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Question:
Out of the four members of the Fighting Alloy Team, which one is your favorite?
Red. - 10 (23.3%)
Blue. - 8 (18.6%)
Yellow. - 5 (11.6%)
Green. - 8 (18.6%)
Can't decide. - 10 (23.3%)
Not interested. - 2 (4.7%)
Total Voters: 43

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Author Topic: KJP's Throne Room. 09/08/2019: Fighting Alloy Team Pack Update  (Read 1814849 times)
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KingJigglypuff
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    « Reply #6015 on: October 11, 2014, 09:09:20 PM »


    RTB, you majestic bastard. <3

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    « Reply #6016 on: October 11, 2014, 09:47:50 PM »


    RTB, you majestic bastard. <3



    T-Rex alternate costume?
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    « Reply #6017 on: October 12, 2014, 08:36:09 AM »


    Yes.
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    « Reply #6018 on: October 12, 2014, 12:54:42 PM »


    great t rex alt costume, shame in pokemon his size is kinda small lol.
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    « Reply #6019 on: October 12, 2014, 01:23:56 PM »


    RTB, you majestic bastard. <3



    Tell me about it. I was so freaking hyped when I saw it on skype lol
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    « Reply #6020 on: October 14, 2014, 06:04:43 PM »


    It is finally here; my not so perfect analysis of the current WISP.

    So i'm going to go bit by bit on this one.

    But before i go into the moves, i am going to point out the biggest FLAW that wisp has.
    that flaw is Telegraphing, most of you might not see this as a problem, but i do. Most of the Brawl fighters are fleshy or have limbs or a way to tell you how they are going to punch/kick/shoot/hit you in some way. Wisp has always had this problem, it floats there ever ominous just glowing its evil colours and then.... KABOOOM! it hits you with something completely unexpected. Hilariously  fun if you are using it. completely rage inducing  if you are a poor victim.
    My only suggestion on this matter is make it somehow telegraph the moves. either by flashing or have a row of lights/elements line up. Without it, it was a horrible one week long Learning curve to learn. and that curve was predicting the unpredictable. needless to say, it taught me how to be more annoying to my players, but Wisp V1, and V2 are great for telepathic conditioning.


    Running Speed:  The older V1 was slower, and V2 is slightly faster; it is somewhat noticeble. but the speed is fine i see no problems with the current speed. originally Wisp felt slow for an incorporeal elemental being.

    Weight: She weight a lot less now , and is easier to knock out, which is a double edged sword. With her extreme aerial mobility throwing her into the air with all of her midair jumps is a risky move on both players parts. but this is fine, it alone is an interesting gamble.

    Jab: I see no problem with the jab, albeitly i think it should push back a smidge more, it's easy to jab lock with it if you know what you are doing.

    Side Tilt: It's good move, though the knockback could be a few points less. but it is extremely minor.

    Up Tilt: This is a very strong move, of course it's easier now to get out of, and slightly more situational than V1. the damage is fine and so is the knockback. doesn't need changing.

    Down Tilt: Works as it should, although i noticed it causes a small bit of lag when there ar 4 wisps on the screen. needs no chaning.

    Dash Attack: This move feels tricky, because i don't feel like i'm dashing. i know i am, but the feeling of a dash move isn't there. might be the lack of telegraphing, it works as it should. it feels akward.

    Side Smash: This move's only problem is the telegraphing, it's pretty strong at full power, as most smashes are, It's pretty cool to look at, and i noticed that it has an ability to angle (as mentioned in the readme) So with the unpredictable element involved on WISP i was able to completely decimate them with this move. heck because of the Telegraphing advantage i was able to use this move 60% of most of my fights because of how rewarding it is to use it. Good damage and decent knockback, like a good smash should be. the only necessary was mentioned above.

    Up Smash: This move, similar to the Side Smash is pretty much the same. It does exactly what you want it to do as a move, looks good on the GFX, and it does what it should. but again, telegraphing.

    Down Smash: This move was rarely used, but when i did, it was to ledge guard worse than a lvl 16 CPU. it's perfect for this task. if misused seems broken. but with more testing, the move is pretty balanced on regular non ledge stages and is pretty good at keeping people off of your butt.

    Aerial attacks/ All angles: For the sake of laziness and lack of actual combat data, i'm going to lump them. In really short. because of wisps amazing aerial mobility/agility/domination, these moves are easy to chain into a flying opponent and you can keep them up there with you. These work too well in tandem. and they seem to do a lot of damage in fire mode. (more on fire mode later) pretty obesely powered if you can use it well. which isn't hard with the floatiness and extra jumps.

    Nuetral Special:This move i don't use much, and when i did. it was in fire mode. But the standard version has a starry explosion that now has as sweet spot. the sweet spot rather than doing extra damage puts a flower on your opponents head. This move isn't as rewarding as the V1, but V2 feels more rewarding due to this mechanic. Although i think it needs more tweaking, not on the move but the GFX. it is confusing because it seems that it has more range but it doesn't. i think this should be fixed.

    Side Special: Okay one of my favorite Specials because this one (as explained in the readme) as you do more damage and connect damage the more it charges to make a stronger attack. but the more you get hit the less the charge gets making it more difficult to get your strongers attack out of it. This move i really like, it encourages you to be extremely offensive, and the lack of Wisp's ranged moves to keep your opponent away, you only have that option left.
        The move, as you go on, has a farther and stronger variant of itself. so the way it has been coded and  is earned is perfect, i wouldn't change this one bit! it's an ever eternal tug o' war between you and your opponents. it is even more interesting when your opponenets know this gimmick and they fight even harder, and you have to try harder, so the fights are really, REALLY, interesting.

    Up Special:This move, in particular in the V1 was pointless, you have a tornado that you keep your opponents in the air yay? In V2 you can move left and right Hooray?. i don't mean to sound cruel or mean, but this move is pretty bland and pointless.

    Up Special PK:I like this version, not sure what element it was tied to, but it is much better than the tornado of insecurity and pushiness. You have a PK electric ball you can controll in any direction you want for a short period of time. You are invincible while you are in it, and it hurts those around it. pretty good move, my only complaint is that if you are ontop of the ground and you get out of it, the End lag is too punishing.

    Down Special: This is one of the few moves that does Telegraph and is fine because of that. but the V1 was slower and was stuck you in place when you used it. but that was fixed in V2 by giving it a speed boost and a penalized version of it if used too early. i like this move, and doesn't need to be changed.
    *note
    This move is pretty good at gimping someone who is charging an attack. Like Samus, charging your N-B use Down-B. let go immedietely, you just shunted her. i like this part about it, but i think it should be done around the second time it has a charge. not the first.

    Down Special Air: This move wasn't changed, but i don't like it too much, it puts you to the ground faster, i think it should be a move that teleports you to the ground instantaneously to make it a wee-bit different. It's an idea, you don't have to use it.

    Fire mode
    I want to keep this short. Basically it has a few different moves that make it more variable and take advantage of Wisp's alternating "costumes" or elemental like effects. And i'm going to be biased because i love these types of movesets where you can use a taunt, or a combination of buttons to get a new form/attacks. but Pyro Wisp has its share of problems

    I mentioned the aerials on Fire Wisp makes it pretty dominant. not sure if there are fire versions for the aerial attacks, but i noticed that when i do hit someone with the fire moves it does more damage.

    Standard Special Fire:This move is pretty butt-hurt-inducing. it's pretty strong to use but has Pichu syndrome and hurts itself upon use. this move is pretty decent and because of the exreme pay-off needs no balancing. but if i may have some input and an idea. You can use it immedietely and it'll do damage as it should, but it could be like the Side special but in reverse. the more damage you take, the stronger it gets, but the more damage you do, the weaker it gets. This way it acts as a "BACK OFF" move.

    Up Special Fire:This move, is so OP, where do i begin? In short, This move is like Fox-Fire without Endlag and it explodes at the end. I am able to play monkey in the middle with one monkey with this move. Of course it doesn't do much damage, but the knockback is pretty annoying. All in all this move needs help. in many ways, i had to stop using it because it was annoying all my friends.

    Final Smashes? I see what you did there ...
    In short, the Fire wisp's Final smash is more balanced, the Vanilla one is just a Super Nova that is decimating. but who cares, it is a final smash.
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    KingJigglypuff
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    « Reply #6021 on: October 14, 2014, 06:22:26 PM »


    Since the last build, I've toned down the knockback of just about all standard moves. So I'll update everyone once I implement some changes.

    Since the last build, I have added a telegraph to Side Smash. I just gotta think of something for Up Smash.

    Darkness Wisp's Neutral Special's GFX is a bit large, because that's where the wind hitboxes are.

    For Darkness Wisp's Up Special, I plan on revamping it. I'm also going to revamp Darkness Wisp's Down Special as well.

    And I'll go ahead and nerf Fire Wisp's Up Special in terms of damage, knockback, and distance.

    Thanks for the feedback, Ultraxwing.

    Edit: I forgot to mention that the damage of all moves stays the same throughout all forms.

    I've also conjured up a changelist of the next tester build version that I'll be sending out soon.

    -Green, Red, and Turquoise Ice for Green, Red, and Blue color slots.
    -Red Wisp has default Fire for Fire Mode, while Default now has an edited lighter Fire.
    -Nerfs to just about every attack, except Down Tilt and Throws, which were buffed.
    -Unified Jab hitbox placements.
    -BrawlEx version made.
    -New Down Special for Ice Wisp and Aura/Electric Wisp.
    -Made Fire Wisp's Down Special link properly.
    -New Up Special for Ice Wisp.
    -Slightly decreased Air Mobility. 0.95 > 0.4. Just slightly higher than Wario Man's Air Mobility (0.35).
    -Recovery Specials have further decreased Air mobility when in Special Fall.
    -Nerfed Fire Wisp's Up Special in terms of damage, distance, and knockback.
    -New Beta Down Special for Darkness Wisp. Currently does nothing, but will be a Special grab that heals and adds Side Special Variable.
    -GFX added to Wisps Side Smash for easier telegraphing.
    -Remapped old Darkness Wisp Down Special to a randomized option for Neutral Special.
    -Endlag decreased for Aura/Electric Wisp's Up Special.
    -Edited Dash Attack to go further. Also added a sex kick hitbox.
    -Slightly buffed Fire Wisp's Neutral Special.
    « Last Edit: October 15, 2014, 12:16:28 PM by KingOfDreamland » Logged

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    KingJigglypuff
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    « Reply #6022 on: October 16, 2014, 11:09:55 AM »


    Since my stuff on the WIP PSA thread was ignored in favor of boob bones (ಠ_ಠ), I'll post what I have cooking here.

    I'm gonna leave this here as well. <:v


    *Animation is faster than the current gif*
    It has PAT0 and Final Smash eye. I'd also like to give it a Brawlified texture and metallic shine.

    For the moveset, I plan on having it utilize both Shield and Blade forms.


    Here's what Aegislash looks like in game.

    Here's Aegislash in its Blade Stance.

    Here's Aegislash preforming the first part of its Jab. The sword trail color has been changed to purple since this image.

    This is how the Stance Change mechanic will work for the PSA.
    -All Attacks, Grabs, and Item stuff will make Aegislash go into Blade Stance.
    -Shielding and Dodging will make Aegislash go into Shield Stance.
    -When Shield Stance attacks, it'll have more startup, since it has to change into Blade Stance.
    -When Blade Stande Guards, it'll have more startup, since it has to change into Shield Stance.

    What I want to do.
    -Blade Stance has low Knockback resistance, while Shield Stance has high Knockback Resistance.
    -Blade Stance suffers longer hitstun, while Shield Stance is in hitstun for a shorter period of time.
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    Ultraxwing
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    « Reply #6023 on: October 16, 2014, 11:21:19 AM »



    Who doesn't like boobies?
    either way, that looks pretty good. i'm not exactly a big Pokemon fan, but if it plays well, i don't care
    i also have no idea what that is.
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    « Reply #6024 on: October 16, 2014, 12:02:43 PM »


    It's a 6th Gen Pokemon with a unique ability. When it attacks, it goes into Blade Form. When it uses its Signature Move, King's Shield, it goes back into Shield Form.

    My only issue so far is figuring out how to quickly transition from Shield to Blade in the animations without the Shield clipping. So this project may take a while to get going.

    I'm still working on Wisp, so don't worry.

    Edit: The following user has been removed from the Wisp Tester Build.
    Alejandro MiddleCorn. Reason: Has taken too long.

    I will now send the most recent stuff to the current testers..
    « Last Edit: October 16, 2014, 02:13:03 PM by KingOfDreamland » Logged

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    « Reply #6025 on: October 16, 2014, 03:16:30 PM »


    Alrighty! i recieved the current build. gonna test soon!

    And upon the animation stuff, hopefully it isn't too bad of a problem, because the gimmick/gameplay style sounds pretty good.
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    « Reply #6026 on: October 16, 2014, 05:41:59 PM »


    It's a 6th Gen Pokemon with a unique ability. When it attacks, it goes into Blade Form. When it uses its Signature Move, King's Shield, it goes back into Shield Form.

    My only issue so far is figuring out how to quickly transition from Shield to Blade in the animations without the Shield clipping. So this project may take a while to get going.

    I'm still working on Wisp, so don't worry.

    Edit: The following user has been removed from the Wisp Tester Build.
    Alejandro MiddleCorn. Reason: Has taken too long.

    I will now send the most recent stuff to the current testers..

    Recieved. Gonna test it on both PM and B- this time.
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    « Reply #6027 on: October 16, 2014, 06:12:45 PM »


    Don't test on PM yet. It's a vBrawl only moveset until I have everything completed.
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    « Reply #6028 on: October 16, 2014, 07:14:34 PM »


    Are you using the X/Y boneset? Because I'm trying it with my Mega Gardevoir, but the bones are deleted in BB... :/
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    « Reply #6029 on: October 16, 2014, 07:25:11 PM »


    Yes, I'm using the X/Y boneset for Aegislash. With added bones to make it work in Brawl.
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