camelot
Smash Ace
Ok, newest set: http://www.megaupload.com/?d=3XXMT2IA
Now you can combine my u-smash/specials with GoG's other stuff.
Now you can combine my u-smash/specials with GoG's other stuff.
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intense o_OHold 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
Yes.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?
The combined one when it's done! Which is soon.So...who's set should I use? O_OOOOOO
flip a coinSo...who's set should I use? O_OOOOOO
The charging is still the shield breaker animation, and the charge is for 240 frames = 4 seconds.Good job, guys! It's so weird that this roy and marth are so similar, and yet so different...
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?
anyways, here's a release of camelot's set exactly, except with the neutral b animation change, and a slight graphic and SFX tweak on the jabYeah, I prefer the animation from tsunami's roy.
Do I have to burn a new brawl disc for this? If not where do I save it on my SD card?why do you think of making this our official Roy CSP and ingame battle portrait?
looks better in game >.<
Download CSP
Download Ingame Battle Portrait
Do I have to burn a new brawl disc for this? If not where do I save it on my SD card?
your link must be broken.
I don't care about CSP anymore.
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.
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?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?
The stuff I just posted is basically the combination of the two sets.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.
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?