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Challenger Approaching!!! ROY!! .PAC UP!!!! 12/7/09 at 3:36 AM EST

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
Hold on. I'll upload my very most recent set, and you can add the u-smash, and specials.

The way I did the neutral-b charge took a long time to figure out. Go to subroutine 1E7D8, and look at that "If Compare: RA-Basic[0] >= RA-Basic[1]" part. Modify that, go to the second variable, change it to "Scalar", and put the value at 240.

Uploading soon
intense o_O
good job :)
i was trying to add a 240 frame loop to the charging subaction that did nothing, but it didn't work >_<
i assume you found that by exploring the specials area?
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Good job, guys! It's so weird that this roy and marth are so similar, and yet so different...



:colorful:


Roy's neutral b is still his shield breaker animation...

and it charges for about 5 seconds, not 4.

Is he supposed to have only one jab?
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Good job, guys! It's so weird that this roy and marth are so similar, and yet so different...



:colorful:


Roy's neutral b is still his shield breaker animation...

and it charges for about 5 seconds, not 4.

Is he supposed to have only one jab?
The charging is still the shield breaker animation, and the charge is for 240 frames = 4 seconds.

I made him have 1 jab, it's the way it was in melee.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
eh, I Guess it is roughly 4 seconds. Although I could have sworn jigglypuff falls asleep for 4 seconds.


EDIT: nvm. Jigglypuff falls asleep for roughly 3 1/3 seconds.


EDIT: sorry for the double post.
 

timothyung

Smash Ace
Joined
Feb 3, 2008
Messages
948
Location
Hong Kong
tsunami, the BSP should focus more on the head
Also let's find a way to show off his head band... I might just do it myself.

EDIT:
Uhh.. forgot about different colors. We should take the pics from a pc 3D program instead of taking it in-game to make sure every CSP have exactly the same pose and camera angle.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Ok, heres what I'm about to get started on. I think we can mostly agree on Roy's current hitboxes in the set that has been up for God know's how long. I'm going to post the final change list of what exactly has been done to Roy by the end of the night. We can discuss any tips that we find awkward then and edit them one last time. Before that, I did find all the 'odd man out' tips. Here they are:

Jab tips just send people farther away
B-air tip has the fire spike
D-air tip is Marth's original 'flub' hit
Dash attack tip no longer exists. It's just two hitboxes with the same stats.

And that's it. It's a little less then I thought but still those are the 4 tips that don't pull in really.


EDIT: It would be easier and faster for me to just post the values on each of the hitboxes for each move instead of what it changed from. If it is possible to use that information instead of a total changelist tell me so I can do that instead.

EDIT2: Nice work on the 1 jab camelot. That's great.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Ok, heres what I'm about to get started on. I think we can mostly agree on Roy's current hitboxes in the set that has been up for God know's how long. I'm going to post the final change list of what exactly has been done to Roy by the end of the night. We can discuss any tips that we find awkward then and edit them one last time. Before that, I did find all the 'odd man out' tips. Here they are:

Jab tips just send people farther away
B-air tip has the fire spike
D-air tip is Marth's original 'flub' hit
Dash attack tip no longer exists. It's just two hitboxes with the same stats.

And that's it. It's a little less then I thought but still those are the 4 tips that don't pull in really.

EDIT: It would be easier and faster for me to just post the values on each of the hitboxes for each move instead of what it changed from. If it is possible to use that information instead of a total changelist tell me so I can do that instead.

are u using the last download that was posted?

jab's tip pulls in now.
bair tip does pull in. it's a spike, but they ten degrees in toward roy.
dair tip is a spike if you're right underneath them.
not sure about the dash attack thing.

http://www.mediafire.com/?omjm2t2atoz
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
It would definitely help...

but let's keep working off the latest roy http://www.mediafire.com/?omjm2t2atoz



So, what problems does anyone have in this roy?
for me, when you spike someone with uair, it's so weak that, when they're coming down, they can hit you when you're still in lag. :|
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
goodoldganon, I just combined the 2 sets we had.

It has your hitbox changes + some of my stuff. Here are the changes...


- U-smash hits 5 times for a total of 16 damage, all hits except the last spike at the tip
- Jab mid hits are 6 damage and knock away, tips pull inward and do 3 damage
- D-air isn't such a ridiculous spike anymore
- D-tilt tip pulls inward
- Dash attack tip does 7 damage and pulls inward
- Blazer is multi-hit and has a new effect
- Flare Blade can be charged for 4 seconds, max of 50% damage, slashes instead of stabbing, is faster (so it actually gets some use).
- I kept the fire spike
- Very slightly tweaked the damage on some moves
- F-smash doesn't lose momentum if you dash-cancel into it
- Running and gravity are the same as Donkey Kong's (like in Melee)

How does this look?
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
goodoldganon, I just combined the 2 sets we had.

It has your hitbox changes + some of my stuff. Here are the changes...


- U-smash hits 5 times for a total of 16 damage, all hits except the last spike at the tip
- Jab mid hits are 6 damage and knock away, tips pull inward and do 3 damage
- D-air isn't such a ridiculous spike anymore
- D-tilt tip pulls inward
- Dash attack tip does 7 damage and pulls inward
- Blazer is multi-hit and has a new effect
- Flare Blade can be charged for 4 seconds, max of 50% damage, slashes instead of stabbing, is faster (so it actually gets some use).
- I kept the fire spike
- Very slightly tweaked the damage on some moves
- F-smash doesn't lose momentum if you dash-cancel into it
- Running and gravity are the same as Donkey Kong's (like in Melee)

How does this look?

are these the changes for this one? http://www.mediafire.com/?omjm2t2atoz


if not, well there's only two different things with the on tsunami just posted.

1.entire charge animation of neutral b is his fsmash, hit is side b 3rd hit (up) animation. I Think.

2.SFX fixed on jab. or something.
 

colored blind

Smash Journeyman
Joined
Mar 7, 2008
Messages
398
Location
Purdue/West Lafayette
goodoldganon, I just combined the 2 sets we had.

It has your hitbox changes + some of my stuff. Here are the changes...


- U-smash hits 5 times for a total of 16 damage, all hits except the last spike at the tip
- Jab mid hits are 6 damage and knock away, tips pull inward and do 3 damage
- D-air isn't such a ridiculous spike anymore
- D-tilt tip pulls inward
- Dash attack tip does 7 damage and pulls inward
- Blazer is multi-hit and has a new effect
- Flare Blade can be charged for 4 seconds, max of 50% damage, slashes instead of stabbing, is faster (so it actually gets some use).
- I kept the fire spike
- Very slightly tweaked the damage on some moves
- F-smash doesn't lose momentum if you dash-cancel into it
- Running and gravity are the same as Donkey Kong's (like in Melee)

How does this look?
That sounds awesome. Keeping what GoG laid out while using PSA to fine tune him even more. Anything special about Double-Edged Dance in this one?
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
are these the changes for this one? http://www.mediafire.com/?omjm2t2atoz


if not, well there's only two different things with the on tsunami just posted.

1.entire charge animation of neutral b is his fsmash, hit is side b 3rd hit (up) animation. I Think.

2.SFX fixed on jab. or something.
The stuff I just posted is basically the combination of the two sets.

I looked at the set, and the charging animation for Flare Blade is the d-smash charge. It looks a lot nicer, so I used it.

I didn't see anything different on the jab, though.


edit: @ colored blind: Double-Edged Dance still seems a little awkward because of the speeds. I don't think that's completely finished.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
well, all the last hits of DED have fire effect, some other hits have fire in it too.

although the timing of it is still a little wonky.


@ camelot: yeah, the dsmash charge looks a LOT better for neutral b.

and I don't know how the jab has changed either. the sound effect must be different, or something.
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
The only thing you need to use this Roy is the .pac, and the SD loader code, nothing else. You don't need a separate codeset for Roy.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
goodoldganon, I just combined the 2 sets we had.

It has your hitbox changes + some of my stuff. Here are the changes...


- U-smash hits 5 times for a total of 16 damage, all hits except the last spike at the tip
- Jab mid hits are 6 damage and knock away, tips pull inward and do 3 damage
- D-air isn't such a ridiculous spike anymore
- D-tilt tip pulls inward
- Dash attack tip does 7 damage and pulls inward
- Blazer is multi-hit and has a new effect
- Flare Blade can be charged for 4 seconds, max of 50% damage, slashes instead of stabbing, is faster (so it actually gets some use).
- I kept the fire spike
- Very slightly tweaked the damage on some moves
- F-smash doesn't lose momentum if you dash-cancel into it
- Running and gravity are the same as Donkey Kong's (like in Melee)

How does this look?

I'm wet for you. Sounds great. We can work on side-b soon. Heres a question. Do we totally retool the side-b to be Roy style or should we give him something cool from his game? I'll test this right away. It's great you combined the sets and now we don't need a codeset. I'll update the OP. Can you give me a link?
 
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