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1  Super Smash Bros. Brawl Hacking / General Hacking Discussion / Thinking of Updating an old Sorcery PSA... on: March 08, 2023, 07:34:12 PM
(If anyone notices, sorry for the double-post >_>)

Hiya, its been a while since I've been here.
I was thinking about porting over/updating one of my old sorcery PSAs (if not designing a new one entirely).
I'm curious about a few things though...

Does PSA (Project Smash Attack program) still work for latest smash or is there a new software on the block?

Is this community still active, or is smash modding 2023 mostly deprecated?

Can latest smash be emulated on PC for ease of development?
(If I'm not allowed to ask this here, please just ignore this question).

Should this be a Smash 4 or Brawl update?

Mainly, I'm just looking to discuss logistics because this thought is kind of a whim.
2  Super Smash Bros. 4 Hacking / Discussion / Thinking of Updating an old Sorcery PSA... on: March 08, 2023, 07:22:00 PM
Hiya, its been a while since I've been here.
I was thinking about porting over/updating one of my old sorcery PSAs (if not designing a new one entirely).
I'm curious about a few things though...

Does PSA (Project Smash Attack program) still work for latest smash or is there a new software on the block?

Is this community still active, or is smash modding 2023 mostly deprecated?

Can latest smash be emulated on PC for ease of development?
(If I'm not allowed to ask this here, please just ignore this question).

Should this be a Smash 4 or Brawl update?

Mainly, I'm just looking to discuss logistics because this thought is kind of a whim.
3  Super Smash Bros. Brawl Hacking / Programming / Cannibalize ZS Samus to provide more space for Samus's.Pac? on: July 29, 2014, 11:06:37 PM
As the title suggests, I'm wondering if its possible to cannibalize ZS Samus so regular Samus has more space to work with?

I want to use regular Samus for my Phoenix PSA due to her homing articles and lingering bomb traps. But regular samus has only 7 kb between her starting size and her maximum size. I'm hoping that there's a code out there (or that someone can write a code) that will cannibalize ZS and add her space to Samus so that I can have a larger PSA for Samus. (I wanted Phoenix to have Dark Phoenix mode, homing orbs, and glyph traps).  

Edit: It turns out there is a code to do that.
No Second Character Samus/Zss [ASF1nk]
04ad828C FFFFFFFF
04ad829C FFFFFFFF

Samus Note: Increases memory available for movesets over Samus or Zss.
Stops the game from loading either ZSS or Samus as second characters when

selecting the other.For obvious reasons no transforming Final Smash
(from http://forums.kc-mm.com/index.php?topic=61315.msg1159330#msg1159330)
4  Super Smash Bros. Brawl Hacking / Attacks and Animations / Project Ahri (More than 90% completed, UPDATED) on: May 04, 2014, 09:36:54 AM
Project Ahri
-this blog was made on 5/4/14 @ 1116am
-by an ordinary Kero

-Note Added on 5/15/14@209pm (after jogging):
I don't do this for downloads. I don't PSA for acclaim.
I build characters because I enjoy it when I have time to do so.
It's one of the most fulfilling things in the world to me,
getting to design and imagine something,
then build and put it together with my own hands,
and watch the finished creation be something beautiful.

-The download count doesn't matter, much. But it DOES give me some small idea of how much
my efforts are appreciated.

-If you have downloaded my Ahri PSA then I thank you and if you like it, please leave a post telling me how much you liked it and/or what your favorite move/idea was.

-Such positive comments are one of the only things that (externally) validate the amount of work I put into creating her (and/or any of my creations).


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 (^_^).

Feel free to out some of my other works:

To check out my [unfinished] Phoenix PSA, go here:

ProjectAhri

Version[29]
Updated [7/12/2014 @ 1018am]

Please note the download gets updated more quickly than this forum post.

(Please also note that the moves currently here (unless they have pictures posted up) are just general guidelines for myself and may not necessarily reflect the final result.)

For the Ahri PSA download link, go here:






Credit for the skin/model goes to DSX8 for his skillful work on the skin. Thankyou DSX8.
Note: This is her ideal moveset, if built, it may or may not come out exactly as desired due to the limitations of the SSBB modding (aka 'reverse engineering', lol) but this is what I have so far.

-Ahri (from League of Legends)
Note:
All of her orbs and spirit rush attacks reflect projectiles. (The green aerial one absorbs projectiles).
Note 2: She's light, airy. Quick, and agile.
Note 4: She always holds an orb of blue light in her right hand.

Dodge- Cunning Evasion:
She dodges (in whatever direction) leaving her blue orb behind her briefly.

The orb flies to her hand after a short delay,

dealing aura damage and weak knockback to an interposed enemy.

This applies both on the ground...

and in the air...

Attack Dash- Nightmoon Dance
Becoming ethereal, she dance-hops quickly in a circle, like a fox's shadow about her target,

prodding & poisoning them all the while- dealing shadow damage

before charging her palms with spirit energy and shoving the enemy away.

The dance deals 4 shadow damage + poison and the final push deals 8 shadow damage.

 

Neutral A- Fox Kiss (charm):

Holding her orb to her lips, she blows a kiss through it- which becomes a heart-shaped energy strike that travels forward in a low-but-rising arch.

Hold A to send the heart it’s maximum distance. The heart deals 4 damage.
If A is held until the end it will flash with electricity as it finishes.

The shocking release deals another 4 damage. When it releases, if the enemy is out of the range of the initial hitbox but within range of the final shock explosion (and on ground) then they will be stunned.

If A is released prematurely then the heart will explode prematurely in flames instead.

This explosion deals 6 damage. (This is one of her killing moves)


 

F tilt- Charm (charm):
Holding her orb to her lips, she blows a kiss through it unleashing a heart-shaped energy/spell that travels in a straight line.

The first part of this move poisons and the latter part stuns.

This move is unblockable.


Note: Diagonal up tilt & diagonal down tilt are both charm spells also. The primary difference being their altered trajectory and enhanced range.



U tilt- Fox Orbital:
She raises the ball in her right hand above her head and fires the orb straight upward and as she does so it splits into 3 smaller orbs with different colored auras that fan outward as they rise.

Each orb deals 7-14 damage, though they each have their own attributes.

D tilt- Magic Fox Spirits:
She stoops low, charging her energy. When A is released she calls a plethora of fox spirits from below to poison her enemies.



F Smash- Orb of Returning:
Her right hand shines with white-rainbow light briefly and she tosses/pushes her blue sphere (with a white-fire colored center) straight forward.

It travels 40 feet at a medium speed, flashes quickly & hesitating at the edge of its range as it turns 'true' white,

then returns at an equivocal speed straight back to her, dealing aura damage along this entire path.

It multi-hits on the way out for 4-8 dark damage w/ small kb, then paralyzes, and on the return path it deals a much more solid strike for 7, shield-ignoring damage- knocking the enemy straight towards or past Ahri.
At low damage levels, this attack can drag the enemy straight into Ahri’s [wait anim] orb.


Up Smash- Fox Pulse:
She thrusts her hand above her head and waves of aura wash off of her blue sphere.


Enemies caught in this are held and damaged repeatedly until it repels them.

How much damage this attack deals depend on when it catches the enemy.
The explosion deals strong kb.  

Down Smash- 9 Shadows

She sheathes her body & tails in darkness as she lowers herself to the ground- charging this attack,


Then, converting purple darkness to black shadow & green poison (the mark of her skill as an assassin)


she does a whirling spin attack using her tails to strike.



A Air Left- Tail Storm:
She thrusts her butt out behind her, using her tail to make a fan motion and slice or aura-burn her enemy multiple times.


This move can be used to fly. But only the first time. Landing on the ground resets this.

A Air Right- Fox-Trick:

A Hold/ Double Spirit Smash – if A is held she will double-swing her enlarged orb in front of her, smashing it into the opponent.


This attack hits once for 16, but with savvy aiming can be made to strike twice.

Additionally, it has generous hitboxes because it isn't the force of her swing that gives this attack strength, but rather her will and her power over the orb.



A Tap/ Shadow Play – Pressing forward A while in air causes her to fill her orb with the chaotic energies inherent in shadow, whimsically reversing whatever it strikes.

She tosses her now-shadowy sphere in an arch- while hovering in place- and at the end of its range the orb turns and travels back towards her.


This attack hits once for nominal damage but with savvy aiming this move can hit/reverse multiple times and double the target’s momentum.

A Air Up- Fox Spiral Hunter:

Holding the orb above her head, she turns upside down and does an upwards spinning drill kick, with blue & purple flames licking her body.

This attack hits multiple times dealing 5-8 damage and lightly pushing away the enemy.
Dancing Spiral Note: ...There is a special sweet spot in the orb of this attack.  
Nope. You aint that lucky Tongue. Figure it out yourself ^_^

A Air Down- Fox Devil Hunter & 9-Tailed Sirocco:

Fox Devil Hunter: If A is tapped, she will surround her body in red flames and do the Fox Spiral Hunter drilling motion straight down.

This move spikes and deals 9-12 damage.

9-Tailed Sirocco: If A is held, she will thrust her butt out below her and spin her tails rapidly causing a strong tornado to form below her.

This causes her to float downward slowly and enemies caught in it are affected by windboxes and thrown about or pushed away.

This attack reflects projectiles.

A Air Neutral- Ahri Star:  
She withdraws her limbs & composes her body, allowing her tails to spin around behind her while she manipulates the element of fire.

This hits multiple times and can be used to fly briefly- similar to Tail Storm-
But only the first time. Landing on the ground resets this.


B neutral ground - Deceiving Orb:
If used on the ground the orb will curve at an upward angle

before flying in a large loop, dealing 1 damage repeatedly

and:
If B is released then it smashes into the ground right in front of Ahri's intial casting position.
It will then explode with green globular light, possibly mixed with blue. (Dealing 11 aura damage per hit once or twice + small kb).

Note: Releasing B is the reason why it’s called Deceiving Orb.
It will create a damage-less ghost of her main attack, sending it flying forward to confuse & distract foes.



If B is held, then it will finish the loop and fly straight again


dealing solid damage before exploding at the end of that loop for extra damage.

The loop knocks enemies straight down and the low arch knocks the enemy into the final explosion.

B Neutral Air- Spirit Burst

This move speaks for itself. A wave of 8 orbs bursts out from Ahri,

then returns, dragging the opponent with them.

A moment later, she sends out a Celtic fire cross of 4 orbs before ending the move.

B up ground/air- Three-Tailed Journey:
This is a combination of Pikcahu's Zap Jump and Falco's Fire-Fox.

When it's unleashed she can alter direction three times while in air before falling helpless.  


B Down (ground)- Fox Flames:
Pressing Down B on the ground causes 3 fires (of either green, blue or red) to rotate horizontally around Ahri- idly- while she brushes her hair back.


A moment later they aim towards the enemy and fire quickly.

This attack aims in 180 degrees.



B down (air)- Meteorum:
Pressing down B in air causes her to pause briefly, gathering energy

Moments later she locates the enemy and flares with energy.

(This 'aiming' mechanism works by sending 8 large 'echo location'-like hitboxes in 8 directions around her. Which ever one validates [first] is where the attack is fired).

There's a different blast for each direction.
North

South

East

West

North East

North West


South East


South West



B side (ground)- Kitsune Spirit Rush (Chargeable):  
Pressing Side B results in Ahri fly-dashing forward surrounded in an aura of white sparkles and blue flames

Her aura deals damage and pushes the enemy back.

If B is held when this main Spirit Rush ends, she will enter her Spirit Jump and leap up

before releasing 2 bolts from her orbs
that deal about 7 aura damage.


Afterwards, she will descend.

B Side (Air)- Deceptive Hearts:

She leans forward, mid-air, thrusting her palm out.

From her palm she unleashes a stream of 4 hearts with alterable trajectory.

When B is released, the hearts explode dealing 1 damage.
If opponent is on ground when struck by these hearts, they will stun the opponent.



Yet to be finished: Grabs & Finals
Grabs -
Deceptive Snare: She ‘dodges' as if she were doing her regular dodge, but instead grapples the opponent with her tail(s) as she moves past them.

Note: the only difference between this and the dodge is that the orb stays in her hand.

U- Long Tail Skewer or 9 Tail Skewer: She throws target up and either skews or strikes them with each of her tails and may 'pierce' (punch) them with the last.

Or (perhaps this has a 50% chance of occuring) She does her Rainbow Skewer move: in which she tosses target and sticks her tails out wide in 9 directions, skewering/Striking the opponent (and any nearby opponents) and sending them flying. 'Rainbow' because each Tail glows with the aura of a different element (perhaps randomly generated). This deals between 7 and 14 damage. (Maybe each Skewer should have a slightly different effect, for example, fire deals slightly more damage & strong kb, air has med.strong traj. Straight up, Thunder multi hits and paralyzes, water deals puré strong kb and soaked status, etc.)

D- Assassin Crush or Muffled Crush: Throwing the opponent or tripping them down with her tails (she may or may not be using 1 tail to hold them down still) She forms her tails into one solid mass and smashes the opponent. This is her strongest grab and may deal anywhere between 11 and 19 damage with a powerful thump noise.

L- Blazeburn: She lights her tails ablaze while they are still wrapped around the opponent, burning them before throwing them away from her. (The burn is of a random element and deals between 5 and 7. She then releases them and spins around tail-striking them for another 5-7 damage and knocking them away).

R- Wild ride or Wilde ride (like Wilde beast): Runs around opponent while tails are attached, then releases them transferring the momentum to them so they spin and/or are dizzy. If this is automated, then she follows up by throwing her sphere at them for 10 damage and medium kb. If this is not automated, then they are in shield-break status and the grab ends.

Final Ground-
Nothing as of yet

Final Air-
Also nothing as of yet
After-thought Disclaimer (added 5/15/14 @ 219pm):
I own neither the idea nor concept of Ahri- which is owned by League of Legends, or something to that effect. I am simply building her upon request by a fellow smasher named Tyeeeee
5  Super Smash Bros. Brawl Hacking / Attacks and Animations / Project P. Amaterasu on: August 06, 2013, 02:34:39 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 (^_^).

Pre-word
By Request, I am working on a new PSA called Princess Amaterasu over Peach. I am just starting as of 8/6/13 @ 433pm so there isn't much here yet, but stay tuned for updates. As things currently stand, this is a 'what-if' Amaterasu was in human form rather than the wolf form she was in during the Okami video game. I would love to see her Wolf version but I'd need a dedicated modeler/animator in order to make that goal come to reality. If anyone wants to help with either this project or discuss bringing Amaterasu's wolf form to life, feel free to PM me.

Project Princess Amaterasu (Peach)  
V[17C - Final]
Updated [8/25/2013 @ 420am]
 




Old Amaterasu (v5)
New Amaterasu (v6 - SOTCrulz re-texture of Kyouma import)



Special Thanks
SOTCrulz for requesting the moveset and providing both the old and the new Amaterasu costumes
RedFlash/NewFlash for assisting with the Side A tilt & Neutral A Air and Up B
Kyouma for allowing SOTCrulz to edit a new texture
Mortimer for teaching me about 'Screen Tint' and thus helping 'Passing Eclipse' achieve its TRUE powers

The Latest version of the PSA can be downloaded here...

Older versions of the PSA can be downloaded here...

SOTCrulz's skins can be downloaded here...

Movelist...
Neutral A (Ground): Solar Flare
Amaterasu's finger tip glows with a divine light as she points in front of her, unleashing a wave of flame.
This flame wave loops as long as A button is pressed. When A is released, it is followed up with an explosion.

Side A Tilt (Ground): Light Edge
Amaterasu swings her leg to deliver a shocking kick
leaving being a trail of sparkles in her wake.

Down A Tilt (Ground): Poison Bom Storm - Spirit of Sakuya
Amaterasu points and a storm of beautiful but deadly poison cherry boms travels forward to slice, shock and sicken anyone in its path.
If you hold A then Amaterasu will assume a pose of concentration
and this move will travel a bit further and grow larger
before dissipating.

Up A Tilt: Dance of Thunder Goddess - Tribute to Gekigami
Amaterasu raises her hands above her head, flaring with energy and burning anyone who comes into contact with them.
When her hands are above her head a circle of lightning blasts down around her, surrounding her form in pillars of lightning while she dances.
When her dance is concluded, she ends things by blowing a kiss to the thunder goddess, in thanks for her electric blessings.

And just then the lightning stops
Note: This move also hits very high above her

Neutral A (air): Flood
Amaterasu vibrates with power
As she throws her hands below her
And unleashes a powerful flood of water
This move has the effect of 'downing' the opponent.
Note: This move and Glacial Destroyer can only be used once (collectively) while in air, until you touch the ground. OR, you can use either move twice until you touch the ground. If used again then she will fall helpless.

Forward A (air): Phoenix-Leaf Pinion
Amaterasu summons a spinning Phoenix leaf off of her shoulder
and hurls it forward where it grows in size until it is large enough to cut a man in half.
The leaf rotates as it grows
Slicing through and burning whatever is in its way
Before returning
Back to her shoulder, where it disappears and reappears back at regular size.

Backward A (air): Thunder Goddess Kick - Gekigami's Channeling
Amaterasu turns to kick behind her and, in an instant, is struck by 3 lightning bolts which drive her attack.
While kicking, she sails at a downward angle quickly before stopping fast and continuing her kick  (afterwards, she will kick for as long as A button is held, while sinking to the ground slowly).
While suspended she kicks repeatedly, floating in midair (If A is released then she will fall helpless).
If she hits with the kick then she will attempt to strike repeatedly, electrifying and stun-locking her opponent. (Although, DI is enhanced so now opponents should be able to escape by DI-ing past her)
Like Thunder Goddess Dance, this move hits quite high above her
but knocks them straight down
Also, this move has a sweet spot at the beginning of the move ;-)
...A bit like Zelda's...


Down A (air): Hydro-Glacial Destroyer - Nuregami's Descent
Amaterasu shoots a quick but "powerful" blast of water beneath her
An enemy caught up in the blast is subject to strong downwards force. Though this move deals no damage, if they are caught on the ground when struck by this attack they will be stunned.
...Now for the "Destroyer" Part...
If the A button is held while doing 'Glacial Destroyer', then she will continue her attack...bearing a frozen snow flake in her palm, she offers it up to the heavens and...
In an instant it bursts as it is struck by a great frozen beam from above
Ladies & Gentlemen, meet Glacial Destroyer.

Up A (air): Passing Eclipse - Raging Goddess
Reminiscent of her powers as a sun goddess, Amaterasu summons a shining fireball to her palm
In an instant, the entire screen is covered in the darkness of her Eclipse
Bearing her fireball aloft, she raises her palm reaching up towards the sun where she gathers her strength from and in a sudden burst, the ball in her palm flares to life. It becomes a raging star- sucking nearby enemies into its center.
And in another instant, this move grows darker, absorbing and channeling the eclipse (but lightening the stage). The goddess's fury has arrived.
When the darkness eats the light, this eclipse shall come to pass...
(Actual Spoiler...)
No, literally. When the move darkens, this move becomes mobile ('passing'). She can fly while holding the eclipse portion of the move but- to keep it balanced- she cannot re-use this move until she touches the ground. (Any attempts will result in a helpless state- much like with Flood & Glacial Destroyer- and an era of indefinite eclipse. To reverse this darkness, either use the move again or up taunt while facing right and she will disperse all darkness)

Note: *denotes this move changes after the final smash is used*

Up A Smash: Sunrise*
Bending low to charge, fire swirls about her damaging enemies within range.
Summoning the power of the sun, she reaches up and rotates rapidly with an orb of sunlight flaring wildly above her
Special*
After using the final smash, the next single use of this move will be stronger, have greater range, deal more damage and look like this

Down A Smash: Solar Burst - Moegami's Embrace*
Again surrounding by damaging swirling flames, Amaterasu withdraws, gathering strength
In a great burst, she explodes outwards
unleashing her stored up sun energy in divine waves that knock enemies away and send sunbeams out in 180 degrees
Special*
After using the final smash, the next single use of this move will look like this...
This move is quite deadly and, if you don't manage to kill them with her underpowered ground final smash this move will usually definitely do the trick. But aim carefully, you only get one shot.
Note: This move can also be accessed by using Glacial Destroyer after a final smash, a DEADLY combo.


Side Smash: Lunar Palm*
Charging up, she reels back and holds her palm. There's a slight burst in front of her (indicating which palm she's about to use). When she thrusts he palm forward she unleashes 1 of 3 palm attacks chosen at random- indicating separate phases of the moon. (Yes, I know she's a sun goddess but this represents her mastery of the light cycle more than her mastery of the movements of heavenly bodies)

Waning Palm
This move deals 6 darkness damage, it has no knockback but it stuns enemies and calls darkness.

Waxing Palm
This move deals 8 aura damage and has moderate knockback. This move has killing power and also calls darkness.

Full Moon Palm
This move deals 5 damage, the least damaging of the 3 palms, but blows the enemy straight back. This may cause the most death or the least death. It's too soon to tell whether the full moon is a blessing or a curse to the sun goddess. Additionally, this move calls light (and I don't mean the light that you see in the following image).
Special*
No pictures for this one, its insidious. It's simply strikes the entire stage. If the enemy is on the ground, they are stunned. If the enemy is in the air, they are knocked to the ground hard.

Neutral B (ground - press): Leaf Storm (Counter)
Summoning the powers of nature, she surrounds her self in a small hurricane of green leaves and pink petals
This foliage serves the function of protecting her.
The first portion of this move counters attacks with- rather unexpectedly- a burst of flaming darkness
And the second part of this move reflects projectiles...
(But its more for balancing purposes and insurance. For quicker reflecting, I would use a well-timed Teleport). This move deals between 9-18 damage with medium knockback.

Neutral B (air - press): Leaf Hurricane (Counter)
The aerial version of Leaf Hurricane does something similar
except...
the counter-attack- though it deals less damage, (around 5-10)- is much broader in range and has greater knockback.

Neutral B (ground - hold): Sun Channeling
Holding (instead of pressing) the B button on the ground fills Amaterasu with so much joy that she begins dancing and collecting sunlight.
This move has 4 charge levels depending on when you release it, and you can store the final charge by shielding or jumping after reaching her Level 4 charge.
L1 -
She channels the energy into the tip of her finger and fires a thin beam out of the tip. It deals 1-2 damage with no knockback.
L2 -
She raises her palm and fires a beam out of her hand. This one deals around 5 damage and has slight knockback.

L3 -
Putting her whole back into her attack this time, she leans and thrusts her palm forward. This move deals greater knockback and around 14 damage.
L4 -
While charging up, it will flash a bright yellow circle at each stage of the charge. The fourth/last flash is a bit tiny (and also more blue than yellow) but watch closely for it because it signifies that the move is now store-able (by shielding or jumping she will hold the charge and the next time the Ground neutral B button is pressed she will unleash it).
This charge level is slow to unleash thus she has super/heavy armor (20) while she is casting it.
The attack deals between 15-25 damage and has powerful knockback.
Watch out!

Up B (ground/air): Leaf-Mist Wrap
Wrapping herself in a field of blue and green ‘reflective’ leaves
She disappears into an invisible mist and teleports to another nearby location, Reappearing in a burst of light and swirling leaves
Note: The beginning of this move reflects projectiles…
 

Down B (ground): Field of Cherry Dreams
Only the sun goddess (and Jigglypuff) could fall asleep in the middle of a battle and wake up more refreshed and ready to continue the fight.
Amaterasu falls asleep amidst a field of cherry petals and sakura boms swirling around her. She stays asleep continuing to heal as long as the B button is held. This field heals her, and any enemy that stumbles into the field will fall asleep and be poisoned.
Shortly after they wander in, she will wake up.

Side B (air): Divine Lance
Hovering in the air, with her arms crossed as if she were some omnipotent goddess, she charges while ephemeral blue leaves swirl about her
Moments after B is released (or frames after if you time this move properly, at the bottom of her hover)
She will unleash her Divine Lance in all its glory
Depending on which part of this move hits determines where the enemy goes. The tip of the lance has the greatest killing power.

Side B (Ground): Mystery Spell – Elemental Conjuring

And now for the piece de resistance…
I literally coded this entire move (and all 13 spells) in less than 24 hours of constant work
this move has two versions.
Side B press summons one of 13 different spells randomly.
Side B hold charges through each spell sequentially.
The spells are as follows:
Ice Crystal (ice, freeze)
Bolts of Eclipse (dark, and sleep)
Ice Beam (freeze)
Raging River (no damage, great force)
Magnet Force (quick, tri-directional, electrically attracts lightning from all directions)
Plasma Spheres (elec., stun)
Dual Frost (double freeze spell)
Magic Palm (damages, buries, or instant kills if struck by aura)
Solar Orbs (fire, explode)
Divine Cross (frozen divine cross)
Grand cross (divine cross of fire & ice)
Black Hole (high damage, blows enemies around, sucks them in)
Phoenix Bomb (explosion)
Note: Please note these charges are not storable


Final Smash (ground): Rising Sun
Amaterasu stoops low to charge, as if she were performing a regular smash attack, but there’s something different about this one... Time stalls briefly, the camera zooms in to watch a portion of her performance, and then withdraws as she reaches up high and spins rapidly calling the sun, which grows bigger and bigger until it bursts with juicy flaming goodness!

Remember, this move may not kill, but afterwards it has some special effects. (A - the force of this blast knocks down whoever isn’t struck by the main move, or the explosion afterwards. B - 3 special moves are unlocked temporarily)

Final Smash (air): Nova Prominence
She begins rotating and now, instead of expanding outward, the summoned sun is a mobile vessel. That’s right folks! You can bring the explosion to them!
   
Remember, this move unlocks the same special attributes.


Miscellaneous Taunts
Divine Descent (up taunt – facing right)
This move returns the normal light of day
Heart of Darkness (down taunt – facing right)
This move darkens the sky
Note: Up taunt & down taunt – facing left both alter the sky’s light levels as well, only Divine Descent – facing right (and full moon – lunar palm) return light to its natural order.
6  Help & Tutorials / Help / Dantarion's Wiki/OpenSA??? on: July 16, 2013, 12:31:40 PM
http://opensa.dantarion.com/wiki/Variables

I used to check that out for some valid brawl related information but now I get an error whenever I go to that site. Does anyone know where it moved or why it isn't working??
7  Super Smash Bros. Brawl Hacking / Programming / Zelda/Sheik Duo file suspicion on: June 28, 2013, 12:51:53 AM
PSA SIZE LIMIT FOR ZELDA/SHEIK
Sheik/Zelda: **Note: These two have a cumulative file size. If one file is too big, the other won't load.
Zelda Original: 294 KB
Zelda Largest Duo File: 336 KB [Echo Blade, .Fade]
Zelda Largest Solo File: 394 KB [Holy Priestess, DivineOverlord]
Sheik Original: 148
Sheik Largest Duo File: 169 KB [Echo Blade, .Fade]
Sheik Largest Solo File: 212 KB [Echo Blade (old beta)]
Cumulative Possible Room: 60 KB+
Zelda Solo Possible Room: 100 KB+
Sheik Solo Possible Room: 64 KB+


Since the FitZelda/sheik.pac files are cumulative, and the largest duo files (echo blade sheik & Zelda) together equal 505kb, then I wonder if I can have a bigger sheik.pac file size AND still have a Zelda.pac PSA if I reduce the corresponding size of the Zelda.pac in order to keep the cumulative 505kb size (AND still respect the 212kb file limit for Sheik’s PSA).

Sorry if this is poorly worded but the goal is to have both a zelda & sheik PSA simultaneously and I'm nearing Sheik's duo limit, thus any help would be appreciated.

Coding note: I'm not sure this goes in the coding section but I posted it here in case a coder might know the answer.
8  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:

9  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?)
10  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



11  Super Smash Bros. Brawl Hacking / Attacks and Animations / Project Terra (from Dissidia) on: May 29, 2011, 04:20:04 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 (^_^).


Project Terra  

V[6]
Updated [9/25/2011]
 


Extra Pics:



People involved in the project:
Keromonkey- Project Leader & PSA technician
Tempesttime- Animation Tweaking & Post Advisor

Special Thanks:
Divine Overlord- His PSA was used as a base for animations
Dhragen- For making the initial Terra skin over Zelda, without his creating that texture this PSA would not have come about.
Eternal Yoshi- For asking the right questions in the right places...
Mr.N- For technical advice ^_^


Terra Over Zelda @ Brawl Vault
Note: If you are looking for the Terra over Peach info/download, it is now located at the bottom of this post along with download links for the older versions of Terra Zelda.


And here is a link to a Wiki article with various info on Terra from Dissidia/Final Fantasy 6


Hey all ^_^, still not sure what to put here but I will upload pics now. I'm working on a Terra Branford from Final Fantasy Dissidia Psa and I'd like opinions, feedback, etc. With regards to the moveset, I think its easiest to say most attacks that chain for her chain with the A or B button, I built her combos to be somewhat like they look in Dissidia Fire Magic > Holy > Ultima etc, and I added a few ideas from Dhragen so far although those moves aren't finished exactly and if anyone knows how to vertex a sword onto a character please let me know or point me to the source of their info so I can read it myself, please and thankyou =).

Requests: If anyone skilled in vertexing or model importing would like to help me turn a .dae/.smd or .obj file of Terra into a true model import for Zelda to go with this moveset please let me know by any means, I'd be very appreciative ^_^. Also, If anyone could vertex a sword onto Terra's right hand or make a video of her moveset I would also be appreciative and you'd definitely be credited d^_^b)

More Info:
Terra's Improved Waiting pose

Neutral A (ground): Blizzard Combo Prototype
A camp-type move, Terra summons to blizzard orbs to each hand and spins, pressing A repeats the move, and really this is just a place holder for the move I really wanted to do a combo between blizzard from dissidia, and flood from dissidia.

Dash Attack: Blizzard Spear
Terra rushes forward while summoning 3 rotating ice spheres that combine into one medium one and fire toward her target

Down A: Fire Magic
Terra casts fire magic on a fallen foe. It travels along the ground, just like in Dissidia...

...before exploding.

Note: This may be a good camping move, or a might just be a good move to get enemies away from you, while pulling them into a combo.

-Fira Combo: Holding A towards the end of this move will allow it to travel longer on the ground before exploding
-Most of the fire hitboxes send characters backwards, the last hit sends them toward you
-Firaga Combo: Holding A during Fira will end with the enemy being blown into your awaiting fist which unfortunately for them holds a fire ball with 169 trajectory.
-Aeroga Combo: If A is released before they reach you, Terra will do an Aero fist with directly downward trajectory.

Terra's Aeroga Fist

Terra's Firaga Fist




Down A Smash: Quake (Temporary)
I haven't finished Terra's Down A Smash yet
It's still a work in progress, I was thinking of giving her Torrent Spell where she squats low than rises up gesturing with her hands, and anyone touching the ground within a certain range suddenly gets flung upwards as an explosion of water rockets upward from beneath them. Right now, It just looks like she stomps and they go flying so I guess I'll call this quake step...

Down A Aerial: Tornado Drop
Terra descends rapidly, striking the opponent with wind-powered feet amped by the power of tornado magic.

Note:
-This move spikes & impales (the impale effect is on the knee i think)
-Though it might generally be considered a double KO move Terra can easily recover from it using Tornado

Side A: Riot Wave (a weaker version of Riot Blade)

She sweeps her hand unleashing a blade/wave of slashing/aura energy
Note: Knocks target away.

Side-Down Smash: Gravity- Winds up than brings a ball of gravity down in front of her, impaling and lightly damaging opponents who get caught in it. This move deals darkness damage, hits a few times and now the impale effect lasts longer.


Side-Up Smash: Thunder- Terra Winds up gathering energy in her right hand, then spins around before unleashing it in a line in front of her. Those who are struck by the line are struck by a series of lightning bolts, there is a sweet spot in the final bolt, this move deals electricity damage & sometimes stuns.


Diagonal Down A: Riot Wave Low
She sweeps her hand unleashing a low blade. This blade travels slower and reverses the target when it hits.

Diagonal Up A: Riot Wave Hi


She sweeps her hand unleashing a fast blade upward, it hits at an akward angle so I should probably make the hit box bigger but startup it is definitely faster than snow storm & Meteor.

Side A Smash: Riot Wave Smash
First she catches target in a burst of energy to hold them still
Than she unleashes a volley of Riot Waves into them


Down B (Hold): Snow Storm (or Blizzard/Hail, if you prefer)
Holding Down B unleashes Terra's Snow Storm Spell (note, in some final fantasy games the blizzard spell was renamed to snow storm instead, this is a reference to that).

Down B (Press): Meteo (another reference ^_^)
This picture is much clearer, you can see the meteorites form at a point above her head and rain down in front of, and behind, her. I wanted this move to have lots of vertical range because sky enemies are hard to hit and I thought she needed to be prepared for everything. And also, I tried to make it as fair as possible, so though it has a lot of range, it isn't too strong unless you get fully caught in it (which good Terra players may aim to do XD).

Side B (aerial): Chase Mode



Terra rushes forward (with directional input) and strikes her target with a blade of wind.

Notes:
-Can slash with blade any time during this move by pressing the A button
-Good KO move
-When I have a sword vertex I will replace the wind blade with an actual blade
-The name of this move is a reference to Dissidia's Chase Mode in which the character flies after the enemy after sending them flying
-More balanced Range
-Chains to Tornado Flight if B is held

Up B (Aerial; hold B): Tornado




Terra glows green and disappears as her body is replaced by a mystic vortex of air & green energy, the Tornado flies erratically about the screen so long as you hold B, you do control this move and to keep it fair, though she is fast and has tremendous mobility, she is quite capable of being hurt when like this, although she also has a hitbox somewhere in the tornado that I aim to expand, when this hits enemies it damages them slightly and reverses them ^_^.

Terra (Peach) being knocked out of Esper Flight by something flying faster than her...this is still quite possible with Zelda as well.
(http://i.imgur.com/br0sc.jpg this one was the prototype for Tornado)


Up B (Ground): Tornado Spell


Terra begins rotating and summons 3 wind twisters, 1 around her and 2 larger ones at her left & right respectively. This move might seem a little complicated at first but its easy once you get the hang of it.

Notes:
-The outside twisters suck targets in and bounce them around, damaging them
-The twister around Terra reverses them and sends them back towards the other 2 twisters.
-Holding B will loop this spell until B is released
-Holding B + joystick forward will cause the twister in front of Terra to be struck with lightning
-Holding B + joystick backward will cause the twister behind Terra to be struck by lightning
-Holding B + A will cause the 2 side twisters to join Terra's main twister, creating one massive twister (the big twister bounces target around and does repeated damage before spitting them out, I haven't tested DI-ability yet, releasing A will revert back to smaller twisters, and holding joystick forward/backward will cause the big tornado to be struck by lightning as well)

Neutral B: Blizzara
Throws a ball of crackling ice at a wacky trajectory which explodes upon contact, knocking the target towards Terra for more chaining.

Note:
-Holding B chains this into Holy [spin] if blizzara hits
-Holding A chains this to Blizzara Spear if Blizzara hits
-Holding A+B chains this to Blizzaga if blizzara hits

Neutral B (hold B after hitting with Blizzara): Holy
Holy is a little different this time...
Terra follows up her Blizzara by tossing off holy spell...
but instead of tossing it, she summons it from the sky rotating fast to bring it down and if you release B you get this

Holy Note:
-The spinning Holy sphere deals damage/stun as it descends
-When Holy hits, it 'usually' flashes in a brilliant white light (although I added a bit of blue to it so now there's less need to wear sunglasses ^_^ lol)
-golden glow appears during spin and holy burst, holy burst is now closer
-Heals self around 5-8 (?) health per use.

But if you hold B, before it hits, you get this instead XD

Gravija
My new prototype for her Gravity Spell, it deals low damage repeatedly and repeatedly sucks target into the ground (although to keep it fair, it can be shielded, dodged, and DI'ed out of I believe).

Gravija Note:
-Repeatedly deals 1 damage as well as sucks target into the ground for a few seconds.
-Hits targets on ground & in air if they are within its purple field

Neutral B (holding A during/after hitting with blizzara): Blizzaga
Terra summons a large sphere of ice & frost and bowls it toward her opponent.
This is one of Terra's other KO moves, its definitely her strongest move as of yet and thus has a lot of lag when casting (much like Ganondorf's warlock fist)

Note:
-This move will not clash although it can be shielded through or dodged easily enough
-This move freezes and has high knockback (but not as much knockback growth I think)
-This move also can be interrupted at any time after halfway through the animation & Terra's hands also deal ice damage (she is no longer invulnerable).

Neutral B (Aerial): Same as Ground Neutral B...

Side B (Ground): Meltdown (Meruton)
Terra begins summoning power and makes magical hand gestures calling forth a ball of flaming black magic


This is what it is SUPPOSED to look like...

This is what it used to look like...

This is what it looks like now...
...XD  Kirby Dance

This move has 3 versions/3 level of charge.
Pressing Side B gets you a puff of smoke
Holding Side B briefly gets you Charge 1
-A small ball of Meltdown Magic, A quick shot, it has the shortest distance and knocks enemies down. Like in the game this move crushes defense thus it can't be blocked but it can be deflected & Absorbed. Holding A or B while hitting chains this attack, but we'll get back to that later...

Holding Side B longer gets you Charge 2
-A medium-sized ball of Meltdown Magic, a slow shot, with medium distance, it knocks enemies upward. This move cannot be blocked but can be absorbed & deflected. This one has a blue sheen to it in reference to when Terra's hands glow blue in Dissidia ("This is Power" she says, or at least that's what the wiki says -__-)

Holding Side B until the ball gets larger and stops glowing gets you the Charge 3, the final
-I wanted to make this move bounce or roll like an item or something (I should make it like she spawns an article which is like a bomb that only she can touch and explodes after a time while damaging anyone else who comes in contact with it, but all that is a bit complicated). This is the 3rd & final charge, it has the largest size, travels the most distance and has the highest knockback. It also flies pretty quickly and knocks enemies directly away from you. Like the other 2 charges, this move cannot be shielded although it can be absorbed/deflected.

Now, back to charge 1, the advantages of charging the move can't be denied, they become stronger or faster & bigger targets. But the advantage of charge 1 is that it chains into her finishing move, Ultima, I'll show you how.

-Holding B briefly and releasing gets you Charge 1
-Holding B just before/while Charge 1 hits chains this move to Neo Holy
Holy is supposed to stun enemies when it hits, deals low damage and heals slightly

-Holding A just before/while Charge 1 hits chains this move to Gravity Smash

-Holding B while Holy hits will chain this move to Flare
Terra unleashes a burst of non-absorbable fireballs, holding down the B button loops this move infinitely.

-Holding B + A during Flare chains this move to Ultima...


Terra bows low than reaches up towards the heavens calling down powerful magics
Holding B loops this move also, I didn't want the combo to be overkill so this deals about 3-4 damage per hit and sucks opponents in although they can DI out easily enough, this is the next move I'm probably going to be anal-retentive about (The 1st was meltdown) so questions, comments, please let me know how you feel about this move whether its about the strength/balance, the appearance or whether you think it is befitting of Terra's actual Ultima.
http://images.wikia.com/finalfantasy/images/3/36/Dissidia_Terra_Ultima.jpeg
 
Up Taunt: Terra poses than summons her sword
Down Taunt: Terra poses than quickly transforms to sheik

Side Taunt facing Left: Vanish
Terra poses briefly before becoming invisible.
An Invisible Terra 'handling' viewtiful Joe in her down grab.

Side Taunt facing Right: Unvanish
Same as Vanish, except in reverse (this makes her visible again).

Note: I have no problem with anyone using any part of this for a creation of there own, but please be respectful & request permission first (Does this count as a disclaimer?)

Previous Versions:

Terra Over Peach Moveset
Here is Link to Terra over Peach (unfinished but playable): http://forums.kc-mm.com/Gallery/BrawlView.php?Number=19198&Moderated=All

And Here is a link to Terra over Zelda costume (without the PSA as of yet): http://www.mediafire.com/?4wssk72v1a1muo1

Hey, not sure what to put here just yet, guess I'll upload pics or something if someone asks. I'm working on a Terra Branford from Final Fantasy Dissidia Psa and I'd like opinions, feedback, etc.

I can post up a moveset eventually, but I think its easiest to say most attacks that chain for her chain with the A or B button, I built her combos to be somewhat like they look in Dissidia Fire Magic > Holy > Ultima etc, um, guess that's the foreword,

(Ah ,also, if anyone skilled in vertexing or model importing would like to help me turn a .dae/.smd or .obj file of Terra into a skin for Zelda etc to go with this moveset which I plan on switching to her next please let me know by any means, I'd be very appreciative ^_^)



Down A: Fire Magic
Terra casts fire magic on a fallen foe. It travels along the ground, just like in Dissidia...


...before exploding.

Note: This may be a good camping move, or a might just be a good move to get enemies away from you, while pulling them into a combo.

-Fira Combo: Holding A towards the end of this move will allow it to travel longer on the ground before exploding
-Most of the fire hitboxes send characters backwards, the last hit sends them toward you
-Firaga Combo: Holding A during Fira will end with the enemy being blown into your awaiting fist which unfortunately for them holds a fire ball with 169 trajectory.
-Aeroga Combo: If A is released before they reach you, Terra will do an Aero fist with directly downward trajectory.


Terra's Aeroga Fist



Down A Smash: Terra's Gravity Magic

It's still a work in progress, I plan on giving her a 3 level charge (Graity, Gravija, Graviga).
For the time being: Terra slams her fist into the floor and everyone touching the floor withing a large radius, is thrown into the air.

-Note: Terra is good a building up damage but not exceedingly well as KOing yet, or at least I don't think so. This will probably be one of her best killing moves at high percentages although it's easy to forget she has it.


Down A Aerial: Tornado Drop

Terra descends rapidly, striking the opponent with wind-powered feet amped by the power of tornado magic.

Note:
-This move spikes & impales
-If this move lands early & fails to impale, Terra will unleash a side kick sending the opponent away from her
-Though it might generally be considered a double KO move Terra can easily recover from it using Esper flight
-This move combos well from Warp (Teleport > Mind Games > Impale > do as you please...)




Down B (Hold): Senbon Sakura

Holding Down B unleashes Terra's Brawl original move, Senbon Sakura (learned from this guy when he came to visit for a Brawl lol, http://forums.kc-mm.com/Gallery/BrawlView.php?Number=18106). This twister of cherry petals forms a continous vortex surrounding Terra that stuns and slices opponents to bits. This move is infinite, to end it you must press a or b button

Note: Thus move is another good way to rack up damage on a foe, although this move might be a little unfair if someone is off the edge or trapped in a corner (if they are, ease up, even Captian Byakuya took it easy on Renji).
-Holding A cancels this move into Gravity Magic level 1
-Holding B cancels this move into Snow Storm



Cancelling Sakura into Snow Storm


Down B (Press): Snow Storm

It's hard to see in this picture, but balls of dirt & frost rain from the sky in this spell of hail, this combos well from Senbon Sakura as Sakura brings them in, and Snow Storm blows them away (while freezing them). I wanted this move to have lots of vertical range because sky enemies are hard to hit and I thought she needed to be prepared for everything.



Side B: Warp or Esper Step (if you prefer)

Terra Spins once then leap forward becoming invisible and ethereal briefly, this move is essentially a short teleport than you can air combo out of.

Note:
-Holding shield during this move teleports you a short distance
-Pressing B during this move teleports you a medium distance
-Holding A teleports you the longest distance
-Holding B (not pressing) during this move, and while in air, will cause Terra to enter Esper Flight Mode




Side B (hold B): Esper Flight

Terra turns into a ball of air and purple darkness and flies erratically about the screen so long as you hold B, you do control this move and to keep it fair, though she is fast and has tremendous mobility, she is quite capable of being hurt when like this.

Note: I find that playing this move reminds me of some dragon ball games where you knock your opponent into the air, then fly up and body slam them downward before they finish their momentum. A savvy player will make use of her flight to connect her fighting moves and aerials in a pinch (Although I plan on changing her aerials eventually).


Terra being knocked out of Esper Flight by something flying faster than her...


Neutral B: Blizzara

Throws a ball of crackling ice which explodes upon contact, stunning the target briefly

Note:
-Holding B chains this into Holy if blizzara hits
-Holding A chains this to Blizzaga if blizzara hits


Neutal B (hold B after hitting with Blizzara): Holy

Terra follows up her Blizzara by tossing off holy spell

Note:
-While this spell is weak, I plan on having this heal a couple damage and I wanted to keep things fair so it will probably deal around 7 damage and heal 3-5 damage because it follows so quickly from Blizzara.
-When Holy hits, it 'usually' flashes in a brilliant white light (may wish to wear sunglasses)


Holy Hit (currently this move has the Down effect/flag, perhaps I should make this move give them a flower or something instead, I felt that holy should do some sort of special affect, like healing, than just doing more damage)


Neutral B (holding A during/after hitting with blizzara): Blizzaga

Terra summons a large sphere of earth and ice and bowls it toward her opponent.
This is one of Terra's other KO moves, its definitely her strongest move as of yet and thus has a lot of lag when casting (much like Ganondorf's warlock fist)

Note:
-This move will not clash although it can be shielded through or dodged easily enough
-This move freezes and has high knockback (but not as much knockback growth I think)

Terra over Peach Beta


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