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Dedede Down B Rework and other adjustments #2473

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moklmaru merged 17 commits into
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SirTanknSpank:fat-penguin-down-b-rework
Sep 29, 2024
Merged

Dedede Down B Rework and other adjustments #2473
moklmaru merged 17 commits into
HDR-Development:pre-releasefrom
SirTanknSpank:fat-penguin-down-b-rework

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@SirTanknSpank

@SirTanknSpank SirTanknSpank commented Jul 30, 2024

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A new down b and some other big adjustments for the plus-sized penguin.

Assets: dedede-assets.zip

Changelog

Forward Tilt

The goal here is to make the move more consistent, rather than having people fall out before the final hit.

  • Multihits:
    • [/] Hammer hitboxes adjusted to be on the hammer2 bone, as opposed to the top bone
    • [/] Number of hitboxes: 5 -> 3
  • Finisher:
    • [+] Hammer hitbox size: 7.0 units -> 7.5 units

Old:
OldMultiFtilt
OldFinalFtilt

New:

NewFtilt
NewFinalFtilt

Down Tilt

This should make it match P+ frame data

  • [+] Animation speed increased
  • [/] Active Frames: 7-20 -> 6-14
  • [+] FAF: 37 -> 31

Down Throw

  • [-] BKB: 50 -> 65
  • [/] KBG: 80 -> 60

Up Throw

  • [-] KBG: 80 -> 90

Up Special

  • [!] Now stops all momentum before the jump
  • [!] Can now sweetspot ledge before the jump
  • [+] Landing star offset: 7 units -> 9 units

Side Special

A small buff, as well as making smash gordo have more of a difference compared to tilt gordo.
Also a QoL change to make it so aerial down angled gordo no longer forces a fastfall.

  • [+] Smash Gordo Speed Multiplier: 1.25x -> 1.6x
  • [+] FAF: 55 -> 51
  • [/] Fastfall window: Anytime lmao -> Frame 19+

Gordo

Partial revert of gordo to have knockback scaling again. This should make it better at higher %'s while still keeping it low knockback all around

  • [+] Shieldstun Multiplier: 0.7x -> 0.8x
  • [/] FKB: 60 -> 0
  • [/] KBG: 110 -> 55
  • [/] BKB: 0 -> 50

Gordo Dash

These changes should make gordo dash feel way better and actually worth using

  • [+] Air Dash Speed Multiplier: 1.5x -> 1.8x
  • [+] Grounded dash speed multiplier: 1x -> 1.2x
  • [+] FAF: 56 -> 42
  • [/] Retoss Angle: 120 -> 60

Down Special

Reworked into Jet Hammer Spin! This is a high risk move where Dedede takes out his jet hammer and launches himself forward while spinning. The move can be charged to deal more damage, as well as gaining an extra set of spins for every 30 frames of charge.

unchargedspin.mp4
prayingemoji.mp4

The move can be charged for 80 frames, giving a total of 3 sets of spins.

  • Attack Data
    • Startup: 18 Frames
    • Damage: 14% , Maximum of 18% if fully charged
    • Angle: 361
    • KBG: 60
    • BKB: 85
    • Self Damage: 12% if fully charged
    • Goes into special fall if used in the air

Other important things to note:

  • Armor is removed

Side Taunt (Facing Right)

  • [+++] Dedede will now equip his mask if special is held on frame 3
TheMask.mp4

@github-actions

github-actions Bot commented Jul 30, 2024

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Download the artifacts for this pull request:

@SkewedAskew SkewedAskew added character change For working on general character changes semver:patch includes assets discussion ongoing Content has yet to be agreed upon labels Jul 30, 2024
Comment thread fighters/dedede/src/status/special_lw.rs Outdated
Comment thread fighters/dedede/src/status/special_lw.rs Outdated
Comment thread fighters/dedede/src/status/special_lw.rs Outdated

if MotionModule::is_end(fighter.module_accessor) &&
StatusModule::situation_kind(fighter.module_accessor) == SITUATION_KIND_AIR{
MotionModule::change_motion(fighter.module_accessor, Hash40::new("fall_special"), 0.0, 1.0, false, 0.0, false, false);

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this line shouldn't be necessary if you're already changing into the FALL_SPECIAL status.

Comment thread fighters/dedede/src/status/special_hi.rs Outdated

if MotionModule::frame(fighter.module_accessor) > 30.0 && StatusModule::is_situation_changed(fighter.module_accessor){
if StatusModule::situation_kind(fighter.module_accessor) == *SITUATION_KIND_AIR {
MotionModule::change_motion(fighter.module_accessor, Hash40::new("fall_special"), 0.0, 1.0, false, 0.0, false, false);

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This line can be removed

unsafe extern "C" fn special_lw_attack_exec(fighter: &mut L2CFighterCommon) -> L2CValue{
//Continue spinning if the button is held down
if ControlModule::check_button_on(fighter.module_accessor, *CONTROL_PAD_BUTTON_SPECIAL)
&& MotionModule::frame(fighter.module_accessor) < 25.0

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Please make these frame checks a status flag that's enabled in ACMD instead

- Remove shield bonk
- Re-implement charging
- Reduce FAF By 3 frames
- Startup increased by 3 frames
- Re-implement status scripts
- Removing some unused variables
SuddyN
SuddyN previously requested changes Aug 31, 2024
Comment thread fighters/dedede/src/acmd/specials.rs Outdated
}
frame(lua_state, 25.0);
FT_MOTION_RATE(agent, 35.0 / (65.0-26.0));
FT_MOTION_RATE(agent, 31.0 / (65.0-26.0));

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FT_MOTION_RATE_RANGE(agent, 26.0, 65.0, 31.0)

new standard is to use this function, rather than math. usage is agent, start_frame, end_frame, duration

Comment thread fighters/dedede/src/acmd/specials.rs Outdated
}
frame(lua_state, 25.0);
FT_MOTION_RATE(agent, 35.0 / (65.0-26.0));
FT_MOTION_RATE(agent, 31.0 / (65.0-26.0));

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FT_MOTION_RATE_RANGE(agent, 26.0, 65.0, 31.0)

Comment thread fighters/dedede/src/acmd/specials.rs Outdated
}
}
frame(lua_state, 9.0);
FT_MOTION_RATE(agent, 7.0 / (27.0-10.0));

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FT_MOTION_RATE_RANGE(agent, 10.0, 27.0, 7.0)

Comment thread fighters/dedede/src/acmd/specials.rs Outdated
}
}
frame(lua_state, 9.0);
FT_MOTION_RATE(agent, 7.0 / (27.0-10.0));

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FT_MOTION_RATE_RANGE(agent, 10.0, 27.0, 7.0)

Comment thread fighters/dedede/src/acmd/specials.rs Outdated
Comment on lines +481 to +483
if is_excute(agent) {
FT_MOTION_RATE(agent, 45.0/(23.0));
}

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avoid using FT_MOTION_RATE or similar motion-rating functions inside an if is_excute(agent) conditional. This often causes problems for statuses that transition between air/ground motions when landing/falling, because the conditional fails in those circumstances

rewrite by just removing the conditional and keeping the motion rate

Comment on lines 679 to 683
if is_excute(agent) {
KineticModule::clear_speed_all(boma);
FT_MOTION_RATE(agent, 7.0/(31.0 - 22.0));
AttackModule::clear_all(boma);
}

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bump...

Comment thread fighters/dedede/src/jethammer/acmd.rs Outdated
Comment on lines +13 to +15
if is_excute(agent) {
FT_MOTION_RATE(agent, 2.0);
}

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bump!

Comment thread fighters/dedede/src/opff.rs Outdated
Comment on lines +126 to +128
if StatusModule::is_situation_changed(fighter.module_accessor){
MotionModule::set_rate(fighter.module_accessor, 1.4);
}

@SuddyN SuddyN Aug 31, 2024

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what are we doing here..? this will presumably just be overwritten by any motion rating done in the ACMD. maybe you are trying to solve a problem that is caused by placing motion rating calls inside an if is_excute(agent) conditional? Whatever it is, you probably do not need or want to set motion rate to 1.4 on StatusModule::is_situation_changed.

Comment on lines +235 to +236
ModelModule::set_joint_translate(fighter.module_accessor, Hash40::new("shoulderr"), &Vector3f{x:3.0, y:rand, z:-1.0}, false, false);
ModelModule::set_joint_translate(fighter.module_accessor, Hash40::new("waist"), &Vector3f{x:3.0, y:0.0, z:rand_waist}, false, false);

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random programmatic animation adjustments in opff... I hate it but it might be necessary for what you're doing? Honestly DSpecial charging should work based on two separate animations and statuses like a smash attack (but I won't ask you to make that change)

Comment on lines +124 to +126
special_hi_failure:
extra:
cancel_frame: 41
cancel_frame: 98

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is this to delay freefall?

- Reformatting motion rates
- Adding side b status scripts
- Refactoring gordo recatch
- Also fixes some small bugs with side b and recatch
@WuBoytH WuBoytH changed the base branch from dev to pre-release September 13, 2024 16:29
@moklmaru moklmaru added balance approved This change has been approved for balance and removed discussion ongoing Content has yet to be agreed upon labels Sep 29, 2024
@moklmaru moklmaru dismissed stale reviews from SuddyN and WuBoytH September 29, 2024 22:04

resolved

@moklmaru moklmaru merged commit 30a4fcc into HDR-Development:pre-release Sep 29, 2024
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5 participants