Toon Link so far
Likes
-new fsmash, about time a link got his trade mark Jump attack
-kept vbrawl bair, that **** was too good
-bombs are in tact
-n64 links dash attack, if it has the ridiculous long lasting hitbox even better
-hurricane spin up B on the ground
Dislikes
-Up-B(air) in its current state, looks retarted powerful, and makes tl sink like a rock in air
-ylink fire arrows, i think TL vbrawl floaty arrows had more uses.
-dair looks stupid, aestetic problem only, lol
-sex kick, i know it was a stable of ylink, but TL's nair was pretty decent. Eh w/e everyone has a sex kick.
I know this was posted like in november, but I'm reading the thread (started back to sept. and reading forward until current date- right now I'm on page 3184 ) because it's interesting to see the suggestions/ ideas people contribute and you guys have funny/ entertaining discussions to read ^_^
Anyways:
As a YL main in melee, I feel I have to give my opinion and say a few things about current Tink.
I'm sure TL players are probably emotionally attached to the brawl nair.... what do YL players feel about this? Do they care if TL doesn't have a sex kick?
-First of all, thanks for giving him Ylinks nair. the sex kick was a major asset to the YL playstyle, and I very much do care if Tink has a sex kick, as y.link did and it was one of his best moves. Not to say that Toonlink's nair was bad, just y.links was better for his edgeguarding capabilities, since he didn't have very many kill moves. They also stringed together very well between projectiles, so it was a good move to give Tink the sexkick back.
-Thanks for making his fsmash not suck! Y.link's Fsmash was horrid, and toonlinks was better, but.. still not as good as what you guys have now
-Thanks for keeping vbrawl tink's fair and bair! they do the same things YL fair/bair did, but better.
-Thanks for removing the stall->fall mechanic that vbrawl tink had on his dair- it was dumb
-Thanks for giving tink:m y.link's dsmash back! it was a great tool against fast fallers
-Thanks for giving tink his fire aarows back! However, I think vbrawl tink's ability to short-hop double aarow was a great asset to him- however, because of the increased gravity from melee, it suppose it would be weird to do since you fall much faster. either way, i like the new aarows, thanks for everything again!
Question 1)
Do bombs hit the target multiple times? (Similar to Y.link's bombs as opposed to link's bomb where they only hit the target once) The hitstun from YL's bombs in melee were arguably the most significant part of his arsenal. Y.link's core playstyle was to throw a bomb and get a free hit/aerial while they were stunned. Y.link was (most popularly) played in a way that you would kite your opponent into your 'armada' of projectiles and follow up immediately with your aerials to rack up fast damage, while keeping your opponent at bay. They were also great edgeguarding tools (especially against fastfallers) and helped y.link from being edgeguarded as he could throw a bomb while recovering or throw a bomb from the ledge to get back on the stage safely.
Question 2)
How far up does Tlinks new UP-b go exactly? Is it the same piss-poor distance as Link64? Is it shorter than y.links up-b? One of y.link/ toonlinks biggest defining characteristics was that he had more mobility than his older counterpart. Meaning that he runs faster, jumps higher and recovers better at the cost of power and range. Y.link's up-b wasn't the greatest recovery in melee, but was quite the improvement compared to Link's up-b (not including bomb-jumps or tether recovery). Vbrawl toonlink's recovery was waaay too good and was easily telegraphed, so I agree that it had to go, but perhaps keep the same properties as the up-b you have now and buff it so it goes the same distance as ylink's up-b? (If it doesn't already, that is- I can't really tell from the few times I saw it on stream hehe
)
Edit: Just had a thought- Ylink was a character in melee who relied heavily on his edge guarding skills in order to get kills since he had a lack of kill moves. That being said, how does it make sense for a character with great edge guarding capability to not have a decent/good recovery? Doesn't really make sense. Although, you could argue that Tink has plenty more options in terms of kill moves than Yink did. And that Projectiles could keep him from needing to actually doing any big off-stage edgeguarding. But just something to think about.
~ On a sidenote, one significant difference between Link and Y.link in melee was that y.link wasn't able to bombjump his up-b. This is partly due to the fact that y.link's bombs have a much longer hitstun which really contributed to the inability for y.link to be able to bomb-jump, since he would be gimping himself even more as opposed to how Link's bombs have one large impact with decent knockback that they would pop you up and propel you towards the stage on top of giving a second up-b, which benefited his recovery options. So my suggestion is that you keep bomb-jumping exclusive to Link, give Tink younglink-style hitstun on his bombs (if he hasn't got it already) and buff the distance you can travel with Tink's up-b since bomb-jumping would be ineffective.
Overall, I love the direction you guys in the PMBR have been pushing Tink so far! I'm very glad that you decided to give Tink some of the core elements that made ylink who he is, while keeping the flavour of vBrawl toonlink and mixing in some Link64. This character design in itself really captures a lot of creativity on the PMBRs part and I hope that I can dive into Project:M spamming projectiles and wrecking peaches and jigglypuffs everywhere like I did in melee
Not to say that
relying on the projectiles is his only way of being played!
Because it certainly isn't!
Also, switching gears to Olimar's UP-B... Not sure if you guys have come up with a solution already, (footstooling a pikmin?) but I have a suggestion. Is it possible to make it so that the up-b is not dependent on how many pikmin Olimar has out at the specific time? And instead just always bring out his max range 6 pikmin tether? For example: Olimar has no pikmin following him and he falls off the edge. Instead of up-bing in vain and falling to his death, he pulls out a 6pikmin tether recovery and grabs the ledge, and once he's back on the stage, the pikmin from his up-b are gone.
Sorry for the extremely long post ^_^" I guess I've built up alot to say while lurking this thread for quite some time now!
edit: and also sorry for not being on the topic of diddy ><"
edit2: OH. I just had a thought for Diddy. Is it possible to make Diddy to pull out his bananas similarly to how link/tink/peach pull out their bombs/turnips? I feel that Diddy has a severe lack of immediate control of his bananas because they aren't in his hands the minute he pulls them out, and many times it ends up working against Diddy since his opponent can grab them easily and use diddy's bananas against him. If this were possible, I think diddy would have much more control over his projectiles and become less of a hindrance towards himself, as it often this is often the case. Also, is it possible for diddy to run around and shorthop-peanutpopgun people? kinda like SHLasering with falco? I think this would improve diddy's approach game significantly if this were to happen. Also, the peanuts should fly in the air just a taaad faster :] Just my suggestions regarding Diddy!