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PSA Character: Metal Sonic V.0.2 UP

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Alright I tried him out, cool concept, but a few things need to be fixed:

-----The running animation, I mean it's a cool idea but it just looks out of place, is there any way to maybe get rocket/fire shoes working like with the Shadow CC PSA?

Another thing to note about this is that you CANNOT dash cancel, which is kind of a disadvantage considering you've become very limited with approaches

-----Uptilt is broken, there's no knockback growth(won't kill even at 999%!) and the base knockback is too low so you can keep spamming for an infinite, the opponent has no time to dodge or get out of it

-----Upsmash should probably have a little more base knockback, even fully charged on an opponent with 0% damage it doesn't haven enough to push them in the air, it just flinches them like falco's lazer, maybe a little less, unless this was intended....

-----Neutral Air, it's awesome, great idea, but it needs to buildup knockback much faster, as it is now it's almost another infinite like the uptilt, the opponent can't escape short hop neutral airs until almost 300%

-----Forward air is unique, but I think it would be better if it pushes the opponents away a little rather than dragging them in, because as it is now, it makes it awkward to use on a short hop because it drags the opponent behind you making follow up attacks near impossible

-----Backair, the sweetspot is too accessible, I ALWAYS hit with it, haven't missed once, and it kills at 100% on heavy characters, it's fine, just make the sweetspot smaller

Also, the sweetspot hitbox lasts too long, even after Sonic's kick has passed the area, the hitbox remains for a few more frames, this should be taken out to balance

-----Upair, I know there's 2 hitboxes, but it's easy to hit with both, in fact it's almost impossible not to, and 20% is WAAAYY too much damage for such a quick attack, tone it down

-----Downair, could you make it drag down sonic a little less? Even on a full double jump you can't get the explosion out at the end

Also, around 150%, the knockback on a short hop of downair gets extremely cheap, it does just enough so the enemy is stunned, but not enough to give them a chance to escape until around 400%, maybe more ending lag would help?

-----DownB's range is a little ridiculous, it useless until you can get the enemy high in the air, which is hard for this PSA because uptilt has no knockback growth and upsmash has too slow knockback growth, and even then it's kind of a cheap shot, how abotu bringing it a little closer to sonic

Or maybe make it a chargeable shockwave that shoots electricity around you, that would be awesome!

Just a suggestion

-----Would it be possible to make the upB chargeable like Diddy's Jetpack? Just wondering


Everything else is fine, just a few problems to tweak that's all, balancing is an important step
 

Mr.Weegee

Smash Ace
Joined
Oct 19, 2009
Messages
550
yeah, i'm gonna try to get some pics in, but i cant get a video. can anyone make one? it would help...

and i can fix most of those problems. the hardest ones are probably the dash and down B. I cant get the dash to be interruptable without a dash attack, and the down B's hitboxes only work up there. i'm not good enough to know how to charge attacks, like your up B and down B suggestion, but it would be awesome. Can anyone help me out?

and does anyone know how to get a character to move upward off of the ground? i tried every solution i could find, but none of them seem to work.
 

Mr.Weegee

Smash Ace
Joined
Oct 19, 2009
Messages
550
Alright I tried him out, cool concept, but a few things need to be fixed:

-----The running animation, I mean it's a cool idea but it just looks out of place, is there any way to maybe get rocket/fire shoes working like with the Shadow CC PSA?

Another thing to note about this is that you CANNOT dash cancel, which is kind of a disadvantage considering you've become very limited with approaches

-----Uptilt is broken, there's no knockback growth(won't kill even at 999%!) and the base knockback is too low so you can keep spamming for an infinite, the opponent has no time to dodge or get out of it

-----Upsmash should probably have a little more base knockback, even fully charged on an opponent with 0% damage it doesn't haven enough to push them in the air, it just flinches them like falco's lazer, maybe a little less, unless this was intended....

-----Neutral Air, it's awesome, great idea, but it needs to buildup knockback much faster, as it is now it's almost another infinite like the uptilt, the opponent can't escape short hop neutral airs until almost 300%

-----Forward air is unique, but I think it would be better if it pushes the opponents away a little rather than dragging them in, because as it is now, it makes it awkward to use on a short hop because it drags the opponent behind you making follow up attacks near impossible

-----Backair, the sweetspot is too accessible, I ALWAYS hit with it, haven't missed once, and it kills at 100% on heavy characters, it's fine, just make the sweetspot smaller

Also, the sweetspot hitbox lasts too long, even after Sonic's kick has passed the area, the hitbox remains for a few more frames, this should be taken out to balance

-----Upair, I know there's 2 hitboxes, but it's easy to hit with both, in fact it's almost impossible not to, and 20% is WAAAYY too much damage for such a quick attack, tone it down

-----Downair, could you make it drag down sonic a little less? Even on a full double jump you can't get the explosion out at the end

Also, around 150%, the knockback on a short hop of downair gets extremely cheap, it does just enough so the enemy is stunned, but not enough to give them a chance to escape until around 400%, maybe more ending lag would help?

-----DownB's range is a little ridiculous, it useless until you can get the enemy high in the air, which is hard for this PSA because uptilt has no knockback growth and upsmash has too slow knockback growth, and even then it's kind of a cheap shot, how abotu bringing it a little closer to sonic

Or maybe make it a chargeable shockwave that shoots electricity around you, that would be awesome!

Just a suggestion

-----Would it be possible to make the upB chargeable like Diddy's Jetpack? Just wondering


Everything else is fine, just a few problems to tweak that's all, balancing is an important step
Fixed ALL of that. changed his dash to being like shadow's and i changed his down B entirely. Very few bugs now. check original post for details.

V.0.2 UP!!!!!!!!:p
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Alright I tried out the new version, it's cool but there's still some issues:

-uptilt, there's still no knockback growth, the attack won't kill even at 999%, also, one of the hitboxes still has the same knockback as before meaning the infinite is still very doable

-the first hitbox on the upair, it's knockback growth is too slow, you can short hop upairs for an infinite until around like 300%

-Backair is still way too easy to hit with the sweetspot, I never miss, I actually don't think you can, again automatic kill on heavy characters at 100%, just make the sweetspot hitbox smaller and harder to hit with

-some graphic effects on neutral B would make it better, maybe some electricity on the ground or something so we kinda know what he's doing, other than that it's fine

-graphics for the upB are on the wrong side, the fire effects come out in front of him but I'm guessing they should be coming out of the back:laugh:

-DownB in the air, it's not that bad but it's pretty useless/looks weird, let me help, how about giving it less vertical distance, that is, make it not shoot down as far, give it larger graphics that shoot out to the side too, give it some horizontal range, and make it so it doesn't make him pause in midair for combo ability

You're almost there;)
 
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