- what would you suggest other than changing the angle?
Not much else comes to mind.
- what do you mean exactly? the angle of what?
The angle the attack comes from. Bair and fair go at the same angle it seems. That makes landing fair either tricky or insanely easy.
OOT fights as if he should ALWAYS be above the opponent. So when he's below them, he suffers a bit because:
Nair is nice for racking up damage but lacks purpose on its final hit. It needs more knockback.
- if you finish nair in the air it is a light meteor. Because you can hold the attack in air, if i made the meteor more powerful i feel it would be way OP. Use it off stage to suck enemies in and then have them fall to their dooms at high damages
- That being said maybe i need to make it more powerful?
Again, I would
really appreciate it if there was some moveset documentation. I had no idea it did anything besides hurt a bunch and restrict my movement.
Side-B needs bigger hitboxes or bigger windboxes because it is in the category of never useful compared to other moves.
- In project m his cape is weaker than mine
- the real use of this attack is in the air - if you connect with the body hitboxes, it is a semi spike
- im thinking of making him have armour at the start of the animation
- i dont think it needs to be more powerful but i could be wrong - what would you say it needs to do?
That would be nice to know. Also, armor sounds lovely. One hit sounds good. Because of its range, if you give it too much armor he can just jump offstage and become a floating iron wall of reversals.
I still don't understand what ftilt is even supposed to do.
- a direct hit damages enemies similairly to vBrawl ganons jab
- A charged version has wind boxes which should be used to push enemies away - especially recovering enemies (Edge guarding)
I'll try it out for edgeguarding and get back to you.
Down-B deserves to be a killmove. It isn't. It should be.
- really? Like down b in the air? or the uppercut?
Uppercut. I should have been more specific. Air Down B is just fine.
Forward smash has too much charge time for too little payoff. Why not use down smash? It does similar damage and has far less charge time to be devastating. Maybe it should be angle-able.
- the tip of f smash is the money maker (all electric attacks are this way except down smash)
- Do you think it needs to be stronger still?
The problem with so many sweetspot moves is that if I can't land my sweetspot, what good is the move?
Hopefully the answer is mediocre otherwise the move is shelved unless I can get a hard read.
I don't want him to be "stronger" I want him to be more balanced in the sense of a scale. Some moves should have the tippers deal less but non-tippers deal more or just have no sweetspots at all like up-tilt. It's reliable.
Up-tilt is nice for damage racking up but not for getting the pressure off of you.
- any suggestions here?
- Its good to start air combos too...
Okay, so when I get that air combo going, I'm left with pretty much nair if I'm out of range for a fair sweetspot.
His cross-my-heart-and-hope-to-die BEST moves, fair and dair, require him to be above someone to hit. Just make them different, but not opposite angles.
- What do u mean?
Like having fair go from W to E instead of from W to SE while keeping bair going from E to SW.
Meanwhile...
Every throw besides back throw is a joke. Back throw is insanely overpowered in damage and knockback. Try less 15~20% more 5~10%.
- i know back throw needs toning down
- what would you suggest? maybe a stronger f throw?
- cant make all the throws super kills
- maybe up or down throw need angle altering? What would you suggest?
Again, I don't want him stronger. His sweetspots hit like a tank. But I want him more versatile.
Forward throw and back throw are kinda like Ness.
Down throw and Up throw are usually combo throws. They should put people in disadvantageous situations for tech chases and combos.
Down-B never seems to make anyone bounce. Up-B, however, doesn't really do much besides be a bouncy Down-B
- huh?
Got confused. Down-THROW never does what it should, and make people bounce off the ground.
Up-THROW does.
But because of the endlag, its hard to hit em with something of use.
I could use dair, but his slow mobility limits sweetspot dairs as an option. The reason Lucas has such teeny and demanding hitboxes is because he has the mobility to overcome his sub-par size and a move that makes his hitboxes bigger.
Neutral B is the exact opposite of helpful in almost any scenario.
- the single orb is the most useful right now- but im aware it needs work
- any suggestions (on the single orb shot, the charge phase, OR the fully charged attack?)
Global accuracy increase.
Spread the extra orbs out more.
- its meant to bring enemies far away close to you/stun them so you can attack.
I can't get it to land at all.
My overall recommendation is less multi-hits, more knockback, more horizontal coverage in midair. Change the angle and the percents, because 15% on an attack that leads into itself (fair) is incredibly stupid. I suggest changing fair to shoot forward instead of down forward. Also keep in mind that the longer it takes me in startup to hit someone the more bang I am expecting for my buck otherwise that move is kinda pointless. On Sword Ganon, neutral B hits for only 15 but the move has so much versatility and knockback I'd use it in neutral for sure as a hard read if I had the timing. Forward smash, with its small hitbox and small damage, not so much. Unless I want to do the riskiest juggle ever by the endlag, I don't see a reason to anything other than spam jabs, down B, down smash, and back throw on ground, use nair exclusively as a neutral destroyer, and fair and bair to kill if I think down throw is too mean.
- this is something i want to know more about - what do you think about the damage %'s in general? What attacks are too high?
- however f and back air have a lot of horizontal coverage dont they?
Yes, if you are above the opponent. Otherwise, fair is actually either useless or amazing depending on the sweetspot whereas bair is much much easier to deal huge damage with. When I keep saying change the angle I mean change fair's angle so you have at least one aerial which can hit someone that isn't below you besides nairing into them.
- Ive aimed for anything with multi hits to be balancd out by making the MAIN hit do less damage. Other than attack100 (which needs work) im not sure how much the multi hits are really used to rack up damage.
- test out the knockback more on some attacks.. i think you havent yet caught on to the sweetspots.
That is true. I'd really appreciate it if you provided more documentation.
- that being said what attacks specifically do you think SHOULD 100% have more knockback (maybe removing some sweetspots and making them more rounded would be a good idea?)
JAB. It is unquestionably overpowered.
And for more allroundedness, fair knockback wise, forward smash knockback wise, make bairs sweetspot for knockback harder to get OR tone down knockback on the sweetspot.
Really, your sweetspot ideas are cool you just have way too many. He feels like a slow fat Marth who cast spells. Since Ganondorf's only tool to control enemy placement is double jump, he needs more well-rounded moves since making him faster or making double jump longer just enables his moves to drag out, which feels counter productive to the quick speed of PM.
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As for Sword Ganon, I changed my mind on nair. It doesn't need to be any faster because it hits like Marth's dair when it tippers which is downright OP. I can just stand on ledge and shorthop nair and immediately spike anyone who attempts to recover from below. It's speed and damage is fine, just don't let it spike so badly. Nair should never give such a good benefit for a tipper.
- k ya i was thinking about that tip. i want it to be a BIT more powerful than the rest of the sword, but i guess it can use some toning down. Would u think that concept could work fine with some tweaking?
In addition to Sword Ganon, I would like the court to record the damages nair and fsmash do and really ponder how a move with such speed, powerful tippers, and coverage really should be doing (at its best) double the damage of a fully charged fsmash. I cry everytime I see Ganondorf attempt to elbow someone while holding his sword like an awkward smartphone punch and see those puny hitboxes.
- so again what attacks need damage %'s toned down?
- From this comment im seeing the f-smash elbow as well as the 2nd sword swing attack?
- any other that need toning down?
Didn't know fsmash had a second hit. Now its good.
Since he has such range, you could do to reduce tipper damage on a whole. He either hits on the small scale like he has some powerful combo setups he does not or he hits like Ike on a good day plus spikes and meteors.
- so would you say his "A" attacks need to do less damage on the tips?
- are the "B" attacks fine since theyre specials and such?
I for one will argue for Side-B meteors to be kept the way they are. They're hilarious and far more reliable than dair. Really, dair is kinda useless now that I can use side-B for deadly reads (especially since it does the opposite of kill people when it doesn't tipper and sweetspot).
- should i make down air easier to sweetspot?
No. It's okay the way it is. If he has zero bad moves he'd be S tier.
Meta wise it seems like there are some really OP moves and some really really bad moves, so right now he feels kinda gimmicky like Kirby. With Kirby the rest of my moveset eventually leads me to my real moveset, dash attack, neutral B, up tilt, down B, shorthop side B, and up B when I'm not in maximum gimp mode. Which is of course, at low percents, initiated by neutral B
- im slightly confused about this comparison
- just not sure what ur getting at, probably just a brain fart on my end
Basically because of the overabundant sweetspots, key moves that are fast, deal heavy damage, and are easy to sweetspot become the extent of the moveset, and when that is nerfed, you are left with a bad character. Kirby has really gimmicky moves and a good aerial punish game, so his neutral basically becomes what gimmick will he use this time.
How can I best say it:
-Range
-Power
-Combos
-Sweetspots
-Speed
Pick three and make the last two his crutches. PM Dorf has Power, Combos, no range outside of key moves, some sweet spots, and a few fast moves so that he won't get constantly bullied all of the time.
Sword Ganon currently has Power, Extra Range, Extra Sweetspots, and On Hit Cancel for Combos. Which is kinda stupid when I can chain 4-5 nairs into each other.
OOT Ganon currently has Sweetspots, Wonky Range, and traded some Power for Windboxes and Hard To Aim with horrid Combo capacity and low Speed.
I can't name exact moves right now but when it comes to OOT, he needs less extreme sweet/normal differences.
Sword Ganon needs less powerful tippers (he can keep the extra effects, but OHC is debatable) and weaker hits that aren't sweetspots to counteract. Speed is not an issue since he can make the entire neutral area of Yoshi's Island unsafe with just the flick of a c stick. And Since Speed is not an issue, for the formula above, consider his Range as a two count.
Since Sword Ganon is meant to have that range with that tipper, he should keep Power, Combos, or his Sweetspots. He can't have them all because when you do you get stupid stuff like killing a Zelda at 80% with a bair.
In other words, less sweetspots and more like Ike, less damage and sweetspots and more like Marth, much less power but keep the sweetspots on some moves, or a light mixture of the three. There's also another route, change his mechanics. He has a lot of dunks, so do you want to make him a combo guy with some heavy hits like DK?
What do
you want these characters to be and what should their greatest setbacks be? Who should they be worst at fighting? Who should they be best at?