Yurya
Smash Apprentice
- Joined
- Oct 23, 2012
- Messages
- 187
For those experiencing slowdowns it might be useful if you gave your computer's specs. I myself am able to run it fine on my:
Intel Core i5-2500 @ 3.30GHz
8.00GB RAM
64-bit OS
AMD Radeon HD 6450 Graphics card
Loving Forsburn so far. And really quick I would like to point out that he has some of the most dynamic hit-boxes. Down-air specifically with its forward hit at the beginning of the swing contrasted with a spike at the end of the swing is a great use of spacing where the player is rewarded for proper spacing and it is a theme I would recommend to be added to more characters. This is present in other moves and other characters but it hasn't been so noticeable as of yet.
Merchant Port is pretty sweet and the spinning 4 platforms add some interesting interactions with Flames/Puddles/Rocks. It is the first Basic stage that has moving/shifting features so I can understand that some people might find it different. However, I wouldn't change it unless you find that it gives significant dis/advantages to specific characters.
More will come with more play.
EDIT:
Forsburn's Smoke and Decoys can get overwhelming if the opponent doesn't have the tools to deal with them. Wrastor and Orcane seem fine as Wrastor's speed, 'nado and air current are able to clear the skies and likewise Orcane's speed and Bubbles do a good job at that.
For Kragg and ironically Zetterburn things can get quite difficult. Kragg is just slow so while he can clear them with moves like his Rock Pebbles and the like, his commitment to do so is punishable. His down-b is quite useful in freeing the local area but he still has trouble adapting from what I've seen.
Zetterburn is faster but his hitboxes are the most smaller so the expanse of the smoke is sometimes overwhelming. Nicely his Fireball goes right through multiple smoke clouds so that is helpful, but he still an overdue amount of trouble with the Decoy.
The ditto is the ditto, and although things get crazy no one can really say it is unfair.
I have three suggestions here; use what you find useful.
1. Make the Decoy unable to use Special moves, particularly neutral special. It already can't use down-b/side-b from what I've seen, but up-b isn't that useful and the decoy using the neutral b is where things get crazy with this character.
2. Reduce the number of clouds that nB creates.
3. Allow Clouds to be destroyed before they fully materialize.
Not all of these would have to be used but first impressions with this the smoke is that it is very spammable.
Intel Core i5-2500 @ 3.30GHz
8.00GB RAM
64-bit OS
AMD Radeon HD 6450 Graphics card
Loving Forsburn so far. And really quick I would like to point out that he has some of the most dynamic hit-boxes. Down-air specifically with its forward hit at the beginning of the swing contrasted with a spike at the end of the swing is a great use of spacing where the player is rewarded for proper spacing and it is a theme I would recommend to be added to more characters. This is present in other moves and other characters but it hasn't been so noticeable as of yet.
Merchant Port is pretty sweet and the spinning 4 platforms add some interesting interactions with Flames/Puddles/Rocks. It is the first Basic stage that has moving/shifting features so I can understand that some people might find it different. However, I wouldn't change it unless you find that it gives significant dis/advantages to specific characters.
More will come with more play.
EDIT:
Forsburn's Smoke and Decoys can get overwhelming if the opponent doesn't have the tools to deal with them. Wrastor and Orcane seem fine as Wrastor's speed, 'nado and air current are able to clear the skies and likewise Orcane's speed and Bubbles do a good job at that.
For Kragg and ironically Zetterburn things can get quite difficult. Kragg is just slow so while he can clear them with moves like his Rock Pebbles and the like, his commitment to do so is punishable. His down-b is quite useful in freeing the local area but he still has trouble adapting from what I've seen.
Zetterburn is faster but his hitboxes are the most smaller so the expanse of the smoke is sometimes overwhelming. Nicely his Fireball goes right through multiple smoke clouds so that is helpful, but he still an overdue amount of trouble with the Decoy.
The ditto is the ditto, and although things get crazy no one can really say it is unfair.
I have three suggestions here; use what you find useful.
1. Make the Decoy unable to use Special moves, particularly neutral special. It already can't use down-b/side-b from what I've seen, but up-b isn't that useful and the decoy using the neutral b is where things get crazy with this character.
2. Reduce the number of clouds that nB creates.
3. Allow Clouds to be destroyed before they fully materialize.
Not all of these would have to be used but first impressions with this the smoke is that it is very spammable.
Last edited: