SpandexBullets
Smash Journeyman
- Joined
- Feb 1, 2015
- Messages
- 452
- NNID
- thespandex
So, I did it.
I took every customization, option and alteration Sakurai put at my disposal and tried to recreate Melee's insane speed physics. To do this, I had to correctly adjust falling speed, air speed, launch power and damage output, which is difficult because of how different each character is to their respective Melee version.
Originally, I thought such a thing would be only be made possible by acquiring the very allusive Anchor Jump equipment to a specific stat and as a badge. Turns out, however, that piece of equipment just activates Heavy Gravity on a single character...so I moved to tailoring every character to behave under Special Smash with HG active. (I also pushed launch power to x1.2, so as to retain vertical kill power.)
The majority of the cast were given a set that met these stat boosts and bonuses:
Attack: +/- 0
Defense: +/- 0
Speed: +35
Bonus: Slow Glider, Jogger, Smooth Lander
With the +35 speed buff, each character could then fast-fall faster, and retain their jump height when under HG. Jogger and Slow Glider were implemented to balance out the other buffs given with +35 speed.
(Speed boosts and HG do not noticeably affect short hop height, which is a surprise.)
Buuuuuuuut, I couldn't just slap a single set onto each character be done with it. Shiek was given a damage buff of about...+92 and Metaknight was reverted to his Brawl falling speed using Floaty Jumps (PM be damned) and spared Smooth Lander. Some characters like Fox, Link, Mario and Ike got minimal damage buffs...but I'm still working on making the cast very solid (it sounds like a grind but this is actually superb fun - especially when I can make Mewtwo more resiliant and make Jiggs fly like a leaf in the wind...)
I recorded at least...twenty 3 minute battles with with a ghost P2 showcasing how each character worked under these changes.
Only 1 could be uploaded because Nintendo is hip with the kids and understands how the web works. I must have forgotten to get off the phone while playing. My B.
Anyway, here's my lone surviving Fox video (without Jogger mind you, so he runs slightly too fast)
(Ganon either jumps or airdodges after a throw to show when he can escape. HG doesn't directly affect histun, but it does affect trajectory, meaning that throws that send the opponent too far away are much shorter with the opponents in hitstun. Also, diagonal trajectories become curved and give less launch overall, allowing more follow-ups. Semi-spikes are OP.)
I took every customization, option and alteration Sakurai put at my disposal and tried to recreate Melee's insane speed physics. To do this, I had to correctly adjust falling speed, air speed, launch power and damage output, which is difficult because of how different each character is to their respective Melee version.
Originally, I thought such a thing would be only be made possible by acquiring the very allusive Anchor Jump equipment to a specific stat and as a badge. Turns out, however, that piece of equipment just activates Heavy Gravity on a single character...so I moved to tailoring every character to behave under Special Smash with HG active. (I also pushed launch power to x1.2, so as to retain vertical kill power.)
The majority of the cast were given a set that met these stat boosts and bonuses:
Attack: +/- 0
Defense: +/- 0
Speed: +35
Bonus: Slow Glider, Jogger, Smooth Lander
With the +35 speed buff, each character could then fast-fall faster, and retain their jump height when under HG. Jogger and Slow Glider were implemented to balance out the other buffs given with +35 speed.
(Speed boosts and HG do not noticeably affect short hop height, which is a surprise.)
Buuuuuuuut, I couldn't just slap a single set onto each character be done with it. Shiek was given a damage buff of about...+92 and Metaknight was reverted to his Brawl falling speed using Floaty Jumps (PM be damned) and spared Smooth Lander. Some characters like Fox, Link, Mario and Ike got minimal damage buffs...but I'm still working on making the cast very solid (it sounds like a grind but this is actually superb fun - especially when I can make Mewtwo more resiliant and make Jiggs fly like a leaf in the wind...)
I recorded at least...twenty 3 minute battles with with a ghost P2 showcasing how each character worked under these changes.
Only 1 could be uploaded because Nintendo is hip with the kids and understands how the web works. I must have forgotten to get off the phone while playing. My B.
Anyway, here's my lone surviving Fox video (without Jogger mind you, so he runs slightly too fast)
(Ganon either jumps or airdodges after a throw to show when he can escape. HG doesn't directly affect histun, but it does affect trajectory, meaning that throws that send the opponent too far away are much shorter with the opponents in hitstun. Also, diagonal trajectories become curved and give less launch overall, allowing more follow-ups. Semi-spikes are OP.)
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