Zelda Buffed

A Mod for Super Smash Bros. (WiiU)

Updates

Game fileParentSubmitterStats
  • Improvement Neutral attack's 3rd hit receives stronger KBG.
  • Improvement Forward tilt receives stronger BKB, and transcendent priority.
  • Adjustment Dash attacks knockback angle is more vertical than before.
  • Improvement Forward smash's final hit receives stronger KBG.
  • Improvement Up smash's final hit receives stronger BKB.
  • Adjustment Increased the size of some of the neutral aerial's hitboxes.
  • Improvement Forward aerial and backward aerial receive stronger KBG.
  • Improvement Down aerial's sweetspot receives stronger BKB; sourspots receive stronger KBG.
  • Improvement Up throw receives stronger BKB. KBG is slightly weaker, however.
  • Adjustment Adjusted Nayru's Love's reflection window. Final hit's KBG is stronger.
  • Adjustment Adjusted Nayru's Rejection's reflection window.
  • Improvement The exploison hitbox for Nayru's Passion deals stronger KBG. Super armor also activates sooner.
Version 3 4mo
  • Adjustment Made various adjustments to Zelda's attacks. Full details can be found on the hack's description
  • Improvement Farore's Wind and its custom variants receive heavy armor during the start-up, and much less ending lag upon reappearing.
  • Improvement Modified Phantom Slash and its custom variants so that they either have larger hitboxes, or deal greater damage.
  • Improvement If the Phantom is destroyed, it will respawn after 360 frames have passed, regardless of which variant is used.
Version 2 8mo
As we all know, Zelda has been rather infamous for being one of the least viable fighters in the Super Smash Bros. series. As such, I decided to work on her moveset so that she can excel better on offense. Adjustments include the following...
  1. Standard Attack: Start-up lag has been significantly reduced, enabling the attack's hitboxes to become active on frame 3. It's basically Zelda's quickest attack now, and the hitboxes have received knockback adjustments, with the final hit receiving stronger knockback growth. KOs Mario on Omega form stage centers at around 230% damage if all 3 hits connect.
  2. F-tilt: Start-up lag and ending lag have been reduced. Additionally, the attack no longer has any sourspots, and has a slightly stronger KBG, despite seeing a small base knockback nerf. KOs Mario on Omega form stage centers at around 133% damage.
  3. U-tilt: Along with an ending lag decrease, this attack has become more potent at making KOs, dealing 9% damage, and has a stronger BKB. KBG has been nerfed a bit, however, but it does KO Mario at around 147% damage.
  4. D-tilt: This attack has received a good number of adjustments. Not only does it have less ending lag, but Zelda can now spam this attack more frequently. In a way, it now operates in a similar manner as Ness's d-tilt, but Zelda can't spam her kicks as quickly as Ness. Also, the kick's hitbox now has a 50% trip rate, a 0 degree knockback angle, and has much less KBG, which enables Zelda to take better advantage of the trip rate. And while Ness's d-tilt can't get past Bowser's tough guy traits, Zelda's d-tilt still deals strong enough knockback to make Bowser flinch, even when he acquires a Super Mushroom. The main downside with these adjustments, however, is that the attack now lacks KO potential, as it doesn't start KOing Mario on Omega form stage centers until he has over 750% damage (over 775% if Mario trips).
  5. Dash Attack: Knockback adjustments have been made, with all hitboxes using a 60 degree knockback angle. The clean sweetspot's BKB is now stronger, but the KBG is slightly weaker as a drawback. The clean sourspot and late hit both receive stronger KBG, but are still less potent at making KOs than the clean sweetspot. The clean sweetspot can KO Mario at around 129% damage.
  6. F-smash: The attack now does a better job at trapping fighters with the first four hits, all thanks to a new Autolink Angle. Additionally, each of the four hits deal 2% damage. The final hit does deal slightly less damage than before (dealing 12% damage), but its BKB is a bit stronger, and the KBG receives a big boost, giving this attack very good KO potency. KOs Mario on Omega form stage centers at around 85% damage if all 5 hits connect.
  7. U-smash: The attack now does a better job at trapping fighters, and it delivers a lot more hits as well, with each hit dealing 1% damage. The final hit has a better BKB value, but the KBG has been decreased to 200. Up to 14 hits can be dealt, with the attacking KOing Mario at around 95% damage if all 14 hits connect. Ending lag is reduced as well.
  8. D-smash: The attack now deals 15% damage for both hits, and their knockback has been adjusted as well. The attack's KO potency has been improved further with a stronger BKB value, but the KBG is slightly weaker. Both hitboxes KO Mario on Omega form stage centers at around 114% damage.
  9. N-air: The attack now does a much better job at trapping fighters, thanks to a better hitbox, and a significant nerf to the fixed knockback value, which has been set to 20, instead of the original 75. It also deals up to 9 hits, but overall damage dealt is consequently lower than before, as the first 8 hits each deal only 1% damage, while the final hit deals 5% damage, adding up to 13% damage, instead of the original 15% damage. On the other hand, the final hit now has much stronger KBG, enabling the whole attack to make KOs better. KOs Mario on Battlefield's center platform at around 163% damage if all 9 hits connect, and Mario is at the very center of the stage. Lastly, the attack has much less ending lag.
  10. F-air & B-air: The forward and backward variants of the Lightning Kick have received a good deal of adjustments. Both kicks now have the exact same start-up lag and ending lag, with the hitboxes becoming active on frame 6, and the whole animation lasting for 49 frames. The sweetspot hitbox is now a bit larger, and lasts for 2 frames. Additionally, the sweetspot has a much stronger BKB, while the KBG has been toned down a bit. The sourspots are still very weak, but they now deal 5% damage, and have a better BKB, but their KBG is consequently weaker. The sweetspot KOs Mario on Omega form stage centers at around 90% damage, while the sourspots make the KO at around 552% damage. On a side note, the sweetspot is capable of dealing high shield damage.
  11. U-air: Ending lag has been reduced. The attack also has a stronger BKB, but the KBG has been reduced slightly. KOs Mario at around 97% damage if he's on Battlefield's center platform. Lastly, the attack deals decent shield damage.
  12. D-air: The attack's clean sweetspot has become a lot more potent as a meteor smash, dealing 18% damage, and its KO power almost rivals Ganondorf's d-air. The sourspot and late sweetspot are still treated as weak meteor smashes, dealing up to 6% damage, but their BKB is better than before, while their KBG is weaker. Clean sweetspot can KO Mario on the ground at around 122% damage, while the sourspot and late sweetspot makes the KO at around 599% damage. The clean sweetspot is also capable of dealing decent shield damage.
  13. Grab: Zelda's stationary grab now has less start-up lag, with the grab hitbox now being active on frame 7. The dash grab and turn grab, however, still have longer start-up. Fortunately, all grab variants now have their grab hitboxes lasting for 4 frames, instead of 2.
  14. F-throw: Start-up lag and ending lag are shorter, and the throw deals stronger knockback as well. KOs Mario near stage edges at some point after 105% damage.
  15. B-throw: The throw now deals 12% damage, and has less start-up lag and ending lag. KOs Mario near stage edges at some point after 105% damage.
  16. U-throw: Ending lag has been reduced. The throw also receives a stronger BKB value, increasing its KO potency, while also having a 90 degree knockback angle. KOs Mario at around 142% damage (tied with my u-throw buff for Palutena).
  17. D-throw: Start-up lag and ending lag are shorter than before. The throw now deals up to 10 hits, adding up to 11% damage, and the knockback angle is now set so that the grabbed fighter is thrown in front of Zelda, instead of behind her. However, this throw KOs later than all the other throws, not being able to KO Mario until he has around 307% damage. Despite this drawback, however, the d-throw can still be used to perform follow-ups at low damage, which can even include using the f-air if the target is big enough.
  18. Nayru's Love: The attack now deals up to 6 hits, with the first five hits dealing fixed knockback. The final hit's BKB is stronger, and no longer has sourspots. Start-up lag and ending lag are also shorter. KOs Mario on Omega form stage centers at some point after 235% damage. Also deals some shield damage.
  19. Din's Fire, Din's Flare, & Din's Blaze: The explosion that Zelda creates now deals mostly vertical knockback. A sourspot hitbox is still present, but it now deals much better knockback, so even if you don't get the sweetspot, the sourspot's knockback will still be on the manageable side. The sweetspot's knockback has also been adjusted a bit by having a stronger BKB. The explosion can no longer clang with other attacks, but it can still be reflected or absorbed. Din's Fire and Din's Flare can both KO Mario at 93% damage if the sweetspot deals 14% damage. Din's Blaze can KO Mario at 68% damage if the sweetspot deals 18% damage.
  20. Farore's Wind: Knockback values have been adjusted, and there are no more sourspot hits. The attack is capable of KOing Mario on Omega form stage center at around 85% damage if the proper hitboxes connect. The hitbox that comes after reappearing can deal decent shield damage, and uses the Sakurai Angle.
  21. Nayru's Rejection: The attack's ending lag has been reduced. The hitboxes also receive some adjustments in that it's the final hit that flips fighters around, and there are no more windboxes. The attack deals up to 5 hits, adding up to 8% damage, but since the knockback is always fixed, it can't make KOs in any way. Despite this, the attack's effects can prove to be nasty for any fighter who has a poor recovery, which is especially true for Little Mac. All hits deal some degree of shield damage.
  22. Farore's Squall: The attack still can't deal any damage, but its flinchless windbox can push fighters better than before. When Zelda starts to teleport, the windbox transitions over to a hitbox that can send fighters flying a good distance. In fact, tiny fighters can end up being KO'd by this hitbox if they're not careful. On a side note, this move's hitboxes are now unblockable.
  23. Nayru's Passion: To compensate for this attack's inability to reflect projectiles, Zelda now gains a super armor duration when she starts spinning, and it ends once the explosion hitbox is turned off. The windbox has been adjusted so that the Autolink Angle is used for aerial targets, while a different angle is used for ground targets. The explosion now deals 18% damage, and has stronger BKB and KBG as well. As a result, this attack has the most KO potential of all of the Nayru's Love variations, KOing Mario on Omega form stage centers at some point after 100% damage. The explosion also deals high shield damage.
  24. Farore's Windfall: This attack still deals less damage overall than Farore's Wind, but the hitbox that activates when Zelda reappears is considerably more potent with its meteor smash capabilities. In fact, the attack can KO Mario at around 102% damage if all 2 hits connect, all thanks to the second hit dealing 10% damage, and offering a higher BKB, along with a much stronger KBG. The second hit also deals good shield damage.
  25. Light Arrow: This Final Smash has been strengthened with its damage output and knockback. Now, the attack deals up to 60% damage, and has massive BKB and KBG that can KO even a metal Bowser who has been made giant-size by the Lightning item. And even when it deals lower damage, the high knockback ensures that under normal circumstances, fighters will get KO'd.
I did not modify the Phantom's moveset in any way, since I have read that for some unknown reason, editing its moveset will cause the game to crash if it gets reflected.

Anyway, these adjustments should help make Zelda feel a bit more viable than before. Some moves may still be situational though.

Note: This hack does not affect Zelda's mechanics or attributes.

4/14/2018 Update

It has been a while since I last worked on Zelda's moveset, but I've finally gone back to work on it further. The following adjustments have been made...
  1. Neutral Attack: The attack still hits as early as frame 3, but it now has less ending lag, making it easier to spam repeatedly.
  2. F-tilt: The attack now hits on frame 6, and the hitboxes last one frame longer. A small shield damage bonus is also added.
  3. U-tilt: The attack now hits on frame 5. Ending lag duration has been altered as well.
  4. D-tilt: The kick now hits on frame 3, and has gained a 100% trip rate. Combined with the decreased ending lag, and FAF point, Zelda can get a follow-up executed more easily, whether it's with her f-tilt, f-smash, d-smash, or even grab. The attack still lacks any kind of KO potential though, not really guaranteed to KO Mario on an Omega form stage center until his current damage reaches the 800% mark.
  5. Dash Attack: The sweetspot hitbox is now slightly larger, and gains a small shield damage bonus.
  6. F-smash: Added some extra hitboxes onto the looping portion of the attack, which places opposing fighters at a specific position. All hits also offer a shield damage bonus.
  7. U-smash: Some new looping hitboxes have been added, which positions damaged fighters at a specific spot. All hits also offer a shield damage bonus. The new hitboxes enable the attack to KO Mario at 94% damage if all 14 hits connect.
  8. D-smash: Along with a shield damage bonus, both kicks now receive slightly stronger KBG, enabling them to KO Mario on an Omega form stage center at 110% damage.
  9. N-air: Adjusted the damage output for the looping hit, enabling the first two hits to deal 2% damage, while the remaining looping hits deal 1% damage. Deals up to 15% damage if all 9 hits connect, and can KO Mario at the center of an Omega form stage at some point after 155% damage. Lastly, the attack now hits on frame 3.
  10. F-air & B-air: Adjusted the frame duration for both attacks so that their autocancel windows and frame amounts are exactly alike. The sourspots also last longer, with their frame duration being 6-15, while the sweetspot's frame duration is 6-7. When Mario is positioned on an Omega form stage center, the sweetspot KOs at 90% damage, while the sourspots KO at 552% damage. Only the sweetspot offers a shield damage bonus, while one of the sourspots has been made slightly larger.
  11. U-air: Adjusted the knockback statistics for the hitbox so that its BKB is stronger. However, as a drawback, its KBG has been toned down. The autocancel window has also been fixed up. KOs Mario when he's placed on the center Battlefield platform at 96% damage.
  12. D-air: The attack no longer has a late sweetspot. Instead, it only has a 2-frame sweetspot, and two sourspot hitboxes. The sweetspot KOs Mario at 122% damage if he's on the ground, while the sourspots make the KO at 599% damage.
  13. Grab: Zelda's grab range has been improved further. The stationary grab receives less ending lag, while the dash grab's start-up lag and ending lag have both been reduced.
  14. F-throw: The start-up lag before Zelda throws her opponent has been made slightly shorter.
  15. Nayru's Love: Start-up lag is shorter, and hitbox adjustments have been made. The attack now deals up to 9 hits, adding up to 15% damage, with the looping hitbox autolinking aerial targets. Ending lag is also shorter, but the adjustments to the start-up lag and ending lag do result in the reflection period being made shorter. To compensate for the reduced reflection period, the attack can reflect projectiles as early as frame 3, Zelda receives damage-based heavy armor (with a damage threshold of 5) during the reflection period, and any reflected projectiles will deal 1.4x their normal damage. The attack itself will KO Mario on an Omega form stage center at some point after 240% damage.
  16. Din's Fire: Zelda receives less ending lag upon releasing the flame. As for the flame itself, it can now be angled up to 75 degrees, and explodes on frame 10. The explosion's hitboxes have also been adjusted in size so that the sourspot is 2x larger than the sweetspot. The sourspot and sweetspot still share the exact same BKB and KBG values, and have transcendent priority.
  17. Farore's Wind: When executed on the ground, the start-up's hitbox now deals weight independent fixed knockback, sending fighters flying up towards where Zelda will reappear if she travels straight up, dealing a total of 18% damage, and high knockback. The attack can KO Mario at 80% damage if both hits connect. Zelda also receives damage-based heavy armor while starting the move, but she loses the armor upon vanishing. Ending lag has also been reduced, especially in the air, where Zelda transitions over to her helpless state much sooner than before. Additionally, Zelda's air mobility no longer gets hindered upon entering the helpless state. If the start-up period occurs in the air, the hitbox's knockback won't be fixed, and it receives a BKB increase that enables it to KO Mario at 156% damage.
  18. Phantom Slash: Unlike the first revision, this updated revision actually does improve the Phantom's potency. Its attacks now deal the same amount of damage as the unedited Phantom Strike, but without the fixed knockback. The hitboxes have also been made larger during the process. When fully charged, the Phantom's first attack now deals fixed knockback, while the second hit's knockback increases as the target's damage increases. In fact, the second hit receives a BKB increase to further improve its KO potency. The Phantom's ending lag has also been fixed up so that its frame duration is no longer manipulated by the frame speed modifiers. In regards to the Phantom's destruction, Zelda only has to wait 360 frames until she can use the Phantom again. When Mario is positioned at the center of an Omega form stage, the Phantom's 8% damage hit makes the KO at 202% damage; ~10% and ~13% KOs at 159% damage; ~17% KOs at 123% damage; the fully charged attack KOs at 96% damage if the two hits add up to ~28% damage.
  19. Nayru's Rejection: Start-up lag and ending lag have been reduced, and the attack hits up to 6 times, while still dealing up to 8% damage, and flipping fighters with the final hit. The knockback is still fixed, however, but the attack's properties can potentially mess up certain fighters and their recoveries when used just right; Zelda is intangible until frame 13, which is one frame after the looping hitboxes activate. The reflection window is still rather short, but Zelda does receive damage-based heavy armor during that point. And to go alongside the short reflection window, reflected projectiles deal 2.1x their normal damage, travel 1.75x their normal speed, and last 1.25x longer.
  20. Din's Flare: Upon releasing the attack, Zelda receives less ending lag, but the ending lag is longer than that of Din's Fire, due to the explosion's damage output being consistent at any range. Like with Din's Fire, Din's Flare explodes on frame 10, and uses the same hitbox properties.
  21. Farore's Squall: The attack still doesn't deal any damage, but Zelda now receives damage-based heavy armor until she vanishes. Ending lag is also shorter, enabling Zelda to transition over to her helpless state, and move around freely sooner. Lastly, Zelda's air mobility no longer gets hindered upon entering a helpless state. The unblockable windbox and damageless hitboxes can still be used to gimp certain recoveries.
  22. Phantom Breaker: The damage output is unchanged, but the hitboxes have been made larger. The fully charged attack does receive changes to its knockback statistics, with the first hit dealing fixed knockback, while the second hit's knockback increases as the target's damage increases. Phantom Breaker is still the least damaging Phantom Slash variant, but the shield damage bonus that the Phantom's attacks receive can help to break weakened shields more easily; the fully charged attack can even break a full shield with its two hits. When Mario is positioned at the center of an Omega form stage, the Phantom's 5% damage hit makes the KO at 295% damage; ~7% KOs at 226% damage; ~10% KOs at 214% damage; ~13% KOs at 166% damage; the fully charged attack KOs at 148% damage if the two hits add up to ~20% damage.
  23. Nayru's Passion: Zelda still receives super armor while using the attack, but it now activates sooner than before. Ending lag is also reduced.
  24. Din's Blaze: Zelda's ending lag upon releasing the flame is shorter, but the ending lag duration upon releasing Din's Blaze is still longer than that of the other Din's Fire variants. The flame now explodes on frame 30 (3x longer than the other Din's Fire variants), and has the same hitbox properties as Din's Fire.
  25. Farore's Windfall: When executed on the ground, the start-up's hitbox now deals weight independent fixed knockback, sending fighters flying high enough for the attack's meteor smash hitbox to hit them when Zelda reappears. The start-up also receives damage-based heavy armor, but it gets lost upon vanishing. If Zelda executes the attack in the air, the start-up's knockback will not be fixed, but it does receive a stronger BKB value. While still less powerful than Farore's Wind, the attack can KO Mario at 102% damage, regardless of if it's used on the ground or in the air, but for some fighters, executing Farore's Windfall in the air will KO them slightly later than if it's executed on the ground. Lastly, the ending lag upon reappearing is shorter than before.
  26. Phantom Strike: This attack's potency has been improved greatly. While the Phantom still doesn't travel far for this custom special move, its attacks no longer deal fixed knockback (except for the full charge's first hit). In fact, it deals greater damage than the other Phantom Slash variants, with the fully charged attack's two hits dealing up to ~36% damage. However, despite the high damage output, the full charge still falls short of breaking a full shield, due to lacking the shield damage bonuses that are exclusive to Phantom Breaker. When Mario is positioned at the center of an Omega form stage, the Phantom's 12% damage hit makes the KO at 138% damage; ~14% KOs at 114% damage; ~17% KOs at 120% damage; ~21% KOs at 95% damage; the fully charged attack KOs at 67% damage if the two hits add up to ~36% damage.
  27. Light Arrow: The paralyzing hit receives stronger fixed knockback, and a stronger hitlag multiplier, making it nearly impossible for any fighter to break free from the paralysis, no matter how heavy they are. The attack that comes after the paralyzing hitbox is still a powerful 1-hit KO maker.
Any attacks that I didn't mention pretty much operate the same as they did in the previous revision. With that said, these changes should further help make Zelda feel more like a viable glass cannon type fighter; she's slow for a lightweight, but her attacks can pack a punch that can mess up even the heaviest fighters.

On a side note, while modifying Zelda's parameter data, I was able to fix up the crash involving the Phantom; it basically involves some hex editing for the last two group entries.

Version 3 Update

A new update for Zelda's moveset. The following attacks have been modified further...
  1. Neutral Attack: The third hit's KBG has been increased, enabling the attack to KO sooner than before. KOs Mario at 209% damage when he's placed on the center of an Omega form stage, and takes all 3 hits.
  2. F-tilt: BKB is stronger, while the KBG is slightly weaker. The hitboxes also gain transcendent priority. KOs Mario at 132% damage when he's placed on the center of an Omega form stage.
  3. Dash Attack: The knockback for all hitboxes is now more vertical than before. The clean sweetspot does experience a KBG nerf, but with the knockback angle now set to 70, it can KO Mario at 125% damage. The clean sourspot KOs at 218% damage, and the late hit KOs at 305% damage. Lastly, the duration of the clean and late hits have been extended.
  4. F-smash: The final hit's KBG is now stronger than before. KOs Mario at 81% damage when he's placed on the center of an Omega form stage, and takes all 5 hits.
  5. U-smash: The final hit's BKB has been increased. KOs Mario at 90% damage if he takes all 14 hits.
  6. Neutral Aerial: Adjusted the size of the hitboxes so that the looping hit's hitbox is larger. KOs Mario at some point after 155% damage when he's placed on the center of an Omega form stage, and takes all 9 hits.
  7. F-air & B-air: Apparently, I made the two attacks weaker with their KO power, as the unedited revisions could KO Mario below 90% (below 85% for the b-air). The same also applies to the sourspots, as they could KO Mario well below 500% damage. As a result of those findings, I had to improve the KBG for all the hitboxes so that they're more in line with the KO potential of the unedited versions. Now, whenever Mario is placed on the center of an Omega form stage, the sweetspot KOs at 81% damage, while the sourspots KO at 415% damage.
  8. D-air: Sweetspot's BKB has been increased, while the sourspots receive stronger KBG. It turned out that when unedited, the sourspots could KO Mario below 500% damage, which is why I had to improve their KBG. Sweetspot KOs Mario at 115% damage, while the sourspots KO at 387% damage.
  9. U-throw: BKB has been increased, while the KBG is lowered by 1 unit. KOs Mario at 138% damage.
  10. Nayru's Love: Adjusted the frame periods so that the reflection window starts on frame 2, and lasts up to 36 frames, while the hitboxes still activate on frame 6. Additionaly, the final hit's KBG has been increased further. Sadly, the reflection window increase does come at the cost of a longer animation duration. KOs Mario at some point after 215% damage when he's placed on the center of an Omega form stage, and takes all 9 hits. Reflected projectiles still deal 1.4x their normal damage.
  11. Nayru's Rejection: Adjusted the frame periods so that the reflection window lasts up to 12 frames, while the hitboxes still activate on frame 12. The frame period adjustments also enable the intangible period to start on frame 3. The final two hits do receive a larger hitbox size, but outside of gimping certain recoveries, the whole attack still lacks any real KO potential. Also, the reflection window increase does come at the cost of a longer animation duration. Reflected projectiles still deal 2.1x their normal damage.
  12. Nayru's Passion: Adjusted the frame period so that the super armor period begins on frame 3. The explosion hitbox also receives stronger KBG, enabling it to KO Mario at some point after 90% damage, when he's placed on the center of an Omega form stage.
All the other attacks are the same as in version 2.
Sign up to access this!

Files

Alternate File Sources

  • Lakifume avatar
    Lakifume Joined 8mo ago
    Offline
    150 points Ranked 24357th
    8mo 8mo
    Could you give Samus and ZSS constant super-armor like Giga Bowser and Giga Mac please ? That would create some cool HP fights bosses !
    Bananite
    URL to post:
  • Chillava avatar
    Chillava Joined 3y ago
    Offline
    1,026 points Ranked 5185th
    10 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • Returned 100 times Medal icon
    • 6 months a member Medal icon
    • Submitted 10 Sounds Medal icon
    • Reached 1,000 Points Medal icon
    8mo
    You lost me at "standard attack"
    Bananite
    URL to post:
  • Dr. HyperCake avatar
    Dr. HyperCake username pic Joined 2y ago
    Offline
    6,701 points Ranked 723rd
    16 medals 1 legendary 2 rare
    • 1st Place - 2016 Winter Mapping Contest Medal icon
    • Returned 1000 times Medal icon
    • 10 submissions featured Medal icon
    • Returned 100 times Medal icon
    • One month a member Medal icon
    • Submitted 10 Skins Medal icon
    1y
    The Phantom-reflection crash occurs when you edit 'fighter_param_vl_zelda.bin', and there is a fix-script available for it. There is a similar problem with 'fighter_param_vl_bayonetta.bin' and a few other param files in the game.

    Regardless, these are certainly interesting changes, and it looks like you put a lot of thought into them. One change you might want to consider is removing the unpopular helpless state after mid-air Din's Fire, which can be done through MSC editing (or technically through ACMD, though not as properly).
    Baking Mods
    URL to post:

Embed

Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Credits

Key Author
Mario and Sonic Guy
Mario and Sonic Guy Joined 3y ago
Offline
5,344 points Ranked 968th
17 medals 4 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 20 Gamefiles Medal icon
  • Reached 50 subscribers Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon
Data editor
Original Authors
Nintendo
Publisher
BANDAI NAMCO Games Inc.
Developer
Sora Ltd.
Developer
Special Thanks
Sammi Husky
Sammi Husky Joined 2y ago
Offline
107 points Ranked 30154th
FITX Creator & Developer

Submitter

Mario and Sonic Guy avatar
Mario and Sonic Guy Joined 3y ago
See ya later!
5,344 points Ranked 968th
17 medals 4 rare
  • Submitted 50 Skins Medal icon
  • Returned 1000 times Medal icon
  • Submitted 20 Gamefiles Medal icon
  • Reached 50 subscribers Medal icon
  • Submitted 10 Skins Medal icon
  • One month a member Medal icon

Mario and Sonic Guy
Creator
  • Paypal Donate
Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

Sub-category
Zelda icon
Zelda
Super-category
Moveset Edit

License

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+
  • 330 DLs
  • 3.9k Views
  • 13 Posts
  • 1ySubmitted
  • 4moModified
  • 4moUpdated

Scores

70 bScore
8 Rating

2 voters

Sign up to access this!

More from Submitter

More Zelda Game files

bcp.crwdcntrl.net tracking pixel