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PM x HDR Roy PR #2261

Merged
merged 61 commits into from
Mar 1, 2024
Merged

PM x HDR Roy PR #2261

merged 61 commits into from
Mar 1, 2024

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LunchablesTX
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@LunchablesTX LunchablesTX commented Feb 11, 2024

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:

Dash Attack
Up Tilt
Forward Tilt (and angled variations)
Down Smash
Back Air
Neutral Air
Down Air
Side B (all variations, including the PM reverse swing which has been coded by @WuBoytH )

General:

  • [-] Sword Length Increase vs. Vanilla Ult: 11.5% -> 6%
  • [//] Side B inputs can now be buffered during hitlag (Courtesy of Wuboy's PR)
  • [//] Roy now always plays his jump voice clip when jumping off the ground (hoh! intensifies)

Dash Attack:

Dash.Attack.mp4
  • [!!] New Animation
  • [//] Active Frames: 13-17
  • [//] Hitbox Stats:
    • Sweetspot Stats: 13% Damage, 110 Angle, 50 KBG, 70 BKB
    • Sourspot Stats: 9% Damage, 361 Angle, 55 KBG, 35 BKB
  • [//] FAF: 40

Up Tilt:

Utilt.mp4
  • [!!] New Animation
  • [//] Active Frames: 6-9 (Initial hit), 10-14 (Late hit)
  • [//] Hitbox Stats:
    • Sweetspot Stats: 11% Damage, 105/85 Angle (Initial/Late), 107 KBG, 35 BKB
    • Sourspot Stats: 8% Damage, 100/90 Angle (Initial/Late), 73 KBG, 35 BKB
  • [//] FAF: 34

Forward Tilt:

f.tilt.mp4
  • [!!] New Animation
  • [!!] Added Angled Variations, +1/-1 damage for up angle/down angle respectively
  • [//] Active Frames: 8-12
  • [//] Hitbox Stats:
    • Sweetspot Stats: 12% Damage, 361 Angle, 93 KBG, 30 BKB
    • Sourspot Stats: 8% Damage, 60 Angle, 87 KBG, 40 BKB
  • [//] FAF: 38

Down Tilt:

  • [-] Sourspot Damage: 7% -> 6%

Up Smash:

DACUS.mp4
  • [+] DACUS distance significantly increased due to new Dash Attack animation

Forward Smash:

  • [//] Can no longer reverse hit

Down Smash:

Down.Smash.mp4
DACDS.mp4
  • [!!] New Animation
  • [//] Active Frames: 6-9 (Initial hit), 10-17 (Late hit)
  • [//] Hitbox Stats: (They are the same as beta)
    • Sweetspot Stats: 18%/14% Damage (Initial/Late), 75 Angle, 91 KBG, 42 BKB
    • Sourspot Stats: 11%/10% Damage (Initial/Late), 361 Angle, 87 KBG, 25 BKB
  • [//] FAF: 59
  • [//] Hitlag Multiplier: x1.1 -> x1.0
  • [+] DACDS distance significantly increased due to new Dash Attack animation

Neutral Air:

Nair.mp4
  • [!!] New Animation
  • [!!] New SFX
  • [//] Active Frames: 6-11 (Initial hit), 13-25 (Second hit)
  • [//] Hitbox Stats:
    • Initial Hit
      • 4% Damage, 100/90 Angle (Sweet/Sour), 30 KBG, 45 BKB
    • Second Hit
      • 10% Damage, 361 Angle, 90 KBG, 45 BKB
  • [//] FAF: 49
  • [-] Landing Lag: 9 -> 10
  • [+] Auto Cancel Window: 47 -> 35

Forward Air:

  • [//] Sourspot no longer able to reverse hit
  • [//] Sword and Arm hitboxes unable to reverse hit on last active frame
  • [-] Sourspot KBG: 70 -> 65
  • [-] Landing Lag: 9 -> 10

Up Air:

  • [-] Hitbox priority changed
    • Previously:
      • Sword > Arm > Body > Tip
    • Now:
      • Arm > Body > Tip > Sword
  • [//] Sweetspot BKB: 50 -> 45
  • [//] Sweetspot KBG: 70 -> 55
  • [-] Sweetspot Angle: 80 -> 77
  • [//] Sourspot BKB: 35 -> 30
  • [//] Sourspot KBG: 70 -> 55
  • [-] Sourspot Damage: 8% -> 7%
  • [-] Sourspot Angle: 90 -> 80
  • [-] Landing Lag: 8 -> 9
  • [-] FAF: 42 -> 45

Back Air:

Bair.mp4
  • [!!] New Animation
  • [//] Active Frames: 7-10
  • [//] Hitbox Stats:
    • Sweetspot Stats: 14% Damage, 50 Angle, 111 KBG, 25 BKB
    • Sourspot Stats: 11% Damage, 40 Angle, 70 KBG, 20 BKB
  • [//] FAF: 41
  • [//] Roy's flag to reverse his direction in the air has been moved from frame 3 to frame 32
  • [//] An additional hitbox has been placed above his head on the last active frame using the "Top" bone to prevent the move whiffing into the Z-Axis with the new animation

Down Air:

Dair.mp4
  • [!!] New Animation (Although this one is really just what the original animation was supposed to be)
  • [//] Active Frames: 7-10
  • [//] Hitbox Stats: (Air-only Spike hitbox, Pop-up hitbox, and sourspot unchanged from beta. Only change is to the ground-only spike)
    • Air-only Spike: 15% Damage, 290 Angle, 60 KBG, 18 BKB
    • Ground-only Spike: 15% Damage, 281 Angle, 71 KBG, 40 BKB
    • Pop-up hitbox: 11% Damage, 90 Angle, 60 KBG, 50 BKB
    • Sourspot hitbox: 9% Damage, 37 Angle, 60 KBG, 37 BKB
  • [+] Landing Lag: 13 -> 12
  • [-] FAF: None (49F animation)
  • [+] Auto Cancel Window: 35

Neutral B:

  • Hitlag Multiplier: x1.0 -> x1.2
  • Fire Trail GFX Terminates frame 18 instead of frame 26

Up B:

  • Vertical Ledge Grabbox Upper Value: 22 -> 25

Down B:

Down B Hitbox

  • Counter window: 8-30 -> 8-20
  • FAF w/o activation: 68 -> 60
  • BKB: 50/60 -> 40 (Sourspot removed)
  • KBG: 35/45 -> 100 (Sourspot removed)
  • Angle: 20 -> 35
  • 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 (Purple is unchanged, Red and Yellow are new)

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:

X = Any Swing, does not specify a specific direction
.> = Forward
^ = Up
V = Down
< = Reverse

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.

Hitbox ID 0 = Body hitbox
Hitbox ID 1 = Arm hitbox
Hitbox ID 2 = Blade hitbox
Hitbox ID 3 = Tip Hitbox

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
  • [!!] New Animation
  • [//] Active Frames: 6-8
  • [//] Hitbox Stats:
    • 5%/4% Damage (Sweet/Sour), 60/80/96/85 Angle (Hitbox IDs 0/1/2/3), 25 KBG, 50/40KBG (Hitbox IDs 0/1, 2, 3)
  • [//] FAF: 30
  • [//] Cancel Window: 7-26

Side B 2 Up "x^":

Side.B.2.Up.mp4
  • [!!] New Animation
  • [//] Active Frames: 12-15
  • [//] Hitbox Stats:
    • 6%/4% (Sweet/Sour), 96 Angle, 28 KBG, 50 BKB
  • [//] FAF: 41
  • [//] Cancel Window: 16-32

Side B 2 Forward "x>":

Side.B.2.Forward.mp4
  • [!!] New Animation
  • [//] Active Frames: 14-16
  • [//] Hitbox Stats:
    • 6%/4% (Sweet/Sour), 40/60/80/105 Angle (Hitbox IDs 0/1/2/3), KBG 35/50 (Hitbox IDs 0/1, 2, 3), 30/20 BKB (Hitbox IDs 0/1, 2/3)
  • [//] FAF: None (40F Animation)
  • [//] Cancel Window: 16-33

Side B 3 Up "xx^":

Side.B.3.Up.mp4
  • [!!] New Animation
  • [//] Active Frames: 13-15 (Initial Hit), (Late hit)
  • [//] Hitbox Stats:
    • Initial Hit Sweetspot: 9% Damage, 290 Angle, 65 KBG, 50 BKB
    • Initial Hit Sourspot: 7% Damage, 280 Angle, 44 KBG, 36 BKB
    • Late Hit: 6%/4% (Sweet/Sour), 60 Angle, 60 KBG, 60 BKB
  • [//] FAF: None (46F Animation)
  • [//] Cancel Window: 17-41

Side B 3 Forward "xx>":

Side.B.3.Forward.mp4
  • [!!] New Animation
  • [//] Active Frames: 11-14
  • [//] Hitbox Stats:
    • 9%/7% (Sweet/Sour), 361 Angle, 120 KBG, 50 BKB
  • [//] FAF: 47
  • [//] Cancel Window: 15-36

Side B 3 Down "xxV":

Side.B.3.Down.mp4
  • [!!] New Animation
  • [//] Active Frames: 16-21 (Repeating Hitboxes), 22 (Final Hit)
  • [//] Hitbox Stats:
    • Repeating Hitboxes: 3% Damage, 75/90/365 Angle (Hitbox IDs 0, 1, 2/3), 100 KBG, 30 FKB, 0/30 BKB (Hitbox IDs 0/1/2, 3)
    • Final Hit: 4% Damage, 64 Angle, 111 KBG, 70 BKB
  • [//] FAF: 47
  • [//] Cancel Window: 22-35

Side B 4 Up "xxx^":

Side.B.Up.Swings.mp4
  • [!!] New Animation
  • [//] Acitve Frames: 15-19
  • [//] Hitbox Stats:
    • 11%/9% Damage (Sweet/Sour), Angle 75, 143 KBG, 35 BKB
  • [//] FAF: 51

Side B 4 Forward "xxx>":

Side.B.Forward.Swings.mp4
  • [!!] New Animation
  • [//] Active Frames: 20-25
  • [//] Hitbox Stats:
    • 12%/9% Damage (Sweet/Sour), 361 Angle, 145 KBG, 35 BKB
  • [//] FAF: 51

Side B 4 Down "xxxV":

Side.B.Down.Swings.mp4
  • [!!] New Animation
  • [//] Active Frames: 13-36 (Repeating Hitboxes), 37-38 (Final Hit)
  • [//] Hitbox Stats:
    • Repeating Hitboxes: 3% Damage, 70/365 Angle (Hitbox IDs 0/1, 2/3), 40 KBG, 2 BKB
    • Final Hit: 3% Damage, 50 Angle, 172 KBG, 50 BKB
  • [//] FAF: None (61F Animation)

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.

  • [!!] New Move
  • [//] Active Frames: 18-21
  • [//] Hitbox Stats:
    • 11%/9% Damage, 40 Angle, 119 KBG, 30 BKB
  • [//] An additional hitbox is generated below Roy's sword to prevent the move from high-profiling opponents who are knocked down
  • [//] FAF: 47

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.
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
gotta restart part of side b bcuz im a scrub
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
needs angled ftilt and reverse side b swing, very very close to being done. at this point it really just needs playtesting.
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github-actions bot commented Feb 11, 2024

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@yoonikoo yoonikoo added character change For working on general character changes semver:patch includes assets discussion ongoing Content has yet to be agreed upon labels Feb 11, 2024
LunchablesTX and others added 14 commits February 11, 2024 14:36
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
@WuBoytH WuBoytH added balance approved This change has been approved for balance and removed discussion ongoing Content has yet to be agreed upon labels Mar 1, 2024
@WuBoytH WuBoytH merged commit 924e61d into HDR-Development:dev Mar 1, 2024
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4 participants