Author Topic: Touhou Smash Bros Project (Development & info thread)  (Read 150483 times)

Savory

  • I am a save frog
  • *wink*
Re: Touhou Smash Bros Project
« Reply #180 on: August 18, 2014, 07:02:41 PM »
Another character concept. Sometimes I wish there were collapsible spoilers for all these :wikipedia:

Yuugi

Quote
Specials
  • Neutral: Basically Ganondorf's Warlock Punch if the flames were white-orange.
  • Side: A chargeable, lunging punch that grants super armor while sending Yuugi forward. Works like Little Mac's Straight Lunge (minus the Power Meter mechanic) or Ike's Quick Draw.
  • Up - Shackles a Prisoner Can't Take Off: Recovery move that throws a spinning shackle upwards, latching on to thin air and pulling Yuugi up slightly beyond the latch point. If it hits an enemy, it instead pulls them downwards.
  • Down: Yuugi stomps with one foot, functioning like Ike's Eruption. Based on Knockout in Three Steps, just... with only one step.
  • Final Smash - Anomalies, Strength, Disorder, and Spirits: Yuugi delivers a short-range lunging jab. If it hits, the target is sucked into a cinematic Final Smash. Yuugi tosses her sake into the air and proceeds to beat on her opponent with both fists, like so. The last blow sends the opponent flying so hard that they shatter the moon (or just the screen).

That reminds me, I did come up with a standard moveset (and some extra details) for Yuugi. How does this look?

Yuugi
Power: S
Speed: D
Jump: D
Weight: Heavyweight

Entrance: Appears on the stage drinking from a dish of sake and wipes her mouth in satisfaction
Icon: Sake Dish


Neutral Special: Drunken Fist*
-With a grin, Yuugi spins her arms around to charge up a powerful punch. When full charged, steam will rise from Yuugi's head. The charge can be saved for a later use.

Side Special: Knockout in Three Steps
-A three-hit move that starts with a forward jab. If Yuugi makes contact, pressing the attack button again will allow her to combo with a shoulder bash and finish with an uppercut. Each hit increases in damage and knockback.

Up Special: Super Oni Jump
-Yuugi jumps extremely high, then crashes down, causing a shockwave around her. If she hits a foe on her way down, they are spiked. Yuugi can also damage opponents at the start of the jump.

Down Special: Fearsome Roar*
-Yuugi lets out a deep bellow that releases a disruptive soundwave around her. This move causes opponents to be stunned and take a small amount of damage. Any projectiles around Yuugi will be reflected.

Final Word: Deva's Strength
-Yuugi lunges forward a short distance. If she catches an opponent, she'll grasp them and perform a flaming pile driver that is powerful enough to KO from a low percentage.

*These moves can be made more effective thanks to Yuugi's taunt, which has her downing some sake from her dish. The more she taunts, her neutral special Drunken Fist will  have a faster charge time and her down special, Fearsome Roar will have a wider range with more power. If Yuugi is  KOed, this effect dissipates.

And here's a bonus. This was a recent character idea I had:

Tewi
Power: C
Speed: A
Jump: S+
Weight: Lightweight

Entrance: Hops out from a patch of bamboo
Icon: Rabbit

Neutral Special:
Pluck
-Tewi pulls out a carrot from the ground. Pressing the special button again will allow her to toss it. All of the carrot pulled will cause a set range of damage when they hit an opponent, depending on their size. Occasionally, you may pluck out a rare golden carrot...

Side Special: Banana Peel
-Tewi casually tosses out a banana peel in front of her. As expected, enemies who step on the banana peel will trip, causing a small percentage of damage. Tewi can only throw out two banana peels at a time.

Up Special: Cherry Bomb
-Tewi tosses a cherry bomb in an arc. The bomb explodes into fireworks on contact with an enemy. If it falls onto a stage, it will stay there for a few moments before going off on its own. At this state, it can be picked up an thrown.

Down Special: Trap Hole
-Tewi pulls out a shovel and briefly digs a pit trap covered with a patch of dirt. Enemies that walk over the area will be grounded and suffer some damage. Tewi can only create one trap hole at a time.

Final Word: Rabbit Call
-Tewi whistles, causing a horde of earth rabbits to appear and wander about. If they confront enemy combatants, they will automatically attack them through various means. The rabbits can be fended off, but only with strong blows.

Re: Touhou Smash Bros Project
« Reply #181 on: August 18, 2014, 08:53:18 PM »
And so it has begun! Here is a video after the first full day of programming the game:
https://www.youtube.com/watch?v=kTgmfRrJQq0&feature=youtu.be

I think it's a pretty good start! I'm trying to nail the Smash Bros mechanics one at a time!

Re: Touhou Smash Bros Project
« Reply #182 on: August 19, 2014, 12:30:04 AM »
Wow, now this is a project I've been always looking for, sadly I can't contribute much but I wish you all the luck I can give, this is going to be awesome

Re: Touhou Smash Bros Project
« Reply #183 on: August 19, 2014, 01:05:22 AM »
Honestly I think the best and easiest way to help this project is just to spread awareness. Reading comments of excitement in videos for previous games I've made always seemed to boost my morale and help me preform better as a programmer.

Colticide

  • Awoo!~
  • *
Re: Touhou Smash Bros Project
« Reply #184 on: August 19, 2014, 04:45:37 AM »
Seeing this video made it feel very real! On terms of awareness I guess it would be hard for those that don't gave anyone to tell. Ex: none of my friends don't know or like touhou.
Touhou Fugyouseki ~ Nightmare of Sleeping Girl English Patch
I run a crappy YouTube channel, check it out if you wish~

Helepolis

  • Charisma!
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  • O-ojousama!?
Re: Touhou Smash Bros Project
« Reply #185 on: August 19, 2014, 07:12:02 AM »
Video has been shared on my discussion channel and Twitter to create awareness in the east.

Re: Touhou Smash Bros Project
« Reply #186 on: August 19, 2014, 04:46:31 PM »
Glad you like it Colticide. Thanks Helepolis.

Here is day 2! With horizontal movements:
https://www.youtube.com/watch?v=_uDFeC1xQfc

KingofBaka

  • The Strongest!
  • and the Dumbest!
Re: Touhou Smash Bros Project
« Reply #187 on: August 20, 2014, 12:31:56 AM »
Those videos look nice, Good Job so far. I look forward to more :D.
But I finally have a movelist for you guys. I stalled a little bit because I procrastinated and then school started so yeah...
Anyway, lets get to the person of honor shall we.

Murasa
A very slow, but very powerful character. Murasa carries her anchor into battle. Her attacks are mostly using her anchor for various purposes.
Smashes
Side Smash- Swings her anchor at enemies in front of her.
Side Smash Full Charge(Harbor Sign "Eternally Anchored Ghost Ship" )- Sends 8 anchors on both sides of her going at different angles
Up Smash- Spins her anchor over her head hitting enemies on both sides of her.
Up Smash Full Charge(Drowning Sign "Sinkable Vortex") - Makes a water vortex with her hand that sucks enemies in. They are hit multiple times before being sent away with one final water burst.
Down Smash- Smashes her anchor down and causes a shockwave around her
Down Smash Full Charge(Capsize "Sinking Anchor")- Slams her anchor down which causes a lot of water bullets to fly up and hit opponents.
Final Smash(Ghost "Dipper Creeping Close")- Murasa charges power, rushes forward to the first enemy/group of enemies and does an uppercut. The uppercut has a good amount of range so it is a little easier to catch multiple opponents. The enemies get catapulted to the sky while Murasa disappears, then rain bullets start hitting the enemies from the sides. The final 11 hits are this.
8 anchors that hit the enemy from different directions.
2 anchors that trap the opponent between them.
Murasa reappears above the opponents with a bigger then usual anchor which she slams down on them.
She slams them all the way down to the stage where they are then engulfed in a big explosion that can hit other people who were not caught.
Specials
Neutral- Throws her anchor like a boomerang. It will fly out in a straight direction. Murasa can move while the anchor is out and can influence the direction it will return in.( Think Links Side Special from SSBM)
Side-Uses her anchor to catapult toward the enemy with a devastating dropkick.
Up- Spins her anchor sending her flying through the air
Down- Summons a geyser right in front of her that sends opponents into the air.
Normal 1cc: IN,EoSD,MoF,PCB,LoLK-P(403 Retries(Hope to Improve))
Extra Clear:PCB
ISC: All Stages Clear !

Re: Touhou Smash Bros Project
« Reply #188 on: August 21, 2014, 02:25:48 AM »
Captain Murasa? With her anchor? Now that's an interesting idea.

Touhou Super Smash Bros Project is looking awesome! And only 3 Days INTO development!
https://www.youtube.com/watch?v=1rKEYhk_KD0&index=3&list=PLaDd9276h4ZDo3RgOFGfcRbw7mUTScQ4S

CK Crash

  • boozer
Re: Touhou Smash Bros Project
« Reply #189 on: August 21, 2014, 05:54:13 AM »
Looking awesome! I'm sure this is obvious and planned, but don't forget to use add effects to indicate the invincible time on dodges.



Going to throw in another moveset because I can't help myself. This time, Utsuho!

General style - A heavy and powerful character, but one who plays defensively and has trouble chasing other characters down. She's most like a fusion of Bowser and Samus and tends to get KOs off the top of the screen.

Quirks - High double jump, but lacks vertical recovery on her Up Special. Rolling backwards goes FAR but is slow.

Forward Smash - Jabs with the third leg, doing weak damage and knockback, but combos into a flame geyser that erupts from the end soon after. Range increases with charge time. (8-16% + 16-20%)

Up Smash - Volcanic eruption engulfs Utsuho, reaching high into the air. The lava from the peak falls back down, doing less damage and knockback but lasting a long time. Initial blast is KO move though. (12% - 22%, 8%)

Down Smash - Stomps with her cement foot, creating an earthquake effect that also hits behind her. Pops enemies into the air and has some super armor, but long recovery. (8% - 25%, depending mostly on distance)

Neutral Special - "Nuclear Fusion" - Charges a growing orb of nuclear power. She holds the orb above her while charging, which launches enemies with good but unscaling knockback. When fully charged, it acts like Samus's shot but with mostly vertical knockback. She can cancel charging by rolling, but she can't fire until it's fully charged. (2%, 28%)

Side Special - "Shooting Sun" - Tosses a sun towards the ground ahead of her, exploding on impact.  The trajectory can be altered slightly by holding a direction, similar to Yoshi's egg, but the timing window is short. If it hits an enemy, the explosion extends into the air a bit. (12%)

Down Special - "Melting Pummel Kick" - Downwards angle kick in the air, horizontal kick on the ground. Short range, but grabs on hit, so it can't be shielded. If it hits, Utsuho pins the enemy down with her foot, and scalds them with flame before kicking them to the side. Horrible lag on miss, and no real followups. Can be a suicide kill offstage. (5x2% + 5%)

Up Special - "Ten Evil Stars" - Utsuho briefly surrounds herself with orbs of nuclear energy that circle around her in a horizontal ring. Utsuho barely rises but gets good horizontal movement for the duration. Invincible startup frames makes this an extremely good option out of shield. (4x5%, but doesn't usually hit that many times)

Final Smash - "Abyss Nova" - This actually activates the moment she picks up the smash ball, instead of upon using Neutral Special. Utsuho starts glowing yellow, turning brighter and brighter over 10 seconds. When the countdown is up, she creates a huge explosion that is nearly as wide as Battlefield that does multiple hits before finally launching for a nearly certain KO. Attempting to use the Neutral Special will delay the explosion by 3 seconds, but this effect becomes diminished with multiple uses (since she can't contain the power). Obviously, Utsuho is at risk of losing the smash ball before it activates, so the enemy either has to go all out offense, or run away and hope to dodge.

Prime32

  • Munch-Munch Demon
Re: Touhou Smash Bros Project
« Reply #190 on: August 21, 2014, 08:48:20 PM »
Okuu eh? Let me try...

Utsuho
Utsuho is a slow powerhouse type, but with the added gimmick of obscenely large hitboxes (both for herself and her attacks). While her wings let her jump five times, her individual jumps are short and she lacks a good recovery move. She's also not quite as heavy as her size would suggest, making her something of a glass cannon. Her shield has the unique property of exploding when broken, dealing extra damage to Utsuho and inflicting slight knockback on anyone around her. She can be downright terrifying in a 4-man fight, but one-on-one she's easy to outmaneuver. If there's a single-player mode, a Giant Utsuho with a red colour scheme should show up as a boss with screen-filling attacks. :V

Aerials
  • Neutral - Self-Tokamak: Utsuho glows while surrounded by spinning electrons, damaging anything in contact with her.
  • Up: Backflipping kick.
  • Down: Stomps with her concrete foot. If it makes contact then she'll bounce up, similar to Brawl's footstool jump, but with an extended cooldown that makes it difficult to spam.
Smash Attacks
  • Side - High-Tension Blade: Utsuho glows while the button is held. When released she dashes forward slightly, then fires a beam from her Control Rod that knocks her back to her starting position, then stops glowing. Has enormous reach, particularly at full charge, though it only delivers significant knockback to enemies directly in front of her (and she has better options if she just wants to rack up damage).
  • Up - Flare Up: Creates two fireballs that spin around Utsuho while moving upwards.
  • Down - Nuclear Blaze Geyser: Faces the camera and slaps her Control Rod against the ground, creating geysers to either side. Most effective against enemies in contact with the ground.
Specials
  • Neutral - Mega Flare: Holds a small yellow sun in front of her Control Rod. After a few seconds it expands with a thump SFX and turns red. After another few seconds it expands again and turns blue. When the button is released, Utsuho shoots the sun forward. Similar to Samus's Charge Shot except that it has only three levels of charge, the third level of charge causes her to take continuous damage until fired or cancelled, and it can be charged in the air (in fact it charges faster) but does not slow her fall. While actually firing it in midair leaves Utsuho helpless, it has powerful recoil (similar to Mewtwo's Shadow Ball) that makes it one of her best recovery options, particularly at full charge.
  • Side - Hell's Artificial Sun: Similar to Din's Fire, but far larger and more powerful. Instead of becoming faster over time, it becomes slightly larger. It can also inflict minor damage even before detonation. Mediocre knockback though, so it's not great as a finisher.
  • Up - Break Sun: Creates a miniature sun above her head, which deals continuous damage for a few moments then explodes with upwards knockback. Fast startup, and amazing power if sweetspotted, but cannot be cancelled. If used in midair it slows Utsuho's fall but remains in a fixed position. There might be a way to give it slight upwards momentum through advanced techniques (like activating it as you land). Alternately, ignore everything I just said and make this move a PK Flash clone called Creeping Sun.
  • Down -  Rocket Dive: Similar in function to Ganondorf's Wizard Foot. Utsuho spreads her arms wide and flies forward while glowing, hitting multiple times. In the air it becomes Yatagarasu Dive, which flies diagonally downwards with more power but a longer startup (think of it like a cross between aerial Wizard's Foot and Fire Bird).
  • Final Smash - Subterranean Sun: ☢ CAUTION!! ☢ banners appear as Utsuho surrounds herself in an artificial sun similar to the Smart Bomb item. The sun also has vacuum effects, which are significantly more pronounced on items (almost to Cook Kirby levels).
Throws
  • Forward - Hell Geyser: Slaps her Control Rod into the ground, causing a geyser to blast diagonally upwards.
  • Reverse - Radiant Blade: Flies past the opponent, then generates a blade of energy from her Control Rod and swings it backwards.
  • Up - Fixed Star: Traps enemy inside a spinning ring of suns that floats slowly upwards, dealing continuous damage and ending with slight upwards knockback. The suns last an unusually long time, and Utsuho is free to move immediately after they're launched, but they also block most attacks (and will damage even Utsuho if she touches them) so further damaging the trapped character is extremely difficult. It's mainly useful as a delaying tactic while you're trying to get your hands on the Smash Ball or another strong item.
  • Down - Melting Pummel Kick: Jumps up and stomps with a fiery concrete foot.
« Last Edit: August 22, 2014, 01:39:41 PM by Prime32 »

Re: Touhou Smash Bros Project
« Reply #191 on: August 22, 2014, 06:47:04 AM »
Neat ideas.

Speaking of ideas, I think that it is important to note that this isn't just supposed to be fitting Touhou girls into the SSB mold. It's also meant to stand apart from the official SSB games and embrace it's Touhou nature. After all, it's not like I need to balance them against Marth and Fox.

I spent today implementing a bunch of Touhou style moments not native to SSB play, I'd like to know what you think about it as presented in the video:

https://www.youtube.com/watch?v=O4RbVtgIS_Q&list=PLaDd9276h4ZDo3RgOFGfcRbw7mUTScQ4S&index=4

Leon゠Helsing

  • 0 - The Fool
  • Pave your own path
Re: Touhou Smash Bros Project
« Reply #192 on: August 22, 2014, 11:20:50 AM »
Kinda late, but you've been featured on a Touhou Facebook fanpage.
https://www.facebook.com/THProject/posts/10152595420869020
They're also planning to bribe you to include the whole UFO cast. :V

Colticide

  • Awoo!~
  • *
Re: Touhou Smash Bros Project
« Reply #193 on: August 22, 2014, 12:52:13 PM »
That's fantastic! Glad To see this getting some attention from others. Also of course someone talked about project m and mmd models again. Borrowed assets just lose their charm if used by to many people.
Touhou Fugyouseki ~ Nightmare of Sleeping Girl English Patch
I run a crappy YouTube channel, check it out if you wish~

Prime32

  • Munch-Munch Demon
Re: Touhou Smash Bros Project
« Reply #194 on: August 22, 2014, 01:08:15 PM »
Dangit, I lost a post I was typing. Well it was more or less:

Yuyuko is slow, light and floaty, but her weight and fall speed increase while she's close to the ground. Her air dodges and wavedash are slow but travel far. She can't SHFFL well due to her slow attack speeds, but her weird physics make her unpredictable.

Most of Yorihime's attacks are based (at least visually) on high-tier characters from each Smash game. She has Melee Fox physics while her physical attacks use mostly Meta Knight animations (with some Sheik kicks). Her specials are Atago (Mach Tornado), Takemikazuchi (holds up her sword to use Smash 64 Thunder), Shinatsuhiko (Dancing Blade) and Ishikoridome (Reflector). Her grab uses the Sword of Gion to create a cage of swords in front of her, giving it an unusually large hitbox. Her roll animation has her glow while dancing around, based on her use of Ame-no-Uzume against Remilia.

I spent today implementing a bunch of Touhou style moments not native to SSB play, I'd like to know what you think about it as presented in the video:

https://www.youtube.com/watch?v=O4RbVtgIS_Q&list=PLaDd9276h4ZDo3RgOFGfcRbw7mUTScQ4S&index=4
I'm concerned that universal flight and slow fall would make everyone feel less unique - it makes your chosen character's physics less relevant, and it prevents you from giving, say, Reimu a unique flight gimmick (yes you could make her flight last longer, but that doesn't leave nearly the same impression). Also it could make things play more like Brawl, which might not be the best idea.

Re: Touhou Smash Bros Project
« Reply #195 on: August 22, 2014, 08:25:57 PM »
Ahh, that explains why I suddenly gained 40 new subscribers...

I've been reading a number of comments saying that Sakuya's idle looks too masculen... So I've been trying to make adjustments, what do you think?


Yookie

  • Blue flower
  • Green
Re: Touhou Smash Bros Project
« Reply #196 on: August 22, 2014, 08:27:38 PM »
I don't see anything wrong with the old one, but I guess that's rather subjective.
The new one looks like she's repelled by something, as if she's disgusted a little bit. Or extremely surprised. Or fake interest.
« Last Edit: August 22, 2014, 09:25:33 PM by Yookie »

Colticide

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Re: Touhou Smash Bros Project
« Reply #197 on: August 22, 2014, 08:30:39 PM »
That looks a bit much, it works for the sprite since the character proportions are smaller and the exaggerated stance fits the style. Maybe something in the middle might work, like a bit between the two if you understand my horrid speech.
Touhou Fugyouseki ~ Nightmare of Sleeping Girl English Patch
I run a crappy YouTube channel, check it out if you wish~

Savory

  • I am a save frog
  • *wink*
Re: Touhou Smash Bros Project
« Reply #198 on: August 22, 2014, 09:17:43 PM »
I think the left one looks better. The pose on the  right is a bit haughty and exaggerated. Doesn't really suit Sakuya.

Re: Touhou Smash Bros Project
« Reply #199 on: August 22, 2014, 09:55:19 PM »
Yes I agree with you, I too felt like she looked perturbed. I was just following the directions of the people of the opposite opinion though. Here are some variations, what do you think?

B. is the interpolated frame between A and D, and C is a combination using the legs of D and the upper body of A.
« Last Edit: August 22, 2014, 10:21:51 PM by Saijee »

Colticide

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Re: Touhou Smash Bros Project
« Reply #200 on: August 22, 2014, 10:37:33 PM »
I'm kinda feeling B or A still. Kinda split on them sorry. Now that I look at sakuyas sprite that's kinda looks uncomfortable with how she is standing lol.
Touhou Fugyouseki ~ Nightmare of Sleeping Girl English Patch
I run a crappy YouTube channel, check it out if you wish~

Yookie

  • Blue flower
  • Green
Re: Touhou Smash Bros Project
« Reply #201 on: August 22, 2014, 10:48:56 PM »
A and B both look alright.
The other two look just rather forced with how she positions her head. It's an idle-pose and still something you have to feel comfortable striking for a while.
She's after all not staring someone down who tries to take away her dear mistress or something.

Prime32

  • Munch-Munch Demon
Re: Touhou Smash Bros Project
« Reply #202 on: August 23, 2014, 12:04:53 AM »
What about the upper body of A with the legs of B or vice versa? Really though, I'd be okay with either on their own.
Also, more characters:



Tenshi
Might as well give some input on a character that's been confirmed. Another slow/powerful type, Tenshi has floaty jumps despite her above-average weight, and many of her attacks have long hitstun.

Standard
  • Down - Six Earthquakes: Stabs her sword into the ground, creating a tremor that hits six times. Extremely long startup, comparable to Ganondorf's Up Tilt in weirdness.
Smash Attacks
  • Side - Beam of Non-Perception: Holds a Keystone in front of her as the attack is charged. When she releases the button it shatters to fire a beam that looks a lot like Falco's Blaster.
  • Up - Heaven and Earth Press: Two Keystones appear above Tenshi in a <| |> formation then slam together, crushing anything caught between them. Can be used to block projectiles from above, on the rare occasions you'd need to do that.
  • Down - Sword of the Earth: Stabs the Sword of Hisou into the ground, creating pillars at either side with vertical knockback. Can also be used to block projectiles, though not as easily as her Down Special.
Specials
  • Neutral: Shoots a Keystone point-first that drills into enemies; can be charged for greater power.
  • Side - Sword of Non-Perception: Similar to Raptor Boost. Tenshi rushes forward while making an upwards slash with her sword. If it connects she'll follow it up with a downwards slash that sends opponents flying horizontally and slightly upwards (or at a Sakurai angle?). If it whiffs Tenshi will stumble, becoming vulnerable.
  • Up - Sky Attack: Recovery move that sends Tenshi diagonally upwards.
  • Down -  Pillar of Divine Punishment: Produces a large Keystone and flies straight down holding it below her. The Keystone shatters on impact, sending out rock chunks a short distance. Otherwise similar to Kirby's Down Special, but it doesn't protect Tenshi from attack. If used on the ground, Tenshi will instead hold a Keystone in front of her that works like Toad.
  • Final Smash - Scarlet Weather Rapture: Basically Lucario's Aura Storm, but the "beam" is a dense stream of bullets that spreads out slightly with distance. Changing the angle does not affect bullets already on the screen, so its turning is a bit more laggy than Lucario's move, but the centre of the stream has vacuum properties which make it easier to keep enemies trapped.
Reisen
Reisen may not be the fastest or the strongest but she excels at mind games, with plenty of confusing attacks and ways to cancel from one action into another. At least one of her attacks inflicts stun/dizziness.

Smash Attacks
  • Side - Crown Vision: Shoots a series of damaging rings from her eyes, which vanish after a short distance.
  • Up - Demotivation: Faces the camera and releases a white pulse. Low damage and fixed upwards knockback, but it's unblockable and struck enemies are sent tumbling similar to the effects of Mewtwo's Confusion.
  • Down - Illusionary Blast: Fires eye beams diagonally downwards, similar to Snake's Forward Smash. Useful mainly for edgeguarding.
Specials
  • Neutral - Mind Explosion: Shoots a homing bullet from her fingertip similar to Samus's Missile. If you hold the button you can instead control its path directly. High travel speed when it's fired, but slows quickly. Her throws use a barrage of these bullets, similar to Fox's throw animations.
  • Side: Shoots an energy orb 30 degrees up (on the ground) or 30 degrees down (in the air). At the same time, shoots an identical nondamaging orb straight ahead that vanishes after a short distance or when it collides with something. If you use this attack as a smash rather than a tilt, then the real and fake orbs switch positions.
  • Up - Disbelief Aspect: Reisen launches a transparent image of herself upwards (inflicting damage) then trades places with it. Slightly aimable, and leaves Reisen helpless afterwards. Can also be cancelled, which turns the teleport at the end into a fake-out (she appears to teleport, then instantly teleport back again).
  • Down (Ground): A short but quick powerslide that can be cancelled into a jump or roll.
  • Down (Air) - Disorder Eye: Sort of like Dimensional Cape with Double Team visuals. Reisen splits into two flickering images of herself to the left and right, becoming temporarily invincible. She will then materialise at one of these two images depending on which direction you held during startup, and can also deliver a melee attack if you press A. If you do not hold a direction (or hold a direction other than left or right) then she simply reappears in the same position. Reisen becomes helpless after using this move, so it works best when combined with a short hop.
  • Final Smash - Lunatic Red Eyes: Rings of red light damage everything around Reisen. Mediocre power, but a fast startup that makes it hard to avoid.
« Last Edit: August 24, 2014, 01:22:34 PM by Prime32 »

Re: Touhou Smash Bros Project
« Reply #203 on: August 23, 2014, 07:18:02 AM »
I am in agreement with that A looks the best. Here is an update video, but this one is more of an informative video, I felt like making one because I got a ton of new subscribers.

https://www.youtube.com/watch?v=cu3Gdhlu97c&feature=youtu.be

Re: Touhou Smash Bros Project
« Reply #204 on: August 24, 2014, 08:15:35 AM »
Trying to get the ledge game to be as authentically SSB as possible was a big priority of mine, but I think I nailed it.
https://www.youtube.com/watch?v=6YFq_TZvdkw&list=PLaDd9276h4ZDo3RgOFGfcRbw7mUTScQ4S&index=6
« Last Edit: August 24, 2014, 04:35:36 PM by Saijee »

Colticide

  • Awoo!~
  • *
Re: Touhou Smash Bros Project
« Reply #205 on: August 24, 2014, 03:58:40 PM »
Oops the link goes to you first dev blog. Just watched number 5 and man all that code... Also love seeing sakuya in action, once the special effects are in place later on it will look fantastic.
Touhou Fugyouseki ~ Nightmare of Sleeping Girl English Patch
I run a crappy YouTube channel, check it out if you wish~

Re: Touhou Smash Bros Project
« Reply #206 on: August 24, 2014, 05:16:32 PM »
Thanks, fixed it!

Colticide

  • Awoo!~
  • *
Re: Touhou Smash Bros Project
« Reply #207 on: August 24, 2014, 06:20:08 PM »
Nothing but smiles on my end, looks good and seems to function right! Didn't know about the backward ledge grab in ssbb I assumed you could do that but I guess not.

This might seem silly but what is wave dash? I heard of it before but never knew or tried it in ssb.
Touhou Fugyouseki ~ Nightmare of Sleeping Girl English Patch
I run a crappy YouTube channel, check it out if you wish~

Re: Touhou Smash Bros Project
« Reply #208 on: August 24, 2014, 06:46:11 PM »
I'm trying to make a lot of decisions with this games dev that will reduce the amount of accidental slip-suicide shenanigans as much as possible. A common example that has happened all the time in Tournament play is "sheild push" where someone is sliding, and they mean to press R to shield, but then accidentally air-dodge and die as a result. Which is why in TSSB, you can grab the ledge in air-dodge. Similar kind of reason why I added backwards ledge grab.

Now about your question. SSBM particularly was full of an abundance of advanced techniques the Sakurai had specifically put into the game to create a competitive game. Much of them went right over the heads of casual players of the game, but the features continue to live on today in competitive tourneys. While some casual players are oblivious to the advanced techniques, there are also a smaller circle within that that flat out resent the advanced techniques. Much of the advanced techniques in SSBM required long dedicated training sessions to mechanical the twitch reflexes to a point of no fail. I've been a competitive melee player for a while, so I embrace the advanced techniques. But on the other hand, I think that if the casual players could execute the advanced techniques without a need to have such rigorous practice, they would like them too. So I'm making it my task to simplify the advanced techniques of SSBM into nothing more than standard mechanics in TSSB.

Classically the ~wave dash~ is possible in SSBM because you can direct your air dodge; when you air dodge toward the ground at a left or right angle, then you will retain the remaining inertia form your air dodge, and this allows you to slide. But what makes a wave dash such a good technique is that it allows you to maintain a neutral position giving you all the opportunity to do any kind of attack you want at any moment. As opposed to normal dashing, which makes it impossible to do anything other then a special move, an up smash, or a dash attack.

Re: Touhou Smash Bros Project
« Reply #209 on: August 25, 2014, 06:22:37 AM »
https://www.youtube.com/watch?v=zaUOIxGN8T0&index=7&list=PLaDd9276h4ZDo3RgOFGfcRbw7mUTScQ4S

Sooo I've finally gotten to that point where I need to make Sakuya's unique animations. Anyone have ideas for her 3 taunts?