Junahu
Smash Ace
I've got what will probably amount to an annoying list of nitpicks. So I'll first preface this by declaring that I absolutely love the aerial game. It's genuinely spot on in accentuating Salamence's aerial prowess (something Colloseum/XD/BattleRevolution never really understood). I'm sure even Rool would approve of the way you integrated his five glide attacks, and it stands as proof that even simple extensions of existing brawl mechanics can prove exhillerating.
now, nitpick time.
Steel Wing is totally a Special, given that it literally toggles a mode that entirely changes the way Dragonmence plays. I'd certainly hate to be a new player checking out all the moves, and wondering why I can't jump properly anymore (of all the inputs, up-tilt is by far the hardest for a new player to activate reliably [god**** tap-jump!])
Steel Wing is totally a Special, given that it literally toggles a mode that entirely changes the way Dragonmence plays. I'd certainly hate to be a new player checking out all the moves, and wondering why I can't jump properly anymore (of all the inputs, up-tilt is by far the hardest for a new player to activate reliably [god**** tap-jump!])
The Outrage special needs a token hitbox, perhaps something like the one from the Outrage regular attack?
Similarly, Focus Energy sounds like unneccesary padding for the Outrage mechanic. It works just fine having him become outraged easier as he accumulates damage. In its place I'd rather see a move where Charinence throws his weight around a little.
Similarly, Focus Energy sounds like unneccesary padding for the Outrage mechanic. It works just fine having him become outraged easier as he accumulates damage. In its place I'd rather see a move where Charinence throws his weight around a little.
While I can understand how Outrage characterises Salamite's wrath, all the defensive tricks leading up to it.. make him sound like a certain other dragon type pokemon.. you know, the actual defensive one who learns Outrage and Twister naturally?
I forget his name, but the point is that it doesn't feel right to play defensively as this proud, agressive pokemon. He's supposed to leap in, all scary and stuff, and whollop things as hard as he can while the opposition cowers in fear (or readies an Ice attack).
I forget his name, but the point is that it doesn't feel right to play defensively as this proud, agressive pokemon. He's supposed to leap in, all scary and stuff, and whollop things as hard as he can while the opposition cowers in fear (or readies an Ice attack).
And my final complaint; for all the flaming/burning/stage igniting attacks Salazard performs, he performs many of them better than the dedicated fire attack user himself. Obviously, that can't be helped, since Charizard's moveset is surprisingly lean with its fire powers.
Arcanine:
I made you a longer comment, but SWF deleted it
I enjoyed the idea of charging around while whipping out your attacks, but few of the attacks seemed to fit the central idea, making him play like a coward who doesn't want to fight unless he has his buffs up
I made you a longer comment, but SWF deleted it
I enjoyed the idea of charging around while whipping out your attacks, but few of the attacks seemed to fit the central idea, making him play like a coward who doesn't want to fight unless he has his buffs up
Dionysus:
I worry about the "nothing happens if Y is used before X" manner of this moveset, especially with the Down-Special requiring a contextual use of the Side-Special to have any effect. It's never intuitive when an attack "does nothing whatsoever" when used out of a certain context, because it is typically impossible to properly establish to the player, just what that context is.
I think he would work better, if such moves had a drastically nerfed effect when used incorrectly (e.g. slower vines extend from Dionysus himself for his grab, if there is no vineyard in play). This way, it establishes the theme of "vines" to the player, encouraging them to experiment with certain moves, without punishing them for not doing things in the "right" order.
I worry about the "nothing happens if Y is used before X" manner of this moveset, especially with the Down-Special requiring a contextual use of the Side-Special to have any effect. It's never intuitive when an attack "does nothing whatsoever" when used out of a certain context, because it is typically impossible to properly establish to the player, just what that context is.
I think he would work better, if such moves had a drastically nerfed effect when used incorrectly (e.g. slower vines extend from Dionysus himself for his grab, if there is no vineyard in play). This way, it establishes the theme of "vines" to the player, encouraging them to experiment with certain moves, without punishing them for not doing things in the "right" order.
Beyond that, Dionysus is a real tour de force of character and fun. You're becoming particularly adept at getting under the skin of your characters, and understanding their motives