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Eternal Yoshi - Mega Man has almost has a normal midair jump

Eternal Yoshi

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This post is for Gray Fox.

Gray Fox is in the OP.
Lyn's post is below.
Mega Man's is below that.
Sora's post is over here: http://www.smashboards.com/showpost.php?p=12942713&postcount=55
Simon Belmont info is over here - Help me if you want to see this moveset! http://www.smashboards.com/showpost.php?p=13121220&postcount=57

Frank Jeager, the Gray Fox, has made his late arrival!

Download

Here's the old alpha version.
http://www.mediafire.com/?wkyijdd5gzh

This is beta 0.2(CSP,BP,and Stock Heads icons included)
http://www.mediafire.com/?to2vkib3oc3o401

This is beta 0.2X(Hurtbox Fixes, Throws fixed, and minor tweaks)
http://www.mediafire.com/?inbcq3s2o16nkba

This is beta 0.3, which includes SFX and the Armgun
http://www.mediafire.com/?dcqkk99m0x0s5hu

This is Beta 0.3XX, which fixes the Haven Glitch, giving him proper item swings and restores his sword glow
http://www.mediafire.com/?rbosib9877agi7v

This is Beta 0.4, which finally fixes the hurtboxes and gives him some new moves.
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=10027

http://www.youtube.com/watch?v=EA678_FU1lw
I made a more updated vid. Gray Fox is in the first match, and Mega Man is in the second.

An outdated demonstration Video is right here.
NOTE: Video is of a build in between the alpha and v0.2.
http://www.youtube.com/watch?v=Ungvg1Lubyg

Gray Fox is a very mobile character. He may not run as fast as Falcon, but he's still fast.


He weighs the same as Yoshi, but falls quickly for a Brawl character. Keep this in mind when you edgeguard.

His jab is similar to his Assist trophy slash, but slightly nerfed from that. In it's current state, it can rack up a lot of damage if you trap your opponent on a wall.


His dash attack has him lunge over a high distance with his sword pointed out.
It's sweet spot is at the tip of the blade.


Gray Fox's utilt functions... differently now.
The animation I made has him slashing the sword....how to explain....
Think Marth's utilt inverted.

Still has the deceptive range.


His forward Smash is a series of 2 connecting powerful hits. It has good KO power, does 25% damage, and decptive range.

The first hit.

and the second hit.

Angling the Fsmash nets you a different attack.
This one is based heavily off of his attack animation from the PSX version of his boss fight.


These first 2 hit link together.

There is a third kick which is stronger and sends you at a lower angle, but it;s hard to land.


His down air is..... different now.
Unwieldy and has a lot of land lag, but it's unique.

The sweetspot will meteor opponents and is indicated by a GFX.
The sourspot will send foes sideways.
It can also make a very deadly anti-tether weapon.


His Back Throw has Gray Fox stabbing his opponent with strong force.

So strong, it forces the victim to drop whatever item they are holding.

The Hunter Slash


His Upb works differently now. Pics soon.

I made a new animation for his up taunt where he "loses himself".

He'll spaz out hand bang his head on the ground.
His head banging will bury anyone near his head.
This move is slow, but can make for quite the shield breaker against anyone foolish enough to shield all the hits.

This taunt is present in the v0.2 beta.

I added a new attack in V3.
It works similarly like his AT Slash, but not so overpowered.
It's fast, weak, hard to DI out of, and can lead to other aerials or the Hunter Slash.


He can grab items too.
Version 0.3X Fixes the HaveN Bug.
Also I made a new Item Smash action.


V0.4 enables wall jumping.


V0.5 improves the projectile reflections. It works on more attacks now and almost all Sword based moves can reflect. Be sure you are facing the projectile or it won't work.



Some moves are easier to reflect with than others.


His Final Smash is still a WIP. It hasn't been looked at since the alpha release but it still works without glitches.

Character Portraits and such
These are included in the beta release.
Here are previews.

CSP portraits


Alt Pose


Brawl Pose


Stock Heads


Battle Portraits


Character Text


(For PAL spelling)

Character Portraits




Known Glitches.... were apparently fixed when I fixed the hurtboxes.

To Do List
Change forward B and tweak down B.
Make him Wall Jump
Further improve Graphical effects to better match sword motion.
Make Horizontal Sword swipes reflect projectiles. Still not working despite the defensive collisions.
Tweak Flags so the hit types match the action.

Kirby hat!
Remake Neutral B animations
Fix IDC

Change list


v0.6 (Coming Christmas or next year)

New Up+B - Looks completely different than the old hunter slash
Fsmash/ Ftilt, Fair, Dair, Up B, Down B, and Dtilt hitbox size and locations are more sensible
Fsmash given slightly more KBG on sword hitboxes
Perfected Sword Glows
Rebuilt Model - meaning:
New bones aren't glitchy
(Not so good)Metal Textures
Sword Rigged, enabling me to make the new Up+B
Smaller file size
????? ???!


[collapse=v0.5]
Some big change that improves collisions with stages and such that no one will notice
New Uthrow
New Dthrow
Minor knockback tweaks on certain moves
Fixed a stupid jittering interlopation bug involving Capture animations
Slightly more sensible grab range
Attribute tweaks - Slightly higher Terminal Velocity, slightly lower Maximum horizontal Air Velocity, increased Stopturn acceleration
Updated Gray Fox's Audio pack
IDC is gone
Neutral B hitbox from MK's Tornado End is gone
Reanimated Neutral B - Frame total is 41 from 35
Forward B animation and hitboxes slightly altered
Removed all references to MK's old External GFX
Minor tweak to Wall Jump code
MGS2 Cyborg Ninja and alternate blue Costumes Included
New CSPs included
Dtilt, Fsmash, Fsmash Down angled, Ftilt, Ftilt2, Special Nair, Fair, Second part of Bair, Dair, Forward B, Up B, and get up attacks can reflect projectiles now
[/collapse]

[collapse=v0.4]
Re-reanimated fair
New Ftilt 1 and Ftilt 2
New Utilt
New Dair
New Dair Landing animation/subaction
New Up Angled FSmash
Wall Jump!
Changed the Trophy stand throwing animations
KB Based Pain sound effects added
Forward B Given more control over direction
Forward B end bounce given less horizontal momentum
Yet Moar AI Tweaks
General Hitbox Flag Tweaks
Alternate Red Costume Included
Added cool electric sparkles to smash charges, Utaunt, and Entry
HURTBOXES FINALLY FIXED
C4 and Homing Attack bug no longer occur
[/collapse]
[collapse=v0.3XX]
Fixed Location of heavy items when lifting
Dropping heavy items will no longer stretch the polygons of the item
Bair hitboxes tweaked
[/collapse]
[collapse=v0.3X]
New Bair(May change again)
Balance Tweaks to landing lag from aerials
[glow=green,2,300]Fixed Item Swings and HaveN Bug fixed[/glow]
Gray Fox's effects restored meaning:
Sword Glow is much better
Eye Glows now
[/collapse]
[collapse=v0.3]
New Aerial A+B (in the air)
[glow=blue,2,300]Sound Pack included[/glow]
Armgun Added
New Usmash
New animations for Neutral B
SSE Attributes slightly tweaked
Better recovery AI
[/collapse]
[collapse=v0.2X]
[glow=yellow,2,300]ThrowN reference Fixed[/glow] this means:
- Big shield
- Working pummels
- Throws and Footstools work correctly and do not stretch polygons
- Damage effects such as electricity and aura display correctly and do not stretch GF's polygons
Up B gives extra vertical distance if B button is held after first slash
Hurtboxes (mostly) fixed
Experimental Forward B Added
New back throw
New Crouching animations
New Dtilt
Knockback on Fthrow and Uthrow tweaked.
[/collapse]

[collapse=0.2]
Included portraits and such
Created Up taunt and hitboxes for Up taunt
Change Neutral B to an arm gun shooting a laser a la The Twin Snakes
Added better Sword glows
Tweaked ftilt1 and ftilt 2 hitboxes to link slightly better
Runs slightly faster
2 New Victory Animations
Fixed ledge attack (slow) hitboxes
Fixed Shadow to be sensible
Added electric element to Hunter Slash's second slash hitboxes and hitlag on sweetspot.
Added angled Forward Smashes and forward tilts, each with their own hitboxes and animations.
Change Neutral B from 3 shots to 1.
Minor tweaks to AI to make AI better aware of range.
Added Gray Fox theme from The Twin Snakes brstm and port of Snake's Victory theme made by xxTerminatorxx
[/collapse]
 

Eternal Yoshi

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This is for Lyn.

With the exception of the dash attack(which will be replaced in the next release) All A moves were animated from scratch.

This WAS supposed to be the day I put up the DL for the Alpha, but with Mediafire's uploader not working and Megaupload saying that the file is temporarily unavailable all on top of me having to leave for Thanksgiving dinner at my Grandma's......

.....yeah.

I hope you all understand. Until then, here are unassorted pics.











Edit: Try the UPDATED Brawlvault link:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=13962

Also Portraits and such






Unfinished Change list

[collapse=V 0.3]
SSE Attributes tweaked
Freezing bug apparently fixed outside of SSE
Aerial A Attacks, Ground Counter and Air Counter animations improved
Intangibility added to Counter stance action
DSmash KBG slightly reduced
Frame speed of Forward B lunge increased until hit comes
Forawrd B BKB slightly decreased
Forward B has more lateral distance during lunge
CSPs and Alt Costume included
[/collapse]

[collapse=V 0.2]
Down B is working now.
New Dash Attack
Changed Nair
Fixed a stupid Ceiling bug
Arrow trajectory, gravity, and damage altered
New Win and taunt animations
Better effects on Final Smash
Slightly lighter
Up B hitboxes slightly weaker, less invincibility frames
Jab combo slightly faster
Bair angle raised
Revamped entry
Dsmash weaker, angle raised
Other general balance stuff
HURTBOXES FIXED
[/collapse]
 

Eternal Yoshi

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This is for Mega Man.

OK time for an expanation for the moveset.

Mega Man has made his late arrival to the Brawl!


He falls at a very high speed, even by PM standards. This makes it easier to get back on the ground after aerials, but makes it hard to recover. Be sure to DI high when being sent sideways.
He weighs a bit more than Sonic currently. His jump height and running speed is also higher than Ness's was.


The slide is his dash attack. Where the opponent is sent away depends on where the attack hits. If it hits the tip of the foot, the opponent will be sent at a low horizintal angle. The rest of the foot will send the foe at a slightly higher angle, and the hip sends people upwards. He can use it to slide off of ledges.


Utilt is a fast uppercut.
Not strong or damaging, but it leads to other attacks, has deceptive range, and is a good ant-air move.
Even though I animated it from scratch, it sort of reminds me of PM Snake's utilt.......


Dtilt is a quick sweeping kick Ala MVC. It chains into utilt and other attacks.


The forward smash is not to be trifled with despite it's lack of vertical range.
That one kick can send people quite a ways offscreen if you aren't careful.

Usmash is kind slow but strong. It can be charged now but damage and KB don't increase........



Uair is a very strong air move.
Like in SSBC, this is one of his best kill moves in the air.

Fair is a quick light hit that chains into itself or other attacks.
It's hitboxes are almost like Toon Link's bair.


His new Bthrow is very strong becuase he briefly uses the Guts arm for the throw.
This only applies to Bthrow.

The neutral B is the Mega buster.
It is chargable, but you cannot move while charging or store the charge.
If you don't charge it, you get 2 tiny shots.

If you charge it only a little, you will get one slightly bigger shot.

Charge it fully and you will get a powerful blast.

That blast transcends priority so it won't clank with other projectiles or attacks.
You can cancel the charge by Pressing the shield button.
It also sends target at a horizontal trajectory like in SSBC.

His Up B is similar to his Up B in SSBC. It's like a hadouken.

The graphics I use for this move fluctuate consantly.

His Forward is the Robot Master Powers.
Let's go through them one by one:

Top spin can only be used in the air.
It's a high spinning move that traps foes in the air and can be used to help with recovery when used at the right time.

This currently has unlimited uses.

Flash stopper slows down time for a short time.

This can only be used once per rotation. More on that later.

Slash Claw is a Melee move that does extra damage on shields.

You can only use this 8 times per rotation.

The Black Hole Bomb currently works a bit like PK flash, but that will change soon.

Images do not do the effect justice.
You get 10 uses normally, but charging it may only allow 9 uses.
It's hitbox lingers for a bit.

Down B
This is the Power switch.
This allows you to switch between the Robot master powers and during the move, Mega Man will glow a color depending on the power being switched to.
It always starts off with Top spin, but will always go in this order:

Top Spin
Flash Stopper
Slash Claw
Black Hole Bomb
repeat.





Misc Pics for BV placeholder here.




The Final Smash has not yet been modified, but it still works.

Change List


[collapse=V3]
Better looking model
More recolors created/included
Usmash and Dsmash can charge now(No damage or KB added though)
Jab 1 links better to jab 2
Aerial A move animations tweaked
Fsmash and ftilt animations tweaked
Dair animation tweaked - pushes Mega Man upwards a bit like Snake's fair
New Wait animations
[/collapse]

[collapse=V2]
Fixed a stupid Ledge related TransN bug
New ftilt(May change again)
General Hitbox and animation tweaks
Flash Stopper duration increased
Flash stopper now usable once per stock
Top spin has horizontal mobility
Top spin hitboxes more sensible
Fsmash range fixed, knockback and damage tweaked
Usmash faster
Bair sweet spot has slightly less KBG
Dtilt sweetspot now does 7%
Utilt given slightly more lateral range
[/collapse]
Credit to Link1213 for the CSPs.

DL Link:
http://forums.kc-mm.com/Gallery/BrawlView.php?Number=17180
 

Eternal Yoshi

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I would like to make a PM version of these characters but that will have to wait.
I need to finish up her moveset, fix her bugs and so on.

Just in case you weren't in the chat last week, my Wii's laser is having serious issues reading dual layered discs.
This is why you haven't been seeing me do much lately as I am almost completely unable to test anything.

I'm gonna check to see how uninteractive collisions work and why 3FF is used quite a bit for character moves that have these.....
 

Eternal Yoshi

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I STILL have my Brawl rip.

It's where I get these files.

Anyway, I gave Lyn a sex kick and the Uninterative collision idea doesn't seem to be working. If only there was a way to force a subaction when the uninteractive collision connects....
 

Grey Belnades

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I wanted to ask before but why is Lyn on Link? Wouldn't it have been easier to go on Marth instead?
 

TommoPuppy

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But then you can't have Fire Emblem crossover battles that make little sense in the game's canon!
 

Luxor

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Marth would make sense considering Dant already got the clone engine working for him, and Lyn could just go over Roy- although I don't remember if that Marth clone engine was public or P:M exclusive.

Anyway, I want to download Lyn. I hate her in FE7 (hector plz) but would love to try her in Brawl.
 

Luxor

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I didn't really mean it, but I might have to learn how to vertex just to do that. Imagine Ike's Fair with Hector's axe... actually, that would look JUST like Hector's attack animation.

brb learning2vertex
 

Eternal Yoshi

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OK.
I'm gonna be working on Megaman for the time being. Almost all the A moves were animated from scratch using the MVC Sprites as guidelines for keyframes.

The Mega Buster is almost done.
I just want to change the color of the effect(I used TSG's ExtGFX editor for it).

In the meantime, I need an Idea for the Final Smash.

So do you guys have any?
 

Eternal Yoshi

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OK.

An update on the Forward B.

La-Bits[100] - [106] seem to be working in the same way, and great.
Strange...

OK I'm using these variables to switch between the powers.
I only have 2 powers in queue and the balancing phase, Top Spin, and Flash Stopper.

I programmed flash stopper so that it can only be used once until you switch powers and switch back.
If you use it again, it will play a buzzer sound.
I want the power to only be used once a stock, but there is no subaction for Dead...

Top spin works OK. For some reason, I can't get it to not modify the gravity.
Even if I nop the commands that do affect it, it still disables vertical gravity for a while.
Basically, for the duration of Top Spin, Mega Man will move at the vertical speed he was when he executed the move.
So If he does this at the start of the jump, he will get extra height...

PK Thunder's article slot isn't working right......

Time will tell if the other La-bits will work the same way.....

PS Lyn's "Counter" is working now.
 

standardtoaster

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To check for if you've died do this:

Set Loop Infinite
If Comparison Compare: IC-Basic[20001] == 190(scalar)
Stuff you want to do if you died
End If
Synchronous Timer: frames = 1
Execute Loop
 

Eternal Yoshi

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Using that Variable in that method caused a soft crash.
Audio still playing, and frozen.
At least it's not earrape.

Why can't more crashes be like that???
 

standardtoaster

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IC-Basic[20001] is what you input in the modify window, not what it's supposed to show up as, if that's what you were trying to do. Not sure why else it would crash though.

Here are the exact parameters you should use:

Requirement: Compare
Variable: IC-Basic[20001]
Comparison Method: 00000002
Variable: Scalar 190
 

chaoticyeshua

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This is awesome. I posted about how excited I was about Lyn a while back, but Mega Man is absolutely amazing as well. He's a character that should've been in Smash from the very beginning and I'm very excited about this, too!

You really need to do these characters with P:M physics someday though :) I know it'll suck to do, but P:M is amazing and I would love to have new characters for it as well!!
 

ds22

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A P:M version of Megaman would be awesome (requires a bit of effort, but it's worth it).
And I agree, he should have been in Brawl in the first place.
 

frostymm

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In the Gray Foxes video you mentioned something a bout a shield glitch being fixed, what was the shield glitch exactly? (We're having an issue with the shield on Project Klonoa, wondering if yours is the same.)
 

Eternal Yoshi

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You mean the ThrowN issue?

You use Tabuu to alter the bonrefs to reflect Klonoa's bones, which fixes many issues such as the ThrowN bone, which fixes the shield and throwing.
 

JediKnightTemplar

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I think that the Final Smash should be the Metal Blades, the most broken Mega Man powerup ever, and also the most awesome. Also, would it be possible to make a 2D sprite Megaman via this method?
 

Eternal Yoshi

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Yes it would be possible to make a 2d sprite Megaman via that method, provided the animations and PSA are edited.

I thought about using the other articles for the Final Smash, but I don't comprehend how the others work at this time.

I want to mod PK starstorm so that I can......basically make it behave like Metal blades.
 

TommoPuppy

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Reading about your Megaman, it sounds great, and I really can't wait to try it later.

But DAMN that Megaman model is horrible.
If I could be bothered I'd so make my own, but I'm kinda out of the loop with vertexing lately.
 

Eternal Yoshi

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Reading about your Megaman, it sounds great, and I really can't wait to try it later.

But DAMN that Megaman model is horrible.
If I could be bothered I'd so make my own, but I'm kinda out of the loop with vertexing lately.
All the more reason to try to get the rest of the Mdl0 format defined so we can define/edit/modify normals.
 

frostymm

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You mean the ThrowN issue?

You use Tabuu to alter the bonrefs to reflect Klonoa's bones, which fixes many issues such as the ThrowN bone, which fixes the shield and throwing.
Well Tabuu freezes upon trying to open Klonoa's file for some reason but I have another program. Thanks, I didn't know that the throwN bone effected the shield as well.
 

Fawfulcopter

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Hey, I wanted to put this in, but I got confused about the FitNessMotionEtc. files. How would a simpleton such as myself just put them into his game? Do I select one? Or do I put in all of them?

Also, that Final Smash totally fits Megaman, too. Astro Crush, Megaman 8.

I look forward to making use of this! I never use Ness anyway.
 

Eternal Yoshi

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Just use the one named FitNessMotionEtc.pac.

I accidentally left the other ones in there to confirm the file size limit of the motion file of Ness.
 
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