Playtester bones (Clay Redmon) signing in. Before anything, I appreciate the opportunity that I've been given to test the game as I've been following news of it frequently and had fun with it before I was actually accepted as a playtester. Last night I played with Xanthus (When he says "the guy I was playing with," that would be me) for about 4 hours or so and I sure have a lot to say! If I don't critique something then it means I don't have any majorly positive or negative opinion about it.
Character-Specific stuff
Tier List (IMO)
- Orcane (I didn't play him once that night but Xanthus destroyed me every time with him)
- Kragg (Has some busted options, but not too hard to parry)
- Zetterburn (Great speed and momentum, predictable recovery at times)
- Wrastor (dash attack is useless unless you SideB, NeutralB is not okay at all)
Every character has their own major strengths and weaknesses, so making a clear tier list is a difficult thing to do right now. Each character has something about them that seems more or less cheap and busted, but every time you think that you've found a way to break the game there is always a way to combat that.
Orcane
I have no clue how Xanthus is so good with Orcane already. Orcane can abuse dash-cancelled Side Smash (dcss) overtop of a puddle to do retreating Smash attacks with crazy good range and little time to react to them. When Orcane is able to do this under a platform, approaching seems very difficult. I jump above the platform and Orcane does his DownB bubbles. He has a pretty valid recovery with air-dodge > SideB if you don't feel like using the puddle. I still have a big problem with his aerial attacks though. Dair is so hard to DI and Even if you do DI out of it correctly, it's easy to read DI and constantly Dairplane any opponent. Still not sure what you're going for with his forward air and the weird momentum shift backwards.
Summarized Ideas:
- Nerf dair
- Nerf bubbles
- (Maybe?) Shorten range on Side Smash slightly while on top of puddle to make retreating dcss less abusable
Zetterburn
Wolf 2.0 I honestly have few problems with Zetterburn because no matter how easy it is to combo aerial attacks together with him, they're not that hard to air-dodge out of. Catching the opponent on fire almost seems necessary for being able to play him, which isn't hard to do. The entire time me and Xanthus played, spiking with Dair never happened once so it's not like that's something that people can abuse. I like that his sideB and his downB have the end-lag that they do so that they can't be used much for combo's or spam. His recovery seems a bit lacking to be honest. His smash attacks also seem a bit ridiculous to me when incorporated as combo finishers. Especially if there is no possible way to DI from them.
Summarized Ideas:
- Make nair slightly easier to DI out of (nair > nair > nair bothers me so much how easy it can be to pull off)
- Reduce knockback of Side Smash and/or Down Smash 2nd hit slightly
- Make Up Smash rise at an arc angle like Wolf's dash attack in Project: M does (to cover a slightly better range)
- Possibly make his DownB go at a parabolic downward angle (Shulk SideB in Smash4) rather than directly down at a set angle so that it could be used as a possible recovery move
- Make UpB startup time faster (Free for Kragg NeutralB or Wrastor Dair hit to land)
Wrastor
With as broken as he was in the August Playtest, he needed the nerfs he got in this version. His dash attack is pretty much pointless and difficult to combo with unless you use SideB near the ground or platform. SideB > Dash Attack > Dash Attack > Dash Attack > Dash attack is way too easy to pull off if you add dash dances in between attacks to space them. His Bair reminds me of a mixture of Falco and Jigglypuff in Melee. With a SideB set at the right height, it seems entirely possible to pull off a wall of Bairs on a character, but spacing isn't anywhere as easy as Puff in Melee which I like so much. I hate Neutral B. Needs to have something that can trade with it. Needs to be easier to DI out of. Needs more endlag if not either of the other two things. It's pretty easy to avoid but me and Xanthus were constantly avoiding using it because we both dislike how it functions in this version of the game. I like how you can cancel out of his dair with a jump or a air-dodge into another dair or anything else. Reminds me of Melee Shine Jump-Cancel Backair. Wrastor UpB seems like a really easy kill move due to it's hitbox ranges. It's essentially now a Marth UpB which I'm not entirely fond of. Little thing we both noticed, but Nair is almost always needed if you want to try to get Kragg or Zetterburn off stage. I love Wrastor's Character design so far and his nerfs were necessary from the last version. Though I consider him the worst in this version, He's still my favorite.
Summarized Ideas:
- NeutralB nerf
- Something about Dash attack during SideB just doesn't sit well with me. On a stage with no platforms, this would be so broken. Maybe less hitstun?
- Slightly more end-lag on using SideB so that you can't dash attack immediately after it
- Less knockback from UpB
Kragg
Where do I even begin with all the praise for this character? Kragg is one of the most original designs I've seen in this game so far and I absolutely love it. His moveset fits together well and despite his slow speed, he has so many options to make up for it. His fair is amazing, his bair is solid, his dair needs to have a longer lasting hitbox, his uair is a based kill move. utilt is not as annoying as people say it is. Against CPU's it's cheap to use since they don't have AI DI implemented well yet. His UpB into upsmash is a fun little combo that's not hard to get out of, and it can be used against him by any faster characters, so it's not a broken thing. It's still a bread-and-butter combo that I can see him needing to use often as long as it's something that isn't overly predictable by the opponent. SideB is my only major problem with him so far because the only things you can do about it are avoid it and punish when it ends, or parry it. For entry level players, this can be something ridiculously unfair to use against them. I do like it's stall ability in air as a use for recovery. I just think it definitely needs a nerf in the aspect that it needs to have moves that trade with it. His DownB needs WAY more endlag than it already has, and less knockback on the third hit of it because that seems so unfair if you have good spacing on it. retreating dcss makes pretty good use with Kragg just like Orcane. NeutralB is a neat mechanic but I'd like it a little better if it was implemented to slide a bit once it hits the ground if you throw it forward. At one point I threw the rock forward and it hit Orcane, went through orcane, Orcane hit the other side of it since the rock traveled faster than Orcane's knockback, and I got off a Side Smash which hit Orcane into the rock again and allowed for a free fair. In this aspect it dawned on me that when you hit an opponent, their bodies need to have a hitbox with a little knockback when they're sent flying so that they don't just bounce off of any obstacles that would normally stop all of their momentum. Maybe making the rock harder for opponents to break but easier for the Kragg that pulled the rock would also make it better since I found myself getting hit with my own rock more often than I should have IMO.
Summarized Ideas:
- SideB needs to trade with other moves
- DownB Needs more endlag and/or less knockback on 3rd hit
- NeutralB needs some changes, which I listed above
- Dair needs to have a longer lasting hitbox
- Don't make it so that he can attack any faster out of an UpB or else UpB > Up Smash would be guaranteed.
- Uptilt doesn't need change unless you just make it ever so slightly easier to DI left/right out of
Other Things about the game
- Walljumping is very useful at certain points. Orcane can do what Melee Captain Falcon does by running off the side and immediately walljumping. It's saved me many times in a match from death and it's easy to pull off.
- You already know about this, but of course there are just a few bugs with knockback from trades where the game doesn't know how to handle calculating the trade I assume.
- CPU's are at a pretty solid difficulty, but they need to learn how to DI so that playing Kragg against them isn't super easy.
- Me and Xanthus had some fun playing what we call "Ice Climber Mode" by having one controller control two players at once and do a Doubles Team match. Maybe you could incorporate that into the game as an actual thing somehow?
- It runs really smoothly on Xanthus's machine and mine as always, but I'm not sure about how it would run on an average subpar processor.
- I actually really love Basic mode as an option. It makes the Air stage my favorite when there isn't the spring in the middle to jump on.
- Dinput and Xinput work both fine from what I can tell. Need to work on getting 4 Dinput controllers working at once!
- Might just be that I suck at it right now, but Parry's don't seem to work well when I try to time them.
- No character seems to have any great advantage over another right now since every character can combo every other, which I really love about this game. Balance needs to be watched carefully.
That's my current Input. I may have more to say once I get my extra controllers that I've added and after I take this demo to tournaments and have more people try it for themselves. But for now, this what I've come up with after 5 hours of play with 3 different people.