Current ProjectKurosaki Ichigo (Bankai)If you've visited this thread recently you may have noticed me going all emo about the limitations of PSA (which all came down to no frame speed changes) well we
can change frame speed now so let's get back to kicking ass and chewing bubble gum.
Why I chose Ichigo for my next project you ask? Well the Flame Wave was just a test I don't know if I ever add more stuff to that moveset and VILE has started a community project similar to what Fire/Thunder Link was going to be. So the two choices left were Crono and Ichigo, well looking at the downloads for both textures it's obvious which one I should make (Ichigo won by ridicolous 1,3k downloads over Crono)
Let's start with the basics Ichigo uses Ike as the base character but in the end will play nothing like him. He should be a quick damage racker with few kill moves. I want him to be as balanced as possible. (sorry now ololol r0xx0r broken bankai for you =P) His moveset will be based off the anime (obvious) and his moveset from the DS games. The attributes are just starting points and will be tweaked constantly.
Releases:Ichigo v0.4Media:
Video of current version comming soon!
Physics:Speed: about the same as ZSS (Run initial velocity: 1,92)
Jumps: First jump is slightly higher than Fox' and using both jumps he gains a little less distance than Falco. He falls slightly slower than Fox but it's still fast. (Jump V velocity: 3,5; Gravity: 0,172: Terminal velocity: 1,81)
Weight: 85 (5 more than Fox and 5 less than Peach)
Moves:JabGoal: kinda like MK's just a bit slower, deals 2 damage per hit with low knockback
Animation: the three angled ftilt animations sped up
Status: three hit combo of quick slashes that can go back to the first one if A is pressed at the right time (need to find out how to make an auto jab or how to increase the input window)
FTiltGoal: GTFO move with decent knockback but little growth; has quick startup to be used defensively but too much endlag to be followed up
Animation: stays the same but with altered start- and endlag
Status: done for now
DTiltGoal: setup move with medicore knockback and growth that launches the opponent in the air at 60° to allow for aerial followups
Animation: second hit of jab (for some reason he kicks downwards when used on dtilt); beginning slowed down and sped up again after hitboxes end
Status: done for now
UTiltGoal: juggle/setup move; quick move with almost 90° angle
Animation: FS initial hit grounded [Thanks .Fade =P]
Status: done for now
FSmashGoal: horizontal kill move at higher percents ; technically a faster but weaker version of Ike's fsmash; will decrease the hitbox size compared to Ike's
Animation: Fsmash; sped up in the beginning similar to the speed of Fox' fsmash
Status: Done for now
DSmashGoal: GTFO with low kill power and high endlag
Animation: Neutral B
Status: only tested animatons
USmashGoal: vertical kill move; should kill a little earlier than fsmash but with more startup
Animation: looking for an uppercut type of animation (if you've played one of the DS games: his strong crouch attack)
Status: nothing
NairGoal: combo move with little knockback and landing lag
Animation: first hit of jab
Status: done for now
FairGoal: spike with decent knockback but high endlag and decent startup
Animation: Fair, slightly sped up beginning and shortend the time the hitboxes are out
Status: done for now
BairGoal: roughly the same as Ike's; slightly faster but less damage and knockback
Animation: Bair
Status: done for now
UairGoal: somewhat of a juggle move
Animation: aerial item up throw
Status: needs some fine tuning but mostly done
DairGoal: quick downward slash good for gimping (think of it as a toned down version of MK's Dair)
Animation: Nair; heavily sped up
Status: Done for now
Neutral B: Getsuga TenshouGoal: Shock Wave with medium range; 2 charge levels (1: press B once 2: after 2 seconds of charging); low knockback on inital charge; medium/high knockback on fully charged
Animation: Side B Swing; Wave Hit GFX
Status: first draft done: charging and unleashing works but both versions deal 10 damage even though one should do 6 and the other 15
Side B: Flash StepGoal: Ichigo vanishes and reappears in another place; distance will be set and go only go straight left/right
Versinon 1: goal is for the move to not go into freefall but let it only be used once in the air (like Snake/Sonic's UpB); should have a decent amount of ending lag to prevent stalling
Version 2: freefall with a lot of endlag but a powerful attack at reapperance that kills at very high percentages
Status: went with version 1 but freefall since I cannot find what prevents an attack from being used twice in the air
Down BGoal: not yet decied
Up BGoal: not yet decided
Requesting help:I need suggestions on what to do with the leftover moves and once a beta is released, feedback on that. The next one isn't nessecarily needed but I'm not satisfied with the shading of my Ichigo texture. Seeing how shading was one of the reasons why I gave up texture hacking I wouldn't mind if someone could improve my texture. That person would obviously recieve credit for it.
Old StuffFlame Wave (Discontinued for now)Changelog:
1.2:
- aerial Flamewave now has IASA frames that start after at frame 60 to make the move safer offstage
- new Nair added: a quick burning spin, hits multiple times and deals between 3-5% damage (could be capable of more but that's what I got in tests)
1.1:
- removed freefall on aerial flamewave
1.0:
- Flamewave mapped to B instead of SideB, Quick Draw restored
- Flamewave now has an aerial version using Ike's Nair animation
- aerial version has a landing animation if the ground is hit before the move's animation ends
- aerial version will go into freefall if the animation ends
- the initial Slash does 5% damage with low knockback
- Flamewave spawns 5 flames in front of Ike each doing 2 damage
- broken D-Taunt removed
- added more voice clips to taunts
- added flaming sword and fire hiteffect to all aerials
And obviously you'll get no sympathy from him.
Flame Wave (Neutral B)

New Nair

Watch the vid! Flame Wave looks a lot cooler in motion. (The vid shows 1.0)
Flame Wave 1.2Fire/Thunder Cycle Link (Discontinued for now)Just finished the first draft of my newest Link moveset hack, that's something I wanted to do since the app came out but couldn't get working until today.
For starters all swordmoves deal fire damage. His neutral B is replaced with a move that switches between electric and fire.
So if you use it once all your moves will change to electric damage and if you use it again they will change back to fire.
For now only the hittype changes but I plan to make most moves behave completly different depending if you're on electric or fire. Basic idea right now is making electric moves have less knockback and damage for better comboing and fire have more knockback for killing.
http://www.mediafire.com/?zy2yznyn0mi