Shin F.
Smash Master
Since the voting would be moving on to us, does anyone else think it would be reasonable to allow people who voted to re-cast their votes one time? Or would that be too much?
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That'd be pretty hard to keep track of, I'd imagine.Since the voting would be moving on to us, does anyone else think it would be reasonable to allow people who voted to re-cast their votes one time? Or would that be too much?
Possibly, but not everyone is going to recast them, I'd imagine. In fact, most people who've cast votes probably haven't even been around for a while. It's just a few of us who stay in the thread consistently.That'd be pretty hard to keep track of, I'd imagine.
Well Shadow's Hover Shoes have fire spouting out of them through the rockets, so I thought it would be interesting to add them as a damaging ability!Good enough, considering Shadow doesn't need more than just 1 projectile to begin with. Save the speedy run and gun tactics to Ray.
The only instances of which I've seen him physically use fire are somersaulting with the flame ring from SA2, attacking with ignited air skates, and his burning barrier in the Shadow the Hedgehog game.
Otherwise, I can't think of any other instances myself.
Not me.So, who is going to be the hero that makes the game mode thread?
Oooh oooh me!So, who is going to be the hero that makes the game mode thread?
I'm expecting great things.Oooh oooh me!
Good luck!Oooh oooh me!
There is always the option of making Pichu purposely bad again to respect his original purpose. I always thought it was pretty fun trying to beat Giga Bowser or some other strong character with the underdog of the group.pee shoe
I don't think that the "original" purpose of Pichu respects what Project M aspires to achieve.There is always the option of making Pichu purposely bad again to respect his original purpose. I always thought it was pretty fun trying to beat Giga Bowser or some other strong character with the underdog of the group.
Great post tho.
Yep, this is pretty much what I've been saying all along. You don't need to make up a lot of new animations. Its body fits the proportions of most characters, and it's not really a "disjointed hitbox" at all except for some special attacks (tondekee + konnan irahen)... and special attacks tend to be ranged anyways.The more I think about it, the more I question my initial assumption that Sukapon couldn't use ripped animations. The only custom animations truly essential to her are Tondekee/Konnan Irahen and Sukapon Roll, and the only major cosmetic ones are twirling idle/walk and flapping jump/fall. Actually, I'm thinking it could work out quite well, since not having limbs gives her a lot of leeway for what characters' bones she could fit over.
In terms of personality and attack style, Peach would be a perfect fit for Sukapon to be completely cloned from, except for specials. Luigi and Olimar are also good matches, and Zamus, Wario, or Kirby might be workable.
I've done a few mockups to see how it could work without changing proportions. Changed scale, though, excluding maybe Peach.
Thank you for giving me a reason to post these again :DNinten He could rely more on his bat and other weapons, using PSI moves like Shield or Hypnosis. Would likely be cloned from Ness, if not Lucas.
Here they are, finally scanned them and put them together. They're a bit rough because I rushed them, but I hope you guys like them as much as when I described them with just words. I'm open to suggestions, even if I probably won't draw them out (too much time )
Actually, I might have to postpone my Shadow ideas.Thank you for giving me a reason to post these again :D
he doesn't appear in brawl IIRC
This. I can even see the reveal trailer being similar to the beginning of Super Mario Sunishine, with Mario on trial and whatnot.
This. I can even see the reveal trailer being similar to the beginning of Super Mario Sunishine, with Mario on trial and whatnot.
Yes! This is exactly what Pichu needs!We're free to discuss whatever we want now about characters and such right?
Ok I'mma go ahead and babble on about Pichu for a little bit.
Pichu
Ah yes, the little rascal from Melee that everyone loves to hate.
^Also this is top tier Alt costume potential^
Crippled heavily by its weight and fall speed. It's falling speed is just fast enough to be chain grabbed and is light enough to be sent out of stage relatively easy. It has rather lackluster range and it's grab has quite the end lag to end them all if you catch my drift. This makes getting close and personal with Pichu a relatively dangerous task. However, when Pichu gets in, Pichu gets in. Range aside, Pichu rocks a moveset similar to that of Pikachu; which is relatively solid. However, what lies in the differences of their moves is what makes them different. (Albeit Pichu's differences were not great enough in melee to make him worth playing)
It's not that his good traits weren't good enough, but the fact that its bad traits were bad enough to where it was a really glaring problem.
Crippled by a long inherent amount of hitstun, a relatively low weight, bad tech rolls, bad rolling dodge, relatively predictable Ledge roll, short wavedash, and HORRIBLE grab range. And who can forget his notorious self damaging mechanic.
But Pichu isn't without good traits either. Sporting surprisingly devastating power, this little rodent actually packs quite the punch. It loves to get greedy though I assure you that. Pichu's able to chaingrab fast fallers and set up pretty solid combos when it gets the chance. It's got a small body size but a shield that covers him enough to make him less susceptible to shield stabbing. Pichu's small stature also helps it avoid grabs from some of the taller cast. His Uair launches enemies at a consistent rate into the air regardless of crouch cancelling so it's great for getting bowser off of the ground. (Along with anyone else.) His moves have extremely short endlag so they are really dangerous for SHFFL shenanigans.
I really think there is a lot of potential here if we correct some of the flaws that Pichu had and change him up a bit more.
We should focus first on the really crippling traits that can be changed reasonably.
Now for what could be changed
- Pichu's weight being able to be changed is debatable. It can't be greater than Pikachu's but it definitely can be increased. This is assuming it wouldn't mess with his endlag (I don't think they are related?)
- Pichu's wavedash more than likely can be increased to make him slide a bit more. This could make Wavedash into Dtilt a much more solid option, but range would still make that a dangerous tactic. But everyone can benefit from having a better wavedash.
- Pichu's grab range is abysmal. Might as well be nonexistent. This is because of his relatively short arms, along with his running grab which is slow, predictable, doesn't cover much ground, and takes forever to end. I would suggest that it be changed to a bit of a lunge in vein of a tackle (attack) to replace the grab. It's something that can cover better ground, still work as a grab, and potentially be able to be acted out of quicker while evading attacks that are REALLY low on the ground.
- Roll range, Ledge roll range, and hitstun could all be adjusted to better reach a balance that doesn't get him killed at the sight of a captain Falcon. Not godmode, but just reasonable enough to be able to complement his needs.
- Range is a problem that can't really be tackled without changing a lot, Helping his approach might better suit him to make him something of a "close and personal" type fighter.
- Self damage needs to stay but be reworked to provide an incentive not to overabuse the tools that a revamped Pichu will have at hand. Who knows though? someone might learn a crazy playstyle and be the only person that does damage to themselves. (I'm implying that the opponent won't be able to even land a hit. )
With that being said, let's move into the improvements of existing moves or changes to other moves.-------------------
@OrangeSodaGuy had a great idea in this post which gave out some sexy suggestions.
Make sure to read the hyperlinked post before reading along.
- It was suggested that Pichu's recovery ability "Agility" be changed from 2 travels like Pikachu's to be unique in it's own way by sporting 3 travels while being shorter than Pikachu's recovery. I agree with this suggestion, because a light character like Pichu should not be easy to gimp to balance out the low KO percentages. I would propose that Agility off of this idea is also a bit modified as well.
- It should retain it's endlag from Melee when falling from the air. However, this should also apply when you hit the ground with Pichu while using agility as well. Essentially Pichu would be able to act almost instantly out of an agility onto the floor to quickly respond to a new situation. Similar to how ZSS can dash right out of her blaster shot.
- The damage dealt to Pichu should be modified to deal 1% per agility. Agility should not get the ability to use quick attack cancel.
Moving onto Thunder Jolt. While I think it being able to paralyze would be really good, I also think it might be a bit too powerful since it travels across the stage and can go under it as well. Perhaps just make it travel faster and coming out quicker would be a better solution. It's damage should also be changed to 1% dealt to Pichu.
Pichu's down special is not very good. It doesn't have that kill power because they wanted to make it different from Pikachu's. While I think the discharge idea was good as well I'm not so sure that I'm fond of how it works.
For discharge, I was thinking something more along the lines of Naryu's love without the reflecting properties. Not as powerful as it nor sporting invincibility to make it a get out of jail free card, but a relatively safe way to assist in Pichu's options.
- It would have a range that is a little smaller than the range that thunderbolt when it hits Pichu connects. electricity would emerge and surround Pichu, not unlike Ness's PSI magnet. These shocks would flinch the enemy away the same way a jab would.
- It should also have a way to "release" the discharge in a sense. While the move is being used if the normal attack button is pressed, it should create a shockwave that goes out a little bit farther than the initial discharge but be sporting a good amount of power. However, using this move would not be without a cost of 10% damage. The closest parallel to this move that I can draw would be Lucas' Neutral special after it's fully charged.
- It should keep the momentum that Pichu had when the move is used and be land cancellable as well. End lag on it when it's used normally should not be so fast that pichu can grab the enemy out of it, but be fast enough to where he can escape an enemy attack right after it.
Moving into other ways to improve his moveset.
- His Uair is perfect the way it is. It requires no changes
- His Fair is great for SHFFL grab shenanigans so on top of a potentially improved grab reach, this move would be very good to stay.
- His Dair is also a really good and useful move. I think it would be criminal to make it a pretty good spike as well, but it would definitely assist with using the move onstage, but also for off stage KO's. It's something that Pichu could benefit heavily from, but does it really fit? I think so.
- Bair should probably be left as it is since it makes for a good turn around aerial approach option that Fair can't fill.
- Nair is fine as it is, However, The length of the move could be shortened so it could reasonably be used twice in one short hop, not unlike Marth's infamous double Fair off of one short hop. This would make it even more dangerous, something that I think Pichu will definitely need if he makes it into project M.
Let's talk about skull bash now.
First off, let's just change it to Volt Charge. It differentiates it from Pikachu's skull bash, justifies the self damage, and definitely justifies it being more powerful.
I actually have no idea's on how to improve it, so I'll come back to this later.
Pichu's smash attacks are completely fine.
Pichu's tilts could use work but I'm not entirely sure what should be changed about them. I'll also revisit this later.
I think that covers everything.
--------------------------------
Whew! that was a lot of typing!Hopefully some people might of looked over this and said, "This might actually be fun to play as!" I could hope but who knows.
I guess I'll post some Pichu matches to build up more hype.
Pichu vs Shiek
Only the first round.
Pichu vs Fox/Falco
Other than that, I don't really think I have anything else to say. All I have to say is that I hope you choose the Pichu side.
he doesn't appear in brawl IIRC[/quote
According to the rules and conditions as laid out by PMBR in the Clone Engine Blog Post, characters who haven't appeared in Brawl are ineligible for the Clone Engine! Phoenix Wright is not eligible!
The more I think about it, the more I question my initial assumption that Sukapon couldn't use ripped animations. The only custom animations truly essential to her are Tondekee/Konnan Irahen and Sukapon Roll, and the only major cosmetic ones are twirling idle/walk and flapping jump/fall. Actually, I'm thinking it could work out quite well, since not having limbs gives her a lot of leeway for what characters' bones she could fit over.
In terms of personality and attack style, Peach would be a perfect fit for Sukapon to be completely cloned from, except for specials. Luigi and Olimar are also good matches, and Zamus, Wario, or Kirby might be workable.
I've done a few mockups to see how it could work without changing proportions. Changed scale, though, excluding maybe Peach.
Much discuss, so potential, very moveset.We're free to discuss whatever we want now about characters and such right?
Ok I'mma go ahead and babble on about Pichu for a little bit.
Pichu
Ah yes, the little rascal from Melee that everyone loves to hate.
^Also this is top tier Alt costume potential^
Crippled heavily by its weight and fall speed. It's falling speed is just fast enough to be chain grabbed and is light enough to be sent out of stage relatively easy. It has rather lackluster range and it's grab has quite the end lag to end them all if you catch my drift. This makes getting close and personal with Pichu a relatively dangerous task. However, when Pichu gets in, Pichu gets in. Range aside, Pichu rocks a moveset similar to that of Pikachu; which is relatively solid. However, what lies in the differences of their moves is what makes them different. (Albeit Pichu's differences were not great enough in melee to make him worth playing)
It's not that his good traits weren't good enough, but the fact that its bad traits were bad enough to where it was a really glaring problem.
Crippled by a long inherent amount of hitstun, a relatively low weight, bad tech rolls, bad rolling dodge, relatively predictable Ledge roll, short wavedash, and HORRIBLE grab range. And who can forget his notorious self damaging mechanic.
But Pichu isn't without good traits either. Sporting surprisingly devastating power, this little rodent actually packs quite the punch. It loves to get greedy though I assure you that. Pichu's able to chaingrab fast fallers and set up pretty solid combos when it gets the chance. It's got a small body size but a shield that covers him enough to make him less susceptible to shield stabbing. Pichu's small stature also helps it avoid grabs from some of the taller cast. His Uair launches enemies at a consistent rate into the air regardless of crouch cancelling so it's great for getting bowser off of the ground. (Along with anyone else.) His moves have extremely short endlag so they are really dangerous for SHFFL shenanigans.
I really think there is a lot of potential here if we correct some of the flaws that Pichu had and change him up a bit more.
We should focus first on the really crippling traits that can be changed reasonably.
Now for what could be changed
- Pichu's weight being able to be changed is debatable. It can't be greater than Pikachu's but it definitely can be increased. This is assuming it wouldn't mess with his endlag (I don't think they are related?)
- Pichu's wavedash more than likely can be increased to make him slide a bit more. This could make Wavedash into Dtilt a much more solid option, but range would still make that a dangerous tactic. But everyone can benefit from having a better wavedash.
- Pichu's grab range is abysmal. Might as well be nonexistent. This is because of his relatively short arms, along with his running grab which is slow, predictable, doesn't cover much ground, and takes forever to end. I would suggest that it be changed to a bit of a lunge in vein of a tackle (attack) to replace the grab. It's something that can cover better ground, still work as a grab, and potentially be able to be acted out of quicker while evading attacks that are REALLY low on the ground.
- Roll range, Ledge roll range, and hitstun could all be adjusted to better reach a balance that doesn't get him killed at the sight of a captain Falcon. Not godmode, but just reasonable enough to be able to complement his needs.
- Range is a problem that can't really be tackled without changing a lot, Helping his approach might better suit him to make him something of a "close and personal" type fighter.
- Self damage needs to stay but be reworked to provide an incentive not to overabuse the tools that a revamped Pichu will have at hand. Who knows though? someone might learn a crazy playstyle and be the only person that does damage to themselves. (I'm implying that the opponent won't be able to even land a hit. )
With that being said, let's move into the improvements of existing moves or changes to other moves.-------------------
@OrangeSodaGuy had a great idea in this post which gave out some sexy suggestions.
Make sure to read the hyperlinked post before reading along.
- It was suggested that Pichu's recovery ability "Agility" be changed from 2 travels like Pikachu's to be unique in it's own way by sporting 3 travels while being shorter than Pikachu's recovery. I agree with this suggestion, because a light character like Pichu should not be easy to gimp to balance out the low KO percentages. I would propose that Agility off of this idea is also a bit modified as well.
- It should retain it's endlag from Melee when falling from the air. However, this should also apply when you hit the ground with Pichu while using agility as well. Essentially Pichu would be able to act almost instantly out of an agility onto the floor to quickly respond to a new situation. Similar to how ZSS can dash right out of her blaster shot.
- The damage dealt to Pichu should be modified to deal 1% per agility. Agility should not get the ability to use quick attack cancel.
Moving onto Thunder Jolt. While I think it being able to paralyze would be really good, I also think it might be a bit too powerful since it travels across the stage and can go under it as well. Perhaps just make it travel faster and coming out quicker would be a better solution. It's damage should also be changed to 1% dealt to Pichu.
Pichu's down special is not very good. It doesn't have that kill power because they wanted to make it different from Pikachu's. While I think the discharge idea was good as well I'm not so sure that I'm fond of how it works.
For discharge, I was thinking something more along the lines of Naryu's love without the reflecting properties. Not as powerful as it nor sporting invincibility to make it a get out of jail free card, but a relatively safe way to assist in Pichu's options.
- It would have a range that is a little smaller than the range that thunderbolt when it hits Pichu connects. electricity would emerge and surround Pichu, not unlike Ness's PSI magnet. These shocks would flinch the enemy away the same way a jab would.
- It should also have a way to "release" the discharge in a sense. While the move is being used if the normal attack button is pressed, it should create a shockwave that goes out a little bit farther than the initial discharge but be sporting a good amount of power. However, using this move would not be without a cost of 10% damage. The closest parallel to this move that I can draw would be Lucas' Neutral special after it's fully charged.
- It should keep the momentum that Pichu had when the move is used and be land cancellable as well. End lag on it when it's used normally should not be so fast that pichu can grab the enemy out of it, but be fast enough to where he can escape an enemy attack right after it.
Moving into other ways to improve his moveset.
- His Uair is perfect the way it is. It requires no changes
- His Fair is great for SHFFL grab shenanigans so on top of a potentially improved grab reach, this move would be very good to stay.
- His Dair is also a really good and useful move. I think it would be criminal to make it a pretty good spike as well, but it would definitely assist with using the move onstage, but also for off stage KO's. It's something that Pichu could benefit heavily from, but does it really fit? I think so.
- Bair should probably be left as it is since it makes for a good turn around aerial approach option that Fair can't fill.
- Nair is fine as it is, However, The length of the move could be shortened so it could reasonably be used twice in one short hop, not unlike Marth's infamous double Fair off of one short hop. This would make it even more dangerous, something that I think Pichu will definitely need if he makes it into project M.
Let's talk about skull bash now.
First off, let's just change it to Volt Charge. It differentiates it from Pikachu's skull bash, justifies the self damage, and definitely justifies it being more powerful.
I actually have no idea's on how to improve it, so I'll come back to this later.
Pichu's smash attacks are completely fine.
Pichu's tilts could use work but I'm not entirely sure what should be changed about them. I'll also revisit this later.
I think that covers everything.
--------------------------------
Whew! that was a lot of typing!Hopefully some people might of looked over this and said, "This might actually be fun to play as!" I could hope but who knows.
I guess I'll post some Pichu matches to build up more hype.
Pichu vs Shiek
Only the first round.
Pichu vs Fox/Falco
Other than that, I don't really think I have anything else to say. All I have to say is that I hope you choose the Pichu side.
Kind of what I meant by ignited air skates. The types of attacks are Jab String, Tilts, Smashes, Arials, Specials, Grab Pummel and Throws.Well Shadow's Hover Shoes have fire spouting out of them through the rockets, so I thought it would be interesting to add them as a damaging ability!
Also for whoever asked, I said Smash as his normal attacks, his non-special. I thought they were called Smashes for some reason ...
Beautiful. I like the idea of foregoing the bat entirely in favor of the yoyo. I'd still like him to use PSI in at least a couple of his specials, like Quick Up and 4th-D Slip. Especially 4th-D Slip. It's his unique signature technique that only he can use, and it makes for a perfect recovery option. (See the specials in my sketches for details )NintenNinten, the boy with asthma, the boy who wears a scarf, the boy THATS NOT IN SMASH BROTHERS. The main character of the First mother series, he pretty much follows the standard of the other two protagonists while looking strikingly similar to that of Ness. They function nearly the same and are mostly separated by their differences in their stories.
Isn't that ness?
No it's not!
However, Ninten has the potential to bring a unique weapon onto the field of battle, while providing its own quirks and differentiating him from Ness and Lucas.
His Yo yo.
I don't actually know much about mother so let's just get into the character shall we?As Ninten has asthma, it should be no surprise that he has a slower running speed than Lucas or Ness (Not really but just go with it) His jump should reach a balance between Lucas' and Ness' jump while having a balance of their fall speed as well.
Main core of the character? Disjointed ranged attacks. A dangerous thought already. Wielding good options for pressuring enemies from a relatively safe distance in his Yo-Yo, he would not be unlike marth in the sense that spacing is key. He forgoes his bat entirely to make good use of his Yo-yo while not having to put it away.
Moves
I have no idea how to work out his B attacks (Special attacks) so someone should send me a PM about it so I can work it in. I'm considering giving him a tether recovery via yo-yo over the usual PK thunder.)
- Jab : Up to two throws of the yo-yo straight forward. second one going a bit longer than the first one.
- Ftilt : Spin's and "slices" horizontally with the Yo-Yo. Relatively fast move.
- Dtilt : Throws the yo-yo at the opponents feet in a curve, causing a trip upon a successful hit. Trip's them in place, does not send them away from Ninten. relatively long start up to where it's easily projected to the enemy. However, it has extremely short end lag so that it can be punished heavily for getting hit by it.
- Utilt : throws yo-yo straight up at a pretty fast rate. Good damage and knockback. Can be held out similar to Ness' down smash by holding A. causes a flinch similar to falco's blaster when hit by the held yo-yo.
- Fsmash : Throws the Yo-Yo straight ahead. Able to be angled 45 degrees upward and downward similar to ganon's or roy's Ftilts. Able to be held out in place after the smash by holding A. Initial hit is strong and pushes enemies away in the direction that the attack was launched while the subsequent hit's have knockback similar to wolf blaster. Good for Edge guarding and shield pressure. Fair endlag
- Usmash : Exactly like ness' Usmash. When hit it sends enemies above Ninten. Can be held before the smash is thrown like Ness'
- Dsmash : Spins around with the Yo-yo in a fashion similar to that of Roy's Dsmash. Cannot be held out
- Nair : As proposed by @ Shin F. it would be similar to Ness' Nair but with increased range due to the yo-yo.
- Uair : Arc from in front of Ninten to behind him, similar to that of Wolf's Uair albeit with increased range. Good for setting up as it doesn't have much knockback but does stun a good amount. Ala Roy.
- Dair : Throw the Yo-Yo Straight downwards. It's a spike but not a very strong one.
- Fair : Spins and slices horizontally with the Yo-yo just like Ftilt, but with much more power while being a bit slower. Should have solid killing potential.
- Bair : Similar to Toon Link's Bair. Sending the Yo-yo in an arc from the bottom of the feet to the top of the head, it sends enemies higher into the air. Relatively fast.
I'm still considering his Wavedash length, tech roll lengths and other such things but I don't have much to say about that stuff yet. I also haven't thought about how his grabs would work but they definitely involve grabbing with the Yo-yo.
I think there is good potential here as well.
What about you?
This sounds great!NintenNinten, the boy with asthma, the boy who wears a scarf, the boy THATS NOT IN SMASH BROTHERS. The main character of the First mother series, he pretty much follows the standard of the other two protagonists while looking strikingly similar to that of Ness. They function nearly the same and are mostly separated by their differences in their stories.
Isn't that ness?
No it's not!
However, Ninten has the potential to bring a unique weapon onto the field of battle, while providing its own quirks and differentiating him from Ness and Lucas.
His Yo yo.
I don't actually know much about mother so let's just get into the character shall we?As Ninten has asthma, it should be no surprise that he has a slower running speed than Lucas or Ness (Not really but just go with it) His jump should reach a balance between Lucas' and Ness' jump while having a balance of their fall speed as well.
Main core of the character? Disjointed ranged attacks. A dangerous thought already. Wielding good options for pressuring enemies from a relatively safe distance in his Yo-Yo, he would not be unlike marth in the sense that spacing is key. He forgoes his bat entirely to make good use of his Yo-yo while not having to put it away.
Moves
I have no idea how to work out his B attacks (Special attacks) so someone should send me a PM about it so I can work it in. I'm considering giving him a tether recovery via yo-yo over the usual PK thunder.)
- Jab : Up to two throws of the yo-yo straight forward. second one going a bit longer than the first one.
- Ftilt : Spin's and "slices" horizontally with the Yo-Yo. Relatively fast move.
- Dtilt : Throws the yo-yo at the opponents feet in a curve, causing a trip upon a successful hit. Trip's them in place, does not send them away from Ninten. relatively long start up to where it's easily projected to the enemy. However, it has extremely short end lag so that it can be punished heavily for getting hit by it.
- Utilt : throws yo-yo straight up at a pretty fast rate. Good damage and knockback. Can be held out similar to Ness' down smash by holding A. causes a flinch similar to falco's blaster when hit by the held yo-yo.
- Fsmash : Throws the Yo-Yo straight ahead. Able to be angled 45 degrees upward and downward similar to ganon's or roy's Ftilts. Able to be held out in place after the smash by holding A. Initial hit is strong and pushes enemies away in the direction that the attack was launched while the subsequent hit's have knockback similar to wolf blaster. Good for Edge guarding and shield pressure. Fair endlag
- Usmash : Exactly like ness' Usmash. When hit it sends enemies above Ninten. Can be held before the smash is thrown like Ness'
- Dsmash : Spins around with the Yo-yo in a fashion similar to that of Roy's Dsmash. Cannot be held out
- Nair : As proposed by @ Shin F. it would be similar to Ness' Nair but with increased range due to the yo-yo.
- Uair : Arc from in front of Ninten to behind him, similar to that of Wolf's Uair albeit with increased range. Good for setting up as it doesn't have much knockback but does stun a good amount. Ala Roy.
- Dair : Throw the Yo-Yo Straight downwards. It's a spike but not a very strong one.
- Fair : Spins and slices horizontally with the Yo-yo just like Ftilt, but with much more power while being a bit slower. Should have solid killing potential.
- Bair : Similar to Toon Link's Bair. Sending the Yo-yo in an arc from the bottom of the feet to the top of the head, it sends enemies higher into the air. Relatively fast.
I'm still considering his Wavedash length, tech roll lengths and other such things but I don't have much to say about that stuff yet. I also haven't thought about how his grabs would work but they definitely involve grabbing with the Yo-yo.
I think there is good potential here as well.
What about you?
First of all, I love the alt colors! Using the colors of all the Pikachu copies over the generations is a great way to pay homage while still keeping it Pichu. I love it, that Pachirisu Pichu is so damn cute!We're free to discuss whatever we want now about characters and such right?
Ok I'mma go ahead and babble on about Pichu for a little bit.
Pichu
Ah yes, the little rascal from Melee that everyone loves to hate.
^Also this is top tier Alt costume potential^
Crippled heavily by its weight and fall speed. It's falling speed is just fast enough to be chain grabbed and is light enough to be sent out of stage relatively easy. It has rather lackluster range and it's grab has quite the end lag to end them all if you catch my drift. This makes getting close and personal with Pichu a relatively dangerous task. However, when Pichu gets in, Pichu gets in. Range aside, Pichu rocks a moveset similar to that of Pikachu; which is relatively solid. However, what lies in the differences of their moves is what makes them different. (Albeit Pichu's differences were not great enough in melee to make him worth playing)
It's not that his good traits weren't good enough, but the fact that its bad traits were bad enough to where it was a really glaring problem.
Crippled by a long inherent amount of hitstun, a relatively low weight, bad tech rolls, bad rolling dodge, relatively predictable Ledge roll, short wavedash, and HORRIBLE grab range. And who can forget his notorious self damaging mechanic.
But Pichu isn't without good traits either. Sporting surprisingly devastating power, this little rodent actually packs quite the punch. It loves to get greedy though I assure you that. Pichu's able to chaingrab fast fallers and set up pretty solid combos when it gets the chance. It's got a small body size but a shield that covers him enough to make him less susceptible to shield stabbing. Pichu's small stature also helps it avoid grabs from some of the taller cast. His Uair launches enemies at a consistent rate into the air regardless of crouch cancelling so it's great for getting bowser off of the ground. (Along with anyone else.) His moves have extremely short endlag so they are really dangerous for SHFFL shenanigans.
I really think there is a lot of potential here if we correct some of the flaws that Pichu had and change him up a bit more.
We should focus first on the really crippling traits that can be changed reasonably.
Now for what could be changed
- Pichu's weight being able to be changed is debatable. It can't be greater than Pikachu's but it definitely can be increased. This is assuming it wouldn't mess with his endlag (I don't think they are related?)
- Pichu's wavedash more than likely can be increased to make him slide a bit more. This could make Wavedash into Dtilt a much more solid option, but range would still make that a dangerous tactic. But everyone can benefit from having a better wavedash.
- Pichu's grab range is abysmal. Might as well be nonexistent. This is because of his relatively short arms, along with his running grab which is slow, predictable, doesn't cover much ground, and takes forever to end. I would suggest that it be changed to a bit of a lunge in vein of a tackle (attack) to replace the grab. It's something that can cover better ground, still work as a grab, and potentially be able to be acted out of quicker while evading attacks that are REALLY low on the ground.
- Roll range, Ledge roll range, and hitstun could all be adjusted to better reach a balance that doesn't get him killed at the sight of a captain Falcon. Not godmode, but just reasonable enough to be able to complement his needs.
- Range is a problem that can't really be tackled without changing a lot, Helping his approach might better suit him to make him something of a "close and personal" type fighter.
- Self damage needs to stay but be reworked to provide an incentive not to overabuse the tools that a revamped Pichu will have at hand. Who knows though? someone might learn a crazy playstyle and be the only person that does damage to themselves. (I'm implying that the opponent won't be able to even land a hit. )
With that being said, let's move into the improvements of existing moves or changes to other moves.-------------------
@OrangeSodaGuy had a great idea in this post which gave out some sexy suggestions.
Make sure to read the hyperlinked post before reading along.
- It was suggested that Pichu's recovery ability "Agility" be changed from 2 travels like Pikachu's to be unique in it's own way by sporting 3 travels while being shorter than Pikachu's recovery. I agree with this suggestion, because a light character like Pichu should not be easy to gimp to balance out the low KO percentages. I would propose that Agility off of this idea is also a bit modified as well.
- It should retain it's endlag from Melee when falling from the air. However, this should also apply when you hit the ground with Pichu while using agility as well. Essentially Pichu would be able to act almost instantly out of an agility onto the floor to quickly respond to a new situation. Similar to how ZSS can dash right out of her blaster shot.
- The damage dealt to Pichu should be modified to deal 1% per agility. Agility should not get the ability to use quick attack cancel.
Moving onto Thunder Jolt. While I think it being able to paralyze would be really good, I also think it might be a bit too powerful since it travels across the stage and can go under it as well. Perhaps just make it travel faster and coming out quicker would be a better solution. It's damage should also be changed to 1% dealt to Pichu.
Pichu's down special is not very good. It doesn't have that kill power because they wanted to make it different from Pikachu's. While I think the discharge idea was good as well I'm not so sure that I'm fond of how it works.
For discharge, I was thinking something more along the lines of Naryu's love without the reflecting properties. Not as powerful as it nor sporting invincibility to make it a get out of jail free card, but a relatively safe way to assist in Pichu's options.
- It would have a range that is a little smaller than the range that thunderbolt when it hits Pichu connects. electricity would emerge and surround Pichu, not unlike Ness's PSI magnet. These shocks would flinch the enemy away the same way a jab would.
- It should also have a way to "release" the discharge in a sense. While the move is being used if the normal attack button is pressed, it should create a shockwave that goes out a little bit farther than the initial discharge but be sporting a good amount of power. However, using this move would not be without a cost of 10% damage. The closest parallel to this move that I can draw would be Lucas' Neutral special after it's fully charged.
- It should keep the momentum that Pichu had when the move is used and be land cancellable as well. End lag on it when it's used normally should not be so fast that pichu can grab the enemy out of it, but be fast enough to where he can escape an enemy attack right after it.
Moving into other ways to improve his moveset.
- His Uair is perfect the way it is. It requires no changes
- His Fair is great for SHFFL grab shenanigans so on top of a potentially improved grab reach, this move would be very good to stay.
- His Dair is also a really good and useful move. I think it would be criminal to make it a pretty good spike as well, but it would definitely assist with using the move onstage, but also for off stage KO's. It's something that Pichu could benefit heavily from, but does it really fit? I think so.
- Bair should probably be left as it is since it makes for a good turn around aerial approach option that Fair can't fill.
- Nair is fine as it is, However, The length of the move could be shortened so it could reasonably be used twice in one short hop, not unlike Marth's infamous double Fair off of one short hop. This would make it even more dangerous, something that I think Pichu will definitely need if he makes it into project M.
Let's talk about skull bash now.
First off, let's just change it to Volt Charge. It differentiates it from Pikachu's skull bash, justifies the self damage, and definitely justifies it being more powerful.
I actually have no idea's on how to improve it, so I'll come back to this later.
Pichu's smash attacks are completely fine.
Pichu's tilts could use work but I'm not entirely sure what should be changed about them. I'll also revisit this later.
I think that covers everything.
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Whew! that was a lot of typing!Hopefully some people might of looked over this and said, "This might actually be fun to play as!" I could hope but who knows.
I guess I'll post some Pichu matches to build up more hype.
Pichu vs Shiek
Only the first round.
Pichu vs Fox/Falco
Other than that, I don't really think I have anything else to say. All I have to say is that I hope you choose the Pichu side.
That was me, and the game is most certainly worth playing. The characters are entertaining and well developed (for an original Game Boy title), the game-play is a fun mix between platforming, simple puzzle solving, and combat - while also being different enough from Link's GB forays, and the music is excellent (courtesy of Mr. Totaka himself).Random thought since someone brought up the Sablé Prince from For the Frog the Bell Tolls a few pages back... has anyone played the game? I'm kind of interested in playing it to see how it is since it's the precursor to Link's Awakening.
He was indeed a sticker if it wasn't established already.That was me, and the game is most certainly worth playing. The characters are entertaining and well developed (for an original Game Boy title), the game-play is a fun mix between platforming, simple puzzle solving, and combat - while also being different enough from Link's GB forays, and the music is excellent (courtesy of Mr. Totaka himself).
Trust me, if more people had the opportunity to play For the Frog the Bell Tolls the Sablé Prince would be talked about much more on this thread.