skellitorman
Smash Journeyman
- Joined
- Apr 12, 2005
- Messages
- 319
Although I promised to fix Kirby once I have entered the PMDT, I was not accepted, and so I cannot fulfill my promise. For this I apologize to you all.
I was going to surprise you all with a fully functional Kirby that I redesigned, but unfortunately that will never come to be.
Since I am quitting, my gift to you all will be my work in progress, although I couldn’t complete it (including some very important changes) due to being unable to program the rest of the changes (such as inhale or the copy abilities). I have tested this build for some time now receiving almost entirely positive feedback from players of varying levels including the top players at the local community such as:
"Wow, makes more sense now." "Way more balanced!" "Is way more fun to play as!" "More fun to play against now. Doesn't feel gimmicky or cheap."
I may hang around here for a few days, but I have officially quit PM entirely, and I doubt I will ever get back into it. I have found my input to be constantly ignored by those I was trying to communicate with, and so I am done with trying to support this game.
Nevertheless, I hope you all enjoy this build!
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Directions for using this Kirby build:
Step 1: Download both the “FitKirby.pac” file AND the “FitKirbyMotionEtc.pac” file here:
Kirby file: http://s000.tinyupload.com/index.php?file_id=90067203467780091913
Kirby moveset file: http://s000.tinyupload.com/index.php?file_id=42619110371910320273
Step 2: Open the “projectm” folder in the SD card.
Step 3: Open the “pf” folder.
Step 4: Open “fighter” folder.
Step 5: Open the “kirby” folder.
Step 6: Copy and paste both the “FitKirby.pac” file AND the “FitKirbyMotionEtc.pac” file in the “kirby” folder.
Step 7: When asked to copy and replace these files, select “yes.”
Step 8: Enjoy!
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Ideal Kirby for PM
The goals of these changes are to remove the attributes on Kirby’s toolset that are perceived as too good while truly not assisting Kirby well (particularly at top level) in covering for the attributes that they were designed to cover for. In turn these changes will allow for fundamental skills to be properly rewarding. Essentially, Kirby will no longer be seen as “cheap” in any way (aside from maybe being small and having multiple jumps), and will finally have the tools to be played fundamentally solid (like a normal Melee character that doesn’t need to rely on “gimmicks”) in comparison to the current build of 3.6.
Note: Since I was using 3.6b as a base, the Final Cutter spike glitch is still there, and Kirby’s roll/spotdodge are unchanged.
Normal color= This is either a fix of some kind, or a change that is both a significant buff and nerf, or some form of compensation change that was made with another change.
Red= This change is overall a nerf, but either a healthy nerf, or a nerf made as compensation for another change.
Green= This change is overall a buff that is aimed almost entirely for functionality.
Bold= This has been successfully implemented in my build. This has also been tested at varying levels. Bolded red changes are darker. Bolded green changes are darker.
PART 1 OF CHANGES: ESSENTIAL CHANGES TO FIX BASE FUNCTIONALITY
1. The angle of Forward Air’s 1st and 2nd hit are changed from 75/60 -> 290/290.
2. Down tilt angle now changed from 20 -> 0.
3. Aerial Hammer
4. Mobility
5. Up smash is now active one frame sooner to match the animation better and to prevent Up smash from missing at point blank.
PART 2 OF CHANGES: THESE CHANGES ARE TO BALANCE OUT HIS NEW DESIGN THAT IS NOW FUNCTIONAL. THEY MAKE THESE MOVES MORE “MELEE” LIKE.
6. Dash attack
7. Cutter Dash
8. Stone
9. Final Cutter
10. Inhale (part 1)
11. Inhale (part 2)
12. Throws
PART 4 OF CHANGES: THESE CHANGES ARE CHANGES TO HIS COPY ABILITIES TO COMPLETE THE CHARACTER.
13. I couldn’t figure out how to access the copy abilities and wasn’t able to change them. So I wasn’t able to fix any of them or even work on them. So my ideas won’t be listed here for those reasons. However, these changes would have to meet the following criteria:
I was going to surprise you all with a fully functional Kirby that I redesigned, but unfortunately that will never come to be.
Since I am quitting, my gift to you all will be my work in progress, although I couldn’t complete it (including some very important changes) due to being unable to program the rest of the changes (such as inhale or the copy abilities). I have tested this build for some time now receiving almost entirely positive feedback from players of varying levels including the top players at the local community such as:
"Wow, makes more sense now." "Way more balanced!" "Is way more fun to play as!" "More fun to play against now. Doesn't feel gimmicky or cheap."
I may hang around here for a few days, but I have officially quit PM entirely, and I doubt I will ever get back into it. I have found my input to be constantly ignored by those I was trying to communicate with, and so I am done with trying to support this game.
Nevertheless, I hope you all enjoy this build!
--------------------------------------------------------------------------------------------------------------------------------------
Directions for using this Kirby build:
Step 1: Download both the “FitKirby.pac” file AND the “FitKirbyMotionEtc.pac” file here:
Kirby file: http://s000.tinyupload.com/index.php?file_id=90067203467780091913
Kirby moveset file: http://s000.tinyupload.com/index.php?file_id=42619110371910320273
Step 2: Open the “projectm” folder in the SD card.
Step 3: Open the “pf” folder.
Step 4: Open “fighter” folder.
Step 5: Open the “kirby” folder.
Step 6: Copy and paste both the “FitKirby.pac” file AND the “FitKirbyMotionEtc.pac” file in the “kirby” folder.
Step 7: When asked to copy and replace these files, select “yes.”
Step 8: Enjoy!
--------------------------------------------------------------------------------------------------------------------------------------
Ideal Kirby for PM
The goals of these changes are to remove the attributes on Kirby’s toolset that are perceived as too good while truly not assisting Kirby well (particularly at top level) in covering for the attributes that they were designed to cover for. In turn these changes will allow for fundamental skills to be properly rewarding. Essentially, Kirby will no longer be seen as “cheap” in any way (aside from maybe being small and having multiple jumps), and will finally have the tools to be played fundamentally solid (like a normal Melee character that doesn’t need to rely on “gimmicks”) in comparison to the current build of 3.6.
Note: Since I was using 3.6b as a base, the Final Cutter spike glitch is still there, and Kirby’s roll/spotdodge are unchanged.
Normal color= This is either a fix of some kind, or a change that is both a significant buff and nerf, or some form of compensation change that was made with another change.
Red= This change is overall a nerf, but either a healthy nerf, or a nerf made as compensation for another change.
Green= This change is overall a buff that is aimed almost entirely for functionality.
Bold= This has been successfully implemented in my build. This has also been tested at varying levels. Bolded red changes are darker. Bolded green changes are darker.
PART 1 OF CHANGES: ESSENTIAL CHANGES TO FIX BASE FUNCTIONALITY
1. The angle of Forward Air’s 1st and 2nd hit are changed from 75/60 -> 290/290.
2. Down tilt angle now changed from 20 -> 0.
3. Aerial Hammer
1. BKB of the sweetspot is now decreased from 65 -> 40.
2. Startup is now decreased from 17 -> 14.
3. The second swing is now deleted.
2. Startup is now decreased from 17 -> 14.
3. The second swing is now deleted.
i. The new single swing aerial hammer now has 19 frames of recovery.
ii. The animation is cleaned up as necessary. (Not sure if my animation is good enough. One of the arms isn’t as far over, but otherwise is more or less the same.)
iii. The attack swipe effect has been removed to reflect the significant difference in power to the grounded version.
4. Now can no longer turn around after startup.ii. The animation is cleaned up as necessary. (Not sure if my animation is good enough. One of the arms isn’t as far over, but otherwise is more or less the same.)
iii. The attack swipe effect has been removed to reflect the significant difference in power to the grounded version.
1. The grounded version now sets the opponent aflame as a reference to the powerful hammer swing in Kirby’s games which can only be used on the ground. This is only a visual change.
4. Mobility
1. Jumps are now decreased from 6 -> 5. Other jumps are not compensated.
2. Short hop vertical velocity is now decreased from 1.58 -> 1.3.
3. Run speed is now increased from 1.5 -> 1.7.
4. Dash speed is now increased from 1.5 -> 1.7.
5. Aerial mobility is now increased from .04 -> .09.
6. Aerial speed is now increased from 1.0 -> 1.1.
2. Short hop vertical velocity is now decreased from 1.58 -> 1.3.
3. Run speed is now increased from 1.5 -> 1.7.
4. Dash speed is now increased from 1.5 -> 1.7.
5. Aerial mobility is now increased from .04 -> .09.
6. Aerial speed is now increased from 1.0 -> 1.1.
5. Up smash is now active one frame sooner to match the animation better and to prevent Up smash from missing at point blank.
PART 2 OF CHANGES: THESE CHANGES ARE TO BALANCE OUT HIS NEW DESIGN THAT IS NOW FUNCTIONAL. THEY MAKE THESE MOVES MORE “MELEE” LIKE.
6. Dash attack
1. Now can no longer fall off a ledge.
2. The attack’s distance traveled while active is reduced by about 40%.
2. The attack’s distance traveled while active is reduced by about 40%.
1. Animation is adjusted to decrease forward movement.
2. Active frames are reduced from 8-31 -> 8-17.
3. Recovery frames are increased from 15 -> 21.
4. Total frames are reduced from 46 -> 38.
3. Dash attack now functions more like a normal dash attack:2. Active frames are reduced from 8-31 -> 8-17.
3. Recovery frames are increased from 15 -> 21.
4. Total frames are reduced from 46 -> 38.
1. The two hitboxes on frames 8-12 now have the following stats:
a. BKB: 85
b. KBG: 70
c. Damage: 10
d. Size: 3.69
2. The two hitboxes on frames 13-17 now have the following stats:b. KBG: 70
c. Damage: 10
d. Size: 3.69
a. BKB: 45
b. KBG: 90
c. Damage: 6
d. Size: 3.28
b. KBG: 90
c. Damage: 6
d. Size: 3.28
7. Cutter Dash
1. Cutter Dash now puts Kirby in free fall.
4. Pressing “A” after activating Final Cutter (on frames 2-20) will now make Kirby perform Cutter Dash.
1. Cutter Dash now takes away all of Kirby’s jumps when hit out of it.
2. Cutter Dash comboability is decreased1. Cutter Dash BKB is increased from 20 -> 150.
2. Cutter Dash KBG is decreased from 115 -> 0.
3. Cutter Dash Angle is increased from 70 -> 90.
3. Cutter Dash now can no longer be land canceled.2. Cutter Dash KBG is decreased from 115 -> 0.
3. Cutter Dash Angle is increased from 70 -> 90.
4. Pressing “A” after activating Final Cutter (on frames 2-20) will now make Kirby perform Cutter Dash.
1. Cutter Dash now has a 19 frame startup animation (active frame 20).
5. Cutter Dash hitboxes during the last 7 active frames are now removed to match the animation.a. The animation looks more like the previous startup of Cutter Dash (frame 21-22 of 3.5 Final Cutter) and is adjusted from there. Something like charging a smash attack utilizing frame 21-22 (of 3.5 Cutter dash) as a base. Basically it should look like the previous Final Cutter but in a different pose for the startup, then it should go into the swing forward and then the dash forward.
1. Kirby can now grab the ledge with Cutter Dash 7 frames sooner.
8. Stone
1. Aerial Stone now no longer has armor during startup.
2. Ground Stone and aerial Stone now can no longer be canceled in the air. (This has only been simulated by forcing Kirby to the ground in my build)
4. Now can no longer move during the recovery of ground and aerial Stone.
2. Ground Stone and aerial Stone now can no longer be canceled in the air. (This has only been simulated by forcing Kirby to the ground in my build)
1. Ground and aerial Stone now automatically transforms back to Kirby the frame after it touches the ground.
3. Aerial Stone now can no longer move horizontally during the startup.4. Now can no longer move during the recovery of ground and aerial Stone.
1. The animation of Stone’s recovery is adjusted so that Kirby is now grounded and can act immediately after the recovery. (This has almost been implemented. It looks nice, but for some reason after frame 30 it immediately becomes airborne for 1 frame and then lands on the ground as opposed to being grounded and able to move on frame 31.)
2. Kirby should not be allowed to platform drop during recovery.
3. Kirby should have his recovery canceled if pushed off a platform during recovery.
2. Kirby should not be allowed to platform drop during recovery.
3. Kirby should have his recovery canceled if pushed off a platform during recovery.
9. Final Cutter
1. Final Cutter now can no longer grab the ledge backwards during the spike active frames. (I have almost implemented this, but it still functions on the first active spike frame.)
2. The rising hitbox active frames of Final Cutter are now cleaned up to better match the animation while still maintaining good functionality.
2. The rising hitbox active frames of Final Cutter are now cleaned up to better match the animation while still maintaining good functionality.
1. Hitbox id 0: X: 7 -> 10. Y: 3.5 -> 7. Hitbox id 1 and 3 are both deleted.
2. Trajectory of the 2nd hitbox of the rising Final Cutter is now equivalent to the other. It decreased from 90 -> 80.
3. The rising hitbox’s active frames of Final Cutter are now increased from 23-24 -> 23-27 to better match the animation.
4. Final Cutter’s spike hitbox now becomes active 4 frames sooner to match the animation.
2. Trajectory of the 2nd hitbox of the rising Final Cutter is now equivalent to the other. It decreased from 90 -> 80.
3. The rising hitbox’s active frames of Final Cutter are now increased from 23-24 -> 23-27 to better match the animation.
4. Final Cutter’s spike hitbox now becomes active 4 frames sooner to match the animation.
10. Inhale (part 1)
1. Inhale is changed so that Kirbycide is significantly weaker, but Starshot and Copy will now become functional and rewarding options:
3. The landing animation (with an opponent in Kirby's stomach), is now reduced from 30 -> 4.
PART 3 OF CHANGES: THESE CHANGES ARE MAINLY BUFFS THAT ARE DESIGNED TO MAKE HIM A SOLID COMPETITIVE PM CHARACTER1. Opponents that successfully break out of inhale while holding upwards previously released sideways. Now they will be released as if they were grab released diagonally upwards.
2. Kirby will now enter free fall after performing the following in the air and cannot grab the ledge until 6 frames after entering freefall:
2. Opponents inside of Kirby's stomach can no longer move Kirby while they are breaking out.2. Kirby will now enter free fall after performing the following in the air and cannot grab the ledge until 6 frames after entering freefall:
1. Inhale (even if the opponent breaks out).
2. Starshot
3. Copy (This one requires testing that I couldn't do.)
2. Starshot
3. Copy (This one requires testing that I couldn't do.)
3. The landing animation (with an opponent in Kirby's stomach), is now reduced from 30 -> 4.
11. Inhale (part 2)
1. Starshot
1. The opponent can no longer cancel the Starshot star animation.
2. Starshot damage is now increased from 10% -> 15%.
2. Copy2. Starshot damage is now increased from 10% -> 15%.
1. After being copied, the opponent now stays as a star for 18 frames continuously moving upwards throughout the duration of being a star (Kirby will now be +1), and they no longer can cancel the star animation.
2. Copy damage is now increased from 3% -> 15%.
3. Copy abilities are addressed (in part 4 of changes).
2. Copy damage is now increased from 3% -> 15%.
3. Copy abilities are addressed (in part 4 of changes).
12. Throws
1. Up throw
1. Damage is now increased from 7% -> 10%
2. KBG is now increased from 78 -> 85.
3. Angle is now increased from 85 -> 95.
2. Forward throw2. KBG is now increased from 78 -> 85.
3. Angle is now increased from 85 -> 95.
1. Damage is now increased from 4% -> 10%.
3. Back throw1. KBG is now decreased from 120 -> 70.
2. Angle is now decreased from 64 -> 60.
2. Angle is now decreased from 64 -> 60.
1. Damage is now increased from 8% -> 11%.
4. Down throw1. KBG is now decreased from 50 -> 40.
1. KBG is now increased from 50 -> 80.
2. Angle is now decreased from 50 -> 45.
2. Angle is now decreased from 50 -> 45.
PART 4 OF CHANGES: THESE CHANGES ARE CHANGES TO HIS COPY ABILITIES TO COMPLETE THE CHARACTER.
13. I couldn’t figure out how to access the copy abilities and wasn’t able to change them. So I wasn’t able to fix any of them or even work on them. So my ideas won’t be listed here for those reasons. However, these changes would have to meet the following criteria:
1. The ability gained has to be a move that helps Kirby in the MU (in varying degrees to account for the variance in MU difficulty) while also being a fair trade off for his command grab (inhale).
2. The ability has to be a move that is not an exceptional problem if used in teams.
2. The ability has to be a move that is not an exceptional problem if used in teams.
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