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Author Topic: Project GENO #New Fighter Geno!#  (Read 40000 times)
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Shadic
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    « on: September 09, 2009, 09:09:06 PM »



    PROJECT GENO

    No Mario, this isn't Star Road.

    After a (quite lengthy) delay, Geno finally joins the Brawl!

    Who is Geno, you may ask?

    Geno (whose real name is the unpronounceable ??!?) is a warrior from Star Road and one of Mario's partners in Super Mario RPG: Legend of the Seven Stars. He was sent by "a higher authority" to restore peace to Mario's world. Although he takes the form of a wooden doll, Geno is presumably a star being.

    Projects:
    There are two different projects for Geno construction going on. The two have been dubbed Fighter Geno and Cosmic Geno. They've been made by Shadic and IndigoFenix, respectively.They're being undertaken with different viewpoints on the original character.

    Fighter Geno is more into physical combat, using a lot of swapped animations to make the character and his moves feel different. His fall-speed and run is quick.

    Cosmic Geno is more into using magic, and fire to attack. There's a heavy emphasis on times attacks, making Geno have special touches similar to how he worked in Super Mario RPG. He's slightly slower, and floatier than Fighter Geno.

    Moves:
    Here is a basic summary of both Geno's movesets:

    Jab:
    Fighter: Spark - Geno jabs his hand forward quickly, and unleashes a magic flash, capable of sending the opponent back quite a bit.

    Cosmic: Finger Shot - Geno pulls out his trusty finger gun and fires a bullet. It's quick to fire and has pretty good range for a normal A move. Best used as a method for keeping your distance from  opponents. If anyone has a better idea for a graphic effect here, let me know - I don't like shiny bullets.

    Ftilt:
    Fighter: Up Flash - Geno does a quick twirl, unleashing magic capable of sending the opponent up a slight amount. Great for beginning combos, and the angle can be changed by tilting the control stick.

    Cosmic: Hand Cannon - Geno fires off a flash of burning energy. Its range is much longer than you'd expect from such a small fighter. Like Finger Shot, its primary use is for knocking close-range opponents  away.

    Dtilt:
    Fighter: Speedshine - Geno blasts energy behind and in front of him, knocking the opponent away with decent base knockback. However, don't expect this move to kill!

    Cosmic: Ground Explosion - Geno sends a burst of energy into the ground, causing a small explosion in front of him.

    Utilt:
    Fighter: Shine Spin - Geno spins, radiating star power. The move sends the opponent upwards for follow-up attacks.

    Cosmic: Hand Gun - Geno fires a burst of energy upwards. It has a bit of a start-up lag, but has a nice sweetspot if you can time it right.


    Dash Attack:
    Fighter: Quick Trip - Get flips backwards, sliding forward and kicking the opponent. If you only hit with the first kick, the opponent will be sent backwards at a very low trajectory. However, if both hits connect, the opponent pops upward, giving a perfect combo starting attack!

    Cosmic: Double Hit - Geno strikes out quickly with a weak burst of energy. If you let go of the control stick at the moment he releases the attack, he will do a spin attack as well, but if you don't, it  combos well into his FTilt.


    FSmash:
    Fighter: 7-Star Strike - Geno hits his opponent seven times with a rapid flurry of stars, sending them flying a good distance away with the last hit.

    Cosmic: Star Gun - Geno fires off a burst of star energy. If you tap the A button again at the right time, he will send off a second, more powerful attack as well.

    DSmash:
    Fighter: Nova Shell - Geno unleashes a medium-sized burst of energy all around his body. He's invincible durning this for a short time, as well.

    Cosmic: Nova Shell - Geno unleashes a medium-sized burst of energy all around his body.

    USmash:
    Fighter: Star Burst - Geno focuses energy into the all around him, sucking the opponent upwards, then causes an explosion of stars which blasts opponents straight outwards. It's slow, but very powerful.

    Cosmic: Star Burst - Geno focuses energy into the air above him, then causes an explosion of stars which blasts opponents straight upwards. It's slow, but very powerful.


    Nair:
    Fighter: Geno Flip - Geno does a quick flip in the air, kicking his opponent in different directions, based on when in the kick he hits.

    Cosmic: Orbital Spin - Geno spins his body in the air rapidly, hitting anyone who comes too close.

    Fair:
    Fighter: Geno Rush - Geno boosts forward with star energy, and then hits with a small flash. Works great during recoveries as well.

    Cosmic: Rocket Rush - Geno uses his rocket punch to thrust himself forward for a powerful punch. If he hits them while thrusting, he will push them forward, but the attack is most powerful if he hits right  at the end. Based vaguely on the punch Geno uses on Bowyer in his first fight scene in SMRPG.

    Dair:
    Fighter: Energy Stomp - Geno stomps downward quickly, sending the opponent flying. Hitting with this attack provides a small upward boost, as well.

    Cosmic: Meteor Strike - Geno hits opponents below him with his fist, sending them straight downwards. If the attack connects, he also gets a slight upwards boost.


    Bair:
    Fighter: Geno Kick - Geno gives a two-legged kick behind him, sending the opponent flying! A sweetspotted attack is done in the initial attack, while the orbs of energy at Geno's feet are still there.

    Cosmic: Spinning Blast - Geno whirls around and fires his Hand Gun three times behind him. Each burst sends opponents in a different trajectory, but the strongest blast is the last one, which hits them at an  upwards angle.


    Uair:
    Fighter: Sky Shot - Geno creates a quick flash above him, sending the opponent straight up. Works great for killing opponents off the top.

    Cosmic: Stellar Shock - Geno releases a burst of star energy above him, sending opponents upwards. It has a strong sweetspot at the very tip of the attack at the moment it comes out. A perfect hit with the  sweetspot is a very powerful killing move.

    NeutB:
    Fighter: Geno Beam - Geno charges his energy, each click can be heard/seen. After enough have been charges up, he releases a long, powerful beam. Listen carefully to find out when it's almost charged. Also, you can let go of B mid-charge to save it up and use it later.

    Cosmic: Geno Beam - Geno focuses energy into his Star Gun, charging it into a powerful long-range beam that sends opponents flying back. Charging it three times brings it to maximum power, but waiting any  longer causes it to weaken. He can also fire it without charging at all, although this will result in a very small burst. In the air, only the small, uncharged version can be used. Knockback probably needs  to adjusted.


    SideB:
    Fighter: Geno Whirl - Geno tosses a speedy energy disk, dealing damage to opponents. Pressing the A button immediately before the attack connects deals a powerful blow that can KO at around 100% damage, but  pressing it too early causes the attack to become exceedingly weak. One of Geno's best killing moves, but it takes some practice to land the critical hit and its long start-up makes it easy to dodge.

    Cosmic: Geno Whirl - Geno tosses a speedy energy disk, dealing damage to opponents. Pressing the A button immediately before the attack connects deals a powerful blow that can KO at around 100% damage, but  pressing it too early causes the attack to become exceedingly weak. One of Geno's best killing moves, but it takes some practice to land the critical hit and its long start-up makes it easy to dodge.


    DownB:
    Fighter: Geno Spin - In the air, Geno drops rapidly, dragging opponents with him as he goes. On the ground, he spins back and forth quickly, launching his opponents away.

    Cosmic: Geno Blast - Geno raises his hands into the air, focusing energy into the sky above him, then sends it streaming down onto any unsuspecting opponents. The attack deals tremendous amounts of damage
    (up to over 40% damage at full charge!) and has a wide range, but it has no knockback and a very long start-up and ending lag. It also has a blind spot right next to Geno, leaving him wide open to any  opponents who avoid the blast. Like Geno Beam, it can be charged up to three times but weakens if it is not released after the third charge. If Geno uses this in the air, he will hover and fire the energy  from his own hands instead. The aerial version is weaker and lasts shorter than the ground version. Also, it cannot be charged, and puts him into free-fall.


    UpB:
    Fighter: Geno Boost - Geno spins in the air, radiating star power. Opponents are shot straight up with the move, and if cleverly used, can be used to kill foes off the top.

    Cosmic: Geno Boost - Geno rises into the air, radiating energy. He will take no knockback if hit during the first part of the move. After using the move, he will glow with energy, and any aerial attacks he  uses while falling will be more powerful than usual. Unlike most recovery moves, Geno retains his second jump after using Geno Boost. He can also use the ability again while falling in order to slow his  descent or to defend against attacks.

    FThrow:
    Fighter: Cosmic Toss - Geno flips the opponent around and throws them with his magic. A fairly powerful throw.

    Cosmic: 7-Star Strike - Geno hits his opponent seven times with a rapid flurry of stars, sending them flying a good distance away with the last hit. Based on Shadic's FSmash animation and physics, but not  quite as powerful. It's still a very good throw, about on par with Ness/Lucas in terms of knockback.


    DThrow:
    Fighter: Energy Blast - Geno stands on top of the opponent, blasting them with tons of magical power.

    Cosmic:  Rocket Punch - Geno smashes his opponent with a rocket-charged fist, knocking them down and causing them to slide across the floor.


    BThrow:
    Fighter: Geno Fling - Geno spins the opponent around, holding them above him with magical energy. He then throws them backward, in a move able to KO those who are high on damage.

    Cosmic: Meteor Shower - Geno leaps above his opponent and rains star energy on top of them, dealing damage and sending them backwards. It doesn't send them very far, but does a good deal of damage.


    UThrow:
    Fighter: Star Hurl - Geno throws the opponent up into the stars!

    Cosmic: Star Release - Geno raises his hands and holds his opponent in the air above him for a moment before sending them flying straight upwards. Based loosely on the way that Mario sent Star Pieces into  the sky in SMRPG, probably needs to be made stronger in the future.



    To play as Geno, download one of the following:
    Shadic's Geno (Fighter Geno)
    Indigo's Geno (Cosmic Geno)

    And place in the following directory:
    SD:\private\wii\app\RSBE\pf\fighter\toonlink

    Make sure the files are named properly!

    For best results with Cosmic Geno, download the following texture, place it in the same folder as the other, but name it FitToonLink03.pac  . It'll replace Toon Link's Blue costume! (Fighter Geno has his included.)

    Shadic's Thanks To:
    Eldiran - Basic Q&A.
    UMOP - Basically made Geno Beam, other assistance.
    DarkDragoon - Random Q&A, emotional fallback.
    Phantom Wings - Made PSA.
    Sonicandtails - Small testing, bouncing ideas off of.
    Raqib12 - Avoiding Beta Testing. >8(
    camelot - Finding how to change Frame speeds, ideas, PSA help...
    Androu1 & Dhrage - Pretty awesome Geno texture.
    IndigoFenix - Sharing several Geno moves, basic collaboration, etc.
    xepherthree - Testing and feedback.
    TheSilenceOfNoOne - Feedback, testing, fine-tuning, and awesome ideas.
    RandomTBush - Making an awesome Geno texture even better by removing the sword and shield permanently!
    Everybody who contributed to PSA documentation!

    Screenshots:
    Here are some screenshots of both versions of Geno. Click the thumbnail to enlarge.

    Fighter Geno:


    Cosmic Geno:
       


    Changelist:
    Here are changelists for each character:
    Fighter Geno (11-06):
    Sword and Shield Permanently Removed, including off Geno's Back. YAY! (Thanks RandomTBush!)
    Grab, Dash Grab, and Turn Grab changed. (No tether!)
    New Grab attack animation and speed. (Does 3% per hit!)
    FSmash: First six hits do 2% and pull inward, seventh hit lowered in damage, but increased knockback. New Hit SFX
    Dsmash: Range increase, sped up slightly.
    UAir: GFX and SFX changed. (Thanks IF!)
    Nair: Enlarged GFX.
    Bair: New attack! Try out Geno Kick!
    Dair: New attack! Try out Energy Stomp!
    Ftilt: Hit SFX changed.
    Dtilt: New attack! Try out Speedshine!
    Utilt: New SFX.
    Dash Attack: New attack! Try out Quick Trip!
    UpB: Hitboxes connect better now.
    DownB Aerial: Gives second jump back, hits connect much better, but with reduced horizontal range. Also IASA was pushed back 5 frames.
    Fthrow: New!
    Uthrow: New!
    Bthrow: New!
    SideTaunt: New side taunt! Geno Nod!

    Cosmic Geno (10-25):
    The dynamics of overcharging Geno Beam and Geno Blast are now different. Instead of firing immediately if you hold the button past the 3-charge limit, they will 'fizzle' and gradually lose power over the course of about half a second, dropping down to a single charge if you don't let go fast enough. While this diverges a bit from SMRPG mechanics (in which case a failure to land a timed hit was simply a failure) it slightly increases Geno's options by allowing him to hold at least a partial charge a little longer than usual.
    Geno Beam and Geno Blast now look slightly different at different charge levels, which should help people who aren't familiar with Geno's SMRPG mechanics.
    The aerial Geno Blast becomes stronger if Geno has used Geno Boost.
    The turning invisible when stunned glitch has been fixed, and he no longer dies if his shield breaks.
    The difference between his Boosted aerials and his non-Boosted ones has been increased. Specifically, his Bair and Dair are both much weaker when not Boosted. These two attacks have also been given slight starting lag increases and significant ending lag increases.
    His Fair's hitbox properties have been changed a little, making it easier to sweetspot on purpose and harder to do so by accident (basically, it will sweetspot if and only if you hit with the end of the dash alone).
    Fair, Bair, and Dair all have graphical differences when Boosted.
    His Nair still has a small hitbox, but the starting lag has been decreased and the hitbox stays out longer. It is also much more powerful when it comes out. Basically, it's comparable to Pikachu's Nair. It does get stronger with Geno Boost, but since it is already a high-risk/high-return attack, its Boost is not nearly as significant as Fair, Bair, and Dair. His Uair, being a kill move in its own right, does not receive any Boost.
    Ftilt's KBG has been lowered significantly.
    Utilt's hitboxes hit at slightly different angles.
    His grab range has been lengthened, and all of his throws, with the exception of his currently incomplete back throw, should now work in all circumstances. Let me know if any bugs are found.


    Old Changelists:

    Fighter Geno (10-25):
    Short-hop increased.
    Zair removed
    Crouching no longer blocks projectiles.
    Jab: Sped up, slightly more KB, increased range, bigger hitbox.
    Ftilt: Sped up, given IASA frames
    Dtilt: Sped up, slightly less damage
    Utilt: Sped up slightly, given second, higher hitbox, and more horizontal range.
    FSmash: Better Range, higher angle KB, different hitsounds, less hitlag, more damage
    DSmash: Fixed IASA Frames, animation changed
    USmash: graphics taken from IF, given GFX for side hits
    Nair: Fixed hitboxes, all three work properly, lower KBG
    Fair: Sped up beginning, increased hitbox size
    Dair: Changed animation (IF's idea), spedup endlag
    Bair: graphics and hitbox taken from IF's Nair, momentum slightly altered
    Uair: Fixed IASA frames to actually work, fixed landing lag, hitbox size increase
    DThrow: Taken from IF
    All Specials besides Geno Beam now have a cool Star Effect, courtesy of IF.
    SideB: Changed into Geno Whirl, all done by IF
    Get up Attack taken from IF.
    Ledge attack taken from IF.
    DTaunt taken from IF.
    UTaunt taken from IF, given SFX
    On-Screen Appearance animation changed (IF's)
    Side taunt changed.


    « Last Edit: November 10, 2009, 10:08:45 AM by Shadic » Logged

    thanyou
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    « Reply #1 on: September 09, 2009, 09:28:56 PM »


    Dude, I swear to god I had this exact same Idea, but I chose to start my Wind Waker Link instead (NO STEALING >:| )

    Luvin the Geno beam too Wink
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    « Reply #2 on: September 10, 2009, 07:19:03 AM »


    Meh. I knew it would happen eventually. Honestly, I think you should have incorporated more range/spell moves into his moveset. Otherwise, fairly well done.
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    « Reply #3 on: September 10, 2009, 10:25:33 AM »


    Wew, great job on this one. i'm impressed. Lots of funny moves, and original animations used. ^^ (I really like the Down-B. ^^)

    A few possible tweaks :
    - The D-Smash's endlag is ridiculous, for a Smash. And you can chain them like ... really fast.
    - On the opposite, the big ending lag after the U-Smash makes it difficult to use, even thought it really is good, otherwise.
    - Activating an already-charged Beam is quite annoying ... could you make it so that you just have to tap the button to unleash it, and not keep the button pressed ?
    - The pathetic range of the S-Smash. It doesn't fit the stars and really need more range, with a so long ending lag.
    - S-Tilt stops you quite brutally, I think ...
    - The N-Air has a good ending hitbox, but a quite little starting hitbox ... not very practical.  Undecided

    (Or am I suppose to have Brawl+ to make it work ? I'm not a pro of balancing characters, so these suggestions were only made based on the "average feelings" that come out of your character ... )
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    « Reply #4 on: September 10, 2009, 02:14:33 PM »


    I just played as him for like, 3 hours straight, its that addicting @_@

    Anyways, I found a couple things that I thought needed tweaking;

    • Remove the forward momentum created by doing the fair, it has too much start up lag, so you can't short hop + fair, and it also has just enough ending lag to make it so if you fall off the edge while using this attack, you probably won't be able to recover in time.
    • Add some more projectiles (If possible) he was a mage in the original game, that should stay true in his Brawl representation
    • If its possible, find a way to make him always have the Wind Waker Wand out, that'd be awesome
    • Pretty much everything Miacis said
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    « Reply #5 on: September 10, 2009, 02:30:35 PM »


    Looks very fun and well made, I may try this out sometime Cheesy
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    « Reply #6 on: September 10, 2009, 04:45:50 PM »


    u should put a red lazery fiery gfx on the boomerang. Why?

    GENO WHIRL!!!

    edit: i gots a capture card. u want vid?
    « Last Edit: September 10, 2009, 05:52:31 PM by S.N.E.S.S. » Logged


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    « Reply #7 on: September 11, 2009, 01:45:38 PM »


    Wew, great job on this one. i'm impressed. Lots of funny moves, and original animations used. ^^ (I really like the Down-B. ^^)
    Thanks! Aerial or Ground?

    A few possible tweaks :
    - The D-Smash's endlag is ridiculous, for a Smash. And you can chain them like ... really fast.
    - On the opposite, the big ending lag after the U-Smash makes it difficult to use, even thought it really is good, otherwise.
    - Activating an already-charged Beam is quite annoying ... could you make it so that you just have to tap the button to unleash it, and not keep the button pressed ?
    - The pathetic range of the S-Smash. It doesn't fit the stars and really need more range, with a so long ending lag.
    - S-Tilt stops you quite brutally, I think ...
    - The N-Air has a good ending hitbox, but a quite little starting hitbox ... not very practical.  Undecided
    1) Wow! I completely missed that. I must have an "Allow Interrupt" far too early. It's on my list of fixes!
    2) I think you just mentioned why it's balanced. Tongue It's got decently short startup lag, hits a large area, and does a lot of damage. Gotta have a drawback.
    3) Yeah, Geno Beam requires a lot of tweaks. I do the same thing as you do. Bug UMOP for that.  Tongue
    4) I'll think I'll give it a VERY slight range increase, and speed up the end lag a bit. It's already very punishable on miss.
    5) What do you mean? Graphically?
    6) It works good as an attack you prepare beforehand, flying through the air at the enemy. Although, I'm gonna work on having a hitbox at the beginning.
    (Or am I suppose to have Brawl+ to make it work ? I'm not a pro of balancing characters, so these suggestions were only made based on the "average feelings" that come out of your character ... )
    It was designed with Brawl+ in mind, hence the physics. Thanks for the comments though, they really helped a lot. Feedback is great.


    I just played as him for like, 3 hours straight, its that addicting @_@
    Awesome!
    Anyways, I found a couple things that I thought needed tweaking;
    • Remove the forward momentum created by doing the fair, it has too much start up lag, so you can't short hop + fair, and it also has just enough ending lag to make it so if you fall off the edge while using this attack, you probably won't be able to recover in time.
    • Add some more projectiles (If possible) he was a mage in the original game, that should stay true in his Brawl representation
    • If its possible, find a way to make him always have the Wind Waker Wand out, that'd be awesome
    • Pretty much everything Miacis said
    1) I actually like that move, and I've gotten compliments about it. It's good for doing a quick backwards shothop and then ramming down on them.
    2) Get me projectile and model hackings.  Roll Eyes
    3) That's actually very easy, but it gets in a way of a lot of things and kinda looks like a swordd.  Embarrassed
    4)Righteo.

    Thanks for the comments!
    « Last Edit: September 11, 2009, 01:46:54 PM by Shadic » Logged

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    « Reply #8 on: September 11, 2009, 04:03:37 PM »


    Wew, great job on this one. i'm impressed. Lots of funny moves, and original animations used. ^^ (I really like the Down-B. ^^)
    Thanks! Aerial or Ground?
    The ground one. Easy to use, pretty looking, and nice trajectory. A very good move, in other words.  Smiley

    Quote
    2) I think you just mentioned why it's balanced. Tongue It's got decently short startup lag, hits a large area, and does a lot of damage. Gotta have a drawback.
    I understand, but ... It's still a bit too much, I think. The kind of endlag that makes you say "Oh what ?!" at the end of it, because it's really noticeable.

    Quote
    4) I'll think I'll give it a VERY slight range increase, and speed up the end lag a bit. It's already very punishable on miss.
    Very good, then.  Smiley

    Quote
    5) What do you mean? Graphically?
    Uh ... I mean that you lose a lot of walking momentum. Same as before : it's too brutal to go unnoticed. Maybe make it slide a bit more (if it's possible, of course ?).

    Also, I just noticed two other things : at the end of the Geno Beam, there's a terrible endlag, and there's some sort of ugly "hiccup" in Geno's moves at the end. It's really bothering, since iooks like you can move ... when you actually can't. I suggest you kick out the failed animation at the end and the lag that goes with it.

    Oh, and I noticed something while playing on SSE with it. The SSE mode removes some of the PSA's alterations of physics : the jumps are set back to normal, and everything except the animations are the ones of the old character. I found something interesting : the ADA gives a slight upward momentum at its beginning. And you can actually fall of the edge, ADA and get back on it instantly ... Not only does it look cool, I find it would be an interesting tweak. What do you think ? (There's still the big ending lag, so it wouldn't really overpower the move, I think. But as edgeguard ...  Grin)
    « Last Edit: September 11, 2009, 04:06:52 PM by Miacis » Logged

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    « Reply #9 on: September 11, 2009, 06:05:28 PM »


    Yeah, Geno Beam requires a lot of tweaks. I do the same thing as you do. Bug UMOP for that.  Tongue

    Not as many as when you first showed me him. :l
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    « Reply #10 on: September 11, 2009, 07:57:13 PM »


    There's a difference between "tweaks," and "Making it work." XD

    'sides, it's my fault for figuring out exactly how stuff would work before asking for your help. (Actually, I'd blame a weird Frame Speed Code, but whatever.)

    Anyways, I'm fairly certain there's going to be a few B move changes coming soon that'll make Geno... Much more Geno-y. Stay tuned (Keep testing though)
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    « Reply #11 on: September 12, 2009, 10:56:13 AM »


    Nice, I tested and downloaded this character, I think it's very well balanced.
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    « Reply #12 on: September 12, 2009, 08:09:34 PM »


    I love the way u did all this ":p
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    « Reply #13 on: September 14, 2009, 03:49:42 PM »


    well, Geno's japanese name is Jiino..so....it's pronounced Geeno
    Tongue
    also, I'm really liking this. this is going right to teh Sd card >Cheesy hopefully projectiles will be editable Geno whirl is a must for a Geno PSA hack! D:
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    « Reply #14 on: September 16, 2009, 07:31:31 PM »


    I've put a lot of changes into Geno already, a lot of his moves are feeling much better. (Ftilt, Dtilt, DSmash, and Nair especially)

    If anybody has more changes, I'm all ears.
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