SaltySuicune
Smash Cadet
- Joined
- May 22, 2021
- Messages
- 25
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Well first let me say that I kinda stopped planning for sets, since the planning would change every week and would stress me out. Basically, I could bang out three more sets in a month or I could just edit sets until Miror B and Cataquack. I’m not sure. I do plan on editing Daisy since it’s not much effort and since she‘s a character I thought about too much to leave in JamCon hell.I remember you bringing this character before, anything for another Daisy character from you! This set oddly reminds me of Conern’s set back in MYM16, and was ironically for Anna herself. Daisy has a refreshingly easy-to-understand money mechanic (damage inflicted = gold), and the weapons she purchases are nice and on the simple side that’s very understandable for a Jamcon set.
I’m certainly not opposed to the status effects being RNG-based when Daisy hits. I actually think it would be cool mechanic if you could play off foes letting their guard down when the RNG does occur (Green Missile misfire, for instance) or scaring foes into raising their guard up in case the RNG effect does occur. Say you have a buff where your moves have a one-in-five chance of triggering a time bomb that goes off 1.5 seconds after the foe recovers. Just talking to myself here in Ideas Mode, partly in case anyone else is reading this comment.
The RNG effects are implemented nicely here, not allowing Daisy to stun opponents in the air - what if hitting the opponent in midair slightly increased the chances of applying that sword’s effect, relative to the number of hits you got on them before they landed? Maybe one hit = the effect’s chance being one number lower, so if you hit the foe 5 times before they land your Silence Sword has a 1/7 chance of stunning the foe within a certain amount of time. That would make these swords more relevant in aerial combat, especially from the very, VERY cool and unique Pursuit attack - had this set more time, I could see the swords having greater variety in their status effects and serving as a stronger base that could easily be on par with Quackfaster. I particularly like Pursuit’s synergy with Daisy’s various multi-hit moves!
The Down Special shop acting as a counter -true to Fire Emblem sets - and allowing Daisy to steal a weapon for free is a particularly fun touch! I really like the characterisation on display here.
Down Tilt is simple, but a particularly great choice to work in with the Specials - it feels like a more extreme version of some Smash characters’ Down Tilts having a chance to trip, and I don’t think I’ve ever heard of shield-shifting (hold B while shielding to tilt your shield in any direction) being brought up in a moveset. I also like how Pursuit works with Up Tilt in making it easier to land the spiking tipper. And Dash Attack + Pursuit working well with the landing follow-up, using Pursuit to drop yourself from farther up. Also, summoning a shop to buy stuff from after throwing your opponent is wacky, in a fun way. You seem to be setting a trend for grab games that summon groups of people or a location. What next, a grab game that summons all the Daisy characters you’ve made sets for?
All and all, Daisy was a pleasantly and surprisingly good read! Stronger than Rockerduck and even MYM24 Daisy in my books, smack in-between Quaxly and Quackfaster in quality. I just really, really liked Pursuit as a move that much. I feel like she has the potential to be an even better set, but whether you just want to focus on improving Quackfaster or make more sets is up to you.
It is really funny how Froy and I both made FE sets for this JamCon, especially since he helped a lot by spouting some attack ideas for me to simply write down. Meanwhile I thought he was making a Fate set and had no idea he was doubling up on the FE count with Slavic. Daisy even could‘ve ended up a joint if I respected my time enough to not spend a weekend on JamCon instead of school work, so that deprived Froy of doubling up on FE sets himself and doing a triple JamCon.Daisy by WeirdChillFever ***
Yet another Daisy joins the roster! Daisy from Fire Emblem makes an identity for herself by taking from some of the experimental mechanics from her home game, representing her class with style and giving us two Fire Emblem sets that involve weapon durability (there's a lot of parallels between this Jamcon's entries when you realize these sets were made without communication/in a razor thin time span, isn't there?).
I'm a fan of the core concepts and a lot of her individual inputs- using the funds you 'appropriate' from your opponents to keep yourself equipped with the most cutting-edge (hah) of sword technology and utilizing multi-hits to proc effects with a percentile chance, gaining some passive benefits from having some gold stashed so you have some motivation to pinch pennies over splurging at every opportunity, the monado-like input to get an item doubling as a counter that can get you a five-finger discount, all very cool tricks.
Her Neutral B, Pursuit, ties these tricks together nicely and serves as a genuinely neat ability (take a second swing immediately in exchange for doubling your end lag after the second, could see that being used by a Bravely Default set). Extra hits to get more chances to trigger your purchased swords' secondary effect, extra damage to rack up more gold. It's good stuff, and Side Special immediately after takes advantage of its quality of letting you aim the second attack in any direction, giving Daisy from Fire Emblem some impressive recovery when she needs it at the cost of being left vulnerable once the second dash ends.
Borrowing from other relevant skills and animations from her home game gives her some surprisingly cool animations that lead her to being appropriately slippery in a fight, Down Smash standing out to me for being able to cross-up with its movement. Dash Attack and Down Aerial's movement, and Up Throw's held variant stand out to me as good examples of how to use some forced movement on a fighter's inputs to convey someone evasive and tie nicely into her tricks.
I do have some concerns though, in part with the gold mechanic and the way the set handles the numbers and going around them. Sword prices feel a bit stiff given the number of multi-hit moves she has possibly chewing through her starting sword and others enough that saving up would be hard, though she can circumvent it with a well-timed counter or get a discount off of Forward Throw, and her Grab doesn't sound too hard to land in the latter case. Up Special and Up Smash kind of encourage her to just hang on to her money and bank on getting a grab or landing the counter (which would net her a Brave Sword as a steal). The fact she keeps what gold she accumulates between stocks also feels like it'd introduce an odd balance issue of her snowballing if she chooses to pinch her pennies. Numerical balance is certainly not my strong suit, mind, but this and a few other instances feel a little rough.
A quick example of that is her Forward Smash feels weirdly strong given that it and Neutral Special can give her a very easy 48% before freshness bonus/1v1 multiplier, which is crazy good. A more personal note would be the percentile chances of getting the effects of her status effect weapons- on average she'll break one before getting any effect procs, which might be fair given the strength of the effects if they land, but I'd prefer if it were a matter of any 1 or maybe even 2 hits on the sword before it breaks will inflict its ailment, with the rng being which hit it is, but that's personal opinion.
Some of the standards are a bit bland, such as Jab and Forward Tilt, which are fine basic moves but don't connect to each other or the set's specials much. Overall they're not bad, though, and moves like Dash Attack and Down Aerial are again ones I quite liked- Down Tilt works nicely in the concept of the set and has some nicely written humor, and Dash Attack meshes nicely with Daisy's other inputs as both a way to transition to the air and another fun movement effect for Pursuit to play with, with the native second attack to it being a nice KO option, and Down Aerial is a simple move but a very novel one that fits the playstyle nicely.
The grab game brings it back around in an interesting way, focusing on giving her some ways to play with her mechanic on top of her throws by holding the inputs. Up Throw's trick is legitimately neat, Pummel helps her accumulate gold quickly, and so on. Numbers aside, Forward Throw letting her get a discount on the non-Brave Swords and Down Throw giving you back uses are a little odd, but it's better than a bare bulb, especially paired with the former letting you dispose of your current sword.
Daisy from Fire Emblem's a fun set overall with lots of neat ideas that felt like they needed a little more time to hammer out, and after the longer jamcon sets was a relaxing and enjoyable read that helped me de-stress, even getting a few laughs out of me with the jokes written into the set.
if you don't mind me reposting my discord response...Man, this character might be one of, if not the single most wanted characters for a moveset! We’ve been wanting this guy since MYM14, but it was surprisingly hard to interpret his relatively basic heavyweight powers and nanomachine durability. His Nanomachine mechanic is a fine way to interpret this - he’s still vulnerable to grabs at early percents, and I like how the passive super amor gives him a resistance to the typical heavyweight vulnerability of being comboed.
I do think the passive armor is unfun for opponents: most fighters can only use their grab to deal with Armstrong at low percents, and unless they have a Special or Aerial command grab they can’t really combat him in midair. I think the armor should be nerfed to slight knockback-based armor while Armstrong is in the air, just enough that he can tank through multi-hits and low knockback to resist being comboed while still being vulnerable to moves that deal moderate or high knockback. I also wonder if the passive amor should be disabled during Armstrong’s end lag. By making these changes, Armstrong can be a huge threat in neutral and foes have to be careful how they approach him, but Armstrong is more vulnerable in midair, and losing his armor during his end lag means he can’t just throw out attacks recklessly.
From what I understand, Down Special essentially gives Armstrong 8 seconds of invincibility once-per-stock. It might be a bit oppressive as it means foes can’t interact with him that entire time, but his attacks are slow at least. What if Down Special was a counter that referenced the memetic image of Raiden pummeling at Armstrong’s chest to futile effect? If Armstrong counters, he gets his nanomachine armor back to a degree, or even gains temporary super armor against the attack he countered, but only works against one attack. Would give him a mean anti-projectile game.
Armstrong is able to carry on Tifa’s improved melee to a degree. I like Jab’s mentioning that a number of Armstrong’s attacks aren’t great against shields to balance out his armor. That you talk about the move’s applications in more detail also makes it one of the more refined attacks in the set. His Side Tilt could KO earlier if it’s that slow, like at 110% from center stage. His Up Throw is surprisingly unorthodox, as it can be used as either a combo-starter or kill move if you press A to kick the foe away.
Armstrong is a good effort from you! Especially for something you made in 2 days. He’s a tricky character to handle, and heavyweight mechanics like super armor can be hard to balance without a lot of knowledge and experience, but a very good character choice for you with the sheer GIF material his boss fight(s) provide. There is room for improvement, but with a character of such appeal to MYM I hope this set will get a good deal of attention.