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PM x HDR Roy PR #2261
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PM x HDR Roy PR #2261
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Cloud Dtilt later active frames BKB nerfed from 85 > 40, down tilt initial strong hit active frames 4 > 3
The goal of these changes are to make up air slightly less over-centralizing. The main sweetspot has been slightly reduced in size to make spacing in juggling a little bit less lenient without changing hitbox priority ala Melee/PM. The tipper hitbox has also been nerfed, although the reduced knockback makes it combo into other moves like Jab which doesn't really make it worse, hopefully instead it just encourages using a different move after up air. I would like to do many other changes to this character, but even without the context of any new moves/etc I still think up air could use some adjustments. Up Air: ~ [-] Landing Lag: 8 -> 9 ~ [-] Sword Sweetspot Hitbox Size: 4.25 > 3.75 ~ [-] BKB (Tipper): 35 -> 30 ~ [-] KBG (Tipper): 70 -> 60 ~ [-] Damage (Tipper): 8 -> 7 ~ [-] Angle (Tipper): 90 > 80
This reverts commit 8130b8f.
Includes blend and cancel frames for side b 1. this is only the start.
bazinga
partially doing this commit to see why the attributes and motion stuff isn't updating but the character files are?
normals are basically done, utilt still has a weird issue but I'm gonna commit before starting side b
committing before attempting to merge acmd lines
uhh I made an oops
all side b's are coded at a base level. still not complete, needs polish and reverse swing n' what not but they work for now. will come back to this soon. removed up b ledge grabbox code because it caused crashing with side b
…ding motion patch cancel windows
ayy lmao
This reverts commit 7222bb2.
needs angled ftilt and reverse side b swing, very very close to being done. at this point it really just needs playtesting.
…w-Remix into PMRoyProject
Download the artifacts for this pull request: |
tip would look like it whiffed sometimes since the active frames end slightly before it is fully extended
Dash Attack: - Active Frames: 12-17 -> 13-17 - Sweetspot BKB: 73 -> 70 - Sweetspot KBG: 47 -> 50 - Sourspot BKB: 40 -> 35 Ftilt: - Sweetspot BKB: 60 -> 30 - Sweetspot KBG: 76 -> 93 Fair: - Sword and Arm hitboxes unable to reverse hit on last active frame Bair: - Sourspot KBG: 95 -> 70 Side B: - Colored Flash GFX replaced with Colored Sword Trail GFX - Shield Damage slightly reduced on DED x, x>, and xxV xx>: - Active Frames: 10-14 -> 11-14 xxxV: - Inner Repeating Hitboxes Angle: 80 -> 70 Up B: - Vertical Ledge Grabbox Upper Value: 22 -> 25 Down B: - Counter window: 8-30 -> 8-20 - Angle: 20 -> 35 - FAF: 68 -> 60 - BKB: 50/60 -> 35 (Sourspot removed) - KBG: 35/45 -> 70 (Sourspot removed) - On-Hit SFX: Sword -> Fire
Down B: - Counter window: 8-30 -> 8-20 - Angle: 20 -> 35 - FAF: 68 -> 60 - BKB: 50/60 -> 40 (Sourspot removed) - KBG: 35/45 -> 100 (Sourspot removed) - On-Hit SFX: Sword -> Fire - Counter-attack Startup: 5 -> 4 - Counter Activation Freeze Frame: 21 -> 16 - Additional hitboxes placed above Roy to match sword trail GFX
…w-Remix into PMRoyProject
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Labels
balance approved
This change has been approved for balance
character change
For working on general character changes
includes assets
semver:patch
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Roy has received a re-design using his Project M/+ assets with permission from Virum, the original animator. This version of Roy includes the best from both his PM and Ultimate iterations to create a more de-cloned sword fighter from the current Fire Emblem cast. There are potential plans to further improve upon his move-set and include things not seen in either game, however for the time being there are still a lot of new things to play with in this update.
Please thank @Virum_FG on Twitter, as this would not have been possible without his approval. It is incredible that these animations hold up so well in todays age despite being made in 2013. Thank you to the HDR Development team as well for assisting me throughout this process and helping me learn how to implement these changes.
roy_assets.zip
CHANGELOG
The following animations have been replaced:
General:
Dash Attack:
Dash.Attack.mp4
Up Tilt:
Utilt.mp4
Forward Tilt:
f.tilt.mp4
Down Tilt:
Up Smash:
DACUS.mp4
Forward Smash:
Down Smash:
Down.Smash.mp4
DACDS.mp4
Neutral Air:
Nair.mp4
Forward Air:
Up Air:
Back Air:
Bair.mp4
Down Air:
Dair.mp4
Neutral B:
Up B:
Down B:
Side B:
Roy's Side B, Double Edge Dance, has been reworked to function as it does in Project M/+. Although the values are not 1 to 1 on every variation, they are very similar and veterans from previous games will feel right at home with this move. Unlike Ultimate/HDR's stlye of Double Edge Dance where the directional inputs are somewhat homogenized and incentivize choosing one direction for every variation, the new Double Edge Dance in HDR rewards players for learning the differences between the variations and choosing accordingly based on the sitation. Due to the large amount of variations in this move, here is a quick guide to how Roy's Double Edge Dance is notated in these patchnotes:
In combination, you can use these to refer to either a specific part of the move, or refer to a specific combination of the move. For example, xx> would refer only to the 3rd swing forward. However, >^> would specifically refer to "Side, Up, Side". This will be helpful for how I label the patch notes here, and any potential discussion moving forward.
If a stat does not specify which hitbox it is referring to whether it be sweet/sour or a certain hitbox ID, then it is the stat for all hitboxes on that move.
Side B 1 ">":
Side.B.1.mp4
Side B 2 Up "x^":
Side.B.2.Up.mp4
Side B 2 Forward "x>":
Side.B.2.Forward.mp4
Side B 3 Up "xx^":
Side.B.3.Up.mp4
Side B 3 Forward "xx>":
Side.B.3.Forward.mp4
Side B 3 Down "xxV":
Side.B.3.Down.mp4
Side B 4 Up "xxx^":
Side.B.Up.Swings.mp4
Side B 4 Forward "xxx>":
Side.B.Forward.Swings.mp4
Side B 4 Down "xxxV":
Side.B.Down.Swings.mp4
Side B 4 Back "xxx<":
Side.B.4.Back.mp4
To perform this move, hold "back" and press B after performing one of the third rekka variations. It is only possible as the final swing of the move.