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76  Super Smash Bros. Brawl Hacking / Model Imports / Imported Model Phoenix (Twisted bones?) on: March 21, 2013, 11:25:17 PM
Hello, I am fiddling with the Phoenix skin for Zelda, also with her model and animations and I note that during some of her actions, her body becomes horribly twisted. I was wondering how I might go about fixing that.

I figure I might be able to rotate the bones that are causing the problem, but, looking at it is a bit disorientating. It's difficult to figure out which bone I'd need to edit/fix/rotate in order to solve the twisting problem.

Perhaps this will help explain my situation:

77  Super Smash Bros. Brawl Hacking / Attacks and Animations / Project Phoenix on: March 20, 2013, 11:00:41 PM
If you are feeling generous and would like to contribute, make a personal PSA request, donate, or just show your appreciation for my efforts I'd be very appreciative. Donate Link is below (^_^).

Intro
Hi all. I hope this is the right area to post this in. I've been off of the modding scene for a while. But I am thinking of returning for a brief project, just to keep my skills up to date. I plan to build a PSA for Phoenix from Xmen. I've got half of the moves mapped out. I'll add them here later (And hopefully make this look more professional as I learned from ...Tempestime, I think?), but in the mean time feel free to post [encouraging] thoughts or comments plz.

Looking forward to modding for you all ^_^,
Just an ordinary Kero...

P.s.
Also, I know none of you know me, but if you've ever downloaded this hack:
http://forums.kc-mm.com/index.php?topic=25362.0
Then I'd like to think you have some idea. (Um, also I know its not relevant exactly but I'm not a girl lol, just for those wondering.)

For the latest version- v045 Phoenix- the download is now available here...
For older versions, check here
Project  
Phoenix  

Version[.44-3]
Updated [5/9/2013 @ 1223am ]
 
NOTE: The edition on brawl vault gets updated more quickly than this post, for the latest version, try checking the hack first, and then this forum, to see if it caught up


Teasers:

People involved in the project:
...Keromonkey... (Project Leader & PSA Technician)

Special Thanks to:
Divine Overlord (for just being awesome)
Eternal Yoshi & SilentDoom (for their majorly useful tutorials on hex editing ^_^)
Snato Whato (for his excellent video showing Phoenix v.045 in action)
And others ...(to be filled in, if anyone wants to help just send me a PM with your name and what area you have skills in, i.e. PSA, animating, gfx swapping, .rel porting, etc ^_^)...


~Project Phoenix~

SSB Project M God MOD: Phoenix v045

~Please note that this video is courtesy of Snato Whato. Thank you, Snato Whato~

http://wiki.shoryuken.com/Marvel_vs_Capcom_3/Phoenix
Note: Also look at lore of other abilities (like psychic & goddess stuff) to see things for her grabs & other moves, etc.

Type: Glass canon
-powerful, quick, mix-up character but light & easily knocked out (same or lighter than Jiggs)
-always has an aura of flame around her
-her movement looks like levitation while in DF mode (hovers above floor, but haven't added the mode yet)
-Can be knocked out of stage between 60 & 90...
-Because of all the healing, consider that if she drops below 60dmg she may auto exit DF mode

CURRENT MOVES
Air Dodge: Flaming Air Dash
Phoenix Dashes forward (or backward) a short distance leaving a pool of harmless flame behind her. She can air dash twice before using her regular air dodge.
With the addition of this move, Phoenix has acquired the capability of being a technical character. This ability is good for stringing her flash kick (& now for Raze kiss also), and/or quick approaches & escapes.

Attack Dash: TK Overdrive
She dashes towards her opponent, and wraps herself in a meteoric flame blasting through her enemies. This move sweet spots in the first 9 frames (dealing multiple hits and knocking them straight up), otherwise they will take between 7-9 damage and go flying straight back



...also, a mini phoenix helps her perform this move


Side A tilt: Torch kick
She does a quick, burning kick for 4-5 dmg

Down A tilt: Wake of the Phoenix
This was my original favorite
She sends fire along the ground
Which explodes a good ten feet away (knocking enemies toward her)

But, If you hold A...

She will assume Casting Pose and the fires will travel twice the range.
At the end of that range they will erupt into a large blaze and knock the opponent towards her again.


Neutral A (Air): Raze Kiss
While in air, she turns slightly and pretends she's blowing a kiss...of 600 degrees...
This move deals about 4-7 damage and is faster than before. A good way to combo is to use this with her Air Dash

Up A (air): Phoenix Somersault
She does a deceptively strong, flaming back flip kick. Oddly enough, this is her best K.O. move


Up A (Smash): Cosmic Avatar (Phoenix Crest)
Phoenix raises her arms and blazes brightly with the power of the Phoenix, hits for near 10 damage in 360 degrees knocking enemies away from her.


Neutral B (ground): TK Shot
She fires a basic psychic fire orb. While holding B, press A to detonate.

Neutral B (hold, ground): TK Phantasm (TK Illusion)
If you hold the B button, she will continue to fire TK orbs, but only some will hit (because it's an illusion). Wanna know how to make it hit? You can start by guiding them into the ground. If they hit the ground they will explode.
You can curve each of the orbs either up or down, if you release B they will explode when they reach the end of their range. OR, while holding B, press A. All the balls on the field will explode instantly.

Up B: Phoenix Star (or Rise of the Phoenix)
She spins before raising her arms and assuming Phoenix Pose with the Star of the Phoenix burning brightly around her. She is now free to fly in any direction for to two seconds.



Landing or Pressing the A button ends this move.
This move now deals passive damage.
Holding B makes this damage have knock back (at the cost of lesser damage).


Side B (ground): Triple TK Shot
It's like Din's fire except with 3 spheres, each doing 5-8 damage. The last one is a little slow to come out (for defensive measures), thus isn't pictured here.


Neutral B (Air): Blaze Cannon

Sorry there are so many pix, I'm just proud of this attack (even though there are still some kinks to be worked out). I haven't tested that all the following work yet (because I need testers) but if my actions were correct than Blaze Cannon should have the following properties.
-Pierces invincibility (the bit is set but this doesn't seem to work just yet though)
-can be absorbed and reflected
-CAN be shielded.
-A BUTTON changes move to Healing Sphere.
-This move deals the most damage if you hit them with the beam directly and they don’t DI out of it (upwards of 15), it also deals a lot if you sweep the beam over them while moving backwards.
-If you sweep the beam over them while moving forward it kind of pushes them back while they take 3-5. It lags severely if an enemy gets caught beneath it, almost enough to be called ‘Cannon of Judgment’ lol.
 

Neutral B + A (Air): Healing Sphere (WIP)
Pressing A+B while in air will do Healing sphere or pressing A while performing Blaze Cannon will cancel the move to healing sphere, but you will still fall helpless after.
it is supposed to reflect, as well as absorb a small amount of health from an enemy while they are caught in it, you will heal slightly. I haven't figured out how to make this attack last longer than the animation yet though, and I haven't even tested whether it reflects in the right places yet either. If you test it, please let me know.


IDEAL MOVESET <Click the 'Show Spoilers' to see the rest of the description>
My thoughts so far...

FINAL
Final smash (air/ground):
Phoenix Smash + Healing Field- Hovers in air, an intense healing sphere appears around her her as flame aura intensifies, she closes/crosses her arms in front of her as She releases either a large mass of fire or captain falcon's flaming falcon gfx. This burns oppenent repeatedly (multi-hit) and sends them flying diagonally up/backward & diagonal down/back (depending on which part of the falcon hits).
She restores 20 health for hitting with this move. If she doesn't hit then she only restores 10. At the end of this move, she automatically goes into Dark Phoenix mode (whether she hits or not).

Final Smash (taunt alternate): Dark Phoenix - Cosmic Phoenix

By down taunting when she has 60 or more dmg she will enter DF mode.
By doing a down taunt with less than 60dmg, when she reaches 60 dmg she'll immediately become dark Phoenix. (Phoenix Contingency)
Either her right or left taunt will toggle on/off her final smash into Cosmic Phoenix (or Phoenix of the White Crown), but Phoenix Contingency cannot be toggled off except by death (although a taunt can shut off DF mode after its happened)

Cosmic Phoenix summons a massive phoenix (larger than Phoenix Smash Final) which incinerates/multi-hits all in its path. At the end of this move, DF mode is turned off.
The Bird freezes time, flies in from behind Jean and flies through whatever direction she is facing, leaving a trail of disjointed firey explosions.


-A yellow bubble and dark/red/shining flame aura surround her (or the flame gfx of Ike's neutral B, except it lasts as long as she is in final smash mode and damages all who enter the field). The yellow bubble gives her regen 1. The dark flame ike aura damages others.
 




DODGE
Dodge- Minor TK Trap. Light circle, gold vertical Phoenix glyph, & Divine O. fire gfx appears briefly. She disappears and reappears elsewhere. Divine O(verlord) Fire gfx burns where she came from & where she lands for a few seconds. Both flames Deal 3-5 dmg but no kb. (Df mode: each dodge leaves a Phoenix Trap that lasts for 10 seconds. These traps are stronger, explosive & kb straight upwards. 5-10 dmg)
Note: add ability that 'Phoenix walking/running over TK Trap renews/resets its duration'.


GROUND SPECIALS

UpB- Flight. She flies quick & fast in whatever direction she likes , like the thor (over Ike) PSA. It has a limited duration of 2 seconds. During that time, she can go into & out of flight mode at will (even in air), but after seconds are over, if she is still in air then she falls into a helpless state until landing/being hit. (Df mode: can fly twice as long)


DownB- TK Trap (Like her TK trap dodge but adds a flaming sigil on the ground that lasts for 30 seconds, deals 10-15 damage.
DF mode: it lasts for 1 minute, deals 15-22 damage.)
Has three levels: chargeable
L1- Quickly puts a small flaming sigil on the ground. The sigil deals 4-7 dmg if stepped on, small kb. Lasts 40 seconds.
L2- Charges a bit longer, places a medium flaming sigil that deals 8-12 kb, medium kb. Lasts 50 seconds.
L3- Charges two seconds, places a large flaming sigil on the ground. Deals 12-14 damage. Lasts 1 minutes. Strong kb, kills at 160 damage.
DF mode: Either quickly places the largest flame sigil that lasts 1 min and deals 12-14 damage, or summons dark hole…

Black hole: summons a black hole around her current position, (but can move it right of her or left of her in an instant by pressing left or right). It sucks enemies in and if they hit the center they take repeated damage before being blown with strong kb diagonally, up-left or up-right.
Note: Needs to be toggled on/off with down taunt

SideB/TK shot- Sends out 2x Din's fire simultaneously, (normal/powerful flame blast). Leaves Divine Overlord's flame gfx burning ground. (DF mode: Either sends out 3 Din’s fires or 2 small exploding phoenixes instead, less powerful kb but great stun & multi-hit, flame & dark).

Neutral B- Homing Sphere
(but if I can't get it to home then some alternatives...)
either a straight Riku-like Fire Ball.
B- fires 1 fire orb (explodes & kb like Riku's)
B, B- fires two fire orbs quickly (1st one stuns, 2nd explodes)
B, B, B- fires 3 (1st orb stuns, 2nd pulls closer/stuns again, 3rd has a bigger explosion and has down or stun flag)
B hold- Torch Hands (a quick jet that pushes enemy away, then turns into something like Bower's breath)

DF mode:
B hold (Phoenix Punch)
B tap (Lesser Phoenix Smash- Sends out a single explosive Phoenix/falcon gfx)


SMASHES

Side A Smash- Chargeable TK Overdive. Completely engulfs body in raging flame or turns into flame falcon. The longer it charges, the further she travels, slightly more damage, a small increase to knockback. If she holds A + directional (after releasing move), she should continue the move in the direction of input. Should be able to do this up to 4x. (In DF mode: the flames are bigger, the move is stronger and she can use this 8x, in df mode this has no knock back but it does hit multi times). Helpless anim after directional input max has been reached or if no directional is pressed. (If flying directions are too much data for pac size limit, maybe she can diasappear, turn into a ball of fire or falcon gfx, fly, and then reappear again at move's end).
Note: this move is supposed to be a hybrid of TK overdrive & Storm's similar but directional version.

Down A smash- Phoenix Eye
It's the one in the pictures up above (maybe powered down or altered a bit), where she pounds the ground and Ike's fire hunk gfx issues forth from her. Since Up Smash pushes enemies away, this move will have less knockback and be more of a damage racker probably. 'Down' status effect?

Up A Smash- Phoenix Force. She raises her arms horizontal-diagonally up and bursts into flames pushing enemies away in 360 degrees while blazing with the sigil (and/or the vertical phoenix model) of the phoenix. Solid kb.



TILTS
Up tilt- This is uncertain but maybe she slashes with Rachel's Psionic sword in a vertical arch, damaging anyone that gets hit by the blade lightly 5-8 elec/dark damage + stun (or some other special effect due to psychic energy) and tosses 3 psionic daggers (straight forward, diag. forward and straight up).
DF Mode: The question is, should she toss the 3 psi daggers normally or only in DF mode? If she tosses them normally then how will this move be powered up in DF mode?
I think she'll toss them in both modes but in DF mode the daggers will have a spiking effect.

Down tilt- Wake of the Phoenix (aka Terra's fire spell, except it won't combo into Aero or Firaga.) Will send enemies away but may pull enemies closer in DF mode. (Df mode: combos into a falcon punch by holding A, similar to firaga fist, kinda)

Side tilt- Sheik Kick (the quick, dmg racking one?), DF mode: when the kick contacts an enemy it causes hit stun, explodes and sends the enemy away rather then juggling them.

Neutral A- Psionic Sword combo (variable, elec/dark)
Pressing A swings a pscionic sword
A, A swings quick twice (one vert. swing, one horiz. swing)
A, A, A swings 2x and thrusts sword
If A held (at any point during), animation slows and sword has a stunning, multi-hit electric/dark (psychic) effect
Note: Maybe use Tabuu’s Psionic Sword mdl0

Diagonal Down Tilt-

Diagonal up Tilt-


AERIAL SPECIALS
Up B air- Flight (Same as ground). Not helpless during, but after time expires (from period of original activation) she does become helpless until landing/touching ground/being hit. (Df mode: can fly twice as long).

Down B- TK Trap, Aerial. It’s like her TK trap (special) but adds a flaming sigil that hovers in air where she uses it. 3 levels of Charge: Small lasts for 30 seconds, Small-Medium lasts 40 seconds, and Medium-Large lasts 50 seconds- respectively. First charge does 5 (weak kb, only slightly annoying), second does 8 (medium kb), third does 10 dmg (Strong kb straight down).
Df mode: Quickly places the largest air TK trap or black hole…

Black hole: summons a black hole directly beneath her, (but can move it down-right of her or down-left of her in an instant by pressing left or right), she hovers in air and slow falls as she casts it. It sucks enemies in and if they hit the center they take repeated damage before being blown with strong kb diagonally, up-left or up-right.
Note: Needs to be toggled on/off with down taunt

Side B air- Phoenix Claw
Zelda charges sideways with her hand outstretched in the shape of a claw, trailing flame behind her. (Make this like Ganon’s Side B. She grabs them by the face, charges their body with flame, then her hand explodes knocking them straight downward with great force)
Thought: I wonder if it's possible to add a command that allows her to curve up or down to grab someone at a slightly different angle with directional input.
Thought2: If this button is tapped, she'll just whack them with her claw and send them flying (no helpless after). But if this button is held, she will latch onto them and deal with them more like Ganon's air side B move.
DF mode: Phoenix Force- Hovers/floats in midair (like when Zelda uses din's fire in air) while Summoning a flaming falcon & sending it straight forward (burn/dark/stun/spike effect, 12-17 dmg). Or summons falcon imposed over din's fire & controls it like dins fire except the on-contact/on button release explosion is 1.2-1.5x as big, 2.0x as dense and deals 22 dmg near center, 17 near middle, 11 near outer edge. Heavy kb.
Note: may need anims for flame falcon traveling in 3 directions (fw, fw-up, fw-dn).

Neutral B Air- Healing Sphere: summons golden aura the size of Gardevoires shield (or gardevoires shield mdl0, tinted gold) for 8-10 or 15 secs. This field reflects all projectiles & has a dmg transfer effect. Whenever enemy is within the radius, they take 2 fire dmg/sec and Phoenix regains 2 health/per enemy/sec- but only while they are in sphere.) In DF mode: Field lasts for 30 secs and heal/dmg effect is doubled.


AERIAL TILTS
Up A air- Phoenix Somersault. Does a flaming back flip kick. It's strong, a good KO move.

Down A air- Phoenix Stomp. Travels straight down, spike kick like Terra except when this one lands, it has 'disabled landing' (action 19?) lag (like upB) and sends out jets of fire to both sides.

Side A air- Zelda's traditional flash kick, fire-style, or a sideways drill kick that can combo into TK Overdrive...hmmm... (Right now it's just a sparkling sex kick)

N. A air- Torch kiss. Blows a flaming kiss/fire breath, diagonally down. (Df: stronger, firey blast)



GRABS & TAUNTS
Grabs
Note: What if all grabs utilized Psionic Sword and/or Telekinesis? Because of this, maybe she will have a short ranged telekinetic grab (like half or 2/3rd the length of Link's ranged grab). When she psychically grab them, she may use a combo of golden light (phoenix), magenta light (psychic) or a fire cage to hold them (ext gfx 70)
D-
U-
F-
B-

Taunts
U- Toggles DF mode or DF contingency
D- Toggles Down B: TK Trap (both air & ground) on/off from TK Trap to Black Hole.
R- Toggle alternate final on
L- Toggle alternate final off


By down taunting when she has 60 or more dmg she will enter DF mode.
By doing a down taunt with less than 60dmg, when she reaches 60 dmg she'll immediately go intangeble, enter an animation in which she falls to her knees as fire consumes her, and then become dark Phoenix, (intangebility off at end of animation).
Either L/R taunt will toggle on/off her final smash into Cosmic Phoenix Final





Don't forget......
EXTRA INFO
(These were rudimentary idea notes that I was playing around with before I ultimately settled on what her moves would be.)

Telepathic Force blasts/Concussive burst (stun, dmg)
Psionic firebird (fire dmg, mind dmg?)
Telekinetic Shield (reflect)/Concuss burst?

Mini blackhole (mrs.marvel/rachel summers)
Psionic Sword/hammer (marvel/rachel)

Flaming aerial spin kick
Ground forward torch/Torch hands

Moves still undecided:
Diagonal Down Tilt- (maybe torch hands down)
Diagonal up Tilt- (maybe torch hands up?)

Considering adding:

Aerial Down A+B hold - Phoenix Beam or Phoenix Ray
(Phoenix unleashes a red flame beam or ray like Lucario's straight down, she can control and aim it like Lucario, but it only lasts for a few seconds before she falls. She doesn't fall helpless but she will be unable to use her Flight ability).
(In DF mode she does not enter helpless mode after using this move and this does not count against her remaining flight time. She can use this a few times while in air before she falls helpless.
Note: May need space for Lucario's mdl0 + change the beam texture to red).

Attack Dash - TK Overdrive (Inside of Side A smash?)
What about changing her side A smash (TK overdrive) to her attack dash? It can still do the combo effect by pressing in different directions. But then what would side A smash be?

Up A- Maybe she'll wave her hand and leave a trail of persistent fire that will hitlag an opponent.

Neutral A- Maybe she'll leave a whisp of blue fire floating in midair (also a hitlag move)

ground B- Tk Shot/TK Barrage
Side B- Double TK Shot (slight homing?)
78  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Hellsing (Alucard) on: October 10, 2011, 11:45:31 PM
Also, this is wat I have for notes so far
ALUCARD///

Models: Casull, Jackal,
Demon hounds, Dark Tentacle (wriggling),
Creepy Eye (open,close?), Blood stream/splatter (ext. gfx?),
bat swarm?

Height/ Alucard is tall...

Damage Reduction/FITFOX.PAC/ Sub ID 98-AD for damage could restore between 1-3 health making Alucard appear to have damage reduction

Fall to ground/ Take lloyd's Fall animation (falls to knees before laying on floor), but give Alucard a red or black glow, and have him regen. slowly while in the down position/laying on the ground.

Invisibility/ When waiting or crouching still, he (and the player indicator) flashes black then vanishes slowly if possible, otherwise just winks out of existence, and reappears when he moves or attacks.

Wall Walk/ If fox can be given a wall cling, than the anim for that will be Alucard simply standing on the wall as if he were standing on a sideways floor (maybe add mist billowing up from his feet)

Dash is like Marth's, Run is same but with cloak flowing behind him.

Duplicitous dodge/ Take goku's dodge (flickering back and forth between 2 spots), and either make Alucard appear in both spots but have his physical body only be in one, or just have him flicker or give him Sasuke's [censored]y dodge, or add Mist to his dodge like Naruto,

2 Unlocked Restrictions/
+Final Smash Release would unlock all restrictions, powering up all special moves, making all grabs absorb health, damaging all players 3 dmg/second while Alucard was in his Release State.
+Blood Feast would unlock one special move at a time (or, better yet, each grab would lock/unlock the special with the same direction; ex. down grab locks/unlocks down special, up grab locks/unlocks up special, f/b grab locks/unlocks side special)

Neutral B: Bullet Storm/ (borrow gun style from Dante PSA, alternating between both guns?)
Crossing his right arm in front of him & using it as a sight, Alucard rests Casull, held in his left hand, atop his right wrist and fires with a maniacal orange gleam in his eyes & a wicked grin.
(http://www.animeshinobi.com/wordpress/wp-content/uploads/2006/11/hellsing_ultimate_8.jpg)

Lv.1 Charge: Pressing B repeatedly fires Casul and/or Jackal weakly (each hit does 1-2 dmg but has little knockback so no spam unlike Dante).
Lv.2 Charge: Hold B briefly will fire a slightly stronger shot with a slightly bigger bullet, this will give target down status and deal 3-4 damage. Can repeatedly unleash bullets of this size by holding & releasing B with a certain rhythm, bullets will fire slower.
Lv.3 Charge: Fires 1 medium sized bullet, knocks target directly away, deals 7 dmg.
Lv.4 Charge: Fires 1 large sized bullet that flies the slowest & can't be blocked.

+Neutral B: Restriction Unlocked - Jackal Blaze/
When in Final Release form Alucard fires bullets the size of a Lv.4 Charge with speed faster than a normal level 4 bullet.

Down B: Baskerville (Demon Hound) Counter/
Alucard points one gun forward whilst looking in the opposite direction
This is the beginning of his counter stance, if anyone hits him during this time, he explodes in darkness & tentacles, unleashing a wave a hellhounds in whatever direction his gun is facing. These hounds deal darkness & cold/fire or poison damage & will bite & stun/paralyze target briefly, each hound does 5 damage/bite, and he unleashes between 3-4 in whatever direction his gun is facing, so Baskerville Counter can be a powerful counter, 5-6 dmg minimum, 15-18 damage maximum.
(needs intangibility frames also)
+Down B: Restriction Unlocked - Baskerville (Demon Hound) Summon/
Alucard points and unleashes 2 dog heads in whatever direction he is pointing.

Side B: Demon Hand
-Charge 1/ Shrouds his arm in black shadows, Reaches out with an amorphous shadow tentacle (laced with creepy eyes) and whips opponent backward (this move is fast), deals 12 dmg at the tentacle tip, 8 damage along the tentacles path, has decent knockback and leaves a bloody splatter gfx.
-Charge 2/ Summons darkness, goes invisible, transforms full body into a wriggling mass of tentacles/bat swarm covered w/ darkness + super armor 15, wind box that draws nearby enemies in, and rakes them for about 5 dmg/hit (Max 30).

+Side B: Restriction Unlocked - Shadow Fist
-Charge 1/ Shrouds his arm in black shadows, Transforms his right arm into a demon dog head attached to an amorphous shadow tentacle with eyes scattered, the dog head stretches out to a length of 50 (stretch it out via anim), and then bites down, sweet spots on the bite dealing 15-18 with high knockback, but anything caught within the length of shadow takes 10 and is stunned briefly before flying toward Alucard.
-Charge 2/ (Same?)
NOTE: Can also make this a combo, hitting target with whip, leads to dog whip, which draws them in and leads to tentacle swarm

Up B: Speed of Shadows (Like Shadow's teleport, better controllable?)
Alucard moves from one spot to another spot so quickly it appears as if he teleporting.
Up B: Restriction Unlocked - Defying Gravity (Like Aeon's Up B, except perhaps longer lasting & with more range, perhaps the final release version of this will be like an infinite teleport instead of just moving, whether ground is touched or not.)
Alucard demonstrates his ability to walk in air, unhindered by gravity.





Up Smash: Vertical Bullet Storm/
Alucard points Casull & Jackal (his white & black guns, respectively) upward and fires a hail of bullets straight up, has long range and these bullets travel very fast (since the move is straight up), Tapping A while holding up should make him continue to fire bullets upward.

Down Smash: Darkness, My Old Friend (Summon Darkness)/
Alucard raises a Pentacle'd fist in the air, before punching the ground (or crouching like sheik and touching the ground while his tongue elongates & lolls out of his mouth). Darkness & dark fog cover his body so it is barely visible (making it appear as if he transformed into darkness) and A wave of tentacles spike upwards from the ground in his general vicinity. A large one where his body is, and 2 small ones on either side of him. If possible, this smash should be slowed down and the tentacles should wriggle about a bit before either retracting into the ground or disappearing in a puff of darkness.

Side Smash:

ALL GRABS/ Alucard uses ranged telekinesis to draw his enemy to him, giving him a ranged grab.

Grab Pummel (tapping A)/ Alucard repeatedly bites the target draining 1-2 hp/bite and dealing 1-2 dmg/bite.

Forward Grab/ Alucard thrusts his right hand into opponents chest with wind gfx spinning around his hand like a saw, opponent takes 1 damage repeatedly (up to 8 or 9 dmg) before Being knocked @ 45 degree angle.

Backward grab/

Up Grab/ Falco's grab (tosses them up, then shoots 'em with a few bullets)

Down Grab/ Blood Feast: Like Charizard's down Grab except, instead of breathing fire, Alucard bites them, deals 7 dmg, heals 3 health and unlocks or empowers one of his special moves. OR like Snake's choke grab, then bites them before sliding them gently to the ground, OR Alucard grabs them by the shoulders staring deeply into their eyes for a few intimate seconds before grinning widly and sinking his fangs into their neck.
Just need back grab, side smash, dash attack and aerials   Angel
79  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Hellsing (Alucard) on: October 06, 2011, 08:40:10 PM
I both like and dislike the reloading, I like it because its realistic, but I tried it with another PSA before (the Master chief PSA over captain falcon) and it pretty much got me killed, soo hmm. I guess it depends how its implemented but I think having him reload would be another well-balanced addition.

I also like the Up B as teleport, I call it
Up B: Speed of Shadows
Alucard appears to dash forward & fade out of existence, reappearing in another spot half way across the stage so quickly it appears as if he is teleporting

Hmm, need some ideas for Side Smash, back grab, up grab, Dash attack and aerials, watching through Hellsing Ultimate now

80  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Hellsing (Alucard) on: October 05, 2011, 10:07:54 AM
I like the pummel idea as well, very balanced

Not sure how I feel about the healing mode with basic regen, but if he could have blood gfx leading from opponent to Alucard while he healed/1 hp healed (And where ever opponent was) I would be in love with it haha. It'd probably be a little bit like red poison, opponent would flash red every time Alucard healed 1 health (alucard would have darkness/blood gfx around him), that way it'd be more of a drain but you'd definitely know what was happening and why it was happening lol.
81  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Hellsing (Alucard) on: October 05, 2011, 09:36:47 AM
I do like blood suck but if he doesn't restore HP than it should make him stronger in some way, perhaps after sucking blood he'll gain access to a special attack/new move, or one of his existing moves becomes stronger.

Imagine this:
Before Blood Feast Grab
Down B: Demon Hound Counter
Alucard points and, when hit, counters unleashing a wave of demon hounds in what ever direction he is facing
After Blood Feast Grab
Down B: Restriction Unlocked - Demon Hound Storm
Alucard points and unleashes 2 demon hounds forward to bite & stun his enemy (note that this move is no longer a counter, the only way to switch between Demon Hound Counter & Storm is to successfully catch enemy in a down grab or using the final Smash which resets all amped up moves back to stock moves)

@Divine Overlord: You do coding?? O_o, Is it difficult to do? And yes I agree, need more demon/vampire hunters lol, the Dante PSA (epic lol)
82  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Hellsing (Alucard) on: October 04, 2011, 05:24:10 PM
Yeah, I guess that's a good point, if he had a method of healing than he might be pretty broken and hard to fight, hmm.

What about damage reduction/1 or 2?
Damage Reduction/FITFOX.PAC/ Sub ID 98-AD for damage could restore between 1-2 health when hit making Alucard appear to have damage reduction
Tho once again if its overpowered it could just be for the final smash, but since his immortality is such a big part of being a vampire I think he should have some sort of damge or healing boon, otherwise he's just a badass with a gun lol

83  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Hellsing (Alucard) on: October 04, 2011, 01:58:04 PM
Ah, the series isn't too long, I'm on ep. 3 atm, but heading outside for some fresh air & to get some things done, I imagine I will be more familiar with the pointing once I reach Ultimate. (Or do you mean how he stabs his open-palmed hand through his enemies chest and they sorta disintegrate?)

After watching the first few eps I thought to myself that since he absorbs blood to regenerate sometimes then if a Stream of Blood/Red/Blood Splatter Gfx could be made than I'd like that to occur during his grabs, and each time he grabs someone, he would heal a little bit. But perhaps it should only be during his Bite Grab, I was thinking his down Grab might be like Charizards, except instead of breathing fire, he bends lower and feasts on them while healing himself. And his forward Grab would be him thrusting his hand into the opponents chest with wind or slash gfx around his hand( like he does in Ep.1 (or 2?) to the zombie when he first Meets that Kitten Girl).

Oooh, or just the bite grab should heal, but if his final smash involves a release state than all his grabs will heal when in his released form and will also occur with some blood splatter gfx, or bloody slash gfx

@ Divine: Hey Divine, like the new pic lol,
there is an Alucard port, it isn't perfect so I'm guessing it's  more of a Marth port/Alucard Vertex but here's a pic of it either way.



84  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Hellsing (Alucard) on: October 03, 2011, 04:28:56 PM
Oooh, I like the Up Smash & Down Smashes

Up Smash: Alucard points Casull & Jackal (his white & black guns, respectively) upward and fires a hail of bullets straight up, has long range and these bullets travel very fast (since the move is straight up), Tapping A while holding up should make him continue to fire bullets upward.

Down Smash: Alucard raises a Pentacle'd fist in the air, before punching the ground (or crouching like sheik and touching the ground while his tongue elongates & lolls out of his mouth). Darkness & dark fog cover his body so it is barely visible (making it appear as if he transformed into darkness) and A wave of tentacles spike upwards from the ground in his general vicinity. A large one where his body is, and 2 small ones on either side of him. If possible, this smash should be slowed down and the tentacles should wriggle about a bit before either retracting into the ground or disappearing in a puff of darkness.

Does Alucard point alot?
If I have the time I'd like to rewatch the show & check out the OVAs so I can get his motions down but I'm more of a PSA'er than an animator lol.

I also think his Grabs should be a combo of bites & his telekinesis.
85  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Hellsing (Alucard) on: October 03, 2011, 03:32:01 PM
I like the Opening the Gates of Hell counter, lol. How about:

Down B: Alucard points one gun forward whilst looking in the opposite direction
Superhuman accuracy: Alucard has been known to hit targets at great range using handguns while looking the other way. He does this by using his so-called 'third eye'. He states that "if you shoot like humans do, you'll only miss like they do."
This is the beginning of his counter stance, if anyone hits him during this time, he explodes in darkness & tentacles, unleashing a wave a hellhounds in whatever direction his gun is facing. These hounds deal darkness & cold/fire or poison damage & will bite & stun/paralyze target briefly, each hound does 5 damage/bite, and he unleashes between 3-4 in whatever direction his gun is facing, so Gates of Hell can be a powerful counter, 5-6 dmg minimum, 15-18 damage maximum.

Side note: for hell hounds I was either thinking something like houndour/houndoom from Pokemon (if there's a 3d model for it) or the evil nintendog used in the evil baskerville nintendog (http://forums.kc-mm.com/Gallery/BrawlView.php?Number=10865).
86  Super Smash Bros. Brawl Hacking / Attacks and Animations / Project Hellsing (Alucard) on: October 03, 2011, 01:15:42 PM
Hey all, I am in an incredibly good mood today, I know that's got nothing to do with any of you but for me it means I may start work on another PSA. (In case you are wondering who I am, I'm just some random noob that made the Dissidia Terra PSA w/ some light assistance and lots of research O_O).

The idea: Alucard from Hellsing


I have made this blog/post because I wanted people to check out the Hellsing anime and post their idea's for moves.

Also, here's a wiki for reference
Tech. Stuff: When I have the chance I will update this with ideas as I come across them, but my first idea is that Alucard definitely needs to have at least 3-4 models in his .PAC file, a gun (or 2 different guns if possible), an eye (for his creepy eye summons), a hound (for his demonic hound summons), and perhaps some sort of evil black tentacle model. Now I know that requires at least 5 models, but fortunately Fox already has 7, so perhaps this project is possible.
Dao Ibuki has given me permission to build over/off of his Alucard PSA, http://forums.kc-mm.com/Gallery/BrawlView.php?Number=22423

Fan stuff: Fans of hellsing, It's been a while since I've seen the show, I would be honored if anyone who has seen it could give me a baseline for what his standard melee-type attacks might be, I recall he uses his gun most often, but he also has considerable strength & I've never seen the OVA, does he have any other physical attacks, for example, would his AA combo be as simple as 2 gun shots, or would his aaa + attack 100 combo be a claw swipe (that turns them around), a cape strike (that spins them around), a palm thrust that sends them flying followed by a hail of short-range gunfire that peppers the ground where their decaying carcass now lays??

Another example, his large red cloak, wide brimmed hat, and orange sunglasses show him as someone who is a bit flamboyant or ostentatious, does that characteristic transfer over to his moves as well? Is he a cartwheel > split > uppercut sort of guy or is he more likely to just punch someone with tremendous strength and then shoot them to pieces?

Does he physically toy with his opponents or does he use  his powers on them more often?

These are a few things I'm throwing out there, there's a link to check out the Hellsing show on sidereel up above (I hope that's not against the rules), but if you wanted a quick preview of what he does, check this out:
<a href="http://www.youtube.com/watch?v=ma4aytc01ic" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=ma4aytc01ic</a>
@1min 38s OR this one, which is probably better:
<a href="http://www.youtube.com/watch?v=ZISPq77oBrs&feature=fvwrel" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=ZISPq77oBrs&feature=fvwrel</a>

Final Smash Thoughts (so far)
Alucard (from Hellsing) has between 3-6 levels of demonic powers i think, the multi-eyes and the demon dog shape-shift could be part of his final smash. If shape-shifting isn't yet possible than how about him holding the back of his fist up to activate a medium sized pentagram  (beneath or behind him) which summons a wave of dark fog which quickly flashes across the screen (vertically or horizontally and it should take less than 2 seconds for the screen to fill completely with darkness), the images of several scattered, creepy eyes opening in quick succession (at least 5 or 6 creepy eye graphics the size of kirby, this should also take between 1 or 2 seconds once the darkness arrives) than the darkness fades slightly (til its the same darkness as when someone has the smash ball normally) and Alucard enters a release state where he heals health constantly 3 health/second for 15 seconds but takes double damage if hit (and cannot be knocked back). (Or just invincibility & regeneration for 15 seconds if these specifics are hard to work out).

When Alucard is in this release state a swarm of eyes float around him (or eye graphics plaster his clothes) and his move set changes from guns and melee to dogs, eyes and telekinesis, and all his moves absorb health from players they hit (altho his very presence in release mode damages all other players 3 damage/second until his release wears off).

But if thats too complicated he could just as easily send a mass of wriggling tentacles along the ground that puts who ever gets caught in its path in shield-stun and gives them 200 damage (but no knockback becuz Alucard likes to toy with his opponents).
Or, the air final could be invincibility while the ground final final could be the Demon Dog Tentacle Wave of Darkness



87  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Terra (from Dissidia) on: September 25, 2011, 01:47:30 PM
V6 should only make her immobile until she hits the ground if you use it starting in air (on ground shouldn't be a problem)
88  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Terra (from Dissidia) on: September 25, 2011, 12:06:29 PM
Ah, good to hear ^_^
89  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Terra (from Dissidia) on: September 25, 2011, 02:27:28 AM
Hmm, I may have removed the animation but I've fixed that in Version 6 which I have just posted up.
She can freely transform to Sheik & back now (without T-pose), however I have 2 problems that I would like anyone to let me know if they figure out.

1) When Zelda transforms to Sheik, Sheik has skins & fitsheikmotion file but doesn't activate fitsheik.pac (in effect she has no psa). Is there any way to fix this so she CAN access the Sheik PSA also when changing?

2) When Zelda transforms to Sheik, than back to Zelda some Zelda skins cause the game to freeze. (Terra, Esper Terra & Kagome are a few that I know to freeze and I do not know why this is yet, or how to fix it)

also @bleachvssonic: I am not sure, but that seems like a pac file size issue, try starting the match as Zelda instead of Sheik 1st, or try going back to SSBB Intro/Start Screen than selecting her again (for reloading), lemme know if that helps.

@anyone: Ah, also I'm not sure whether I mentioned this or not but in my attempt to keep her balanced I made most of her magic reflect/absorbable. So in light of that she goes from being a serious threat to a minor nuisance versus anyone wielding a Franklin Badge... (of course, some of her magic still goes through these, and she can summon a sword or turn to her other form in these circumstances)
90  Super Smash Bros. Brawl Hacking / Attacks and Animations / Re: Project Terra (from Dissidia) on: September 03, 2011, 12:21:57 PM
I tried to have her as balanced as possible while being true to the fact that she is a mage/esper, as a result it is difficult for her to kill but easy for her to rack up damage. I wanted to work on esper over sheik and make that version more adept at KOing opponents but I have a short attention span and have moved on to fixing my garage since my friends dont really play brawl with me much anymore :/, the costume link is on the 2nd page of this blog but for your convenience it is also here: http://www.mediafire.com/?4wssk72v1a1muo1
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