angle forward tilt, and a down b that stays closer to the ground when on the stage so that you don't go over downed opponents. Also, it hits a few frames earlier. (You may have seen similar animation modifications in Project: M, but I made my own so that I could distribute them freely.)
The rest of the changes follow a fairly simple idea: I have Ike replaced with Cloud, so all of his animations are just going to waste. So, I gave Ganon Ike's smash attacks and back air with his sword. However, it's all one moveset, so you don't need to taunt to take his sword out. He whips it out on attacks that use it, and puts it away when it would look awkward. Think Ness's baseball bat. It's only there when it needs to be.
In short, I have made improvements to Brawl Ganon and made him less of a Captain Falcon clone without getting rid of anything that has become iconic for Smash Ganon.
I'll post a video and download in the next few days if anyone is interested.
The big obstacle to me starting my next full moveset is that no one has imported a Sparkster model for me yet, although I'm debating learning to do it myself now that I have Windows again.
If you like my work and want to see more, start hitting people with Sparkster from XBLA Rocket Knight over Wolf model import requests.
Well, then that little bit of what I said is insignificant, but the other thing about the taunt automatically changing to the switch action as soon as it sets the bit is a good idea, I think.
Why not have the taunt immediately change action to the pokemon switch action right after the bit is set? Then, in the beginning of the switch action, unset the bit immediately, so that the taunt always switches Pokemon, and the down b always does something else?
That way, the taunt button becomes the change button, which is better, because taunts can only be used on the ground anyway, like the switch. Just saying... that's how I'd do it.
I noticed a while back that people were talking about a potential Cloud revamp. If that's something you're working on, let me know, because I'm revamping my forward air and neutral air animations (just making the cooldown after the attack look better).
Just here on a little campaign for my Cloud hack. I know people like the more Dissidia flavored ones, and mine kind of got lost in the shuffle when I let SDoom borrow some of my animations for his, but I honestly (and no disrespect to any other Cloud hacks or their creators) think mine is the best just based on quality of animations and generally feeling the most like an actual Brawl character.
If you haven't used it, all I'm saying is that it's worth your time to check it out and at least consider for the pack. Even if you don't like mine, I'd recommend SDoom's over the one you have on there.
Just wanted to stop by to let you know how much I like the final product. I'm not really one for Anime characters in smash, but my lack of interest in any pokemon beyond 151 leaves me finding it hard NOT to replace Lucario with Kid Buu. Good work.
I'm not back up and running yet, but if I ever do get back to hacking, my next project is Sparkster from Rocket Knight Adventures. (Anyone who doesn't know who that is, I HIGHLY recommend you check out the Sega Genesis game Rocket Knight Adventures. The sequels have been OK, but the first game is a personal favorite of mine.)
MOVESET IDEAS:
Specials:
Up special is obviously an omnidirectional rocket burst like the Spacies' up specials. For this reason, Sparkster would probably be over Wolf. Probably.
Side special might be the drill attack from the later games in the series. Like Metaknight's side special, only straight. It would go significantly slower than his up special, but would hit much harder.
Neutral special would be a quick sword slash that shoots a very short range, weak, but very fast projectile. If you hold B after the slash, his jet pack would charge up and could then be released into an instant version of the up special. (Instant meaning the charge from the neutral b would make it skip the startup of the up special.)
Down special would be his spinning attack. Might reflect projectiles, and might be cancelable at the end into up or side special.
Regular attacks would be similar to Metaknight. I haven't come up with specifics on any of them, but most of them would be sword attacks. Some of them might be explosive bursts from his jet pack instead to mix things up. Especially down air. It would probably be very similar to Ivy's down air.
Mostly, his play style would be like a slower MK, but with better smashes, only 2 jumps, and obviously his own specials.
Thoughts on moveset possibilities from anyone? I'm stuck in the planning stages, since I have multiple real life factors preventing me from investing time in another full character hack, but I'd very much like to at least plan out the moveset in case I ever get the time to make it happen.
Animations would probably fit under the "modified movesets for existing characters" section. However, a checkbox specifically for animation edits might be nice.
Also, I completely forgot about item hacks and other things like CSPs, but CSPs and such should go under the "texture hacks for existing characters" section, or the new character vertex section, depending on what the CSP is for.
I wish I had time to help out with the site, as I know a good deal of HTML and I learn extremely quickly, so I could probably learn enough PHP by reverse engineering the existing site to help, but I'm swamped with real life stuff, so I'm relegated to just making suggestions. .