Umm, do you mean about not haveing an initial dash, or his weird momentum problem out of side B dash?
Initail dash- with most chars when you just hit side on the control stick they do an animation (initial dash) then stop. During this initial dash in + you can hit the opposite direction to turn around and initial dash again... Zero has no Initial dash ... So he just turns around in place.
Zero actually does have an initial dash -- he just can't dashdance for beans. However, B+'s universal changes might somehow have affected this and made things look weird.
Side B- When you side-B in the air and attack in + zero flys across the screen. The reason for this in + is the momentum code. Sonic had this problem in his side/down B. You might want to see how this was fix.
That's weird. I'm certain :V can give me some insight on that when he tests it -- assuming it's not a complicated solution I should be able to fix it.
Also I can't check atm but I don't think zero has any momentum... you may also want to look into that. It would make his Nair approach deadly, and help to land combos.
I assume you mean his dash momentum doesn't transfer into jumps? That was intentional, but it is one of the things I'm considering changing.
The freezes happen when I either Pause the game to long... Or stand in place to long. I also had one happen after I Air dashed into a Uair really fast on PS2 going left. Now that I think about it Most freezes have happened on PS2. It may just be my custom music i got yesteday... Havent had much time to test it.
Very unusual. We'll have to see if I get more reports of such buggy behavior to figure it out, methinks.
I'll help you with Balancing Zero for B+. I'm totally up for that. :3
Very awesome. I'll email you a .pac with some less laggy aerials sometime today.
Sorry I haven't played him yet......But I have read the comments. And I noticed you were talking about the invisible grab. I know in MMZ Zero has a this spear grapple chain thing that shoots out and retracts. Maybeyou should do a texture hack for the grab to make it look like that.
I actually did; his Zair looks like that. However, I purposely made the grab short range to differentiate him from Link. Also, I would envision Zero grabbing from short range, personally.
If you do a second Up-B or Side-B in the air, and you hold to the other direction, Zero will change the direction he looks at, without doing the move. I think you wanted to make Zero cant do his Up-B / Side-B twice in the air, but I dont think that this changing of direction was proposed.
It wasn't intended at first, but I found that it helps Zero use his Chain Rod for recovery at times. I didn't see any reason to remove it.
I did some more testings with a friend and I can say the following:
He sucks, he would be low tier. He gets ***** by quick characters, especially by MK (Think about it, he is quicker and can kill better lol). But he is good against the heavies, I think he could **** Snake, because its so easy with him to destroy thrown Nades
that means snake would have to fight without his nades and there Zero can use his Zair spacing (Zair to Grab e.g.) etc. to deafeat Snake. This are my impressions from the first testings with a friend ^^
He is fun to play, but you really need a lot running away and shoting this balls and boomerang (I already got a 30% combo with "B -> Side-B (Coming Back) -> B -> FAir" xD)
But he is somewhat too slow overall, and really its so f***ing hard too kill with him xD
I have to ask -- what Brawl are you playing? Brawl+? Because that B combo sounds less than feasible in vBrawl. The rest of what you mention is spot on regardless. If I find he is underpowered, the first option I investigate will be to give most of his moves more knockback gain.
And Yoshis Island is from now on Zero's Island xD
I will make 2-3 replays of me playing vs. the MK / Snake ^^
I just now fixed the Zero freezing up on his rising jab, though his Dsmash is still a little weird... at least it's nothing gamebreaking. Looking forward to the replays.
Yeah I was pretty much the one xDD-Master tested Zero with. ^^
My impression is also that he is fun to play, but the points he mentioned were kinda disturbing. Also, the Zair does not have a set knockback, it increases its knockback with growing percentages of the opponent. Tested it at like 999% on Game & Watch, looks pretty awesome XD
But the thing is that a set knockback would be better in my opinion so you don't have to space the Zair differently for every % so the opponent gets pulled in the right distance for a grab.
I made it that way so that it became more and more effective at drawing the opponent in at higher percents. So, at low percents, it's not a great tool, but later, you can Zair -> Jab combo, or what have you.
Edit: Ah and another thing I forgot to mention: for an unknown reason you can't DI while Zairing. Might also be an annoying thing. Yeah, it is.
Also intentional, though I bet it can be annoying. I wanted to limit Zair's use to be a situational tool, so I implemented that. You also cannot DI while Down air is being held.