Special Modes

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Author: Tek

Last revision: 15 Nov, 2024 at 17:57 UTC

File size: 500.47 KB

On Steam Workshop

Description:

Credits to kirbyzaz for vfx
https://steamcommunity.com/sharedfiles/filedetails/?id=3350478094

Special Modes

Heavy Mode

  • 2x Gravity

Light Mode

  • 0.5x Gravity

Mega Mode

  • 2x Size(affects projectiles too)

Mini Mode

  • 0.5x Size(affects projectiles too)

Vampire Mode

  • You take heal the damage you deal.

Vengeance Mode

  • You take half the damage you deal.

Turbo Mode

  • You can cancel Attacks into anything on Hit

SSF1 Mode

  • significantly decreased air and ground friction
  • no turnaround animations
  • pressing the opposite direction(x-axis) cancels all aerials
  • no grabs
  • no air dashes
  • no ledge grabbing
  • no platform dropping
  • absolutely no hitstun
  • no strong attacks
  • no airdashes
  • no hit effects
  • 1 hitboxes are active once every other frame, similar to ssf1 where hitboxes are active every frame(it runs at 30 fps)

Smash 64 Mode

  • no up or down throw
  • no side specials
  • no airdashing
  • no spotdodging
  • increased hitstun
  • strong attacks can no longer be charged

EX Mode

  • Special Cancelling
  • All Specials can be jump cancelled
  • Successful Attacks Restore Double Jumps
  • Successful attacks restore Airdashes
  • Cancel Order(> == Cancels Into): Normals > Specials > Jumps > Normals

Dramatic Mode

  • The Camera Zooms in on hits for a dramatic effect

Critical Mode

  • ALL Attacks have a chance to land critical hits

Coin Battle

  • Match is always a timed battle with infinite stocks, if there are a finite amount of stocks it is automatically set to finite, if there is no time set, a custom timer is used, currently lasts about 5 minutes
  • Hitting Players causes them to release coins, equivalent in value to the damage dealt, as for coin values:
    – Gold: 10 points/damage
    – Silver: 5 Points/damage
    – Copper/Bronze: 1 Point/damage

Coin Battle Win Conditions

  • Once the time is up, all players except the winning players are eliminated from the match
  • If there is more than one winner(aka a tie), all the winners are forced into a sudden death match, 300%, 1 stock)

page 2 of special modes:

Mission Mode

[lis]

  • Throughout the match players get missions
  • Completing them grants you the reward displayed on the prompt(Usually a temporary buff)
  • All missions are timed.
  • Live indicators on whether you completed or failed a mission
  • Currently Available Missions
    • Deal 50 Damage within the next 20 Seconds, Reward: Regen
    • Land 4 Strongs within the next 20 Seconds, Reward: Mobility Boost(Increased Jump Height + Movement Speed)
    • Parry an Attack within the next 20 Seconds, Reward: Attacks can be jump cancelled on hit
    • Don’t Get Hit within the next 15 Seconds, Reward: Defense Boost(Some Armor + reduced damage taken)
    • Land 3 Spikes within the next 15 Seconds, Reward Attack Boost(Increased Attack Damage, Base KB and Hitstun)

Ultimate Mode

Smash Ultimate, But in Fraymakers kinda

  • Psuedo Ultimate Air Dodge:
    • Grants invincibility during dodge
    • Cannot perform any moves for a period of time after use untul you land, time is dependent on character fall speed
    • Can also airdodge in place
  • Final Smash Meter
    • Adds a final smash meter, compatible with existing final smashes
    • Adds a default Final Smash, granting you armor, an attack boost, an extra air dodge and the ability to attack right after an airdodge ends.
  • Finishing Blow/Decisive Blow
    • Adds a special hit effect if a move is likely to kill(It does not account for DI or obstacles)
    • Zooms in to the player if the move is going to be the one that ends the match.