The idea that I had was a quicker running speed than Marth, and quicker startup on attacks than Marth, yes, balloujutsu is a lightning fast attack, believe it or not, despite being sheathed, the technique used to draw the sword makes for some very quick strikes. In fiction, it's always portrayed as being unbelievably fast. She would have the drawback of a slow ending lag, about as slow as Ike I'd say, maybe a bit slower, as she resheathes her sword. So yes, her playstyle would be much like you said, like Lucario, she'd work through cancelable moves, thus removing the ending lag on her attacks, by flowing from one move to an other based on what she uses, she'd have combo branches much like the fighters in games such as Guilty Gear and Blazblue. So yeah, she'd be a character with a high learning curve because of that, but one that pays off quite well thanks to her wide array of tools. Still, I think she balances with Marth quite nicely since Marth has better range than she would, this is why I don't wanna give her the bow, she doesn't NEED it, and she'd be broken with it. She has to be forced to attack at close range, and put herself at risk on whiffs, she's not a very sturdy character, she can't take punishment too well, and having less range than Marth, she puts herself in more risk than he does.
I dunno how difficult the cancel idea would be to implement, I doubt it'd be that difficult, since, even with my limited knowledge of programming, I kinda get the gist on how to make it work. Plus, they gave Lucario a similar concept.
First off, thanks for the well-thought answer. I'm very much intrigued with the concept.
I definitely understand where you're coming from with this. I agree that she should have low startup on her attacks. For Marth's tipper to work in real life he'd have to be stronger than Ganondorf and too dumb to sharpen a sword properly, so nothing wrong with fictional inspiration for those lightning fast attacks. Just looking at it from a more pragmatic approach, though, I don't think it should be faster than Marth's, for several reasons. One, on paper Marth is already very, very fast. The thing is, in practice it takes a little more time to hit maximum range because he's tracing those wide slash arcs. I could definitely believe that Lyn could pull off a faster slash than Marth, though. This is a big factor in being deceptively fast and it is important to see that it is different than the windup. It seems to me the strength in keeping the weapon sheathed is that the preparation is largely mental and invisible to your opponent. Even if an attack was slightly more delayed from the moment of input it would likely show only subtly on the screen and thus require good prediction from the user to properly time, but still be unpredictable to the opponent.
This is why I'd argue she'd be fine with equal startup to Marth or even just 1 or 2 frames slower on paper (though I'd prefer equal). In practice she'll be fine because she'll still move the sword faster and won't telegraph her attacks much at all.
Just curious, do you see cancels as only happening on hit? If they were just worked into IASA that wouldn't be the case, but obviously it would be much different because suddenly stringing together attacks becomes a method of approach and that might undermine the wait, bait, and retaliate playstyle.
A word on her physics/stats:
-I like the traction value, she definitely doesn't seem to be like a wavedash-heavy character. I'd also want to see a shorter dashdance than Marth.
-I don't mind her high falling speed, but make sure that's really what you want. I'm speaking from experience as a Roy player, high falling speed is fun but you'll wish you had it when you can't use that fancy cancelling in the air to get an awesome combo because there aren't any platforms to help out. At least have medium to above average gravity (definitely not high) to balance that, I'd say.
-The one thing I don't agree with is having such a high air speed. It really isn't necessary for combos (at least as high as you have it listed) and I feel like it enables Lyn to run away a little too easily instead of facing down assaults. The way I see it is that Lyn would be fantastic at being cornered and turning the situation on it's head with one well placed slash or counter. Being able to weave in and out of range until she can get a poke in (even with less range, disjoint will still allow this to happen) again seems to undermine her style and makes her lose out in uniqueness. High air speed and high gravity also don't mix very well, so if you're sure you want the falling speed be wary of that.
-Any input on short-hop height? That actually makes quite a difference, and it's one of the reasons I find it hard to try Marth and Sheik (who both have high shorthops) after playing Roy (much lower).
I think Lyn varies vastly from Roy mostly in that Lyn is much faster than Roy, from what I understand, Roy is more of an offensive character than Lyn because of his slower attacks. Plus, the added effect of the flame giving him an additional hitbox. Roy's balanced gameplay is more reminiscent of Sol Baguy in my eyes. Where as Lyn would be an odd mix of Baiken and SF's Cammy.
Okay, I'm about to go in depth about Roy stuff, and while I have a few things to correct, I do get that Lyn has the potential to be a vastly different character all the same.
The flame stuff only gives a multi-hit effect on three extremely situational moves, upsmash, ub-b, Double Edge Dance 3-down. For everything else it just looks cooler.
Roy is actually quite fast, and for P:M it looks like they sped up a few of his attacks slightly. Anyways, he has fairly average frame data, but he's not slow by any means. The speed will make a difference between the two, but not as much as you'd think. Roy also has similar range problems (although also lessened by the good knights of the PMBR).
At this point I'm arguing along with you, so please don't feel confused at my sudden change in tone:
Ultimately, I think a very substantial difference will lie in movement style, Lyn won't have the same dashdance to grab/DED or WD stuff that Roy does, but will have excellent traditional movement (dashing, taking less than seven years to turn around, etc.)
I've also realized that giving the general label of "falls fast and combos with swords" doesn't really apply as much as I thought it did. Here's why:
Roy's dtilt, dair, dash attack (which is pretty bad unless your spacing and/or tech chasing is phenomenal), DED 1 (pretty lame until high %s), and throws to a lesser extent are some of the best combo starters you could ever ask for. His slight speed disadvantage against some characters largely prevents them from being pulled off while under pressure, though (aside from grab) and it is often best to stay safe with dashdances and wavedashes to pressure a response and create an opening for a more aggressive approach. Thus, Roy gets a lot of his combos off of properly spaced approaches because of the combo-starting moves available to him.
If I understand you correctly, Lyn's combos will start in an entirely different situation, when she is playing a clever defense and converts off of an opening in the opponent's negligent defense. That said, she'd hardly rely on the opponent's stupidity because of her speed, so I see how that would be necessary. I actually really like the idea of a defensively-based character that doesn't have some disturbing fixation on spacing and/or projectile camping, I'd very much be interested in trying that. Again, though, I do not think she should have blazing fast aerial speed if she is to be designed to best reflect this style of play.
I get what you're saying about the counter, too. Personally I'd love to see counter get reworked a little to fit within Roy's game as well. The move basically applies in Melee if and only if your opponent is a really reckless Ganondorf or Luigi who doesn't know their grab is essentially a death-touch on Roy. Might not be the place to (re)mention it, but I'd love to see it carry through some of Roy's vertical momentum on use, or maybe start just a single frame sooner. My point is that I'd love to see an interesting counter on Lyn, it could really add to her game.
I know a lot of this is nitpicking statistics and other garbage, and not exactly just questions this time around, but I'm genuinely interested and Lyn certainly needs to have the details down to establish that she will be unique without a doubt.
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Semi-unrelated, for you Ganon debaters:
If Lyn won't have any projectiles, what would the chances be of writing over Ganondorf and having the same Ganondorf with a projectile remade in a clone slot? Is having no projectile even a requirement? (as in, can Marth (edit: or Ike) be cloned on top of current Ganon and molded into Lyn, or will it have to be a Ganon clone)
Of course that still leaves the question of whether it is even possible, and whether it will require excessive work to become a reality.
Another edit: or if there needs to be a clone base for Lyn in this case
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Almost certainly unrelated:
Are waddle-dees and waddle-doos articles? I would bet that gordos are, but I'm not sure for any of them, really.