leafgreen386
Dirty camper
Haha the sideB fix for ganon is so perfect. Well, almost perfect, anyway. Still needs to be looked at for some editing. You can jab or dtilt before they hit the ground from it, but anything else is too slow, so it's great for setting up edgeguards or combos guaranteed, but you'll need to read their tech or edgeguard them if you want to kill them off of it, exactly as I was hoping. The sideB also will let you grab the ledge now if you use it from the stage, like in vb. The momentum code screwed it up, but I guess that since it's faster now, he doesn't go as far from the ledge and is able to grab onto it. The only thing that went wrong was that he moves backwards if he grabs a foe that's close to him, which is... interesting. It makes it harder to corner someone by the ledge and jab them off for an edgeguard, but it gives you a little more space on the stage to combo them. It also looks kinda strange, so we should probably try and fix that. And gotta make sure you can't techchase on reaction now...
I haven't got new speed values for the utilt yet, but I'm not entirely sure I like the idea of making it work like this to begin with. It's still gonna need quite a few frames of starup to not be horribly borked, since the hitbox is well... huge. As it is, it can be spammed as just a giant wall of explosion, which is really really gay. If I had to choose between making the utilt usable and cutting down the landlag on aerial downB, I would choose the latter.
I haven't got new speed values for the utilt yet, but I'm not entirely sure I like the idea of making it work like this to begin with. It's still gonna need quite a few frames of starup to not be horribly borked, since the hitbox is well... huge. As it is, it can be spammed as just a giant wall of explosion, which is really really gay. If I had to choose between making the utilt usable and cutting down the landlag on aerial downB, I would choose the latter.
Not true. We should be able to speed up the animation after the hitbox so that sonic can move again before his opponent.Dark Sonic said:The reason I suggested the upsmash thing for Sonic is because we were unable to fix Sonic's d-throw.
It is still techable during the move, but unlike Ganon's side B, speeding it up won't really help since you'd bipass the hitboxes on the throw as a result.
Although I know you meant the grab part of the upB, this actually made me think how awesome it would be if ganon could kill people with the punch part of it more reliably. I can just imagine a ganon doing upB KOs, be it from a dair, as an edgeguard, or even while getting edgeguarded and the opponent screws up. It's a pretty hard move to hit with, too, so wouldn't be too imbalanced. It already works at very specific percents from dair. A small kb increase would be all it needs to work a tad more reliably. Not that he needs it after everything else he's getting. It would just be hot to see more upB kills in this game (which reminds me... why hasn't charizard gotten his upB buff yet?). lolMuBa said:Ganon:
-Speed up warlock punch by 1.25x
-Have the warlock punch be able to **** shields (like Marth's shield breaker)
-I love the attack properties you made with the utilt, keep it. But the animation needs to be as smooth as Samus's and/or Falcon's utilt.
-His UP+B needs more knockback.
"You guys?" Excuse me? Cape and I decided that we need to try stuff to finally get changes going on this game. You're trying to tell me that we're wrong for trying to move this project along? And this is all while you, yourself, want to make changes that other people consider "frivolous?" Get off your high horse. Not all of these changes are expected to be kept. They're to try out. So try them. Propose some more ideas of your own you want to try out. We'll gladly test them. Right now we're throwing stuff at the wall and seeing what sticks.kupo said:Wow, and you guys are *****ing about the reverse knee and down b resets being unnecessary. OMFG. Every single day I get more and more depressed about what I see on these boards.