For downloads, see the main project thread on Smashboards
hereYes, like Zero before him, MegaMan Volnutt is ready to make the jump into brawl! I plan to use this topic to keep everyone posted on progress (and have a thread full of people complaining that I'm not getting enough done to motivate me)
Volnutt is currently planned to go over ROB. He has just as many articles and there aren't many hacks already on him.
THE TEAMHead:
digiholic
Animators:
Xigger
EdgyBluz
Kei_Takaro
Emeril127
Texturers:
Oni K4ge
Also, I've asked Fortwaffles for so much help, he might as well be a teammate.
Attention Animators!Project Volnutt is in desperate need of animators. Send me a PM here or on Smashboards if interested.
THE MOVESMegaMan Volnutt will be a control character, sort of similar to Zero. He'll lack in kill power, but will dominate the battlefield with his ranged game and combat options. Unlike Zero, who keeps control due to his amazing mobility, Volnutt will make use of spacer attacks with fixed knockbacks to keep his opponents at bay.
The finalized moveset will rely heavily on wether or not I can figure out a weapon switching method. I've found that I can scale the weapon bones to 0 in specific animations, meaning, if worst comes to worst, I could just make three sets of animations for his specials.
Remember that I am open to all suggestions on the moveset, and this is in no way finalized.
Special moves (tentative):
Neutral-B (all weapons) - Mega Buster. A simple charged shot, similar to Samus's, but with one major difference: Volnutt can move freely while charging. Before you go off screaming "Broken!" know that he will not be able to save his shot by shielding. Meaning, if you want to keep your shot with you, you'll need to hold onto the B button for dear life.
Down-B (all weapons) - Weapon Change. Volnutt cycles through his weapons, cycling in the order Machine Gun - Shield - Drill. This move has almost no lag at all to encourage frequent weapon switching. The different weapons change Volnutt's Side-B and Up-B moves. Can be done in the air.
Side-B(Machine Gun arm) - Volnutt fires a burst of bullets. They will cause a small amount of stagger, no more than Falco's Laser, but will deal decent damage. Great for pressuring shields and disrupting recoveries.
Side-B(Shield arm) - Volnutt activates his shield and pushes forward slightly. The shield reflects any projectiles it connects with. If an enemy is in contact with Volnutt when he activates the attack, they are sent back horizontally with a high, but fixed, knockback. This attack has a decent amount of lag between it, enough to punish with an attack but not so much that it becomes worthless for reflecting.
Side-B(Drill arm) - Volnutt stabs forward with his drill. This attack has a slow startup, and a lot of end lag, but is one of Volnutt's most reliable kill moves. It will hit multiple times, the last one dealing knockback.
Up-B(Machine Gun arm) - While on the ground, Volnutt will fire straight down, creating explosions that cover either side of him. This attack plays out similarly to Link's grounded Up-B, with a series of small hits and one kockback hit at the end. When used in the air, Volnutt's shots will propel him upward a ways. This attack will give him the least distance with his recovery, but doesn't cause him to go into fallspecial, allowing him to protect against edgeguards.
Up-B(Shield arm) - To be honest, I have no idea what I can do here.
Up-B(Drill arm) - Volnutt drills upward. This attack has similar properties to his Side-B, but has less knockback. Volnutt has slight control over his lateral distance with this move, making recovery easier.
Final Smash - Max Shining Laser. Volnutt will uppercut in front of him. If it connects, the enemy is pushed above him, where he unleashes a huge laser beam upward. The laser will hurt any enemy it connects with, but Volnutt will not fire if his initial uppercut misses.