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 [Yoshi] Bandit (COMPLETED)

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Sir Gamma I
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PostSubject: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 10:00 am

Name: Bandit
Series: Yoshi
Appearance on Nintendo Console: SMW2: Yoshi's Island, Yoshi's Island DS, Paper Mario, PM:TTYD, Mario Party 7, Mario Party 8
Weight: 100, according to this: http://www.ssbwiki.com/Weight#SSBB_Weight_Ranking
Speed: 3.63, according to this: http://wi-fi-tournaments.forumotion.com/t143-ssbb-character-speed-chart-slowest-to-fastest
Jump: 2.34, according to this: http://www.ssbwiki.com/Jumping#Super_Smash_Bros._Brawl
Special Abilities: Wall-jump
Playstyle:
Spoiler:
 


Entrance-
Stance-
Walk-
Run-
Turn Around-
Jump-
Double jump-
Back jump-
Back double jump-
Falling-
Land-
Basic combo- Loop 20-23 for continued combo.
Neutral Special: Steal
If he does not make contact with an opponent:
Hits opponent, but fails at stealing:
Hits opponent, steals a coin:
Hits opponent, steals a red coin:
Description: The Bandit attempts to steal something from an opponent. When he attacks, there is a 40% chance he'll miss, a 40% chance he'll steal a coin, and a 20% chance he'll steal a red coin. If he steals a coin, he recovers 1 hp and if he steals a red coin, he recovers 5 hp. Whether he misses or gets a coin or red coin, he does 5 damage to the opponent.
Air
^Same as above^
Side Special: Watermelon
Eating: Normal- Fire- Ice-
Spitting:
Projectiles: Seed- Fire- Ice-
Air

Description: The Bandit eats a watermelon. The more he eats (the longer the animation plays before the special button is released), the more times he can use the projectile before having to eat more. He can't eat in the air, but if he still has projectiles left, he can spit in the air. The projectile is different depending on which watermelon he eats. The seed projectile can be shot continuously.
NOTES:
1) Loop frame 3 of spit animation for continuous shooting.
2) To show he's charged, after eating, Bandit should flash white if it was a normal watermelon, red if it was a fire watermelon, and blue if it was an ice watermelon.
Up Special: Balloon

Air

Description: Bandit takes out a balloon and uses it to rise up. It only does damage when it pops. However, the pop only does low damage, but medium knockback.
Loop frame 9 for rising, but he should start rising on frame 6.
Down Special: Bandit Bomb

Land:
Air

Land:
Example:
For the ground one, loop frame 4 until he reaches the height of his jump; loop frame 8 until he hits the ground, then play the land. For the air one, loop frame 5 until he hits the ground.

Forward Smash
Smash- He should hop forward slightly.
Up Smash
Smash-
Down Smash-
Smash- Gets stronger the more times "Steal" is successful. If he has no coins, it does no damage and flips the opponent, like Mario's cape. For each coin he gets, it does 3% more damage and a little more knockback. At about seven coins, for example, it would do about 21% damage and the equivalent of a Falcon Punch's knockback. After that, damage increases at the same rate, while knockback is the same. The amount of coins resets after Bandit dies.
Neutral air-
Up air-
Forward air-
Back air-
Down air- Like Yoshi's, does multiple hits.
Aeriel Lands-
Crouch-
Down tilt-
Up tilt- Bandit should make a slight hop upward.
Forward tilt-
Dash attack- Then he should go into his dead position
Grab miss-
Grab-
Pummel-
Foward throw-
Up throw-
Back throw-
Down throw- Works like Kirby's; does multiple hits.
Final Smash- Bandit Balloon
Description: Bandit calls up to three other bandits to carry all the other players to a spot in front of Bandit, and Bandit throws a balloon. The Red Bandit chases P1, Blue chases P2, Yellow chases P3, Green chases P4. A series of six buttons appears in the command bar, and correctly pressing each one will make the balloon a little bigger. If an incorrect button is pressed or if time runs out, the balloon will stop growing and Bandit throws it. Use this video for reference: http://www.youtube.com/watch?v=g1t6fz0jh2o
-Calling other Bandits:
-Bandit Buddy Idle:
-Bandit Buddy Run:
-Bandit Buddy Run while Carrying an Opponent:
-Bandit Buddy Holding an Opponent:
B-andit Holding Balloon:
-Command Bar:
-Command Button Icons: (Standard Button) (Special Button) (Up) (Left) (Down) (Right) (goes between other icons)
-Bandit throwing Balloon:
-Balloon:
-Pop Effect:
Guard-
Back Roll-
Forward Roll-
Sidestep-
Air dodge-
Tech-
Wall-Tech-
Wall-Jump-
Shield Break (Dizzy)-
Sleep-
Wake up-
Hurt 1 (Hit)-
Hurt 2 (Sent Flying)-
Hurt 3 (Dead)-
Hurt 4 (Getting back up)-
Get-up attack-
Edge lean-
Hang-
Ledge attack-
Ledge roll-
Assist trophy-
Hammer-
Item Swing-
Fire Flower Hold-
Walk While Using Item-
Item Shoot-
Item toss-
Forward:
Up:
Down:
Back:
Hold heavy object-
Walk w/heavy object-
H.O Throw-
Forward:
Up:
Down:
Wall-Hit-
Climb ladder-
Ride down ladder-
Crawl- [N/A]
Swim-
Drown-
G&W Ball-
Super Spicy Curry-
Electric Hit-
Up Taunt-
Side Taunt-
Down Taunt-
Win-
Lose/clap-
Revival Platform-
Misc.

Preview-
Selection-
Damage Meter-
Trophies (Classic, Adventure, All-Star, Final Smash, respectively)-

Attacks and Sound Effects- http://www.mediafire.com/?2211d43oamzla4k
--BalloonPop.MP3 is for the Up Special, Revival Platform, and Final Smash when the balloons pop.
--DownSpecialBegin.MP3 is for the Down Special while Bandit rises up.
--DownSpecialEnd.MP3 is for the Down Special when he hits the ground.
--Entrance.MP3 is for the Entrance when the door shuts.
--FSCorrect.MP3 is for the Final Smash when a correct button is pressed in the sequence.
--FSIncorrect.MP3 is for the Final Smash when an incorrect button is pressed in the sequence.
--FSSequenceComplete.MP3 is for the Final Smash when the sequence of buttons is completed correctly.
--Jump.MP3 is for the Jump. Duh.
--MidairJump.MP3 is for the Double Jump. Double duh.
--NeutralSpecialCoin.MP3 is for the Neutral Special when Bandit successfully steals a coin from an opponent.
--NeutralSpecialRedCoin.MP3 is for the Neutral Special when Bandit successfully steals a red coin from an opponent.
--SideSpecialFireorIceBreath.MP3 is for the Side Special when he spits fire or ice.
--SideSpecialSpitSeed.MP3 is for the Side Special when he spits seeds.
--Snicker.MP3 is for the Side Taunt.

Win Theme Only the first five seconds.

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Last edited by Mr. Γ on Sun Jun 19, 2011 4:57 am; edited 47 times in total
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jpbrawler2
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 10:55 am

I like it and I like the idea of the steal healing idea.
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L-rM
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 10:59 am

why does he retract his arms then hold up the coin? If he stole something he should immediately hold up his arms right?
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 11:00 am

The Coin Stealing definitely sounds interesting.....
From what I know.....this guy doesn't have enough sprites......looks like you going to have more custom sprites than sprites found in the sheet......
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Sir Gamma I
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 11:12 am

Yeah, but he's made of individual parts, so I can put different parts together to easily make a "custom" sprite, like I do with Blockman.

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3DS Friend Code: 3695-0119-1695

My SSF2 Mains (in order, more or less):
Black Mage
Wario
Donkey Kong
Sonic
Yoshi
Ichigo
Fox

Kiddragon wrote:
goddammit you're good with jelly.
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 11:14 am

Lol....nice....
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 11:56 am

Is this guy from Yoshi's Island?

Also, if he steals an item from an opponent, isn't healing a bit pushing it close to the "overpowered" area?

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Sir Gamma I
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 12:02 pm

ShadowHunter wrote:
Is this guy from Yoshi's Island?

Also, if he steals an item from an opponent, isn't healing a bit pushing it close to the "overpowered" area?


Yes to question #1
And as for question #2, I could make the odds that he steals something less, but really, 5 hp, the most he can heal, really isn't enough to be overpowered. Before he gets to use it, he'll probably take twice that much damage anyway.

_________________


3DS Friend Code: 3695-0119-1695

My SSF2 Mains (in order, more or less):
Black Mage
Wario
Donkey Kong
Sonic
Yoshi
Ichigo
Fox

Kiddragon wrote:
goddammit you're good with jelly.
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Sir Gamma I
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 12:46 pm

Update: Added Jump and Land

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3DS Friend Code: 3695-0119-1695

My SSF2 Mains (in order, more or less):
Black Mage
Wario
Donkey Kong
Sonic
Yoshi
Ichigo
Fox

Kiddragon wrote:
goddammit you're good with jelly.
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 12:59 pm

Meh.
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TalesOfChamCham
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 2:00 pm

It looks good so far! Smile Smile Smile
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Epic Ion(yoh)
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 2:45 pm

TalesOfSymphoniaFan wrote:
It looks good so far! Smile Smile Smile

please use less smily's please
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IdeaGiver
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Thu Jul 29, 2010 7:26 pm

I like it.
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Fri Jul 30, 2010 10:22 am

Mr_L wrote:
why does he retract his arms then hold up the coin? If he stole something he should immediately hold up his arms right?

He was showing the whole animation from start to finish and it would just look weird if his hands warped from in front of him to above him don't you think.
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PostSubject: Re: [Yoshi] Bandit (COMPLETED)   Fri Jul 30, 2010 4:33 pm

yeah, that makes sence!
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[Yoshi] Bandit (COMPLETED)

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