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« on: August 21, 2009, 07:41:21 PM » |
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1. Intro and Updates 2. Pros-Cons 2a. Renamon 2b. Flamedramon 3. Moves 3a. Renamon 3b. Flamedramon 4. Videos 5. Special thanks 6. Downloads (Ctrl-F: tyvm) NOTE: This is gamelover15 on SmashBoards 1. IntroRenamon joins the Brawl! Simply put, Renamon is a Rookie level digimon that starred in the third season of the T.V. show Digimon. I also remember her in Digimon World 3 and Digimon Rumble Arena, both on the Playstation. Go to Wiki for more info. Renamon was always one of my favorite Digimons, the other being Weregarurumon. The texture hack I downloaded look nearly identical to her; so, I decided to make her in Brawl. I didn't know who else to do anyway haha. Also, I've got to say, it was hella fun making a PSA character. Flamedramon joins the Brawl! This would be my second PSA hack character, and coincidentally, the second digimon and second Lucario hack I've have made. Don't hate! Champion level digimon this time, and an armor one too. Go wiki him for more information. I actually did this one because a guy (TKO727) on smashboards suggested it. The texture hack was pretty cool, and I did want to experiment more with PSA hacks, so I went for it. One key thing to mention; I made these characters for BRAWL+! I have not tried her in regular Brawl. 8-21-09: Renamon ver.1 released publicly 9-07-09: Flamedramon ver.1 released publicly, thread changed dramatically I WILL BE TWEAKING RENAMON! After reading some helpful feedback, I'm going back to Renamon. I wanted to finish Flamedramon first, since I was half way done. I won't be working on another new character for awhile. I'll be here and there for tweaking, but I got some other things to take care of. 2. Pros-Cons2a. Renamon+Runs and dashes quicker, around Pikachu's speed +Smashes have a little more knockback +Jumps quicker vertically +Up-B does not go into helpless state +Quick dodges +Combos nicely +/- Falls faster -Gets knocked back easily (82 weight, Kirby is 78 weight) -No range since aura has been removed (One move has good range) -Can get edged hogged easily (Up-B has no hit frames) -No disjointed hitboxes (Except one move) -Damage-increase through aura now only affects two moves -No Projectile/No decent approach
The aim of Renamon's moveset was a swift attacker, so I tried to get as close to that as possible. To balance a speed attacker, I lowered her weight (Rookie-level Digimon can't take the pain!) and removed the aura that gave Lucario ranged and disjointed hitboxes.
2b. Flamedramon +Short, short hop +Good horizontal jump +Good range +Added a little bit more shield and weight +All moves are multi-hitters +Inflicts high damage -Falls fast -Kill moves hit in up right direction (except two) -Hard to KO opponent at low levels -Slow running speeds -Below average vertical jump -No Projectile
This time, I wanted to make a high-damage inflicter with multi-hit moves. I think it worked out pretty well, but in order to balanced that out, I had to make Flamedramon a weak KO'er, slow, and easy to gimp. Flamedramon is good at pressuring, too. 3. Moves!!!FORMAT!!! New Move/ Noticeably Tweaked/Minor Tweakage NAMEDAMAGE - % # of Hits - #** KNOCKBACK - (SET/INCREASES)**, (SMALL, MEDIUM, LARGE)* TRAJECTORY - (DIRECTION FROM FACING RIGHT) SPEED* - (START-UP, HIT BOXES, ENDING) *Descriptions are estimated. I can look at it technically, but I can't EXACTLY convert intervals to frames/power haha. ** (Set/Increases) is Renamon specific, # of Hits is Flamedramon specific ***PREVIOUS HITS][LAST HIT (This notation is in the Flamedramon set) (Tell me if any of the descriptions are majorly misleading. Ignore the crappy names =] ) 3b. RenamonBasics A: Quick Paw Damage - 3% Knockback - Set, small Trajectory - Up Right Speed - tiny, short, tiny
No more three hit combo! Quick Paw is a basic move, and can combo into other moves because of it's small start-up and ending lag.
Dash A: Upper Kick Damage - 5% Knockback - Increases, medium Trajectory - Up Speed - medium, medium, medium
Good for setting up combos, but this one does not have a set knockback
Throws and other attacks
All the throws, ledge attacks, and get-up attacks have remained the same with the exception of these: Back throw is angle more up then normal. All throws except down throw had their knockbacks altered slightly. All throws except up throw and forward throw had their aura removed (the other two I couldn't figure out, but are not influenced by damage; so I left it.)
Ground Dodges
Standing Dodge, Forward Roll, and Back Roll all had there frame rates lowered aka. they cancel out quicker. Thus, Renamon can quickly dodge attacks while on the ground.
Taunts
Taunts have remained EXACTLY the same. My bad ^^
Tilts Tilt Side A: Push Paw Damage - 4% Knockback - Increases, small Trajectory - Right Speed - short, short, short
One hit move, and this animation is the same as Lucario's second A input. Ending lag is a little bit longer than Quick Paw.
Tilt Down A: Quick Kick Damage - 5% Knockback - Set, small Trajectory - Up Right Speed - medium, short, tiny
Another combo hitter, similar to Quick paw. Start-up isn't as quick, but ends quickly
Tilt Up A - Upper Kick Damage - 6% Knockback - Set, medium Trajectory - Up Speed - short, medium, medium
This rarely combos into itself, which I wanted to do. Floaties can escape from getting comboed in the air, everyone else can get hit by a follow up.
Smashes Smash Side A - Strike Paw Damage - 14% or 16% Knockback - Increases, large Trajectory - Right Speed - long, medium, medium
Same animation, but no range! This has slightly more knockback than the original, however. Can KO pass 100% (Not exactly sure when)
Down Smash A - Split Paw Damage - 14% Knockback - Increases, large Trajectory - Right/Left Speed - long, medium, medium
Yet again, same animation and no range. Pretty much same as Side Smash, but hit boxes are closer to the body and are on both sides.
Up Smash A - Upper Paw Damage - 13% Knockback - Increases, large Trajectory - Up Speed - medium, medium, long
This comes out the quickest of the smashes, but ending lag is longer. Other than hitting up, very similar to the other two smashes.
Air Neutral Air: Spin Paw Damage - 4% Knockback - Set, small Trajectory - Up Right/Left Speed - short, short, short
Tweaked it from a KO gimping move to a quick combo setter. I like it better haha
Forward Air: Strong Kick Damage - 7% Knockback - Set, medium Trajectory - Up Up Right Speed - short, medium, short
Doesn't combo forward anymore, but up instead. Can't kill either
Back Air: Strong Paw Damage - 10% Knockback - Increases, large Trajectory - Left Speed - medium, medium, long
Essentially a smash in the air. It's pretty much the same as before with more knockback.
Up Air: Up Kick Damage - 8% Knockback - Increases, large Trajectory - Up Speed - short, short, medium
Kill move that aims up. You can easily combo into this through Fair.
Down Air: Double Kick Damage - 4%/6% Knockback - Set/Set, small/medium Trajectory - Up/Down Speed - short, long, short
This no longer hangs in the air. It can also spike, but it's a weak spike (REALLY WEAK). Most can recover from it.
Specials Neutral B: Diamond Storm (Signature Move) Damage - 12% Total {2%,2%,2%,2%,1%,1%,1%,1%) Knockback - Set, small Trajectory - Right Speed - medium, long, longer
Diamond Storm! 8 hit move, good for lowering shield and damage racking. Strongest hits are close to the body. This is her only ranged move with disjointed hit boxes; however, this cannot be spammed as well because of the lag. Also, since this isn't treated as a projectile, the move can get interrupted by clashing. This move is mainly for spacing and edgeguarding and would be mildly difficult to approach the opponent. I improvised with the visuals, spare me XD
Side B ground: Power Paw (Signature Move)* Damage - 16% (damage-increase influenced) Knockback - Increases, large Trajectory - Right Speed - medium, short, medium
According to Wiki, she has a move called Power Paw, though I've never seen it (XD). The description said, "Renamon's hands and feet are surrounded by blue fire as she strikes." I recreated it as best I can. This move is quick, but relatively hard to hit due to small hitboxes, and can be punished so watch out.
Side B air: Power Paw Variant (Signature Move)* Damage: 16% (damage-increase influenced) Knockback - Increases, large Trajectory - Right Speed - medium, short-med, medium
The animation is Lucario's Tilt Side A, though it is one hit and the hit box comes out slower. This move is harder to hit compared to the ground, but has slightly more knockback.
*NOTE: If you do B side in the air, then go to the ground while in the animation, the animation switches to the Side B ground. Samething happens vice versa.
Down B: Power Paw Variant (Signature Move) Damage - 17% (damage-increase influence) Knockback - Set, large Trajectory - Down Speed - medium, short-med, short/long
This move is hard to hit because it is so close to Renamon's body, but this is definitely her strongest move. This, on the ground, will knock your opponent up and can combo into a smash if the opponent doesn't tech. In the air, the move does not cancel out, but if it hits the opponent, it will definitely spike him/her down. You just have to hit them with it!
Up B: Teleport (Signature Move) Damage - N/A Knockback - N/A Trajectory - N/A Speed - short, medium, medium
I liked to thank the Project Mewtwo Thread (DarkDragoon and IndigoFenix) who had discover the boolean that enabled invisiblity. In her wiki description, Renamon is capable of teleportation, so I just gave her that. She doesn't go into helpless state after, exactly like the Brawl+ LucarioSPECIAL NOTE: The graphic effects on specials change while you are in shallow water. Don't freak out, the hitboxes are the same. It kind of looks funny XD 3b. FlamedramonBasics A->A->A: Flame Hitters Damage - 2%, 8%, 6% # of Hits - 2, 4, 3 Knockback - small][medium Trajectory - right][right Speed - tiny, long, short
This is different from the original 3 hit combo the old Lucario had. The last hit can KO an opponent off the stage, and this rare move actually hits horizontal, but it's at the end of the string and does not always connect. The second set of hits can combo into tilts.
Dash A: Flame Tackle Damage - 15% # of Hits - 13 Knockback - medium Trajectory - Up Right Speed - short, long, short
Went crazy here with the hits. However, 80% of the time, you WILL NOT hit all the hits. This move is good for pressuring and damaging.
Throws
Tweaked the throws. Up throw hits up right and curves the opponent back to the ground. Forward throw is in the same direction except with lower knockback. Down throw and Back throw are identical except mirrored. They hit up right (back throw up left) and can KO at higher percentages
Taunts
Taunts have remained EXACTLY the same. I'm just not that kind of guy ^^
Tilts Tilt Side A: Fire Strike Damage - 11% # of Hits - 2 Knockback - medium Trajectory - Up right Speed - medium, short, short
This one may remind of the old one except with fire.
Tilt Down A: Fire Trip Damage - 9% Knockback - medium Trajectory - Up Right Speed - medium, short, short
More or less the same move as before. Good to pressure with.
Tilt Up A - Fire Kick Damage - 12% # of Hits - 4 Knockback - small Trajectory - Up Speed - short, short, short
Kind of hard to get off all four hits, but still a good move. Can combo into itself
Smashes Smash Side A - Flaming Strike Damage - 19% # of Hits - 2 Knockback - large Trajectory - Up Right Speed - long, medium, medium
Same as before except with two hits and fire properties. Good to KO, but won't til around 200% (Don't quote me on it...)
Down Smash A - Flaming Trip Damage - 20% # of Hits - 2 Knockback - large Trajectory - Up Right/Up Left Speed - long, medium, medium
See above description ;]
Up Smash A - Flaming Tower Damage - 21% # of Hits - 4 Knockback - large Trajectory - Up Speed - medium, long, long
This move is alot easier to hit because of the multiple hits. Can KO in the Up direction
Air Neutral Air: Rotating Flame Damage - 15% # of Hits - 5 Knockback - small][medium Trajectory - Up][Right/Left Speed - short, long, medium
The last hit can KO, but you have to get through the first four. It's relatively easy to hit all hits. Much like the AAA combo, the last hit in the string hits horizontally
Forward Air: Burst Fire Damage - 12% # of Hits - 6 Knockback - medium Trajectory - Up Right Speed - short, medium, medium
You will love this move =D Beside the cool 6-hit properties, it is your key approach and combo move. Use it wisely.
Back Air: Wild Fire Damage - 13% # of Hits - 2 Knockback - medium Trajectory - Right Speed - medium, medium, medium
This air move drags the opponent toward you. So, the ideal strategy is to use this will retreating. Combined with the awesome range and his short hop, it's a pretty awesome combo setter
Up Air: Reverse Flame Damage - 11% # of Hits - 2 Knockback - medium Trajectory - Down Speed - short, short, medium
It's a spike. What's dangerous about this move is that you have to hit the opponent from underneath. Remember, you fall fast, so make sure you hit the spike
Down Air: Dizzy Flame Damage - 11% # of Hits - 2 Knockback - medium Trajectory - Up Speed - short, medium, medium
Down air hits up?... Anyways, this is a good combo setter, and since it doesn't hang in the air, you can approach with this from the side. Careful, the hit boxes are down, not to the side
Specials Neutral B: Flame Fist (Signature) Damage - 24% # of Hits - 4 Knockback - medium][large Trajectory - Up Right][Up Speed - long, long, long
This has crazy range! Good move to kill legitly, meaning at high percentages, but you can pressure an opponent of the stage with the first three hits. The last hit will always hit up, so you may just end up saving an opponent from death. Hard to spam with, and not an approaching move, but a back off move. You probably won't hit all four hits in one go.
Side B: Flame Knuckle (Signature) Damage - 22% # of Hits - 2 Knockback - large Trajectory - Up Right Speed - long, short, medium
Another back off move except it is at a closer range. You can kind of spam the move, but not really. Used to keep the opponent away, but the long start up means you have to time the move right.
Down B: Flame Shield (Signature) Damage - 26% # of Hits - 4 Knockback - small Trajectory - right Speed - short, long, short
This is Lucario's counter tweaked. The flame properties were added and signal with frames activate the move (Not timed EXACTLY). The actual hit is to increase damage, and after the hits connect ideally, the opponent should wind up right in front of your feet. From there, you can wreak your havoc ;]
Up B: Flame Rocket (Signature) Damage - 24% # of Hits - 16 Knockback - small Trajectory - Up Speed - short, long, medium
Lucario's recovery has hits!?! Yes, it's true. You WILL NEVER hit all hits (Well, it's possible, but not probable) Since helpless state does not after this move, you can combo the Rocket with itself, though the set up is hard. Can't really set up combos, but rather does a quick in-and-out damage.
SPECIAL NOTE: The graphic effects on specials change while you are in shallow water. Don't freak out, the hitboxes are the same. It kind of looks funny XD4. VideosRenamon Move Demo Video:
Brawl+ CPU Fight - Renamon vs. Ike:
Brawl+ CPU Fight - Renamon vs. Sonic:
Flamedramon Move Demo Video:
Brawl+ CPU Fight - Flamedramon vs. Charizard:
Brawl+ CPU Fight - Flamedramon vs. Luigi:
PM Any Videos you have made! 5. Special thanksPhantom Wings - For the AWESOME program DarkDragoon and IndigoFenix - For the teleportation boolean The complete PSA Thread - For the help to my random questions KittyCorp - For the texture, forum board, and the inspiration =] TKO727 - For the flamedramon suggestion 6. Downloads (tyvm)Unfortunately, you can only have one of these hacks in at the sametime. You'll have to choose x.x Download the PAC file and paste it in the Lucario Folder under the Fighter Folder and rename it as FitLucario It should look like this: fighter>lucario>FitLucario.pac The textures can be found on KittyCorp in the Texture Thread here on Smashboards. Click "Texture Gallery" on this thread. Paste in the same folder as PAC file except name it "FitLucario00". Renamon/Flamedramon is now default color. PLEASE! POST FEEDBACK!
THANKS AND ENJOY!!!
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