Sandbag
After a long break from Workshop modding and many, many years of wanting to make this, I finally have! …I took so long that I got beaten to it lol.
HUGE special thanks to Xhevo, who graciously allowed me to use his version as a base. Absolutely do check it out HERE if you haven’t yet!
And of course, credits to FriendAlias for making these outstanding sprites in the first place!
Compared to both SSF2 and Xhevo’s version, I have made a few major changes in the spirit of what I thought would be fun and what I’m used to doing in the Flash game:
- He has a grab and throws!
It’s on his grounded Down-B. For the SSF2 one, which was a wavedash reference, just wavedash normally — It’s been spiced up to work just like his aerial Down-B!
There are no pummels nor grab releasing, mind. Just like Clairen and our Mechlair, Bag will throw them away even if you don’t input anything.
- His capsule works closer to an item; quickly pull a capsule by hitting Neutral-B and then input any normal attack to toss it!
You can toss it in all four cardinal directions, and by inputting a strong attack, it gets launched farther too! You can also hold the B button while pulling the capsule to toss it far forward immediately. Both the light and strong tosses can be done out of a roll, too.
In SSF2, it’s a move that doesn’t see a lot of use: It’s very laggy and can’t spawn any items in competitive settings. Items are not a thing in Rivals, but the first problem was taken care of at least!
To make up for that, the move has a hefty cooldown — even if it’s not his strongest move or anything, I didn’t want pelting your opponents with capsules to be a very doable strategy.
- Should his Up-B be interrupted for any reason, Sandbag has no choice but to let go of his Bob-omb.
Are you able to find ways to take advantage of this?
These aren’t the only changes, of course, but everything else was done aiming to make him even closer to SSF2 than before — if you main Bag there just like me, you should feel right at home!
Being a scrub at Rivals (can’t even hitfall consistently!), I wasn’t able to find any infinites or severe balancing problems — I’m hoping to get feedback on that! This was super fun to make and I hope it’s even more fun to play.
You can check his folder for list of updates I want to make in the future!
The only known issues (that will be fixed ASAP) are minor display issues for capsule and bomb before you release them.