Jab 1/2 and forward/up tilt have modified animations. Thoron sticks around for 140 frames instead of 70 frames and will trap hit enemies better.Įlwind 2 has a 'body' hitbox, not strong or anything, just there to interrupt enemies. Less landing lags for B-Air (1 frame) and D-Air (2 frames)Īrcfire's projectile sticks around for 15 more frames, and its pillar does 2 more repeating hits, along with a decrease in SDI, Slightly bigger Arcfire hitboxes, interruptible a bit earilier.Īrcthunder does 2 more repeating hits, all up it deals the same damage though. Ultimate's sword trails! This is mostly for the Bronze trail so it can double for Elwind. Has a number of the previous PM-ified Robin changes, but also has a number of Smash Ultimate changes, sort of to offset the durability. While I'm too lazy to re-separate female robin SFX are indeed included under the name 'reflet' Also need to remember to do Japanese voice version, there are a few extra sounds from the original thing. Maybe I'll do so later since I've made it a bit easier to separate. I won't include a pac but it is necessary to alter it for foot step sounds from the movement animations to make sense. all kong carry throws and related animations have been changed back air is changed to be more expressive and look less stiff down air is changed to resemble smash ultimate (I've also included a smash ultimate down air in the animations folder as well) forward air landing lag animation is changed forward air has an altered ending animation
neutral air has a slightly different animation (not shown in video) dash attack and the dash attack air variant are based off of Ultimate's roll animation (not shown in video) jab 2 uses ultimate's animation (not shown in video) walkslow, walkmiddle, walkfast, walkbrake All changes should be shown in the video I provided but just as a comprehensive these are the changes I made compared to a vanilla Project M DK I've included two separate folders, one with the whole motion pac based off Project M (so no aerial Down B from Project+), and another with the separate animations to insert yourself if you so choose to do so with brawlbox/brawlcrate. Something of a custom DK using his new kong carry animations from Ultimate but modified to have less frames like Project M. If it connects on the ground you bounce off an opponent and they get spiked, hold B to bounce higher this moves autosnaps to ledge. If you tap jump or a jump button on landing he'll do a really big Ground Pound Jump with a hitbox that you can jump into a double jump or use any attack. If it connects he'll bounce off the opponent.
What do the up and down arrows mean on wifi free#
a new animation.Īir side special is a dive from Super Mario 64, has literally no landing lag, so free approach. Neutral special is a multi-hit Fireball that's pretty fun for combos ft. I'm making random new moveset edits for vanilla Project + characters using references from their source games, and for my first endeavor I'm gonna be doing Mario!įorward air is a new move, resembling the Super Mario 64 Kick. Please feel free to use as you will, being sure to have fun with a video game is a pretty good thing to do. Shield/Reflector Fix for Unstoppable ArticlesĬliff damage percent (Slow animations never play) Hitbox Sound Effect Change System v1.1 (RSBE.Ver) Ĭodes found on JOJI's site- navigate to the bottom of the sidebar 'SSBB CODES' Not necessary, but for AI Ike's seems to work best, so~ 0x00000022Įffect.pac Roster Expansion System (RSBE.Ver) Intended for use with BrawlEx, based off of Mario so if you do use BrawlEx, use his configs and module. Did you know Sora's name is the same as Sakurai's company, Sora, this is totally just a coincidence however!
understand? (i suck at explaining) how I had done and noted some random stuff. There, I have officially ruined Sora by working on him, fear me.welp, have at it! Do as you will as you wish, there are a number of random text files for your perusal if you wish to. As per usual, an alternate link for those who can only open.