Smash G
Smash Journeyman
- Joined
- Apr 9, 2014
- Messages
- 268
I'd focus on the specials mostly. They are arguably the biggest thing to help characters feel unique.
They must all be in a Toon Link game!
Up Special: Hurricane Spin (Wind Waker)
https://www.youtube.com/watch?v=FNXh6WwOJwk&t=0m52s
Almost the same in form. Functionally chargeable though like in many of the games. Weaker than Link's until charged more. Multi-hit.
If fully charged he does it very high powered, spinning left and right while he screams. At the end he tires out for a second (in Wind Waker, not seen in this video).
Special: Slingshot (Four Swords Adventures)
-Chargeable like the bow. It's lower range and damage than the bow. However it's got a stunning effect that can interrupt many kinds of attacks. Charge it longer to shoot 3 shots at once that spread out making them more difficult to dodge.
Side Special: Sandwand (Spirit Tracks)
-The game changer! Summon a wall of sand in front of link. Charge it to increase the range (nothing else). The area it's in range of will be signaled by a small sandy dust effect going along the ground. REQUIRES ground. Can only erupt from the ground but you can charge it in the air as long as when it's released you're on the ground (otherwise nothing will happen). If the ground for any reason is made gone the sand wall immediately collapses into nothing.
The sand wall lasts several seconds or until it is destroyed or until Toon Link creates another one. This sand wall will act both offensively and defensively. If you make it rise from under a player that player will get moderate damage and be knocked upwards, or sideways if it glances them. The sand wall is thick enough so that players can stand on top of it and strong enough to survive several blows though really powerful attacks will destroy it.
When it's summoned on the edge of a ledge it doesn't quite reach the edge so other players can still grapple. Though they'll have to hop up over the sand wall (or grapple it) since there's not enough room to stand.
Down Special: Bombchu (Phantom Hourglass)
-Yup. Just a bomb that crawls and floors, walls and ceilings! Probably not tossable but just placeable. These seem to be an unrelated item currently. Oh well.
Grab: Whip (Spirit Tracks)
-Similar to the hookshot. Does more damage on impact than the hookshot (don't remember if that even does any before the throw!). Is quicker than the Hookshot. Has a bit less range and the actual throws Link does are a bit less damaging and have less knockback.
After that I'm not sure why you couldn't stick in more items as basic attacks like With Mega Man. Like a Hammer Smash attack. Or an air down spike involving putting on the Iron Boots and just falling onto players . Stuff like that.
They must all be in a Toon Link game!
Up Special: Hurricane Spin (Wind Waker)
https://www.youtube.com/watch?v=FNXh6WwOJwk&t=0m52s
Almost the same in form. Functionally chargeable though like in many of the games. Weaker than Link's until charged more. Multi-hit.
If fully charged he does it very high powered, spinning left and right while he screams. At the end he tires out for a second (in Wind Waker, not seen in this video).
Special: Slingshot (Four Swords Adventures)
-Chargeable like the bow. It's lower range and damage than the bow. However it's got a stunning effect that can interrupt many kinds of attacks. Charge it longer to shoot 3 shots at once that spread out making them more difficult to dodge.
Side Special: Sandwand (Spirit Tracks)
-The game changer! Summon a wall of sand in front of link. Charge it to increase the range (nothing else). The area it's in range of will be signaled by a small sandy dust effect going along the ground. REQUIRES ground. Can only erupt from the ground but you can charge it in the air as long as when it's released you're on the ground (otherwise nothing will happen). If the ground for any reason is made gone the sand wall immediately collapses into nothing.
The sand wall lasts several seconds or until it is destroyed or until Toon Link creates another one. This sand wall will act both offensively and defensively. If you make it rise from under a player that player will get moderate damage and be knocked upwards, or sideways if it glances them. The sand wall is thick enough so that players can stand on top of it and strong enough to survive several blows though really powerful attacks will destroy it.
When it's summoned on the edge of a ledge it doesn't quite reach the edge so other players can still grapple. Though they'll have to hop up over the sand wall (or grapple it) since there's not enough room to stand.
Down Special: Bombchu (Phantom Hourglass)
-Yup. Just a bomb that crawls and floors, walls and ceilings! Probably not tossable but just placeable. These seem to be an unrelated item currently. Oh well.
Grab: Whip (Spirit Tracks)
-Similar to the hookshot. Does more damage on impact than the hookshot (don't remember if that even does any before the throw!). Is quicker than the Hookshot. Has a bit less range and the actual throws Link does are a bit less damaging and have less knockback.
After that I'm not sure why you couldn't stick in more items as basic attacks like With Mega Man. Like a Hammer Smash attack. Or an air down spike involving putting on the Iron Boots and just falling onto players . Stuff like that.