Pikachu

Pikachu v2.1.2

idea: pikachu should be immune to the Bash enemy in arid canyon, as it's a robot bird (and pikachu is resistant to both steel and flying types)
 
idea: pikachu should be immune to the Bash enemy in arid canyon, as it's a robot bird (and pikachu is resistant to both steel and flying types)
Well, if the damage types are any indicator, then the B.A.S.H's attacks would be closer to Normal-type, as they just deal the standard damage type that most enemies deal. Defensively, there are a few enemies that could be considered Water- or Flying-type, and thus ought to be weak to Pikachu's electric attacks, but most of them die in one hit, and the ones that don't are designed specifically around that fact.
not immune but take less damage or knockback.
Tho I think he should take no dmg from ground type moves especially knuckles dig in battle mod.
Actually, Pikachu should take more damage from a Ground-type attack, since Ground-type moves are actually Pikachu's only weakness, not an immunity! You might be thinking of Flying-types, who are immune to Ground-types.

Either way, though, the electricity resistance is as far as I'm planning to take the whole "type matchup" gimmick. It's just meant to be a fun, easy-to-implement nod to the source material. A fleshed-out element system in a game that's not built around it is usually a bad idea - look at Pokémon Trainer's type matchups from Super Smash Bros. Brawl, where the only significant effect it has is that the already-underpowered Ivysaur gets further nerfed by taking increased damage from fire. I feel like going too far in on the type matchup mechanic would risk unbalancing a bunch of things, since there are only three other elements (liquids, spikes, and fire) that can be nullified by shields, and Electric-type Pokémon don't have any special interactions with Poison- or Fire-type attacks, and I'm not even sure what I would classify spikes as, since it encompasses everything from Spincushions to Castle Eggman's bramble floors.

TL;DR: Pikachu's elemental resistance to electricity is just a cute little nod to his source material, and I don't plan on fleshing it out any more than it already is.
 
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sorry my dumbass got it mixed up the other way around since ive not the best day today but you are right
Well, if the damage types are any indicator, then the B.A.S.H's attacks would be closer to Normal-type, as they just deal the standard damage type that most enemies deal. Defensively, there are a few enemies that could be considered Water- or Flying-type, and thus ought to be weak to Pikachu's electric attacks, but most of them die in one hit, and the ones that don't are designed specifically around that fact.

Actually, Pikachu should take more damage from a Ground-type attack, since Ground-type moves are actually Pikachu's only weakness, not an immunity! You might be thinking of Flying-types, who are immune to Ground-types.

Either way, though, the electricity resistance is as far as I'm planning to take the whole "type matchup" gimmick. It's just meant to be a fun, easy-to-implement nod to the source material. A fleshed-out element system in a game that's not built around it is usually a bad idea - look at Pokémon Trainer's type matchups from Super Smash Bros. Brawl, where the only significant effect it has is that the already-underpowered Ivysaur gets further nerfed by taking increased damage from fire. I feel like going too far in on the type matchup mechanic would risk unbalancing a bunch of things, since there are only three other elements (liquids, spikes, and fire) that can be nullified by shields, and Electric-type Pokémon don't have any special interactions with Poison- or Fire-type attacks, and I'm not even sure what I would classify spikes as, since it encompasses everything from Spincushions to Castle Eggman's bramble floors.

TL;DR: Pikachu's elemental resistance to electricity is just a cute little nod to his source material, and I don't plan on fleshing it out any more than it already is.
 
PikaJade updated Pikachu with a new update entry:

v1.2 - Attraction and Other Fixes

  • Made some changes to Pikachu's ring attraction
    • Regular rings will no longer fail to attract to Pikachu if he's moving too fast, and will instead behave like team rings
    • Rings will now use velocity-based attraction behavior like the classic Sonic games in order to keep up with Pikachu
    • Since the attraction radius no longer needs to compensate for rings falling out of attraction, the radius has been decreased again
    • Fixed a bug where team rings (whose logic has been...

Read the rest of this update entry...
 
PikaJade updated Pikachu with a new update entry:

v2 - New Sprites, New Tech, New 'Chu

This one's a doozy - perhaps my biggest doozy thus far, in fact, as it's the first update I've made to anything that I've felt has warranted an increase in the most significant version number! I've been posting about it in the WIP thread for as long as I've been working on it, but I've been light on the details of pretty much everything but the sprites. Hopefully, this hefty round of patch notes clear things up!

  • Every sprite in the mod has been re-rendered...

Read the rest of this update entry...
 
About the thing in my review:
The review in question said:
I think you left in a failsafe testing feature where Pikachu's lives increment by 1 every time he dies (essentially giving him infinite lives).
I first noticed it during Black Core 3, but now that I go back to test it, it seems to only happen there and in Act 2. It's certainly there, however.
srb20088.gif

(Notice how his life counter ticks up to 4 before going back down to 3. Pikachu [v2] is the only game-modifying add-on loaded.)
 
About the thing in my review:

I first noticed it during Black Core 3, but now that I go back to test it, it seems to only happen there and in Act 2. It's certainly there, however.
View attachment 172086
(Notice how his life counter ticks up to 4 before going back down to 3. Pikachu [v2] is the only game-modifying add-on loaded.)
Ah, I figured out what the problem is! Pikachu's new pit death animation overrides vanilla death behavior, including taking away a life. Dying immediately takes away a life, but SRB2 is programmed to draw your life counter 1 higher than it is during the death animation, which is why you appear to gain a life. This bug has been fixed in my personal dev copy, and the fix will be part of the next update, whenever that comes out.

As for the CEZ3 cheese, how were you doing that without a) getting hit too much for it to be an effective strategy, or b) having a harder (and more fun) time than just using the buttons? The only way I could figure out how to do that was by using the TLR parry to get on top of his cage with I-frames. using Thunder once to get an actual hit in, and then jumping in time to repeat the process before you get hit. Now I don't want to patch that out because CEZ3 is boring and the strict rhythm of that strat was a lot more fun. :p
 
As for the CEZ3 cheese, how were you doing that without a) getting hit too much for it to be an effective strategy,
Ah, well, you see... I don't consider "not getting hit too much" as a requirement for a cheese strat. Damage boosting is a type of cheese, after all. (What I did is just stand next to the cage, - over the bramble pit - spam Thunder and recollect one Ring when the time asks for it :shitsfree:)

BUT I did figure I could at least try what you described, and you're absolutely right - that's a very fun way to perform it! I also figured out that if you aim low enough with that initial Volt Tackle jump-up, the first TLR to land onto the cage will also damage Eggman...
srb20090.gif

...leaving you with a fairly simple sub-20 if you know what you're doing. (I got a time of 18.25 that I could drop the replay of here... if not for the MB's filetype restrictions :dramahog:)
 
Ah, well, you see... I don't consider "not getting hit too much" as a requirement for a cheese strat. Damage boosting is a type of cheese, after all. (What I did is just stand next to the cage, - over the bramble pit - spam Thunder and recollect one Ring when the time asks for it :shitsfree:)

BUT I did figure I could at least try what you described, and you're absolutely right - that's a very fun way to perform it! I also figured out that if you aim low enough with that initial Volt Tackle jump-up, the first TLR to land onto the cage will also damage Eggman...
View attachment 172207
...leaving you with a fairly simple sub-20 if you know what you're doing. (I got a time of 18.25 that I could drop the replay of here... if not for the MB's filetype restrictions :dramahog:)
Ah! Yeah, come to think of it, the way you described sounds very unfun and also relatively optimal. I figured the increasing ring spread would stop that, but that would just make it a bit more frustrating without making it impossibly difficult, which just makes the problem worse... I should probably figure out how to patch out the lame version while keeping the ability to smack his cage around like a bongo.
 
PikaJade updated Pikachu with a new update entry:

v2.1 - Parry Expansion

  • Both bosses in Black Core Zone can be parried in more ways
    • Metal Sonic can be parried at all, both his laser balls and his pinball attack
    • Brak Eggman's flames can now be parried
    • Brak's attacks can be parried while his shield is up; this won't do anything to him
  • Double Team's parry now pierces through boss invulnerability
  • Ring attraction from electric attacks now attracts blue spheres
  • Bug fixes
    • Fixed a bug where Pikachu would retain a life...

Read the rest of this update entry...
 
PikaJade updated Pikachu with a new update entry:

v2.1.1 - The Most Important Update to Anything Ever, Probably

Don't let the negligible increase in version number fool you, this one's big. Really big. So big it might as well be Pikachu v3.

I found the jump sound. It's over. The mod is done. I've righted my past wrongs. The specter of failure that has tormented me from the rodent's publication hath been quelled. We can stop making SRB2 mods because this one is perfect now that the jump sound is from Gen 5 instead of Gen 3.

Oh and I guess I also removed frame perfect jumping to do a Volt Tackle...

Read the rest of this update entry...
Post automatically merged:

I have been informed that, since this mod's creation, the Sounds Resource page for Pokemon Black & White was updated to include regular gameplay sounds, thus meaning that I didn't have to literally hack the game to remove a song just so I could get a clean recording of the jump sound. As such, I would just like to say, if I may: fuck my stupid baka life
 
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PikaJade updated Pikachu with a new update entry:

v2.1.2 - Fuck the Fans

A change that I felt needed to get out quickly instead of waiting for enough stuff for a major update. Also a fun change and a change that may or may not even exist.
  • Pikachu can now parry the Spectator Egg Robos in CEZ3
  • Re-added an advanced technique that was inadvertently removed in v2.1.1
  • One of Metal Sonic's attack patterns may or may not have been impossible to parry for no apparent reason? I could swear this happened, but I could also swear I fixed it by just cracking...

Read the rest of this update entry...
 
I'd considered it during development, but it would be too much work for such a small detail. It would require a massive amount of spritework for something that would barely be visible from the most important angle.
But it's up to you to decide what you want to do in the next update, maybe you'll do it out of boredom, maybe it'll be like a separate addon, and yes, I understand that it will be difficult for you to redesign these sprites and for one detail. (so please don't complain about me saying this)
 
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But it's up to you to decide what you want to do in the next update, maybe you'll do it out of boredom, maybe it'll be like a separate addon, and yes, I understand that it will be difficult for you to redesign these sprites and for one detail.
I mean
Realistically, it's a small edit.
If you really want it, you could make it yourself.
Hell, I probably could.
(Probably won't though, have a bunch of school shit on my plate rn lmao
That, and I don't care about the change enough to do it.)
 
I mean
Realistically, it's a small edit.
If you really want it, you could make it yourself.
Hell, I probably could.
(Probably won't though, have a bunch of school shit on my plate rn lmao
That, and I don't care about the change enough to do it.)
I don't need this, I just said it, I didn't mean anything
And I certainly don't understand the code for this game to make such changes
 
I don't need this, I just said it, I didn't mean anything
And I certainly don't understand the code for this game to make such changes
Btw I wasn't complaining or being rude (at least purposefully) lol
Just figured I'd state it if you or others wanted to ask.
 

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