Ok, this is beyond awesome, but there are some characters that are flawed. Peach and Dedede for example have this weird problem with their arms/legs rotating in a way they shouldn't at the start and end of their dances. Also, characters who have weapons should have those weapons disappear while they're doing their dance. Otherwise you end up with those weapons going through the characters during the dance. Finally, characters that have items affected by wind, like Peach's dress or Wario Man's cape, should move accordingly during their dances.
Thanks. I'm aware of the characters with issues. I created the animation with Sheik as a base, and a lot of the other characters have bones such as weapons, shoulder armor, dresses tails, ears and such. I'm going to animate those and upload them when they're done. A lot of hair and cape type stuff is stiff in brawlbox but like SDo0m said, it moves with gravity. I thought about getting rid of weapons, but I decided I would rather just animate it so that they don't go through their bodies. The arm rotating thing is due to the arms taking the shortest route to the designated animation. Marth's whole body did this originally and it was an easy fix by changing the starting and ending animations rotating values by 180 or 360. All the bugs for various characters will be fixed in due time. I released the animation because there are a lot of characters that already work well with it. Also there are Zelda's and Peaches out there with no dress that the animation will work with already.
Ok the second step of the moonwalk, I think it would enhance the overall moonwalk slide if the left leg was dragged back a bit more. At the moment it seems a tad imbalanced. This is just me being a perfectionist [censored], but considering how good the animation came out, I don't see why it can't be truly outstanding with this small adjustment.
I agree. I fixed it.
SmashClash, I'll let SiLeNtFaLc0N take care of that animation for ya since he's already started it.
This is Ocarina of Time Link, and the Master Sword is replaced with Biggoron's Sword. His Boomerang is also replaced by the Megaton Hammer.
Changes to Link's Moveset: His sword and sword trail has a much longer reach obviously with new or modified animations for each sword attack. Much of the animation work was borrowed from my Fierce Deity Link PSA, however I decided to keep the Arial attacks the same as Brawl Links (aside from Back Air).
The Megaton hammer is basically just an attack that is slow and powerful to sum it up. I've decreased the Bow Charging time a bit, as well as the time it takes to pull out a bomb.
I've also added just a bit of vertical momentum for his up B, which allows him to connect all of the hitboxes much more naturally than Brawl Link.
There are 5 wait animations, inspired by the N64 OOT and MM wait animations. Also, his Up Taunt is a remake of his Melee taunt. Also, just for grins to give that finishing OOT touch, he says "Hi-yah!" if you successfully hookshot a ledge.
Final Smash: Ground and Air are now the same. He attacks rapidly, shooting out large energy balls, the opponents will bounce around in them. It does not "grab" them, like Link's original Ike's etc., because I think that's boring. There is a brief pause as he spins around before the finishing blow, which is one shot that can be aimed either straight (by holding side, or not pressing anything), angled upward(by aiming the controld stick up), or angled down(by holding the control stick down). You can decide how you will fire it based on where your enemies are at. The final blow is larger and will deal an instant KO if successfully hit.
Over Powered Version: Deals 1.5 times the damage of the Balanced version. Attributes slightly improved. The air Spin attack will take you higher for Hi Special, and further for the air Side Special.
Over Powered Infinite Magic Version: Same as Over powered version, except your sword is always charged, so you will always shoot energy discs from your sword. Neutral Special in this version will heal you with a value of 7.
There is somewhere around 140 animations that have been created/modifed to make this. Many animations were inspired directly from Majora's Mask. I recreated all of the extra wait animations, and the second aerial Jump is either an aerial cartwheel or a flip (it changes every other time). The triple A combo is also from Majora's Mask.
The moves:
Neutral Special: Charges energy into sword - similar to pressing "Z" in Majora's Mask on N64. The directions on the joystick can be used while charging to cancel the charge and go into any of the three side steps. But the charge is all or nothing, so if you choose to dodge an attack, the sword will not get charged. The same thing happens in the air, however you cannot opt to cancel. When charged, all sword slashes will shoot out energy discs, and while shooting them the atmosphere darkens as in N64. These discs can be aimed with the joystick in every slash except the attacks that have multiple slashes, because they automatically shoot multiple discs. The sword will be constantly leaving a trail of tiny energy balls when charged, as it does in N64 when holding "Z". The spin attack does not shoot energy discs. The Sword charges fairly quick, but only lasts for three slashes.
Side Special(Ground): FD Link does a quick somersault roll, making him invulnerable for a short while, but keeping him facing forward. If B is pressed again before he finishes his roll, he will roll into a forward stab attack, however he will be more vulnerable to getting hit.
Down Special (Ground): Slams his sword into the ground for an electric shock. The closer you are to the impact, the more damage and knockback it deals.
Hi Special: The same as regular Link's, except the reach is longer.
Side & Down Specials (Air): The same as the aerial Hi special, except you will move towards the direction you're control stick is pointing. The side one goes pretty much horizontal (with a slight arc). The downward one only has a little bit of downward momentum, and almost stays neutral in the air.
All sword attacks are fairly similar to Link's, but with longer reach. The aerial kicks have been replaced with sword slashes, and the downward stab has been replaced with a regular aerial slash, in order to shoot downward discs.
The hookshot is not used in this PSA. He grabs with hands like a normal character.
Screenshots/Recolors:
Stats:
Speed: Slow
Power: Fairly Powerful
Weight: Very Heavy
Size: Around 5'3"
Jumps/Air Mobility: Two Jumps, not very High. Up Special goes up a normal distance.
Ability: Torrent. Activated when Blastoise becomes exhausted. Allows an offensive bubble shield while charging neutral B.
Other things you will notice: Up B is watery rapid spin. Side B is Surf. (also, to run, he hydroplanes across the stage) Up air attacks upward with water cannons, and propels Blastoise downwards. This can cause damage on either end. He no longer will hop around like a little fairy in his animations, and the water attacks Neutral B and Up smash shoot out of his shell cannons. Neutral B also does damage now instead of just pushing the enemy. There are no more Squirtle sounds in attacks, or from the trainer. Rumbling and screen shaking is caused by this dense pokemon.
Screenshots:
Stats:
Speed: Fairly Slow
Power: Average
Weight: Heavy
Size: Around 6'7"
Jumps/Air Mobility: Two Low to Average Jumps, Up special only beneficial if a ledge is present to grab.
Ability: Overgrow. Activated when Venusaur becomes exhausted. It allows Petal dance to attack with 3 petals every time, and not have a chance to take damage. Extra Leafy graphics are also added for visual pleasure.
Other things you will notice: Up B on the ground alternates between Stun Spore(yellow) and Sleep Poweder(green). Up Tilt, Venusaur attacks with his tree with a hopping motion. Forward Smash is a large stomp that causes a small quake on the ground in front of him. Venusaur's advantage lies with his special abilities. He is a little less versatile than Ivysaur, but he has good range with his vines, and attacking a foe while grabbing them will absorb a small amount of their health (instead of doing 3 damage, it now does 2, and takes one percent. He also attacks at half the speed of Ivysaur when holding an opponent.) Neutral B is bullet seed/leach seed, with each seed dealing slightly less damage upfront than before, yet also planting a mini Venusaur flower on the foe's head to absorb continual damage after the fact. Side B is no longer razor leaf, but petal dance. Petal dance attacks for 2 to 3 turns petals, and Venusaur will become confused have a 50% chance of taking a small amount of damage. There is also no more Ivysaur sounds during attacks or from the trainer. This Tetra-pod his a behemoth, and frequently cuases screenshakes and rumbles.
Screenshots:
Stats:
Speed: Fast
Power: Weaker than before, with the expection of some powerful finishers.
Weight: Light
Size: Around 5'7"
Air Mobility: Three average jumps, with the ability to Glide. Slower than average falling speed. Typical Up special.
Ability: Blaze. Activated when Charizard becomes exhuasted. This ability allows Charizard to breath an explosive blast of fire at the beginning of his Neutral B.
Other things you will notice: Up through, Charizard carries the foe into the air, and then slams them down onto the ground. Attack Dash is a fast flaming dash/bite. Up Air is now a headbutt instead of an akward looking bit.. not much different lol. Flys across the ground instead of gliding to run. Side B is now Dragon Claw. This move is powerful, but it has start up lag (really the only move that this is so now that he is faster). There are two chances to strike, with two slashes. See the updated preview video for reference. Charizard is lighter on his feet and does not shake the screen like he used to.
Screenshots:
Animation Mods
From the little tree on a tiny island in the middle of a vast puddle... I bring you Phantom Dark Link! Aside from the materials, I wanted to make a version of dark link that disappeared and reappeared, and also goes ghost like when you hit him. Just as he does in Ocarina of Time. But I wanted to do it so that it would only change Dark Link and not affect any of the other slots.
Changes:
Side Smash: Attacks, then fades away. Reappears behind the opponent and attacks from the back if you press A again for the double smash.
Forward Dodge: Fades as he dives into the ground and reappears standing behind the opponent; The neutral dodge is similar except he reappears where he was originally standing.
Backward Dodge: Fades into a jumping back flip instead of a backwards roll. Reappears standing further back.
Second Jump, Air Dodge, Dash, Final Smash and some others: Fades away and reappears during the regular Link animation.
Down Taunt: Appears as two phantom Dark Link's doing the original taunt facing opposite directions.
Taking Damage of any kind: goes Phantom like, Dark Link can't control his state of being when he loses focus! haha.
I thought I would do a tribute to Michael Jackson for fun! The appeal is long, but it can be canceled after the duration of the original taunt that it's going over. Plus if you do get the whole taunt in, then you have uber taunted your opponent .
Characters included: Bowser Captain Falcon Donkey Kong Falco Fox Ganondorf Giga Bowser Ike Link Lucario Lucas Luigi Mario Marth Ness Olimar Charizard Pokemon Trainer Ice Climbers Samus Sheik Snake Sonic Squirtle Zero Suit Samus Toon Link Wario Wolf King Dedede Pikachu Yoshi Pit Diddy Peach (for model/texture without dress) Zelda (for model/texture without dress)
Characters not included: Game and Watch Kirby Metaknight Ivysaur Jigglypuff R.O.B
This is the oldest animation work I've done that remains on my vault. The main point was to Replace some of Marth's animations with Roy ones like he has in Melee. I replaced all three wait animations and created Roy's Melee Taunt. It works with every Roy version. I also changed his arm movements on Neutral B and Side smash to mimic the way he swings his sword in Fire Emblem 6. I added the PSA part to get rid of Marth's voice during the taunt, and I added some firey effects while I was at it, but to be honest I like Marth's speed over the slow powerful type so he's still fast XD
It's all in the title. It bothered me that Raichu was constantly screaming "Pika". But I also wanted to have my Pikachu color slots keep their pika voice. So I created this minor PSA modification in which the down taunt will switch on or off Pika voices for an individual character. The video illustrates Pikachu vs. Raichu while only Raichu refrains from shouting Pika.
Just a question, is this meant to be balanced or broken? I can't really tell, seeing as how FD link is known for just being a beast.
I also prefer it to be pretty close to balanced. It's like Mewtwo in Smash bros, of course he should own just about everyone with his hands behind his back but it takes the fun out of it.
These are all great suggestions guys, thanks. Now, I can definitely do the animations for all of that, but I've never done much with PSA so I've just been experimenting with it to get a feel for it. I don't want to upload anything that isn't done right though.
So here's what I'm thinking it will look like..
Two handed sword animations for everything.
Also, I like the 5E graphic effect coming out of his sword, or something like that. Blue fairy type stuff comes from his sword in N64.
Neutral B: Bright blue disc shaped energy wave of some sort
Up B: Stronger as jokekid suggested
Down B: Single power filled stab to the ground that affects the surrounding area.
Well then his Side-B should be him Stabbing his sword in the direction.
if stabbed, press Side B again, then you will sling them in the air. bress Side B again. and you will throw your sword up. (much like Narutos Side B combo move.)
I shared my Fierce Deity Project a couple weeks ago, but it's still lacking a good moveset to make it complete. I've taken a break from it for a while to work on some other little projects. Annyways, I'm looking for some Ideas for where to take this, and looking to recruit anyone who is interested in being a part of this hack. So far I'm going solo!