• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Eldiran's PSAs 'n' Stuff: Newest - Zero 1.4

Status
Not open for further replies.

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Warning! Image-heavy posts ahead.

Update! It's been a looong time. I've been sitting on some minor changes to Zero for all that time, but now I finally got up the energy to put them up. And so, here is Zero 1.4:


Download for both v/BBrawl and B+:
http://www.mediafire.com/?mzziimamyin


VERSION 1.4 CHANGELIST:
- Removed Boomerang Shield leaf graphics
- Changed saber shape to Megaman Zero style saber shape
- Ftilt hits outward (169) with more KBG from frames 17-28 (low point of spin)
- +10 KBG on D-smash explosion

BRAWL+ SPECIFIC CHANGES:
- Same as above, and...
- Increased Fsmash speed 1.3x speed to 1.4x speed
- Terminal Velocity decreased by 0.05
- Airdodge x1.1 speed



----

Last Update: Ganondorf With a Sword But Without Any Codes
Information: http://www.smashboards.com/showpost.php?p=9322162&postcount=1150


Last Wisp Update:
Wisp has now been updated to version 1.3! This features very drastic improvements; I deliberated for a time if I should instead call it version 2.0. :p Not only is Wisp much easier on the eyes, but his core mechanisms have been altered for the better. The overall result should be a more exciting, much less annoying to fight Wisp. Unfortunately, the graphical changes are very observable in-game but not very visible in screenshots. So, I'll have to try an' get a video up. Naturally, as with Zero, Wisp 1.4 is certainly a possibility, especially considering I made drastic balance-affecting changes.




Download Links!
Please check the corresponding posts for installation info.

ZERO Version 1.4
Normal / Balanced Brawl / Brawl+
http://www.mediafire.com/?mzziimamyin
Gameplay Videos thanks to Fools' Gil:
http://www.youtube.com/watch?v=2arZnJghkrs
http://www.youtube.com/watch?v=s9Fi3odUURw
http://www.youtube.com/watch?v=64sYIv7P1OY
Moveset Demonstration Video thanks to Fools' Gil:
http://www.youtube.com/watch?v=-e8KUSiKLBY
Final Smash Moveset Video thanks to Fools' Gil:
http://www.youtube.com/watch?v=oTwlA8Z8sbo

WISP Version 1.3
http://www.mediafire.com/?43mi5yawwzt
Version 1.3 Demonstration video thanks to Fools' Gil::
http://www.youtube.com/watch?v=CVBiOGWO4Gk

My Other Characters:
MANCHU
Full thread / Information
http://www.smashboards.com/showthread.php?t=252975
Brawl+ Version
http://www.mediafire.com/?feeimaucm4w
v/BBrawl Version
http://www.mediafire.com/download.php?jzmljnzmioy

(MORE) KILLABLE GIGA BOWSER
Post / Information
http://www.smashboards.com/showpost.php?p=8685471&postcount=121
Download link to More Killable version
http://www.mediafire.com/?ymnzizjwvmj
Download link to Strong version
http://www.mediafire.com/download.php?4ajyyljiyjj
Demonstration video, thanks to Fools' Gil:
http://www.youtube.com/watch?v=4hTJACsyY9E[/QUOTE]

GANON WITH A SWORD BUT WITHOUT CODES
Post / Information
http://www.smashboards.com/showpost.php?p=9322162&postcount=1150
Download link
http://www.mediafire.com/?zdmwjnhjzmy


My Other Cool Files:
Port Town Aero Dive with No Cars:
http://www.mediafire.com/?iomditiu0xm
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Drastic reorganization for great justice!

Zero is now in the next post down.

This space will be filled with content in the distant future.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
ZERO v1.4 and WISP v1.3

Make a new tab of this link for some fitting music: http://dl.dropbox.com/u/3408506/05 Zero.mp3



Please welcome newcomer
ZERO!


Taking Link's place in the Brawl, Zero is a character whose defining traits are mobility and versatility. His concept was taken primarily from the Megaman X series, though it draws quite a bit on the Megaman Zero series for his varied weaponry. Perhaps Cain has fitted him with these weapons?

You'll notice Zero's blade is mounted on his wrist. This is for three reasons:
a) it looks cool.
b) it makes many moves look different compared to Link (so, it's unique).
c) I wanted to use the actual sword for something else.

Regardless, he can still remove it and use it like a regular blade when he pleases.


Download link:
Version 1.4
Normal / Balanced Brawl / Brawl+
http://www.mediafire.com/?mzziimamyin

The above links to a zip file. Please rename the FitLink of your choice to FitLink.pac, and then place the files within into this directory:
SD Card:\private\wii\app\RSBE\pf\fighter\link

If any of the above folders do not yet exist, create them.

Make sure you have the File Patch 3.5.1 code enabled and working. Other versions may also work. The end result should have Link's moveset replaced with Zero's, and Link's red outfit replaced with Zero's outfit. Many thanks to Dhragen of Stack Smash for the excellent Zero texture.

[collapse=Videos, extra downloads, facts, and changelists]
Moveset Demonstration Video thanks to Fools' Gil:
http://www.youtube.com/watch?v=-e8KUSiKLBY
Final Smash Moveset Video thanks to Fools' Gil:
http://www.youtube.com/watch?v=oTwlA8Z8sbo
-----
Zero v1.3 Brawl+ Matches thanks to Sinz and gangstakirby:
http://www.youtube.com/watch?v=h7rAkFcr45o
http://www.youtube.com/watch?v=4EdZxxidDpo
http://www.youtube.com/watch?v=PyE70uD14is
http://www.youtube.com/watch?v=VE5p8DpWvRk
-----
Gameplay Videos thanks to Fools' Gil:
http://www.youtube.com/watch?v=2arZnJghkrs
http://www.youtube.com/watch?v=s9Fi3odUURw
http://www.youtube.com/watch?v=64sYIv7P1OY
-----

IMPORTANT FACTS
- See the above for installation info.
- Zero should be balanced. I would love to hear feedback about whether he is or not. I'd also love to hear feedback on anything else, be it mechanical or aesthetic.
- Zero will be updated in the future unless he is found to be perfectly balanced as is.

Code:
[U][SIZE="3"]VERSION 1.4 CHANGELIST[/SIZE][/U]
- Removed Boomerang Shield leaf graphics
- Changed saber shape to Megaman Zero style saber shape
- Ftilt hits outward (169) with more KBG from frames 17-28 (low point of spin)
- +10 KBG on D-smash explosion
[B]Brawl+ Specific:[/B]
- Same as above, and...
- Increased Fsmash speed 1.3x speed to 1.4x speed
- Terminal Velocity decreased by 0.05
- Airdodge x1.1 speed



-------

[U][SIZE="2"]VERSION 1.3 CHANGELIST[/SIZE][/U]
- Up+B now has a hitbox; the foot jets deal 3% with weak horizontal knockback
- Neutral air now does 6% to opponents on the ground, but with the same overall knockback
- Neutral air downward slash deals 7% but has more base knockback
- Forward tilt spin deals different knockback based on the part of the spear that hits:
[SIZE="1"](Ranges from +4 KBG on close hit to -8 KBG on furthest hit)[/SIZE]
- Up air kills at lower percentages (+5 KBG)
- Down tilt is now faster and has range consistent with the sword swing
[SIZE="1"](+2 frames faster, -1 IASA on end, added front tip range has less BKB, also swing is always the same)[/SIZE]
- Zero's Ryuenjin now deals more damage (22%)
- Zero's entry animation is faster
- Zero's CPU AI is somewhat improved
[SIZE="1"](Swapped Link's AI with Diddy's -- now he can almost try to recover)[/SIZE]
- Removed fairy dust graphic from Zero's side taunt
- Fixed glitch where using Side+B after it is consumed makes you unable to grab the edge

- 3rd charge of Z-Buster is totally different.
---It flies much faster, is larger, and deals 11%
---When on the ground, there is more lag after firing it
---When in the air, there is more lag before firing it
---It has plenty of hitstun so it can be easily combo'd into the 2nd shot

- Shield Boomerang behaves a good deal differently
---Zero never idles when holding the Shield
---Its closest hit deals 14% and can KO straight up at high percents
---The weakest hit begins at earlier distances than before
---It never misses Zero when returning
---It turns around faster and Zero catches it much faster



--------

[U][SIZE="2"]VERSION 1.2 CHANGELIST[/SIZE][/U]
- Using Up+B in the air after an up-dash is expended now uses the tether.
- Fixed a minor glitch with running
- Fixed Zero's Win3 animation
- Zero can now draw/sheathe his shield while holding items
- Fixed missing sword graphic on slow getup attack while holding an item
- Fixed a minor "Dash" button glitch
- Fixed not being able to use the "Dash" button after double jump
- Changed the "Dash" button to Side Taunt; Zero now has all 3 taunts when they are pressed via Dpad.
- Aerials have less landing lag
[SIZE="1"](Fair lag 20 -> 10, Uair lag 25 -> 15, Nair lag 20 -> 12; these values are lower in B+)[/SIZE]
- Side+B now restores when hit
- Bair now kicks once for 9-11%
- Up air and Forward air now kill sooner
[SIZE="1"](Uair +6 KBG, Fair +9 KBG, -6 BKB)[/SIZE]
- Now you can DI while tether attacking (Zair)
- Nair does 6-8% instead of 10%, but deals similar knockback as before
- Up tilt's punch has increased forward range, but is a very tiny bit slower.
[SIZE="1"](.5 frames slower)[/SIZE]
- Shield draw is now x2 as fast; Shield put away is 3x fast instead of the original 2x
- Fully charged forward and up smashes become Raijingeki and Ryuenjin (unless you hold down on the joystick)
[SIZE="1"](they are as powerful as an uncharged smash in Final Smash mode)[/SIZE]
- SideB/UpB now restores when on a ladder/in water
- Boomerang shield now protects Zero's right arm and shoulder
[SIZE="1"](Zero's right arm and shoulder bones are intangible with the shield out)[/SIZE]

[SIZE="2"][U]VERSION 1.1 CHANGELIST[/U][/SIZE]
- Side+B momentum works differently, and it be canceled by pressing down, or jumped out of.
[SIZE="1"](Momentum transfers to grounded jump, aerial fall/canceling into attack)[/SIZE]
- Forward tilt spear spin always trips, transitions much better into spear stab, which is more powerful.
[SIZE="1"](IASA on Ftilt 1, less KBG, varied BKB, more downward angle, no SDI, faster, trips 100%; +5 KBG on Ftilt 2)[/SIZE]
- Down tilt kills a tad sooner.
[SIZE="1"](+3 KBG on Dtilt)[/SIZE]
- Neutral air always sends foes forward relative to Zero's facing
[SIZE="1"](Nair has non-reversible knockback)[/SIZE]
- Up tilt leads into second hit better, and kills a tad sooner
[SIZE="1"](More inward angle on Utilt punch, -2 KBG)[/SIZE]
- Forward smash is faster
[SIZE="1"](Fsmash start and swing anim 1.3x faster)[/SIZE]
- Forward throw is faster and knocks farther away
[SIZE="1"](Fthrow BKB 30 -> 45; +4 IASA frames)[/SIZE]
- Back throw kills sooner
[SIZE="1"](Bthrow KBG 6E -> 71, 64 -> 68)[/SIZE]
- Down throw is faster
[SIZE="1"](Dthrow +5 IASA frames)[/SIZE]
- Down smash is faster, but does less damage.
[SIZE="1"](Dsmash explosion -4 BKB +5 KBG; Dsmash is faster, -1 dmg on both hits)[/SIZE]
- Upward facing get up attack now doesn't kill, but sends foes further initially.
[SIZE="1"](Up-facing Getup atk KBG/BKB swapped)[/SIZE]
- The explosion of side taunt is now a 1% attack with a preset (very high) upward knockback
- Wall detection for wall-slide is improved (Zero slips off the edge of walls sooner)
- Double jump is lost and not regained after the first 5 wall jumps
- Final Smash lasts for a shorter time; usually ends moments before the Smash Ball reappears if items are on high
- Eliminated the hookshot graphic on a grab
- Pressing Up taunt has Zero do his Side+B; this is for use with the Unrestricted Control Editing code so that you can essentially have a dash button.
- Download .zip file now includes Dhragen's black armor Zero texture.
Unrestricted Control Editing [spunit262]
211973CC 7CC6F82E
051973CC 38C20060
05197468 38620060
05197574 38820060
05197680 38E20060
051976B4 38620060
051978CC 38E20060
065A9380 0000000A
00010203 04050A0B
0C0D0000 00000000
E0000000 80008000
Hacked by Y.S. For NTSC-J, ported by spunit262.

VIDEOS AND MISC. DOWNLOADS

MISC. DOWNLOADS:

Good news for aynone looking to make Zero look more legitimate next to the rest of the roster. I have compiled and created various files to completely replace Link with Zero (except the announcer, I'll do that once sound effect hacking becomes a reality)

This includes four new edits of Dhragen's Zero, making one for every color of Link. Also included are CSPs and Battle Portraits for ALL Zero costumes, a Character Select screen portrait, all graphical names that say "Link" changed to say "Zero", and even new Stock Sprites.

If I've forgotten anything, let me know. I probably made it, but forgot to put it in the .rar.

Download:
http://www.mediafire.com/?ygazzyzajmn
Got another amazing Zero song, The Beamsabre Beat from OCremix.
Download
Preview
VIDEOS:

Wisp vs. Zero Match

I've done a mm with a Crewmate last weekend, we played NTSC 5.0 the first time and we both used a char we have never used. I used Zero and he used Wisp
http://www.youtube.com/watch?v=LoRWRwmtnAM #1

http://www.youtube.com/watch?v=0DaXK1OELKs #2

http://www.youtube.com/watch?v=YheYiz5m0LI #3

Here you got them
Moveset demonstration video of Zero v1.0, courtesy of xDD-Master:
KNOWN ISSUES
- When Zero is loaded via Training or by some other way in which he does not get to perform his Entry animation, his first grab of the match is sluggish and easily broken out of.
- Zero splashes/slowly sinks if wallsliding in water (inconsequential)
- Wallsliding eliminates a held Smash Ball
- UpB/SideB do not recover with springs/cannons[/collapse]

ZERO'S ATTACKS

[collapse=Zero's Attacks]The indicated damages are the typical results -- it doesn't account for sweetspots or sourspots unless otherwise noted.

Zero's Jab is his traditional 3-hit combo from X4 and on. It looks much like Link's at first, but the third hit is unique. Typically he will step forward and slash in an arc. Alternately, if you are pressing up on the joystick, Zero will perform a rising cut.



Jab 1 - 3%
Jab 2 - 5%
Jab 3 Regular - 5%
Jab 3 Uppercut - 6%​

Zero's Forward Tilt is very unusual. He draws out the Triple Rod (a spear-like weapon from Megaman Zero) and spins it. If you hold the A button, he will thrust it out, reaching startlingly far -- otherwise, Zero will simply put away the rod.



Spin - 5%
Thrust - 10%​

Up Tilt is a quick 2-hitter with minimal horizontal range. Zero first swings his fist upward, then his sabre.



Fist - 4%
Slash - 9%​

Down tilt is unique in that it attacks both sides of Zero. Crouching low, he quickly swipes back and forth.



Dtilt - 9%​

There's not much to be said for his Dash attack. It's a quick forward strike that, while simple, will be incredibly useful for most.



Dash attack - 10%​

SMASH ATTACKS

Forward Smash is a powerful swipe. Remniscient of the first beam sabre attack Zero ever possessed, this move makes up in power what it lacks in speed. If you fully charge your Forward Smash, Zero will perform Raijingeki.



Forward smash - 17%​

Up Smash is essentially the upward counterpart to forward smash. Slow, and powerful. The beginning of the swipe hurts more than the end. Fully charging this smash attack will have Zero use Ryuenjin.



Up smash - 14 to 16%​

Down Smash is based off of Megaman Zero's unusual Recoil Rods. These small blades were thrust into the ground to propel Zero into the air -- just as they do here. They cause a damaging explosion, which is the part you'll usually be hitting with.

This move can be very potent if used strategically, considering it launches you right into a jump, allowing you to go from that into any aerial, or even an up smash. The longer you charge the rods, the higher you jump.



Explosion - 13%
Recoil Rods - 16%​

AERIAL ATTACKS

No Zero would be complete without his trademark rolling cut. His neutral air is exactly that -- a spinning attack that covers a huge area. It gradually does less damage as it goes on. Worth noting is that this attack can do no more than 6% to an opponent on the ground.

If you press down on the joystick in the middle of the move, Zero will stop spinning and hold his blade outward to cut enemies below him. He'll hold this attack until you release down or until he hits the ground. Time the transition properly from spin to cut and you could hit with both, dealing up to 15%!



Spin - 6 to 8%
Downward attack - 7%​

Forward Air is a very quick slash in front of Zero. A very effective but simple move, much like dash attack.



Forward air - 9%​

Back Air is now a fun attack unique to Zero. Rather than Link's two back kicks, Zero simply delivers one strong kick. The tip of his foot is the most damaging, with damage decreasing as you get further from his foot. It's worth noting that the blade on Zero's arm still also deals damage.



Kick - 9 to 11%
Sabre - 8%​

Up Air Has Zero perform an upward slash. This move is one of his most powerful aerials.



Up air - 11%​

For his Down Air, Zero draws out his trusty Triple Rod again and thrusts it straight downward. This attack has reach that would make Marth himself jealous. Normally it's just a quick thrust, but Zero will hold the spear out as long as you hold A. Zero can use it like a pogo stick if the enemy is foolish enough to linger beneath you.

That said, this move lacks Link's killing power, and will usually just propel the foe up and out a fair bit. It's multi-hit properties can allow it to rack up some nice damage though. It can also damage people through platforms when you land.



Thrust - 7 to 8%
Held - 4%
Landing - 3%

-------​

Finally, this isn't an attack, but no discussion of Zero's aerial capabilites would be complete without mentioning... he can climb walls.

Just like the games, Zero can scale a wall by moving toward it and jumping. By holding the joystick toward the wall, he will gently slide down. Pressing jump will allow him to ascend.

But fear not! You can't stall indefinitely with this -- Zero gets some 15 jumps and then it fails to work. More than enough to get anywhere he needs to go. Don't be afraid of it cribbing your recovery, either -- when Zero contacts the wall, he gets both his Side B and double jump back, up until his 5th jump, at least.


SPECIAL ATTACKS

Zero's Neutral B is his Buster. A tap releases three small shots that deal 1% each. Good for messing your opponents up. You can charge the Buster by holding the B button while on the ground, but you can't move during this. (You can roll to either side by pressing that direction or shield out by pressing shield.) Zero's Buster can accumulate 2 charges, signified while charging by Zero's changing tint (and the flash around him).

The first charge is a blaster shot that deals 4%. The second is an enormous blue shot that deals 11%. If you charge up both, you can release them both in quick succession by tapping B twice with the proper timing.

Zero can store charges by shielding or rolling out of the charge animation, or even by being hit out of it. You do not lose the charges when you die. If you have one charge, Zero will keep his Buster out. If you have two, the Buster will glint occasionally.




Side B is the most trademark of moves to any Megaman X or Zero game, and it is arguably Zero's most potent -- the Dash. Zero dashes forward at great speed with this! This can be performed once in the air before landing, unless he is hit. It can be canceled into any aerial attack, or on the ground, into a dash attack or a grab.

This singlehandedly makes up for Zero's poor walking and running speed, giving him ultimate mobility. If you're feeling nostalgic and wishing for a plain "Dash" button, then assign one of your (non D-pad) buttons to be Side Taunt, and that button will dash!


Up B is the second tool in Zero's arsenal of mobility, which is the Upward Dash. It's exactly as it sounds -- Zero dashes upward, granting him extra height without making him vulnerable. This can be used once until you land or are hit. Note that his fiery jets can deal 3% to those below him (but it doesn't spike).

If you press Up B a second time in the air, Zero will throw out his tether. Angle the stick diagonally to do a turnaround tether!


Down B is unique, and draws directly from Megaman Zero. With this, Zero pulls out his trusty Boomerang Shield and carries it with him. This protects Zero from projectiles while he is standing, crouching, or walking forward at his slowest pace. More importantly it can be used as a boomerang to attack. This comes at a cost, however -- the boomerang throw replaces his dash, limiting his speed and recovery. Be ready to put it away or chuck it when you're off the edge!

The shield can become especially worthwhile if you strike an opponent who is directly in front of you with it -- at point blank, the shield can kill wounded foes right off the top.

Depicted: Zero holding his shield and performing Raijingeki.


Boomerang throw closest hit - 14%
Close hit - 9%
Far hit - 7%
Return hits - 2%​

GIGA ATTACK

Zero's final smash is groundbreaking -- literally.


With tremendous force, Zero strikes the earth with his fist, flinging anyone in the vicinity away. (In the air he simply explodes with energy.) That doesn't seem to be too lethal, actually... but Zero is now glowing with energy, and his Saber has turned purple. Maybe he's got something new up his sleeve...?



Changes during Final Smash:
- Zero is invincible
- Infinite Side B / Up B / Double jumps
- Neutral B is always fully charged
- Forward Smash becomes Raijingeki - see 1st image above
- Up Smash becomes Ryuenjin - see 2nd image above
- Down Smash always goes to full height
- Jab/Ftilt/Utilt/Dtilt are faster
- Dash attack becomes a multi-hit rolling slash
- Dair becomes Hyouretsuzan - freezing ice blade
- Uair becomes Denjin - electric uppercut
- Nair multi-hits and reflects
- Fair slashes twice
- Bair's kick is fiery (and more damaging)

Have fun as your enemy scrambles to get away! Be warned -- Zero's awakened state only lasts for so long. The more you do, the quicker it ends -- but it will end even quicker if you sit still. Try to KO all your foes!

OTHER ATTACKS

I've created enough clutter with all these images, so from here I'll describe the remaining attacks primarily with words.

GRAB - Zero's grab is a short-ranged one, like any normal character, and unlike Link's. His pummel deals 4%.
FTHROW - Zero punches his foe away. This is inspired by the Zero Knuckle, and like that weapon, this throw steals the item your opponent is holding! Deals 7%.
BTHROW - Zero puts the foe behind him and fires a jet from his foot. Deals 9%.
UTHROW - Zero punts the foe upward. Deals 9%, and can be good for killing off the top at high percents.
DTHROW - Zero tramples the victim, flips it up with his foot, and uses the saber to slash it away. Deals 11%.
ZAIR - Zero flings out the Chain Rod (from the Megaman Zero series) and uses it to draw his foe closer. Also essential for recovery!
SIDE TAUNT - Zero mimics an old ability "Twin Dream" and generates a doppleganger comprised of energy. Provides invulnerability for the first 8 frames. When the clone disappears, it explodes in energy that will deal 1% and send the opponent straight up.

Some other attacks, such as certain get up attacks and item attacks, were also changed, but are not important enough to mention.[/collapse]

-----

Download link:
Version 1.3
Normal / Balanced Brawl
http://www.mediafire.com/?zvrytzwnn0t
Brawl+
http://www.mediafire.com/?nwjatyjm5iz

Version 1.2
Normal / Balanced Brawl
http://www.mediafire.com/download.php?m1ykm0wotoh
Brawl+
http://www.mediafire.com/download.php?mxtmdm0t2dv

Version 1.1
Normal / Balanced Brawl
http://www.mediafire.com/download.php?mgzywyuzitt
Brawl+
http://www.mediafire.com/download.php?mojfwntyeyi

Version 1.0
http://www.mediafire.com/download.php?ymgmln0jlrm

-----

SPECIAL THANKS
- Phantom Wings, for PSA and all his other help in the field of Brawl hacking!
- Dhragen, for his excellent Zero texture.
- Kryal, for the amazing BrawlBox, which is an excellent utility that helped make much of this possible.
- Camelot, for finding the Frame Speed Modifier and for other discoveries and insight.
- Anyone else who contributed information to the Brawl hacking community.
- The entirety of Smash Workshop, for the feedback and assistance granted.
- My best friend, in spite of having very little to do with the making of Zero.
- My college friends for testing Zero in his earliest phases.
- :V for extensive Brawl+ testing.
- http://stacksmash.kontek.net/ for being where Dhragen posts his textures.
- Anyone I've forgotten that should be credited.


-----


WISP!

Version 1.3 Download link!
http://www.mediafire.com/?43mi5yawwzt

The above links to a zip file. Please extract it and place all three of the files contained into this directory:
SD Card:\private\wii\app\RSBE\pf\fighter\purin

If any of the above folders do not yet exist, create them.

Make sure you have the File Patch 3.5.1 code enabled and working. Other versions may also work.



I'm afraid I'm disappointing everyone who wanted to tone down the graphic effects, because I pretty much went to the max with them. This is, in fact, a character comprised solely of graphic effects. Don't worry though -- 4 Wisps can, in fact, exist on the same screen, in spite of the graphics limit.

So what is Wisp, exactly? Well, (s)he's a conglomerate of all things wisp-like. It's the Wisp from the Mana series, the Plasma Wisp from the Kirby series, even the Wisp unit from Warcraft III. Not to mention it also can be the wisp from just folklore in general.

Wisp has many forms, even in just this one character. (So don't worry, you can distinguish who's who in a Wisp ditto.) They only affect appearance, but they're each still very distinct:



Pretty sweet. Each form corresponds to a taunt. To access Ice, you must left taunt. To access Fire, right taunt. Light and Dark are up and down.

[collapse=Videos, facts, known issues and changelists]
IMPORTANT FACTS:

- Wisp replaces Jigglypuff; she has just the right body shape to be a ball of energy.
- Wisp is a totally unique character. No attacks are the same (except perhaps the hitboxes of some get-up attacks.) It's even got its own Final Smash!
- Wisp is balanced. It was made aiming to have it be weaker than most of the cast. Unless I missed a broken combo or infinite, Wisp should be A-OK.
- Please offer me feedback! I'd like to improve Wisp, particularly in making absolutely sure the previous claim is true.
- Download Link! http://www.mediafire.com/?kt2tnnoymgq

KNOWN GLITCHES:

- As the old saying goes, "Every time you knock a Wisp off the stage, God kills a Jigglypuff." Wisp still uses Jiggly's death screams, which is not changeable by PSA. (NOTE: If anyone discovers the IDs of Jiggly's death scream sound effects, please let me know! It is the only way to fix this.)

-

Wisp has gotten stronger since last time! Now, when Wisp grabs a hammer, he'll take it like a man and use it to crush his enemies. Wisp still cannot bring itself to swing the hammer, however, so it will just be carried by it, unmoving, but still deadly to the touch.
- Certain effects and actions will cause Wisp to not appear, such as being frozen or grabbed by Snake. These cause no gameplay problems, but are unfixable to my knowledge.


VIDEOS THUS FAR

Version 1.3 Moveset Demonstration thanks to Fools' Gil:
http://www.youtube.com/watch?v=CVBiOGWO4Gk

Oh btw... Here's another game against a CPU to showcase some of the moves with a person playing: http://www.youtube.com/watch?v=I0DLkT2qpOU
VERSION CHANGELIST
Ver 1.3
- Graphics have been totally revamped! Wisp is now much easier to see, and many tweaks were made. Among other changes, when Wisp lands or turns, there will be wind behind her to help you know which way she is facing.
- Wisp's shield behaves the same as a regular shield now -- shield pushing works normally as well. Her shield size has been decreased.
- Wisp can now carry and use items as a normal character.
- Wisp is no longer immune to wind.
- Backwards hops now consistently reverse direction.

- Wisp's air dodge invulnerability is 1 frame slower to start and 1 frame quicker to end.
- Wisp's Down+B can be canceled out of by shielding!
- The first quake of Wisp's Down+B now does 6%.
- The aerial version of Down+B now has a use -- it lasts longer, goes further and faster, and on frame 4 until the end of the move, it has super armor.
- Wisp's down-tilt is now 3 frames faster.
- Neutral B's sweetspot hitbox now has more cinematic hitlag.
- Neutral B's wind does 1% damage.

- Side+B's charging mechanism has been revamped!
Charge levels 1, 2, and 3 require 10, 30, and 80 points respectively.
- Whenever Wisp is damaged, he gains points equal to the damage he has taken.
- Whenever Wisp hits any object (shields included) with an attack, it gains points equal to the minimum damage it could have dealt (assuming no stale moves).
- Whenever Wisp turns, lowers its shield, or has its shield struck, it gains 1 point.
- Whenever Wisp is struck by electricity, it gains 2 points on top of the % damage.

Notes:
- The only attacks that do not charge Wisp's Side+B on hit are B, Down+B, and Up+B. Even hitting with Side+B charges it!
- Hitting multiple objects with one attack does not increase the number of points gained.

- Side+B level 0 is slower and has more knockback.
- Side+B level 1 deals 1% more on the closest hit. It has 5 fewer IASA frames.
- Side+B level 2 deals more shield damage. It has 5 fewer IASA frames.
- Side+B level 3 deals ~16%, and can kill at 140+% at worst. It has 5 fewer IASA frames.

-Wisp's Final Smash now does more damage, up to 80% damage instead of 60%.

Code:
Ver 1.2
- Ice form is now left taunt, fire form is right taunt.  Regardless of facing.
- Momentum on Neutral B happens on frame 6 instead of 1 now.
- Fixed glitch of floating with Up+B.
- Maybe something else very minor that I forgot.

Ver 1.1
- Fixed all t-poses and freezing glitches!  (to my knowledge)
- Minor increase to ground mobility, minor decrease to air mobility
- Shield is easier to see
- Eliminated grab releases both with and against Wisp
- Nair: hitbox size increased, damage increased to 10%, 1 frame less lag
- Fair/Bair: Added a hitbox on Wisp itself, barely less lag
- Neutral B has a tad more lag
- Down B now has a large hitbox around Wisp that spikes!  Each charge increases the size/potency of it.
- Up B's horizontal wind is weaker, but now it blows all nearby foes upwards (if they're airborne)!
- Dsmash's wind and charge hitboxes are slightly bigger -- shocks do 2% each!
- Uthrow has less base knockback, Bthrow has more knockback, Dthrow deals 1% more.
- Sweetspot of the fully-charged Side B now deals 1% less.
[/collapse]

WISP'S ATTACKS

[collapse=Wisp's Attacks]Here's a pretty picture guide for those who want to see Wisp's moveset!

Starting with the simple things, here's Wisp's Jab:



That's the first hit of a two-hit combo. The next hit is further away, and is identical except that it has a 50% chance to trip the opponent. Good for getting people away from you, and for followups! Deals 8%.

Next: Forward, Up, and Down tilt.



Forward tilt is a decently strong attack that sends the foe behind you at an angle. Simple and straightforward. Deals 10%.

Up tilt creates a blast of icy air above Wisp, creating a multihit effect that, if you catch the opponent in it properly, can do up to 14%. The last hit has a bit of knockback to protect you, but is far from guaranteed.

Down tilt is a quick slash in front of Wisp that reaches surprisingly far. The damage ranges around 10%, decreasing the further away the foe is.

Forward, Up, and Down smash!




Forward smash generates a dark explosion in front of Wisp. It's slow, but big and potent. Deals 14%.

Up smash is a lightning bolt from above. A bit sluggish, but decent range and power makes it useful. It deals up to 13%, decreasing with distance.

Down smash is very unique. The attack itself deals no damage, but flips the enemy and sends them away in a gust of wind. The charge animation, however, can trap your foes in it by shocking them with electricity before sending them away. Using that, you can deal up to 12%!

...you really have to try the Down-smash out to understand it. When you do, however, it's very useful when enemies are right on top of you!

Aerials! Neutral, Up, Down, and Forward/Back.



Wisp's neutral air attack is a quick, weak zap to its surroundings. This does 10%.

Up air isn't as weird as it looks. (No, that's not a brain.) It's a long burst of flame upwards that can deal 11%.

Down air on the other hand is quite neat. An explosion will send Wisp plummeting downward. The explosion itself can inflict 11%, and the flaming Wisp will deal 10%.

Forward air and back air are identical. After all, it's really hard to tell which way pure energy is facing. So, Wisp just opts to do the same thing either way. (Bair turns you around, for you detail-oriented people.) These attacks shoot out a burst of stars that can send your foe pretty far. They deal 10%.

NOTE: the graphic shows up slightly before the hitbox does! The sound, however, means you've successfully made the attack (rather than being interrupted by the ground or a fist).

Wisp's Grab!

This is where Wisp starts to get weird.



Wisp can grab very far away from itself! That circle is about where the foe gets caught. However! If you let the enemy get next to you, you're in trouble. Wisp's grab can't catch people between it and the circle.

This kind of long grab might still be worrisome to some of you. Don't worry -- Wisp's grab isn't out of control. His/her throws can't deal more than 9%! The pummel even only does 2%. Pretty pathetic.


SPECIAL ATTACKS!

Wisp's Neutral B: Starburst



Pressing B causes Wisp to explode in a shower of stars. This has a few effects:

1) There's a small, weak gust of wind in the area (which deals 1%).
2) Those in the blast of stars take a small amount of damage and gain a flower.
3) Those very close to Wisp in the blast get tripped if on the ground.
4) Wisp enjoys a small period of invulnerability while the stars cover him.

Pretty versatile attack. It's got decent range, but you aren't safe to hit with it unless your opponent's in a bad spot or you trip them. Still useful though. This is the least interesting special attack.

Wisp's Up B: Tornado

Here's the good stuff. Wisp doesn't mess around -- when you ask him for a special attack, he gives you an earth-shattering spell. Holding up+B has Wisp charge up, and then...



Woah. This massive tornado covers the entire stage with wind, slowly pushing foes back. You could quite possibly prevent someone from recovering with this. Also! Should your opponent decide to approach you from the air -- the area around the Tornado is filled with strong upward wind. Anyone airborne near you will be pushed way up; floaty characters won't be able to touch you. (Careful, though, as some heavier foes might be able to pierce this wind...) It does come with a hefty charge time, though, so you have to think ahead for it to be useful. Also -- it's no good for recovery.

Fortunately, you can stop charging at any time simply by letting go of B.

If you have flawless timing and a great deal of luck, you can hit your foe with a powerful shock when the tornado starts up. This deals 15% and spikes (!) but is nigh impossible to hit with.

Note that foes can sometimes disrupt your tornado by being on the ground nearby and swinging with a powerful physical attack.

Wisp's Down B: Earthquake

This is another chance for Wisp to show off. When you press down+B, Wisp begins to charge another ground-shaking attack. Quite literally -- when she finishes charging, Wisp will damage any enemy on the screen that is touching the ground.



The first level of charge, which results when you simply tap Down+B and let go, will only deal 6% and have no other effect. Holding B further than that allows it to charge further and deal 8%, as well as tripping the foe. Finally, if you hold B for a very long time, your quake will deal 12% and impale any foe foolish enough to remain on the ground.

In addition to these effects against any enemy on the ground, the earthquake also hits anyone in your general vicinity. This attack covers a fair area around yourself, increasing in size with higher charges, and most importantly, it spikes!

Again, this move takes a long time to come to fruition, even at the lowest charge. Thankfully you can shield out of this move if things get too dire. There is also a small perk in that Wisp gets very low to the ground when doing this, so you can potentially charge while avoiding small projectiles.

If you use Down+B in the air, it has a totally different effect -- it will send Wisp harmlessly plummeting downward. However! This grants her Super Armor on his way down. This is your goto move if someone is threatening to juggle you.

Wisp's Side B: Plasma

This move is at once more complex and simpler than the others. Usually, using it will result in just a small, feeble zip of energy.


Zip.

Quick, but deals 2% and has very little knockback. You can catch your foe in a torrent of them if you're lucky, but odds are they'll just back out of it and whack you.

However! Wisp can charge up (surprise) this move as well. The charging mechanism is very unique however -- each level requires a certain number of points to use. Specifically, levels 1, 2, and 3 take 10, 30, and 80 points. There are many ways to charge it up:

1) Get hit by an attack. The % damage you take is added to your points.
Example: Wisp gets hit and takes 5%. You gain 5 points.

2) Hit something with an attack. The minimum damage you could have dealt is added to your points.
Example: Wisp hits with Down-tilt and deals 11%. Down-tilt deals 9% with the farthest hitbox, so you gain 9 points.

3) Turn around on the ground, lower your shield, or have your shield get hit. Each occurence of one of these gains you 1 point.

4) Wisp is hit by a electrical attack. In addition to the % you'd gain, you get +2 points from the electricity.

It's confusing at first, but essentially what it boils down to is, when you get hit or hit the opponent, you get more charges. And if you're not doing either of those, then keep turning around to charge up!

You'll notice if you're charged by the electricity about you. You get more and more sparks as you gain more levels.


This is what Wisp looks like with two levels of Side B charges.

The different charge levels result in the following attacks:


A short-range blast, a very long laser whip, and an enormous explosion!

They take 10, 30, and 80 turns to charge up to, respectively. They are fairly self-explanatory, but a few notes:

The laser whip does a moderate amount of shield damage.
The explosion does more damage at its center, and less at its edges.

These attacks revert you to 0 points. The small zip attack however, does not, so feel free to use it even when trying to charge up Plasma Level 1.

NOTES:

- You can charge up even by hitting shields, items, or the like.
- Hitting multiple objects or foes at once does not help you charge faster.
- Hitting with Wisp's Up+B, Down+B, and Neutral+B does not charge.
- A perk of being fully charged is that, when you are standing still, touching you causes damage!


LASTLY! Wisp has its own Final Smash!

But I'm not going to show that here.

Go try it out![/collapse]


Wisp Version 1.3!
http://www.mediafire.com/?43mi5yawwzt


(Old) Version 1.2
Zipped
http://www.filesavr.com/wisp
Not Zipped
http://www.filesavr.com/fitpurinwisp12

(Old) Mediafire download link for Version 1.1:
http://www.mediafire.com/download.php?njuryzwmwuz

(Old) Megaupload download link for Version 1.1:
http://www.megaupload.com/?d=WKMINJ40

(Old) Download V1.0:
http://www.mediafire.com/download.php?zytfjiiwwyf

FUN WISP FACTOIDS:

- Wisp can now grab items, use a proper shield, and be affected by wind! Now I've got half the fun Wisp factoids I used to have.
- When Wisp dodges, both Wisp and the player tag becomes invisible! Try confusing your opponents by dodging in unexpected directions.
- Wisp weighs exactly as much as Jigglypuff and has 9 jumps. Listen and watch closely to distinguish which one is your last.


THE MOST IMPORTANT PART:

Special thanks to:
Phantom Wings!
My sister for playtesting it!
Phantom Wings!
The Smash Workshop, for its extensive testing and helpful comments.
My best friend who helped by sitting in my chair and drinking my soda.
Also, Phantom Wings.
CyberKun for hosting the version 1.2.
Vile, Fortwaffles, stickman, especially SqLeon, and everyone else involved in trying to/finally succeeding at hexing out Jigglypuff.
 

dabridge

Smash Journeyman
Joined
May 21, 2008
Messages
234
Location
El Paso, Texas
Thanks, we needed another PSA character thread.

Edit: I mean, there's already a perfectly good PSA submission thread, why does this character deserve it's own thread? It's neat, but it's just filling up the boards. We don't need it.
 

bleyva

Smash Ace
Joined
Feb 17, 2009
Messages
511
i dont know why, but wisp reminds me of that dude from soul calibur 2 who was just a floating red flesh orb with a big eyeball in the middle of it (cant remember name)

interesting character though
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
this is easily the coolest thing to come out of PSA so far

can u make 4 seperate pacs that are the 4 elements so u can have the differ ones without taunting? i wanna replace my alloys with em
 

Steel_Samurai

Smash Journeyman
Joined
Dec 26, 2008
Messages
318
Location
Cincinnati, Oh
this looks awesome, i didn't know PSA could go this far
I'll be putting this on my SD card tommorrow
Is this designed for use in brawl, or brawl+? or both?
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
This is definitely the coolest thing I've seen from PSA so far.
The visuals are outstanding, but not on the scale of overdone.

It's actually very fun to play. I'm still getting used to it, and its kind of disorientating not knowing which direction you are facing, but very well done.

The only unfortunate thing is how it still screams Jiggly's name when being star KO'd.

I'll definitely follow this for now on. A completely custom character that isn't borked... Well done :)
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Thanks, we needed another PSA character thread.

Edit: I mean, there's already a perfectly good PSA submission thread, why does this character deserve it's own thread? It's neat, but it's just filling up the boards. We don't need it.
I understand your complaints -- this thread is solely to fulfill my own vanity. And, well. Also because I wanted to type up this huge image-post and I want people to see it. I apologize that it clogs the boards.

wow wisp look amazing! i'd love to see some vids as well :)
Me too! If anyone would like to make a Wisp video, please let me know. I lack the equipment.

this looks awesome, i didn't know PSA could go this far
I'll be putting this on my SD card tommorrow
Is this designed for use in brawl, or brawl+? or both?
Thanks! Wisp is designed around vBrawl and BBrawl, but I assume it's compatible with Brawl+.

Also, maybe I'm just doing it wrong, but is it really hard to kill with Wisp?

Also, http://www.smashboards.com/showthread.php?t=243759
You're not doing it wrong. Wisp has trouble killing, all the way up until perhaps 180%. Gimping is Wisp's modus operandi. Being on the defensive and planning well with the Side+B is also helpful.

Thank you for the link. I will also post there.

EDIT:
It's actually very fun to play. I'm still getting used to it, and its kind of disorientating not knowing which direction you are facing, but very well done.

The only unfortunate thing is how it still screams Jiggly's name when being star KO'd.
Thank you! Unfortunately not knowing your facing is one of the difficulties Wisp has to deal with. Also, I'm unable to remove the death screams with PSA 8( I lament that as well.

If anyone finds out how, please tell me!

Also, thanks everyone for the kind compliments! I hope you all enjoy it. Let me know if you have any complaints/comments/questions!
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Thanks! Wisp is designed around vBrawl and BBrawl, but I assume it's compatible with Brawl+.
It's compatible, but like Roy, which was designed for Brawl+, had to be rebalanced for Brawl.

So I assume it would be the same deal here, if you let this version of Wisp fall into B+, it will be anything but balanced, and reading his moveset, it doesn't seem it would preform well in Plus at all, tack on to the fact that if the charge times for the specials are slow in Brawl, they would be worse in a general sense in Plus.

A simple request, when you're done with Wisp (if you aren't already, I assume you're not.), would you be as so kind to rebalance for Brawl+?

I want to enjoy this character, but in an environment I enjoy most.

That is if its not too much to ask.
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
Probably BBrawl. I'd hope for a B+ version though. D:
Actually, it's sick in B+.
Extremely resistant to combos, but it doesn't seem to have too many combos (at least from the very little time I've been playing with it). I've been doing some cool stuff with its ability to trip with jab and neutral B though.
It lacks range, but not to the degree of characters like Lucas, or Luigi. Insane recovery, and the ability to chase you regardless of where you are recovering. Gimps well (good luck killing without gimps). And if you are feeling ballsy after sending them really far off stage you can just mess with people so much with Up B XD
Best part about B+ Wisp is dash dancing though. It officially has the best dash dance in the game thanks to its side B mechanics. If you have a few seconds you can get the explosion pretty quickly, but the less damage mechanism on having the explosion stored balances that out by making combos much more feasible on it (think when Bowser had the Boozer dun care armor).

Again, great job on taking PSA this far!
 

4nace

Smash Ace
Joined
Dec 18, 2008
Messages
663
Location
Bellevue, WA
Wow, coolest thing I have seen out of PSA, here i was thinking that Smash Workshop really lacked creativity with the Roy and Shadow topics hogging up all the views, but this is something else. All the attacks designed by you. I don't have a hacked wii, but i would love to see this guy in action!
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Actually, it's sick in B+.
Extremely resistant to combos, but it doesn't seem to have too many combos (at least from the very little time I've been playing with it). I've been doing some cool stuff with its ability to trip with jab and neutral B though.
It lacks range, but not to the degree of characters like Lucas, or Luigi. Insane recovery, and the ability to chase you regardless of where you are recovering. Gimps well (good luck killing without gimps). And if you are feeling ballsy after sending them really far off stage you can just mess with people so much with Up B XD
Best part about B+ Wisp is dash dancing though. It officially has the best dash dance in the game thanks to its side B mechanics. If you have a few seconds you can get the explosion pretty quickly, but the less damage mechanism on having the explosion stored balances that out by making combos much more feasible on it (think when Bowser had the Boozer dun care armor).

Again, great job on taking PSA this far!

Sound broken to me LOL
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
A simple request, when you're done with Wisp (if you aren't already, I assume you're not.), would you be as so kind to rebalance for Brawl+?
Nope, I'm actually done! Only tweaks here and there will be made if they are definitely necessary. This is v1.0.

I want to enjoy this character, but in an environment I enjoy most.

That is if its not too much to ask.
I'm glad you like it. I'm also glad to hear this

Actually, it's sick in B+.
Because I'm afraid I'm not up to the task of converting it to B+. I'm not familiar enough with B+ mechanics to properly balance it, and I confess I'm not real keen on redoing the whole deal. If anyone finds it necessary to do this B+ rebalancing to my character, however, they are free to do so (I don't need to mention that I'd want to be credited as well). I hope you can enjoy it regardless!
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
Sound broken to me LOL
It seems pretty **** good, but you have to understand just how freaking early it dies XD
And it isn't gimping left and right like MK is, I don't think its WoP's are as good as Jiggly's, DDD's, or ROB's. It's potency is its mobility allowing it to chase you further then other characters, but I haven't really been able to carry people off with aerials (unless I'm just doing something wrong here)
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
this is easily the coolest thing to come out of PSA so far

can u make 4 seperate pacs that are the 4 elements so u can have the differ ones without taunting? i wanna replace my alloys with em
No problem.

Here's 3 pacs with the other elements as default:

Dark:
http://www.mediafire.com/download.php?mztwgwi4zxm

Fire:
http://www.mediafire.com/download.php?13o4kzjy5mi

Ice:
http://www.mediafire.com/download.php?yfx2ymmddxx

I only tested Ice, which worked fine. Please let me know if they work, and I'll put them on the first page.
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
More jumps then anyone else in the game, that's for sure, but I didn't bother to count. It has the same problem as Jiggly in S64 where the last jumps do practically nothing. Well, it isn't really a problem... It could do with a few less :p (yeah, it had enough to where it could lose a few) and function fine given its mobility (which is like Wario good, but with faster acceleration). That's probably the broken thing about it, at least in terms of competitive play.

I can't say how perfect my DI was, but I was hard pressed to get past 100 on any sort of kill move, and I had standard combo/juggle moves killing me towards 120-130 range.

Oh and get used to not shield grabbing with it :V

Competitively speaking, if you want the best thing for B+ possible then you would have to go and tweak some stuff; its certainly not broken as a whole but some aspects could be on their own. **** fun though :V
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
What do the elements do?
Nothing, they are just visual effects. Essential for Wisp dittos. The pacs above only change your default appearance.

P.S. I edited the bottom of the main posts with some more info I forgot. Like that Wisp has 9 jumps.
 

Mr. Escalator

G&W Guru
Joined
Apr 11, 2008
Messages
2,103
Location
Hudson, NH
NNID
MrEscalator
This looks really really good.
I'm not a big fan of these PSA characters, but this one is incredibly unique, and something the piques my interest!

Good job, I'll test it out sometime soon.
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
Messages
3,503
I have to say, the first Wisp I thought of was the ghost from Animal Crossing. I was wondering how you were gonna pull that off, or whether there was a different Wisp that I didn't know about.

It turns out I wasn't as far off as I thought o_O

This looks extremely innovative and well done. It's easily the most interesting PSA character just by reading about it. I'm definitely trying it out as soon as I can.

Edit: To the people saying that this doesn't deserve its own thread, I disagree. If anything, it's one of the only ones that DOES deserve its own. It's the only completely custom PSA character that is not turning someone into another existing character, and is not a very minor elemental/graphical/animation edit of a regular Brawl character.
 

bobson

Smash Lord
Joined
Jul 28, 2008
Messages
1,674
This is awesome.

You are awesome.

Some notes that are more worthwhile: It seems like Wisp's appearance might end up being a tad too mindgamey for VS play. Also, the tornado automatically stops any momentum from any knockback if it's going on, making Wisp weird if not broken in team battles and FFAs. Plus, you can trap people under lava on Norfair and Brinstar by just leaving it open. ...and just hope you aren't forced to recover with PK Thunder against her.
 
Status
Not open for further replies.
Top Bottom