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Jun 25th, 2017
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  1. Kirby
  2. (Eldiran)
  3. ---------------------------
  4. Attributes:
  5. -Run initial velocity 1.371 -> 1.471
  6. -0x54 (footstool short hop height) 1.6289 -> 1.0289
  7. (this allows footstool -> dair to combo well)
  8. -Fair landing lag 15 -> 9
  9. -Dair landing lag 15 -> 9
  10. -Air mobility .08 -> .12
  11. -Air stopping mobility .03 -> .05
  12. -Maximum H air velocity .85 -> 1
  13.  
  14. Jab1:
  15. -increased range with new hitbox like Attack100 furthest hitbox, but Zoffset 5.5 -> 7.5, SDI 1.1 -> 0.9, DMG 3 -> 4
  16. -added graphic
  17. -rearranged Bit variables to allow quick jab1->jab2 without jab100
  18. Jab2:
  19. -increased range with new hitbox like Attack100 furthest hitbox, but Zoffset 5.5 -> 7.5, SDI 1.1 -> 0.9, DMG 3 -> 4, Bone -> 1B6
  20. -added graphic
  21. -jab1 -> jab2 at frame 4 (fixed a glitch)
  22. Jab100:
  23. -KBG 64 -> 34
  24. -Hitlag 1 -> 0.7
  25. And the all aspects of Jab from 1.5 that weren't overwritten by the above.
  26.  
  27. Dash Attack:
  28. -If A is held at frame 11, switch to custom fireball dash attack @ subaction 52 w/ ItemScrew animation.
  29. -Hitboxes at frames 3, 10, 20, 30, and 50 do D, D, B, 9, and 6 damage, 3A, 3A, 3A, 2A, 26 KBG, 44, 40, 4A, 34, 24 BKB, and Size 8, 8, 7, 6, and 5 respectively, all @ angle 89.
  30. -Final hitbox refreshes every 7 frames.
  31. -The move lasts at least until frame 40, after which it ends when A is released, with minimal lag.
  32. -IASA frame 49 -> 50
  33. Fair:
  34. -Kick 1 hitboxes trajectory 2D -> 16D
  35. -Kick 2 hitboxes trajectory 50 -> 16D
  36. -fair2 can interrupt into B-moves as well as aerials
  37. -Air Attack IASA frames 19 - 24
  38. Uair:
  39. -x1.4 speed
  40. -IASA moved from frame 39 -> 29
  41. -All hitboxes DI multiplier 1 -> 1.3
  42. Dair:
  43. -x1.5 speed frames 0 - 17
  44. -x1 speed frames 17 - end
  45. -IASA move from frame 54 -> 48
  46. -Loop hitboxes hitlag 1 -> 0.5
  47. -Upper hitbox (id 1) angle: 10E -> 5A, KBG: 6B -> 3B
  48. -Lower hitbox (id 0) DI multiplier 1 -> 1.3
  49. -On frame 17, every 3 frames 6 times (so, once per hitbox) if A is held, gain -0.4 vertical momentum
  50. Bair:
  51. -IASA moved from frame 40 -> 32
  52. Nair:
  53. -x2 speed frames 0 - 9
  54. -x1 speed frames 9 - 34
  55. -If A is not held at frame 11 or 20, x5 speed until frame 34 and hitbox damage does not change
  56. -x2 speed frames 34 - end
  57. -IASA moved from 72 -> 58
  58. -All hitboxes size -> 8
  59. -Hitboxes damage C, A, 8, 6 -> C, B, D, F
  60. -Terminate Collisions frame 34 -> 41
  61.  
  62. Ftilt:
  63. -IASA moved from frame 27 -> 21
  64. Utilt:
  65. Identical to 1.5.
  66. Dtilt:
  67. -New animation based off slide attack from Kirby games (could use some touching up)
  68. -Same hitboxes as original dtilt, except frame 4 - 28
  69. - Flag changed to 39830480 (Sfx change)
  70. - Tripping rate 0.35/0.3 -> 0
  71. - Angle 169 -> 69
  72. - Damage +4 on all hitboxes
  73. - BKB 1E -> 4E
  74. - KBG 1E -> 2E
  75. - DI multiplier 1 -> 0.5
  76. -If hitbox hits, change action to jump break escape
  77. -IASA moved from frame 20 -> 41
  78. -dtilt angle 5A -> 6E
  79. -tap dtilt to do vBrawl dtilt, hold to do slide
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