Problem2
Smash Champion
I've been told that this discussion has been going on before, but I haven't been able to find it in any of the threads, and because it is currently just scattered in the main threads, I thought making this thread can allow us to narrow this discussion.
MY IDEA IN A NUTSHELL:
- Make Airdodge slow down to 2/3 speed. If I'm not mistaken, this could be done by cutting all momentum (even gravity)by 2/3 and then multiplying it by 3/2 at the end of the airdodge.
- It would be even better if we could go crazy and make it 3/4 speed during the vulnerable frames of an airdodge, and then 2/3 during the actual dodging frames. This would make the animation looks more fluid and smooth.
The story to why I thought of this is below.
The reason to resurrect the idea of modifying airdodging came from the debate of NADT vs ADT. The common argument that being able to airdodge out of tumble is a necessary option, yet when allowed becomes the best option in every situation. Either way, this clearly shows that airdodging needs some sort of nerf (NADT is an airdodge nerf). My suggestion is to go with the idea to slow down the decent of the airdodge.
Now initially, I thought that lowering the gravity during airdodge would be cool. The problem with airdodging is even IF you see it coming, you rarely can actually punish it unless you are already on the ground. Several times I wanted to just jump into my opponent's face and watch them airdodge and then hit them on the way down, but most of the time, they gain the positional advantage as well. If the opponent fell more slowly during an airdodge, you could get them to start an airdodge, and then fast fall below your opponent and hit them.
The problem though... doing this would make air dodging a great recovery tool. Because it actually lowers your gravity, you would be able to float back to the stage safely by continuously air dodging. I guess this wouldn't 'hurt' anything, but it would be unnatural and generally ********. That's when I thought that it should instead slow down in all directions. That way, you can't gain horizontal distance by falling more slowly. It would also look and feel better as well imo.
Overall, I think this would make Airdodging a more precision based tool. While dodging and shielding on the ground is often risky business as you are forced to either waste a chunk of time rolling, or stay in one spot. Airdodging allows you to maneuver for spacing purposes AND become invulnerable. Airdodging isn't necessarily ******** right now, but why settle for okay, when we can make things better?
MY IDEA IN A NUTSHELL:
- Make Airdodge slow down to 2/3 speed. If I'm not mistaken, this could be done by cutting all momentum (even gravity)by 2/3 and then multiplying it by 3/2 at the end of the airdodge.
- It would be even better if we could go crazy and make it 3/4 speed during the vulnerable frames of an airdodge, and then 2/3 during the actual dodging frames. This would make the animation looks more fluid and smooth.
The story to why I thought of this is below.
The reason to resurrect the idea of modifying airdodging came from the debate of NADT vs ADT. The common argument that being able to airdodge out of tumble is a necessary option, yet when allowed becomes the best option in every situation. Either way, this clearly shows that airdodging needs some sort of nerf (NADT is an airdodge nerf). My suggestion is to go with the idea to slow down the decent of the airdodge.
Now initially, I thought that lowering the gravity during airdodge would be cool. The problem with airdodging is even IF you see it coming, you rarely can actually punish it unless you are already on the ground. Several times I wanted to just jump into my opponent's face and watch them airdodge and then hit them on the way down, but most of the time, they gain the positional advantage as well. If the opponent fell more slowly during an airdodge, you could get them to start an airdodge, and then fast fall below your opponent and hit them.
The problem though... doing this would make air dodging a great recovery tool. Because it actually lowers your gravity, you would be able to float back to the stage safely by continuously air dodging. I guess this wouldn't 'hurt' anything, but it would be unnatural and generally ********. That's when I thought that it should instead slow down in all directions. That way, you can't gain horizontal distance by falling more slowly. It would also look and feel better as well imo.
Overall, I think this would make Airdodging a more precision based tool. While dodging and shielding on the ground is often risky business as you are forced to either waste a chunk of time rolling, or stay in one spot. Airdodging allows you to maneuver for spacing purposes AND become invulnerable. Airdodging isn't necessarily ******** right now, but why settle for okay, when we can make things better?