Edited Bass edited by Luigi-Master
Originally by Chaotic and Zero
Date 3/13/2011
Hopefully Final Update, until serious problems arise: Made Treble make a cameo
appearance for Gospel Boost. You have no idea how hard this was. It presents
no real glitches, though if Bass is hit when Gospel is coming on screen, he'll
jump in mid-air. I also changed the Super Sparks around, motsly because I like
how the old, poorly ripped effects look. The clean rips just look flat. I also
fixed a small bug where the teleporting effects didn't show up properly. I
changed his explosion sound to a louder one, since the old one was rather quiet.
Semi-Final Update: Added the remaining moves from Bass 2.0, and tweaked them
accordingly. Also made some his effects aligned better and made them helpers
to look spiffier with their neat afterimages. Next update will include Treble,
though he won't be standing around looking pretty all of the time. He'll just
teleport in, hop on Bass for the Gospel Boost, and hop off for the end.
Quick update: I was told there was a Bass 2.0, so for the time being, I stiched
the new sprites to everything I have done. I will add the new moves and
winposes at a later time.
Why did you do this?
Eh, I was bored one night, so I decided to start another edit. Besides, I kinda
liked how this Bass was, though I felt he could've been better, and I got my
act together and fixed him up.
To Install: Just drag and drop everything into the Bass found here:
http://infinitymugenteam.com/(Infinity Creations > CHARACTERS > Mega Man > First One)
To use the included palettes, open up Bass.def and add these lines:
pal1 = TrueBASS.act
pal2 = Original.act
pal3 = Gospel.act
pal4 = Ice.act
pal5 = Wood.act
pal6 = Plat.act
pal 7= Red.act
What did you do?
Well, I might not be able to list them all as I could've forgotten, but they
include:
-Added a damage dampener
-New effects and sounds
-Fixed a lot of his chaining
-Made the Gospel boost last less and not be an infinite
-Made his grab not result in an infinite if Bass spammed the rapid shot special
-Realigned his hitsprites
-Added some missing animations, such as a losing animation
-Fixed the hitboxes; there were way too many, and each frame used different
boxes, especially if the sprites were similar
-Sped up some animations
-Gave him several velsets in his attacks to give them more range
-Changed his superjumping
-Made his aerial rave work better than it did before
-Added stronger versions of his special moves, besides Crescent Kick
-Made his preround movement activated on all turns, not just turn 1
-Realigned the combo messages for player 2
-Deleted unused sprites and sounds, to save memory
-Cropped several sprites
-Made his dive attack work better
-Made his Messatsu Burst behave similar to Tetsu's Shinkuu Hadouken
...among other things
Moves:
Specials:
D, F, Punch: Rapid Burst - Bass shoots three little pellets that chain into
each other. Yes, I'm aware that this isn't Touhou, shut up. Punch strength
determines the speed and power of the shots.
D, B, Punch: Charge Shot - Bass builds up some power, and shoots a single shot,
effectively being a charged shot. As with the above, punch determines the speed
and power of the shots.
D, F, Kick: Teleport - Bass teleports around his opponent. Kick strength
matters not since he will ALWAYS teleport behind his opponent.
D, B, Kick: Crescent Kick (air also) - Bass basically performs his version of
Guile's Flash Kick. Kick strength determines how high he jumps and how much
damage he inflicts.
D, F, Kick: Dive (air only) - Bass dives diagonally to hit his opponent. Like
with all other moves, button strength determines speed and power.
Kick rapidly: Rapid Kick - This move works best when chained into, as trying to
perform it using just the command can be tricky. Bass does his best impression
of Chun-Li and starts kicking rapidly.
Supers:
D, F, PP: Messatsu Burst (Lv1) - Bass charges up and fires a huge beam. Has
little startup time, but the cooldown is significant.
D, B, PP: Rapid Burst (Lv1, Air Also) - Bass rapidly shoots shots that travel
in random directions. Press up to shoot upwards, press down to shoot downwards.
D, F, KK: Bass Rush (Lv1, Air Also) - Bass turns invisible and travels across
the screen, M. Bison style. Despite being able to chain into this move, it
will likely not connect.
D, B, KK: Gospel Boost (Lv3) - Bass fuses with his dog sidekick,
Treble (not shown) to go into overkill mode. You gain flight and shoot three
shoots each time you press the punch buttons. Has significant startup and
cooldown, but you don't lose your power as soon as you activate it. Instead,
you rapidly lose power.
D, B, KK: Dynamo Strike (Lv1, Air only) - Bass holds himself up in the air
while he points to the sky, so that lighting bolts may drop at random intervals.
It has the potential of being his strongest move, however, it's completely
random as to where the bolts will land.
Credits:
Effects: Kong, XCB, SpiderMew
Coding references: XCB, Sunboy, Chaotic and Zero
Sounds: Kong, Splode, XCB, SpiderMew
Chaotic and Zero: For making bass, and most importantly,
You: For downloading!
Have fun, I hope.