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The PokeHub: Universal PokeProject Thread-Feraligatr, Gardevoir and Hoppip Videos!

Marcel06.21.1995

Smash Cadet
Joined
Feb 19, 2010
Messages
36
Location
Germany (Baden-Wuerttenberg
I'm resuming work on Tyranitar I'm making a stomp animation but I took a short break to take a pic:


And I have the moveset laid out which I've already started on in PSA:
Basic Ground Attacks:
A+A+A combo: Two slashes with claws followed by a tail slam 3% for each strike and 9% on tail slam
Dash attack: Fire Fang, similar animation to bowser's dash attack with added flame damage near the sweetspot by the mouth 16%
F-tilt: Dragon Claw, long wind up claws will have either darkness or electricity and will slash in front of him making a claw strike in the air (like bowser's F-air) 10% damage
U-tilt: Focus Blast, Tyranitar rears up and unleashes a short-range blast of energy upwards, long wind up 18%
D-tilt: Earthquake, a jacked up version of avatar ness's dtilt short quick stomp followed by a shockwave impaling opponents caught in it into the ground and dealing 15% damage
Air attacks:
N-Air: Slash, Tyranitar's claws glow blue and he does a 360 14% 17% on sweetspot at end of animation
F-Air: Shadow Claw, Tyranitar does a slash similar to his F-tilt with added darkness and much higher knockback 11%
B-Air: Iron tail, similar animation to charizard's B-Air but with a few effects and a metallic sound effect 18%
U-Air: Iron Head, a little bit of fall lag and a headbutt upwards dealing 23% if it should hit
D-Air: Giga Impact, (I had to put this in here) Tyranitar stops for a second in midair and the plunges downwards surrounded by a purpler PSI magnet effect deals 7% on contact in the air and spikes enemy into the ground, 25% damage if he lands upon of an opponent and a slight explosion of earth at impact and a small shockwave dealing damage and have the push effect (This will be one of Tyranitar's strongest moves)
Down Smash: Tyranitar crosses his arms for charging and then when released he whips his arms out and unleashes a ring of dark energy with good range 27-34% and alot of knockback when an opponent is adjacent to Tyranitar and energy pulse deals 23-30% damage but even better knockback
Smashes:
Up Smash: Stone Edge, Tyranitar rears up for charging then slams his fists into the ground causing a multitude of stones and rocks to fly from the ground to a ways above his head, stones inflict 23-30% damage and tons of knockback and the body and ground can deal 20-25%
Side Smash: (I may still edit this but idk yet) Crush Dragon Claw, (yes i combined two attacks from pokemon) Dragon claw on steroids Tyranitar charges in a wind up almost to throw with his claws glowing then he slowly raises his foot then comes crashing forward his claws slaming into the ground causing an eruption of fire (big hitbox!), claws deal 29-36% electrical damage and eruption causes fire damage anda set 30% damage both deal massive knockback adn body only causes 13-18% damage with minimal knockback.
Specials:
Neutral Special: Hyper Beam, Ya you knew this was coming, Hyper Beam can be charged (I'm using a small PSI Magnet effect near the mouth) and thankfully it has a slight but still pretty strong push effect to negate some strategies. The beam takes about 1.5 times as long to fully charge as a charge shot from samus, the beam can range from the size and length of ROB's beam barely charged to almost as large as Suicune's Aurora Beam with great but not infinite range and on collision with walls will cause a sizeable explosion. Damage ranges from 3% all the way to 39% fully charged making it Tyranitar's strongest move damage wise and the charge can be held. A drawback to not make the move too broken is that the attack has pretty long windup lag and if Tyranitar is hit with damage during that animation not only will the attack stop but he'll lose his charge as well. Also after a fully charge blast Tyranitar will be left open for an attack for a few frames unable to defend him self (like a cooldown)
Side Special: Dragon Pulse, Tyranitar rears then comes into a running start kind of animation where a PSI Magnet effect forms near his mouth and a whirlwind of flames extends to the length of 3-4 custom stage blocks depending on whether you tap the joystick or not the flames deal 5% per hitbox and max massive push effect that is equivalent to a point blank Latios, the push effect is completely horizantal however also has cooldown to prevent spamming of the move.
Up Special: Rock Climb: (I may change this as well) Tyranitar forms a rock underneath him in the air, much like charizards side special, and he leaps off of it covering as much vertical ground as sonic's up special but the rock breaks into fragments which deal 4% damage, the rock itself when it's whole can deal 15% and can send opponents flying. On the ground Tyranitar does a hop and slams into the earth impaling nearby opponents and shoots skyward (I made this move primarily to have a set up to use Giga Impact, Tyranitar's D-Air).
Down Special: (Once again may change this in the future) Rock Slide!, Tyranitar pounds his fists into the ground unleashing 4-5 boulders on each side of him that go rolling at high speed for 2-3 seconds before breaking apart. The boulders can cause 16% damage each and have high knockback while framents only cause 3% damage, in the air it's a 360 animation followed by a brief blast of dust and then boulders materialize near his palms.
Taunts:
Up Taunt: Tyranitar poses and roars vibrating the screen
Side Taunt: (I gave Tyranitar a psuedo-reflector) Tyranitar winds up and roars in the direction of the taunt unleashing a blast of wind (Burabos wind effect there) with a strong push effect which negates and reflects projectiles depending on their trajectory left vulnerable afterwards.
Down Taunt: Summons a boulder and spins it on his claw like a basketball(has hitbox like snake's box)
Final Smash: Outrage: Tyranitar uses Giga Impact and Hyper Beam at the same time Firin a hyper beam horizabtally then charging across the stage killing anybody in his way (combination of Aura Storm and Critical Strike, Lucario's and Marth's Final Smashes)
sorry for the question. Is this projekt stoped? thanks for anwsers and sorry for my bad english.
 

Get A Load of This!

Smash Journeyman
Joined
Aug 4, 2009
Messages
370
Location
Bergen
a moveset where EVERY move was different (sans a few specials or somethign) would be ideal for plusie and minun, but the catch would be that each move is crap-tastic unless performed with a complimentary move along with the other rodent.

Thank you for actually understanding what I meant. You're a real American hero.

for example, one could do with them actually being seperated: making a bolt of lightning form between them, like a circuit. Kind of goes against what I just said, but itd be a neat feature for the type of character.

Had something similar in mind for the Up Special, actually. Though now that I think about it, it'd be too similar to the Ice Climbers' Belay.
Responses are in bold.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
I was actually thinking of it being their Neutral Aerial

together they just glow with electricty, but if seperate, a charge forms between them, makign the range of the attack MUCH bigger
 

n64billy

Smash Ace
Joined
Feb 4, 2009
Messages
614
Location
Behind you!
Does anyone know how to use emotion animations? Like the character closing their eyes or something?
You can't make your own yea, but you can copy the "TexStr" from the FitMotion of another character that uses similar sized textures to help decide what eyes to have.
 

soneek

Smash Ace
Joined
Apr 15, 2010
Messages
873
Location
New York
You can't make your own yea, but you can copy the "TexStr" from the FitMotion of another character that uses similar sized textures to help decide what eyes to have.
I copied the "TexStr" from the Blaziken Pokepark file and imported it to the Captain Falcon Motionetc pac. I just wanna know how to make custom animations call on those strings to change the eye texture.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Gonna do this in "lumps"

Size: 9/10
Salamence is a true dragon and he’s not lacking in the size department he even approaches Tyranitar in size, well sort of.

How big is tyranitar? At the moment, 9/10 would be DK or D3 sized, as bowser is the 10/10

Weight: 7/10
Salamence’s wings give him an unusual floaty property while jumping (much like toon link) but although he’s fast he’s also heavy enough where he’s hard to kill, kind of like charizard.

1st two things have little to nothing to do with weight, but I am assuming he is as heavy as Zard.

Walk: 4/10
He is a proud pokemon and doesn’t mind just taking a slow stroll across the battlefield to intimidate opponents.

K

Run: 9/10
incredibly fast. Nearly as fast as Sonic, as he is the fastest flying pokemon he should also have a fast dash speed, seeing as he flies instead of actually running.

First issue.

Being nearly as fast as sonic means he is faster than falcon. Combine this with his weight and range (due to size), you have yourself a ready-made epic character.


Power: 9.5/10
Salamence, like Tyranitar, is a pseudo-legendary and is equip with truly awesome power, though not quiet as extreme as Tyranitar.

Second issue (also, why do you keep mentioning tyranitar? nobody knows his stats here..)

A power of 9.5/10 is something like DK, this makes Salamence allready a better version of both Zard, Sonic and DK in that he has the power, survival and range advantages all three posess, all in one package...


Attack Speed: 6/10
Salamence is actually quiet fast for most of his moves, and the ones that aren’t make up for it in sheer power.

Meh, still better than average

Range:10/10
Salamence uses his size and Dragon attribute attacks like Delta Blast to gain lots of range.

Comes with the size....

Priority:10/10
Salamence has his Dragon-Type which has effects like flame and energy to lots of his attacks and some moves can even stop Tyranitar, something even summons like Suicune can’t do!

again, Suicine and Tyranitar for comparisons?

Anywho, in order to have such epic priority, he must do EPIC damage to simply plow through other attacks, be disjointed enough to hit the hurtbox before the other attack hits your's, or be transcendant to avoid other hitboxes alltogether.

Combine said unmatched priority with mobility only rivaled by sonic, on DK/Charizard's frame and power....yeah


1st Jump:6/10
His legs are too small to give him much lift but an ok jump overall.
2nd Jump:9/10
Much better than the first jump his powerful wings propel him into the air.
3rd Jump:9/10
Identical to the 2nd jump
4th Jump:10/10
In preparation to glide this gives Salamence a huge amount of lift and is great for recovery.
Recovery: 10/10
He has great aerial jumps and an awesome recovery move.
Fall Speed: 3/10
Salamence’s wings give him an edge in the air allowing him to stay airborne much longer and perform more combos.
Air Speed:10/10
Incredibly fast, he can almost outpace a sonic on the ground while he’s in the air (note that he can while he glides!)

k, so from what i gather here his 1st jump is above average...

his next 3 are then even better (assuming the best from 10/10), his next 2 are like toon link's second jump, while his third is like yoshi's.

Combine that with a 10/10 aerial DI (yoshi's) and a low fall speed, and you have the ULTIMATE aerial character in terms of sheer mobility.

on top of this, his recovery (read ahead) is simply FREE FLIGHT added onto this. layer that onto what I've allready talked about....


Crouch: 1/10
Horrible doesn’t really do anything at all.

Meh
Ok, right off the bat the stats are what really make the character. Sure moves come into play, but wouldnt everyone agree that MK with Falcon's mobility would be holy-**** tier?

That said, I dont see a DOWNSIDE to playing as Salamence other than his size, which is averted due to his unparalleled mobility alowing him to simply avoid/DI out of crap that other big'ns cannot. On top of this, he sports probably the best recovery in the game, as well as some of the best kill moves, as stated: he has many fast attacks, which are complemented by ones of extreme power in trade for some speed.

Even the mighty MK has featherweight, and Snake has mobility and combo-ed issues...Salamence has no weaknesses....

Specials:

Neutral Special: Dragon’s Rage

One of Salamence’s best projectiles and most frequent ranged moves, though it must be charged.
Dragon’s Rage is a charged attack that must be all the way charged to work although the charge only takes around 1.5 seconds. Salamence rears his neck and charges Dragon-Type energy seen as fire spouting from his mouth. Once it is fully charged though it becomes a force to be reckoned with. Salamence spews a mighty ball of energy (Rayquaza’s Attack) which deals 15% damage and 1.5 times the knockback of a fully charged Charge Shot!!
Dragon’s Rage is a great move to save until you have your foe on the run, then you can take to the air and glide to get linear with them and fire the ball of energy to finish off opponents with higher damage. Also a word of caution, attempting to use it without charge will result in you losing your charge and returning to Salamence’s idle stance. In addition, the moves charge can only be held once it is fully completed, if you roll/shield out of the charge it will not retain its charge. Although it takes time to charge and you must do it in a single attempt, Dragon’s Rage has almost unmatched priority that most moves cannot cancel out, not even summoned pokemon’s moves!


At a glance this attack seems allright (assuming it's a RE-SIZED version of rayqauza's attack), as it does relativley little damage for it's KB, meanign it still wont be KOing till later on in the game.

That being said, the move, being Ray's, has infinite range. Combine that with Salamence's ability to essentially stay airborne forever...in a place where he cant be caught...and we have a solution to the Charge issue...



Side Special: Flamethrower

Salamence’s staple move in the anime reoccurs in Brawl! This could be considered Salamence’s best attack except that it cannot be spammed due to ending lag.
Salamence crouches charging massive amounts of fire in his mouth then he lunges forward and unleashes a horizontal stream of flame!! The effect for this attack is that of entei’s Fire Spin turned on its side giving it awesome range and a really cool look. Any opponent caught in the stream will be dealt 4% fire hitlag damage until the attack ends with a punishing 10% fire damage and powerful knockback.
Although it has great priority as well the stream only lasts for about roughly 1.5 to maybe 2 seconds and Salamence is vulnerable to attacks during this time. Also a footnote, that although Flamethrower has great priority and power and can cancel out a lot of attacks, it cannot stand against the incredible power of Tyranitar’s Hyper Beam so don’t even try that!


Really, stop comparing to Tyranitar.

Anywho, according to what entei does....in those 2 seconds, you'd be doing so many hits for 4%, then the last hit for 10....this move would do well over 50%.

Combined with its great range and priority according to you...I have no clue why you say he has bad times racking damage.


Up Special: Fly

Salamence gains access to limited flight like Pit does except for a shorter period of time although Salamence moves much faster side-to-side and downwards, he cannot climb as fast. However, unlike Pit if he is knocked out of Fly he can use the move again, though at the end he will not go into a helpless state and instead still has access to aerial attacks and dodges.
If the move is started on the ground Salamence will not fly directly up like Pit would but he will move in a forward diagonal motion ascending quickly into the sky. This allows Salamence to outrun and dodge projectiles fired at his backside quickly and then wheel around and take advantage of enemy ending lag by flying toward the opponent to open up opportunities to use moves like Flamethower and Blazing Dragon to punish slow opponents.


I allready touched upon how messed up this is considering his natural aerial mobility, especially sinc ehe can do it after being hit, and with no freefall.


Down Special: Blazing Dragon

A move not technically real but it is created by utilizing Salamence’s ability to use Double-Edge, Dragon-Type attacks and Flamethrower. Salamence starts in a crouched kind of stance, after about 15 frames Salamence exhales fire which surrounds him and encases him in a sphere of fire. You can hold the attack here and just keep him in one spot with the sphere of fire around him. It doesn’t charge but you can hold it to wait for the opponent and negate the startup lag of just taping down-B. The there is a hitbox surrounding the fire which will knock opponents forward in front of Salamence so that he can attack them. When the B button is released you will shoot forward in a flying animation covered in flames. The attack can do 3% damage during the “charge” period and the charging attack does 10% damage and moderate KB as well as provide invincibility frames for the first 15 frames of the actual attack.

Ok, so you gave him a force field, that auto-comboes into itself?

...



Also 15 random frames of invulnerability...


The charge travels at a speed roughly equivalent to Captain Falcons kick, however when it makes contact it will slow down to about MK’s Drill Rush speed and then pick up speed again after the collision. Salamence will go about 75% the length of final destination before he stops and the move will not stop at ledges and Salamence will fall off. Although he will fall off, like Captain Falcon, he will not enter a helpless state and can use Fly to recover and follow up with an attack. The flame that surrounds him for the completion of the attack will negate all attacks allowing him to tunnel through most defenses except for shields and Pit’s Mirror Shield.

Ok, ****....75% of FD is the length of most WHOLE STAGES, if not more so.



When the attack is used in the air it gains the properties of a stall-then-fall attack except for a few major differences. Just as Salamence can hold the fire sphere charge on the ground he can also do so in the air. Salamence will curl up into a pseudo-ball-like position and start and continuously exhale fire from his mouth, which will surround him in a sphere of fire like before. He can stay in this position and maintain the fire ball which will negate most projectiles, and when he lands he will negate most landing lag. Where as if the B button is released before you hit the ground you will dive toward the ground enveloped in flames like on the ground and you will slam into the ground generating a small wave of flames followed by a minor shockwave with a minor push effect. The aerial version always spikes even when the B button is held and causes 3% damage during the held period. As for during the dive, you will do 13% damage to opponents and a meteor smash, sending foes crashing downward. It should be noted that you can tunnel through projectiles like before however some very powerful Kb may take minor influence over the trajectory of the dive and cause Salamence to alter his course (pushing him horizontally). Also after about a second of the moves duration, as Salamence would continue the move until he hits the ground of Self-Destructs, you can cancel the move into Fly and recover, though you still retain a portion of the vertical momentum. During the dive you move as fast as Sonic’s D-Air.
This move can be used to camp and wait for falling opponents and punish juggler’s who give Salamence enough air to perform the move. It can effectively crush juggler’s strategies and can tunnel through projectile-based strategies as well.

Ok, he has a massive spike-move that can be HELD? Along with this, he can essentially suicide while surviving it via his silly air movement....

he doesnt even *need* to deal damage with this move
....

What can I say here? Essentially each one of these is broken in some form, with ironically Dragon Rage (the ripped off version of A BOSS ATTACK) is the most tame...

He has ultra recovery, ultra damage, ultra kill and ultra defense, with the latter being present in ONE MOVE. Seriously, you may have made them "slow", but their range and salamence's natural properties negate these issues too well...


Normal Moves:

Neutral Combo: Wing Whirlwind
Strikes with both wings followed by a rather laggy wing flap that produces wing sufficiently powerful enough to blow enemies away at least a battlefield platform (it has about the range of Pit’s up special Wings of Icarcus’s beginning “ring”)

Ok, thats actually kinda cool. He uses his wings to "flap" enemies away from him?

But first things first: how strong is that initial strike with the wings?


Dash Attack: Shoot Through
Salamence’s dash speed increases by 50% for a few brief frames and he becomes heated up by fire charged in his body. His whole body is a hitbox that deals 5% fire damage and moderate vertical KB while his head is the sweetspot that does 7% fire damage with decently strong vertical KB.

Meh. Kinda pointless seeing as he has Blazing Dragon...(have a feeling I'll be saying that alot)

Forward Tilt: Dragonbreath
Salamence quickly swings his head around in a quick arc then lunges forward and spouts a blast of air (about double the range of Charizard’s Flamethrower, though in only last for about 20-30 frames) that deals moderate KB and around 6% damage.

Ok, regardless of the damage the range to speed ratio of this move is insane. 2x the length of Charizard's Firebreath is like half of battlefield, and seeing as it's a tilt...which is only like 20-30 frames, he can easily spam this given the range to create nigh impassable walls of pain under a platform.

Upwards Tilt: Dragon Roar
Salamence lets loose a vicious roar creating sonic waves that can be seen! The roar’s range is about 1.5 stage builder blocks radius from Salamence’s mouth and the only other hitboxes are on Salamence himself. The KB of this attack is great however there’s no damage unless you’re touching Salamence where you will suffer 3% damage and lots of hitlag. This attack is great for starting a combo and setting up for a smash attack.

dont get why you say it's great for comboes/smashes when they are launched straight up with GREAT kb....

Downward Tilt: Twister
Salamence rears and flaps his wings swirling dragon-energy into the air creating a tornado (I’ll use meta knight’s Neutral Special effect for this) the tornado is about twice the size of MK’s tornado and has a vacuum effect for the majority of the attack dealing about 4% damage a second and using the suction to restrain foes inside the tornado. The final hits of the attack have no damage but great push effect and can send foes flying, though the hitbox is basically only half the size of the twister. The great thing about this attack is that it can cancel out nearly all projectiles and set off explosives as the twister does fire damage.

ok, BIG red flag.

first: what is preventing Salamence from spamming this, TRAPPING an opponent forever?

second: does he really need a wall THAT BIG that he can hide behind, and then negate the disadvantages of Ftilt, Side B and Neutral B?


Ledge Attack: Slash
Salamence heaves himself over the edge and swipes quickly with one foreleg dealing 6% damage and moderate KB.

Ledge Attack over 100%: Tail Whip
Salamence brings himself up slower than his other ledge attack and swings with his heavy tail dealing 10% damage and great KB. Don’t use this against and edgehog who will just see it coming, dodge and then slam you back off the stage possibly (but unlikely) to your doom.

Floor Attack: Crunch
Salamence bites on either side of him dealing 8% damage and moderate KB.

Floor Attack over 100%: Tail Sweep
Salamence spins with his tail outstretched tripping opponents and dealing 5% damage with strong horizontal KB.

meh, situationals are situational...
ok, only ftilt and dtilt need looking into here.

Ftilt is an easy fix in that you just need to shorten that range...alot

Dtilt is just stupid by itself, but even worse when you consider he can just whip it out and give himself room to use dragon rage/flamethrower in peace....or on a trapped opponent.

Hold on, this is how big the hitbox for that thing is:



yeah...

i'd recomend it actually being slightly smaller/thinner than Mach tornado...but perhaps targetable by wind hitboxes?

it could add a fun little interaction between his jab's "gust" and the twister by making it move after being blown for a bit.

Aerial attacks:


Neutral Aerial: Overheat
Salamence heats up its body causing it to glow a faint red and give of medium sized flames. Salamence’s body does 5% and moderate KB and the flames do 7% but weak KB. During the brief frames where Salamence is aflame he gains invincibility frames.

K...

does 13% along with randomly gaining more invincibilty frames....


Forward Aerial: Dragon Burst
Salamence lets loose a stream of dragon fire and wind resulting in a blast-like fan of bluish flames with a moderate range but some ending lag before Salamence can dodge again. Salamence’s chest area does 2% damage and weak KB, the beginning of the flames (near the mouth) does 8% damage and moderate KB, and the middle and end of the flames do 5% damage and stronger KB. All hitboxes KB is aimed forward. This is one of Salamence’s best finishers in aerial combat and can greatly aid in an approach, especially when an opponent attempts to intercept you. The flames can cancel out projectiles and still hit the opponent.

so it's reverse Charizard Fair, but 3x better?

...and it is yet another method of blocking attacks?


Backward Aerial: Tail Slam
Salamence swings his tail behind him in an arc top to bottom. The tail does 1% damage on startup with hitlag and then 3% on the beginning of the swing and moderate backwards knockback and 6% during the middle to the end of the swing and always spikes the opponent.

....lol, it's a nerfed version of my Feraligator Bair :p

Upwards Aerial: Steam Blast
Time to unveil Salamence’s greatest secret…he can learn Hydro Pump! He can combine this with Dragon and Fire type attacks to create powerful combination attacks involving steam. We see this in the TCG incarnations as well, so he uses a weak version of Hydro Pump and a Fire attack to quickly exhale a burst of steam. The steam only does damage at his mouth where it is the hottest (8% damage) the rest of the steam is the wind effect and has strong push effect the sends opponents towards the heavens. This move can quickly be followed up with fly and an Overheat, once the opponent is past the blast line, for a Star KO.

Ok, cool...a strong version of G&W Uair....but combined with his other assets (as mentioned by you actually) it becomes too good...

Downwards Aerial: Fire Stream
Salamence rears (in the air?) and aims downward, a stream of flames erupting from Salamence’s mouth. The stream takes a few frames to fully expand into the wide stream which is about the size of 3 of Bowser’s Fire Breaths stacked on each other. The mouth and near flames spikes the opponent with 9% damage while the midst of the flames does diagonal KB and 11% damage and the ends of the flames simply do hitlag and 8% damage. Overall this can be Salamence’s most damaging aerial attack.

with hitlag, this can easily gimp people....especially considering it's range of about 1.15x battlefield...

seriously, what is with you and these ZOMG EPIC hitboxes?




Glide Attack: Dragon Claw
Salamence swipes with one foreleg dealing 9% damage and great vertical KB, the move can be used to juggle the foe and the tail has an extra hitbox that can spike opponents who just dodged the swipe but not the rest of Salamence.

ok, random tai hitbox is random...

and I think salamence now holds the recod for spiking moves at like....6
not much to say for his aerials except that as allways, too much range/safety/power all one character...

that, and why would you ever use Bair when you have Fire Stream? Or, any aerial besides Nair or Fair depending on the situation? Invince is allways useful, and far's hitboxes can EASILY connect for 15% and EXCELLENT Kb.

Grab and Throws:


Grab: Chomp
Salamence lunges forward snapping with his jaws. Slightly more range than Charizard’s grab, it is comparable to King Dedede’s grab.

Ok...why?

Just...why?

(first off, Zard's grab actually outranges D3's, its just slower) But why did you feel the need to make it great grab range on a character that allready had 0 downsides?


Pummel: Fire Fang
Burns the foe trapped in Salamence’s jaws with 4% damage.

meh, what is the rate? 4% can be fine...but if it's like the rate of Wolf's pummel...

Forward Throw: Toss
Salamence bows his head for an instant, with the opponent clutched in his jaws and then flips his neck and head tossing the opponent with 6% damage and moderate diagonal KB.

this is charizard's fthrow :p

Backward Throw: Fling
Salamence violently swings his head behind him flinging the opponent with surprisingly strong horizontal KB but just 3% damage.

this is nerfed zard bthrow :p

Upward Throw: Jet Propulsion
Salamence lifts his head skyward then unleashes a small burst of steam propelling the opponent with moderate vertical KB and 5% damage.

Neat idea

Downward Throw: Point-Blank
Salamence lays the opponent on the ground and then hits them with a point blank Dragonbreath causing no damage but strong horizontal KB and the opponent is lying down. This move can kill on ice floors when used correctly.

...ok, 3rd throw blatantly ripped off from charizard...only not doing damage.

whats with the random factor of an ice floor adding lethality?
Again, not much to say except about the grab range and pummel...

i thought you could be more creative than this though, except for uthrow theyre all blatant clones of charizard's throws...


Smash Attacks:


Forward Smash: Delta Blast
One of Salamence’s best kill moves but for a smash it lacks in damage. Salamence winds up and will charge in the wind up animation. Then he will swing his head in a quick upwards arc until he’s aimed forward. He will unleash a stream of fire with swirling dragon energy around it.

The blast is affected by the charge with no charge it will go about 2.5 stage builder blocks long near the mouth will do 11% damage with moderate forward KB and most of the flame will do 6% damage and strong KB except for near the end. Near the end of the blast is the sweetspot with 5% damage but incredible forward KB.

same issue as Fair: the hitboxes lead themselves to the sweetspots...making the move like 3x stronger than stated.

Although without a charge it’s still a force to be reckoned with, at full charge it can cause absolute destruction. The blast stream gets wider and goes 4.5 stage builder blocks! The mouth hitbox does 15% damage and moderate to strong forward KB, the majority of the flames does 10% damage and quiet strong KB and near the end does 9% damage and incredible forward KB. The force is enough to KO Bowser at low percentages relatively close to the edge!

ok, based on range alone, and with twister, this move is lol-broken


Upward Smash: Steam Twister
An arguably unorthodox move for Salamence, this move is from the TCG Salamence incarnation and involves him once again combining Hydro Pump and Flamethrower. The move starts with him going into a pseudo-crouch (this is where he’ll charge if the smash is charged) then he’ll rear up and let loose a spiraling blast of steam from his gaping mouth. The steam goes incredibly high even uncharged it goes a little higher than the altitude of an average 1st jump! The twister of steam only increases in size with charge becoming wider and goes .5 times higher than before!

However, what the move attains in range it lacks in damage the only part of the tornado that does any damage, besides Salamence’s body which does 1% damage with weak KB, is near the mouth of Salamence where the steam is hottest dealing 13% damage with moderate upwards KB. However, although the move has weak damage it’s killing potential is truly amazing or such an odd move because the rest of the tornado, aside from near the end at the highest point, has really strong vertical KB and the tip has incredibly KB.

same problem as Fsmash...only vertical...

The attack works cumulatively from bottom upwards, the opponent usually starts on the ground near Salamence and is then kicked into the midst of the tornado be the mouth hitbox and is flung upwards into the end of the twister sending the foe streaking towards the heavens. KB does not change for the charge although the hitboxes do get larger due to the size increase of the twister. One main attribute affected by the charge is the duration of the move which can go from 25 frames to nearly 50 frames! The move is most commonly used to fling opponents into the air allowing Salamence to take to the air and really go on the offensive!

ok, this is essentially a more broken version of Feraligatr's hydropump...


Downward Smash: Storm Sphere

Salamence crouches with wings spread and charges in this animation pose, he then rears and unleashes powerful flaps and roars creating a sphere of destruction. The air is charged with Dragon-energy and swirls around and powerful Dragon energy roars add to the destructive power of this move. This sphere of swirling air and Dragon energy starts out the size of Salamence’s body but quickly increases in size to cover 1 stage builder block on each side of Salamence.
However, despite the overall energy exerted to execute the move, only Salamence’s body does damage to the opponent and that is only 5% no matter the charge. The charge does control the size of the sphere though, and it will increase to 2 stage builder blocks on either side of Salamence! While this move, like many of Salamence’s others, lack damage it deals incredible push-effect knockback easily enough to kill a medium damaged opponent!

so....its the size of a smart bomb, that kills at 50% and cant really be avoided due to it being wind?

The devastating force of the air sphere cancels other attacks and reflects projectiles; its push effect can knock an opponent at 40% damage more than the length of Final Destination. The trick to the move is getting an opponent in close enough, with enough time to execute the move, where the air sphere will expand into/through the opponent dealing the maximum amount push knockback! This smash is Salamence’s quickest in terms of startup lag, the air sphere forms in 7 frames, allowing it to be a prime defensive weapon as well as an offensive one. The sphere will not be canceled by all but the most powerful attacks, so in a battle where an opponent has quiet a few summons, this attack can serve as an invaluable defense. I have tested this move after I tried Volcanic Hurricane and this fits Salamence’s “feel” more and I can give you one trick to perform that is valuable in team battles when you have friendly fire on and your teammate grabs an enemy you can fling him to the side of the stage (this move will not knock you off the ground unless your already in the air!) to deliver a powerful throw backed with your push effect to kill at medium percentages. You can also shield charging teammates if friendly fire is off, which can become an excellent strategy.

ok...its a FRAME 7 MOVE that kills at about 50%

....



To those who believe this move is overpowered in defensive abilities I must point out that at the end of the attack Salamence has around 30 frames of ending lag leaving him vulnerable to a powerful attack. He is also still vulnerable to teleporting attacks like Chaos Control, Favore’s Wind etc so he does not possess an “absolute defense”, though he does possess invincibility frames while the air sphere forms. The sphere is active for 90 frames and will expand quicker at a full charge.

oh boy, more invuln frames...

and who cares about the end lag when it kills people after 1 side B?
Ok, these alll share the same problems of too much range/safety, but with the new twist of combining hitboxes for exponentially stronger attacks.

think about this: you and your buddy are two falcons (YESZ!).

you use fsmash, then your buddy meets the opponent with a knee of justice in the same direction, what happens? The opponent 1st pisses himself from pure awesomeness, but then is catapulted 2x as fast as each move could do on their own at the % the string was performed at, as the opponent was allready in motion.

what salamence does with these smashes is hit allready flying opponents with even stronger attacks at the end...which as allready explained, is ludicrous, especially from the safety of Twister...or just the speed of Dsmash.


FINAL SMASH


Draco Meteor:
Salamence flies to the center of the stage dealing 7% damage and moderate KB to anybody in his way. Salamence will then proceed to unleash unreflectable flaming meteors from his body in all directions. The meteors go relatively slow but will break shield and will outlast a dodge due to the slower speed and large size.

The meteors will do 25% damage to anything they hit and massive KB as well. This is Salamence’s ultimate kill move equipped with damage, range, priority, massive projectiles and invincibility during the attack.
Yeah its a final smash....but still, he's tossing out shield-breaking falcon punches everywhere....

Playstyle: Turning up the Heat

Salamence has incredible speed, priority and range as well as quiet a lot of killing power. However, his disadvantage is his inability to rack up a lot of damage to make a lot of his kill moves effective. Salamence makes up for this with his aerial speed and juggling capability.

The best strategy is an airborne one; once you start the match you have two major options. Option #1 you should take to the air and attempt to use aerial attacks to buffet the opponent and knock them into the air and then use fly and spike them with Tail Slam or Blazing Dragon. Then return to the ground and use attacks like Steam Twister and Shoot Through to knock the opponent back into the air. Continue this pattern to slowly but surely rack up damage on the opponent (a Twister every now and then isn’t a bad idea either) and once they get past about 100% spike them and retreat. Charge up Dragon’s Rage and wait outside of their projectile range (if they have one), otherwise just keep your distance. The wait for them to come closer and once they are at about 2 stage builder blocks away wait for them to attack. Then blast off a Dragon’s Rage into the attack and let its near-invincible priority take care of the rest. If it doesn’t kill them then tail them and follow up with a Flamethrower.

Option #2 is a projectile-based strategy where you begin by charging up Dragon’s Rage and keep your distance while continually pelting the foe with Flamethrowers and Dragon’s Rage to rack up damage. Use them in combination to prevent dodging from being effective. Once they get near 60-70% you can enter melee combat with Volcanic Hurricane, Twister, and Wing Whirlwind to rack up some damage at close range. Try not to take to many hits and if your feeling overwhelmed use Dragon Roar, Dragonbreath or even Blazing Dragon as a get-off-me move to put some distance between you and the opponent. Once they near 100% you can let loose with Steam Twister, Flamethrower, Dragon Claw, Blazing Dragon and possibly the most effective: Delta Blast to finally KO the opponent. This strategy keeps you from being overwhelmed by either projectile or melee based characters but a well balanced character such as fox can keep you on your toes.

lol....after reading this the strategy with him is esentially do Dtilt, then anything you want....

period.


or you know, just use blazing dragon->fair/dair



Playing Against: Grounding the Dragon

Salamence is very fast in the air, possibly too fast to handle effectively so what do you do? You meteor smash the flying lizard attempting to attack you as a grounded opponent or take to the air to continue an attack!

not gonna happen

The trick to beating Salamence is knowing when to swallow your pride and know that most of your attacks can’t beat his head on, and just dodge and roll to punish his laggy smash attacks ort dodge the projectile hailstorm he can unleash from a distance. You must keep the combat strictly melee using fast low-KB moves to rack up damage on Salamence and attempt to dodge his get-off-me moves to continue. However, if you’re knocked away and you see him use fly, get above and spike him back to earth. If you don’t meteor smash him before he exits your range (and trust me he will) you are in a hole. You must be ready for anything and dodge the powerful moves and clang with the weaker ones while biding your time waiting for him to use Dragon Claw, Blazing Dragon, Overheat or Flamethrower.

Learn to recognize the startup animations of these moves and jump when you see them and spike Salamence when you’re above him. The best place to be in relationship to Salamence is diagonally above and in front of him where he has no escape. Also, constantly jumping can effectively negate projectile-based onslaughts and help you stay at low damage which is the real key to beat Salamence.

no, the best way to beat a competant salamence player (one who only uses twister, nair, etc), is to unplug their controller....thats about it

Ok, what you've set out to do is create a set for a pseudo legendary....but not even salamence is this stupidly good.

this moveset makes Shin Akuma crap himself in terror...

there is NO DOWNSIDE at all to playing as him, and after a simple Dtilt, every one of his moves becomes 11 times safer to toss out than they allready were. that isnt to mention that they all have the range and power to kill from where nobody can retaliate, at mind-blowingly low %'s...

seriously, he needs to be dragged down to earth....

Give him a legitimate weakness that is horribly crippling...or better yet, just tone down those moves! He has no playstyle to him other than really just pressing Down-A, then doing whatever he wants as he is then untouchable, while being able to 2-hit KO every character in the game...

I'd advise that you find a niche for him to fill other than "lol overpowered"...

for example, his whole shtick is that Bagon wanted to fly so badly, that he friggen mutates into a flying type. Why not make Salamence an extremley aerial character? At the moment he doesnt even have to leave the ground (or the tilt section) to win a match...
 

Christian_CAO

Smash Apprentice
Joined
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Messages
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@ JOE!

Comments made me LOL... allot XD

@ Omni

Yeah, the move-set is pretty broken. FUN :)... but BROKEN XD

I'm sure you could just keep doing what your doing, but once you actually have to balance it it'll be extremely tedious... so maybe you should take JOE!'s advice and edit the thing now and save your self the trouble later :)

Really cool ideas though, and I can't wait for the finished product :)
I only wish my computer didn't suck... :( *off topic*XD
 

JOE!

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yes, it is fun, but that is why I am so stubborn about him nerfing it...

it would be fun to play as, but he'd have no lasting power due to how lolbroken he is...
 

Omniscient X

Smash Journeyman
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k thanks for feedback but the dtilt makes you stay in place you cna't move or do anything it's just a flapping animation, and it can easily be broken through via a physical/melee attack:)
 

JOE!

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k thanks for feedback but the dtilt makes you stay in place you cna't move or do anything it's just a flapping animation, and it can easily be broken through via a physical/melee attack:)
.....

no...

no it cannot be broken through as even like ike's fsmash cant get past the range, thats assuming he doesnt simply get sucked in by the **** thing in the 1st place.

regardless though, that TILT is rediculous as it makes foes back off...thus giving him time to use the moves i mentioned earlier
 

n64billy

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Behind you!
I copied the "TexStr" from the Blaziken Pokepark file and imported it to the Captain Falcon Motionetc pac. I just wanna know how to make custom animations call on those strings to change the eye texture.
Rename it to the animation you want it to play during
 

leafbarrett

Smash Lord
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Ok, what you've set out to do is create a set for a pseudo legendary....but not even salamence is this stupidly good.

this moveset makes Shin Akuma crap himself in terror...
The moveset makes MAX Onslaught nervous, if only because of the range and killing power.
 

Get A Load of This!

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DynamicPunch is a fighting type move. It charges up for a single turn. If you get hit, you flinch out of it. If it connects, you pretty much win.

So it's basically what Falcon Punch's Pokemon counterpart is...which makes it slightly unoriginal if you put it in a Brawl moveset.
 

leafbarrett

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DynamicPunch is a fighting type move. It charges up for a single turn. If you get hit, you flinch out of it. If it connects, you pretty much win.

So it's basically what Falcon Punch's Pokemon counterpart is...which makes it slightly unoriginal if you put it in a Brawl moveset.
That's Focus Punch. DynamicPunch is a Fighting move that has 50% accuracy, but high power, and has a 100% chance of confusing the opponent if it hits. The graphic for it is a big explosion. Yeah, I guess it would be pretty similar to Falcon Punch, but hey, not everything has to be completely changed.
 

Get A Load of This!

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Bah, and here I thought my Pokenerdism was adequate.

Maybe it could be a similarly functioning move, like, say...A Falcon Punch type move, with more upwards momentum than forwards.

Sky Uppercut, maybe? Don't see many recovery moves with startup lag and killing potential.
 

soneek

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Bah, and here I thought my Pokenerdism was adequate.

Maybe it could be a similarly functioning move, like, say...A Falcon Punch type move, with more upwards momentum than forwards.

Sky Uppercut, maybe? Don't see many recovery moves with startup lag and killing potential.
Here's my plan, and I'll see if I can finish these animations today to show everyone.

Side Special will be Sky Uppercut, pretty similar to Raptor Boost.

Normal Special will remain as Falcon Punch (for now).

Down Special will be Blaze Kick. When using it on the good, you will dash forward and roundhouse kick the 1st person that you encounter, similar to Ike's Side-B. While using it in the air, it will be a lot like Falcon Kick.

Up Special will be Quick Attack, similar to Pikachu, or maybe Brave Bird which will be similar to Fox's Fire Fox.

Final Smash...I want it to be Blast Burn. It'll be something something like Blaziken spitting out fireballs like Dragon Yoshi, except when they hit, they cause mini Sacred Fire explosions. It'll be in effect for 30 seconds or until after 5 fireballs are used.
 

soneek

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so...blaziken is essentially just Captain Falcon with a different UpB?

radical
The specials are almost the same, but the majority of every other move will be original. I'm still in school for 3 more weeks so idk how much I'll be working on him. I plan to release the 1st version by the end of the month.
 

Omniscient X

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Salamence has a few more moves done! I'll soon be ready to release a beta!

Good luck on the blaziken project dude
 

Plasmakirby1

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why do you care?
okay, i've decided to help with project deoxys. not stopping rotom, just lost interest for a while. fireking apparently strayed away from project deoxys, so i am taking his place. so far, it is going to go over mario. no pics right now, cause i'm at school. here are the specials planned

B- Psycho Boost (fireball successfully replaced with aura shpere. properties need editing)
^B- Teleport
>B- Extremespeed
vB- Psychic
 

AceSe3don

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The Pokehub is awesome, the only thing it needs is speed.. I understand how hard it is but really, the only thing that takes time is Animations, movesets are mostly easy.
Anyways, looking forward to the success of this project (especially Gardevoir and Flygon ;) )
If you guys need any help, don't hesitate to PM me, I might have the time/skill you need, who knows?
 

AceSe3don

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okay, i've decided to help with project deoxys. not stopping rotom, just lost interest for a while. fireking apparently strayed away from project deoxys, so i am taking his place. so far, it is going to go over mario. no pics right now, cause i'm at school. here are the specials planned

B- Psycho Boost (fireball successfully replaced with aura shpere. properties need editing)
^B- Teleport
>B- Extremespeed
vB- Psychic
Heheh.. This is a pointless post just to make me get 50 posts :psycho:
...
...
Just kidding.
But you said "Properties need editing"...
If you mean stuff liek MUDKIPZ it's offensive collisions? Graphic effects? Sound effects? Or maybe even others???
Heh.. Watch me.
I THINK this is the Subaction for Fireball, I'm not sure though..
Main events list is subroutine: 17108
GFX ^^^^^^^^^^^^^^: C5B8
SFX ^^^^^^^^^^^^^^: 10798
Others doesn't seem to have anything, not even an offset (?).
I hope this helps!
Try this out or else..

The picture speaks by itself :laugh:
Good luck!
 

Plasmakirby1

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why do you care?
Heheh.. This is a pointless post just to make me get 50 posts :psycho:
...
...
Just kidding.
But you said "Properties need editing"...
If you mean stuff liek MUDKIPZ it's offensive collisions? Graphic effects? Sound effects? Or maybe even others???
Heh.. Watch me.
I THINK this is the Subaction for Fireball, I'm not sure though..
Main events list is subroutine: 17108
GFX ^^^^^^^^^^^^^^: C5B8
SFX ^^^^^^^^^^^^^^: 10798
Others doesn't seem to have anything, not even an offset (?).
I hope this helps!
Good luck!
i believe what i need to be done has to be through hex. i AM editing an article after all.

anyway, some random progress on Deoxys









 

AceSe3don

Smash Ace
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i believe what i need to be done has to be through hex. i AM editing an article after all.

anyway, some random progress on Deoxys









NO HEX EDITING!!! DON'T CONFUSE YOURSELF!!!
Just go to the Offsets I gave you by using PSA O_O .
Edit: Wow wonderful work on the textures ;)
 

AceSe3don

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About Salamence:
Hmm...
In Smogon, Salamence is OU tier, and has a lot of movesets, Dragon Dance, Classic MixMence, New MixMence, Physically Bulky, Mixed Dancer, Choice Band, Choice Scarf, Choice Specs, Specially Bulky, FatMence (Lol), Rayquaza's Dance Partner, Rayquaza's Wall Breaking Partner, and the notes go over quarter of the very page.

Packed with a lot of power (Yes, super 135 Attack and good 110 Special Attack) packed with good speed (100) and bulky in both sides (Def and Sdef 80), and do I have to mention the base HP? 95.

So to put up your moveset, in comparison to Charizard, you'll first need to compare the base stats.
Hp, Defense Special Defense:
Charizard: 78, 78, 85, AVG: ~80
Salamence: 95, 80, 80, AVG: 85
More than Charizard... I'd say.. Use the Shield size of Mewtwo on DD's Mewtwo PSA: MUDKIPZ MEWTWO
Then, We'll look at the Speed.
Charizard: 100.
Salamence: 100.
In Pokemon- youshouldknowthisbut - 100 Speed is pretty decent, and they both have it, so use Charizard's Speed, or if you want to raise it a little, Just use Dragon Dance! but I don't think it would be a good idea to raise it up.
Next up is Offense.. Attack and Special Attack.
Charizard: 84, 109, AVG: ~96
Salamence: 135, 110, ~122
*Hides from intimidation*
See the difference? Oh you can't hear read me while I'm hiding? Ok...
*Gets back in*
See the difference? Yeah.. His offensive powers are greater than Charizard's, Maybe rounding up his power to make it like MUDKIPZ Ike is good, Ike's moves have pretty decent power in general, so use them as an example.

There you go, I hope this helps!
 

Plasmakirby1

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why do you care?
NO HEX EDITING!!! DON'T CONFUSE YOURSELF!!!
Just go to the Offsets I gave you by using PSA O_O .
okay, the flags are edited, and the hitboxes are slightly bigger with bigger knockback just a couple things left.
how do i remove the fire trail that follows the fireball?
and i'm sure it isn't a psa thing, but ho do i stop this from happening when i use fireball on the ground?
 

AceSe3don

Smash Ace
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Messages
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Kuwait
okay, the flags are edited, and the hitboxes are slightly bigger with bigger knockback just a couple things left.
how do i remove the fire trail that follows the fireball?
and i'm sure it isn't a psa thing, but ho do i stop this from happening when i use fireball on the ground?
The trail? I don't know, I'll see about it sometime.
O_O Umm I don't know... This looks a lot like what happened to Sana The Gardevoir, so ask LeafBarrett.
Good Luck!
Edit: This stuff all sounds exciting! I might choose a Pokemon of my own to make! In the meantime I'll help you people and check back here every now and then.
 

Plasmakirby1

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why do you care?
oh well

o, forgot to add that i need to make the Psycho Boost move like luigi's fireball instead of bouncing, and maybe have it last longer, and move faster
 

AceSe3don

Smash Ace
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Meh.. too much projects for you people to handle...
Anyways, I'm downloading the full PokePark game so I can Steal Get some models from it, and maybe use Mudkipz Garchomp or something..
I know we already have him, but is there a Mudkipz Lucario model in that game?
 

Plasmakirby1

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why do you care?
Meh.. too much projects for you people to handle...
Anyways, I'm downloading the full PokePark game so I can Steal Get some models from it, and maybe use Mudkipz Garchomp or something..
I know we already have him, but is there a Mudkipz Lucario model in that game?
if you do that, you know ur gonna have to get me some models, right? lol. i think there is a pokepark lucario, but im not 100% sure of that.

also, figured out that weird white polygon mess that happens when Psycho Boost is used on the ground. it had something to do with flash overlays i think. i just deleted all of the graphics, and it works fine nao.
I believe the >Smash will be Zen Headbutt
 
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