KneeOfJustice99
Smash Champion
According to MeleeFrameData.com, Melee Marth's counter has a 5 frame startup, is active between frames 5 and 29, and lasts for a total of 59 frames (meaning there's 30 inactive endlag frames after use.)Okay a technical question, does anyone know the exact frame data of Marth's Counter move, preferably the Smash Melee or Ultimate incarnations, I want to use the frame data as a point of reference when designing Zazz's counter.
Also Zazz may be the first fighter designed once I get around to doing full on fighters, still need to work on the framework for fighters and I'm practicing by recreating Fox's moveset. I picture that while Zazz's moveset isn't "simple" to perform it is simple to program, with the only major hurdle being how to program the freeze affect of his counter.
Also, UltimateFrameData.com says that Ultimate Marth's counter has a 6 frame startup, is active between frames 6 and 27, and lasts for a total of 64 frames (meaning there's 37 inactive endlag frames after use.) Numerically, I guess it's a nerf, but then Ultimate is a little slower than Melee, so make of it what you will.
Side note: in Melee, Counter deals a flat 7% in damage no matter what, but in Ultimate, it deals a 1.2x multiplier of the attack that activated it (so an attack that would deal 10% would be Countered at 12%.)
Loving Zazz's and Mobius's writeups though! And I think designing Zazz early is probably a good call - he's less "gimmicky" than the rest of the cast, so basing other characters around him as a frame of reference in some way makes a lot of sense.
I think this makes a lot of sense - and I really like how you're handling his Overmaxes! Though, I'm curious - do the sweet spots apply to Zazz's entire moveset when picking a particular Overmax (loosely akin to how you'd get gameplay differences by picking a different ISM in Alpha 3 or a different Groove in CVS), or is it just for those specific Overmax attacks? (I personally think it could be interesting either way - though I get that there might be balance issues by giving him fundamentally different properties between them.)Finished conceptualizing Zazz's kit, I decided to make him an easy-to-pick-up and-play character who, aside from his freezing abilities, offers a simple but satisfying character who is neither too dominating nor to weak. I even have Hypermax attacks where he implements Marth's or Lucina's sword mechanics depending on which hypermax you chose.
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