Luig
Confused
I'm going to take 30 minutes out of my day making these changes. Then I will test them. I want to see how ridiculous these kill percents are in game.
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Honestly the problem with distance is not as big as the problem with the lack of detection through platforms and intangibility, and the inability to follow moving targets. If someone's far enough away that auto-reticle doesn't detect them they're probably not close enough to punish the cooldown on the animation unless their name is Sonic. If they could expand the detection range a bit (say some 10-15 or so units), make it detect through platforms (the threat of getting hit is still there even if the bullets would just hit said platform after firing) and spot dodges, and make it so it tracks movement until the last bullet is fired then it would make it a pretty good--almost spammable, really--projectile. The best of these would be the ability to track movement, though I'm not sure whether it can be programmed into the move. As of right now it's really only good to prevent camping rather than actually hitting with it due to the fact that an opponent can literally just short hop or take three steps back after being detected for the bullets to completely miss.Question about Palutena's Autoreticle:
Would it be possible to have Palutena simply shoot the projectiles forward in a straight line when the opponent is outside the targeting range?
If not, would it be possible to completely prevent Palutena from going into the firing animation if the opponent is outside the targeting range?
Frankly, it's really annoying and looks stupid for her to go through that laggy animation only to have no projectiles fire out of her staff.
Radical Larry
With those attribute changes to Link, who needs Toon Link? Anyway, Toon Link was designed to be a faster and lighter version of Link, so while Link could afford to have some speed buffs, he should still move slower than Toon Link. The only exception is falling speed, where Toon Link already falls slower than Link.
Alright, alright, I tuned up my suggestions for this. Maybe some of these would actually work and others, eh, they can be thrown in the pile of wishlists.Umm, you realize that you made Ganon's up smash have more shieldstun than it does endlag. Also, you made Ganon's f-smash deal as much knockback at zero as roy's sweetspotted f-smash at 60%. Characters would literally always be at death percent. You made his back throw able to consistently take stocks at 60 percent no rage. You also gave his grabs the best frame data in the game. The buffs you listed for Ganon are unrealistic to say the least.
P.S. You also made Link's up-throw as strong as finishing touch
I see then. Well, I did decrease the values, so here they are:the bthrow you suggested for Ganon kills at 60% center stage and link's uthrow kills at 41%....
I forgot to mention Wario's Back Throw.
- Jab 1: Hitbox Active 8-9 < 5-6 (Or Base Dmg: 4 < 6.45) (This is so he gets more use from his jab since it's overall not safe of shield or in neutral)
(These gives Wario a bit more kill potential while still fairly limiting it)
- Ftilt (All Angles): Hitbox Active 12-15 < 10-15 AND Base Dmg: 14 on all active frames and angles
- Usmash: FAF 58 < 53
- Dsmash: Hitbox Active: 18-27 (Sour Spot/Late: 28-36) < 13-22 (23-31) (Or replace sour spot hitboxes with new sweet spot hitboxes)
- Nair: Hitbox Active: 4 < 3-4 AND KGB: 100 < 135
- Corkscrew (Final Hit): Base Knockback 60 < 85
- Utilt: Hitbox Active: 12-14 < 7-10 (Or FAF: 36 < 30) (Utilit is one of Wario's most unused move,this to get it to work as a better anti-air while still limiting it)
(These changes give Wario more time to act out of them and protection, giving him a slightly better defense)
- Fair (Sour Spot/Late): Hitbox Active 7-17 < 7-20
- Uair: FAF 47 < 39
I can tell you that Link's back throw killed at around 135 center stage. However, I have no means to record mods. I won't get a capture card for another 4 days.I see then. Well, I did decrease the values, so here they are:
Link's Back Throw still has a KBG of 210 (mind testing that for me? See how that kills?)
Link's Up Throw has decreased BKB to 18 (lower than the game value) and instead of around 400, the KBG is at 320.
Ganondorf's Back Throw has a BKB of 36 now.
Ganondorf's Back Throw is now at a KBG of 170, too.
This should result in Ganondorf killing at around 100% to 110% and Link killing around Ness's Back Throw.
Also, I'm redoing my suggestions for things.
But I actually want to see footage of the previous kill throws! I want to see footage because I want to see how silly my suggestions were and understand more about KB values.
The YouTube function doesn't work I assume? Ah well, that kind of sucks.I can tell you that Link's back throw killed at around 135 center stage. However, I have no means to record mods. I won't get a capture card for another 4 days.
Or how about my suggestion of having him not flashing his giant wing for almost half a second before throwing that F1 tornado?I think a better buff would be for Link to not stare at his wrist for a full third of a second before reeling the hookshoot back in.
I'm not sure if anyone read this, but I think they should be considered...How about these Ganon buffs?
Ground Attacks
Down Smash: Removal of thigh hitbox
Reason: Most of the Ganon mains know about Ganon's jank thigh hitbox (the one that doesn't chain into the second hit). This allows Down Smash to link properly all of the time.
Aerial Attacks
Neutral Air: Landing lag decreased from 17 to 14
Reason: This allows Neutral Air to be a better approach option, and makes Ganon safe when landing with the 1st hit of Neutral Air (but not safe enough to grant followups).
Forward Air: Auto-cancel window changed from <55 to <42
Reason: This allows Forward Air to auto-cancel in a full hop, so Ganon can finally use this move without suffering 22 frames of landing lag.
Special Attacks
Dark Dive (Up Special): Angle changed from 361° to 20°
Reason: Even though Dark Dive was buffed in terms of damage in 1.1.3, it is still one of Ganon's more useless moves. This changes Dark Dive to be a powerful semi-spike, giving it some utility against people trying to edge-guard Ganon (or for disrespect ).
Grabs / Throws
Standing Grab: Hitbox size changed from 2.75 to 3.10
Reason: This increases Ganon's terrible grab range (the worst in the game) to a poor but usable one. This makes it whiff less during shield grab attempts. Ganon's dash and pivot grab I chose to keep unchanged, as their range is somewhat manageable.
Dash Grab: Grab hitbox duration changed from 11-12 to 10-11, FAF decreased from 45 to 41
Reason: This makes Ganon's dash grab come out a little quicker and end a little sooner, so that Ganondorf has a bit of an easier time against campers or spammers that like to hold shield.
Pummel: Damage increased from 3% to 4%
Reason: Considering that Ganon can usually get at maximum two pummels in, this makes getting grabbed by him a bit more threatening.
Back Throw: BKB increased from 30 to 60
Reason: This makes Back Throw a solid kill option at about 130%, giving him an actual kill throw. This, again, is a buff to makes his grabs more threatening.
Up Throw: Second hit damage increased from 3% to 5%
Reason: This gives Up Throw some utility as an alternate kill throw on platforms. The damage also amounts to 12%, which makes it a decent damage dealer similar to Forward Throw.
Other
Run Speed: Increase from 1.218 to 1.312
Reason: This makes Ganon run at the same speed as Dr. Mario, which allows him to punish and follow-up better for combos.
Air Speed: Increase from .79 to .88
Reason: This slightly improves horizontal recovery and neutral game. It allows Ganon to fully capitalize on his powerful aerials, which when combined with better aerial approach buffs would give him a better time against campers.
I'd rather have electric effects, but whatever...I think the biggest buff Ganon deserves is to have Darkness effects added to his Forward Air and Back Air
Darkness on Fair, Electric on Bair (like in Project M.) Best of both worlds.I'd rather have electric effects, but whatever...
If I had the power, I'd make his Flame Choke not send him into helpless, have a 25% range increase, then make his Dark Dive have a 75% vertical increase. Or, you know, give him air speed.Speaking of Ganon, he definitely needs a better recovery. He got one of the worst in the game. Makes his recovery moves have longer range.
Do you not realize how broken having universal heavy armor that powerful is? For characters with low damage outputs, it would be borderline impossible to launch him at all. Sheik only has one attack that does 14% or more at all iirc (sweetspotted up smash).I think you misunderstood. I kind of want to see how a change in his speed will work...and maybe even mapping Captain Falcon's dashing animations to Ganondorf could work. Again, Ganondorf RUNS at you in Twilight Princess. And he's a tank.
Which I should iterate this: He needs resistance to attacks that deal less than 14% damage. You know, Medium Armor as to make hits like tilts and certain F-Smashes just give him hits, whilst also not making him flinch as he takes damage. He's got his own set of armor that isn't utilized properly, so...eh.
Or maybe a special boon like Bowser Jr., except if Ganondorf's armor is hit, the damage from the opponent's attacks is nullified by 50%.
There is Wizard's Dropkick, though you can't rely on it in default only conditions, and it's not exactly helpful if you're not above a stage ledge.Speaking of Ganon, he definitely needs a better recovery. He got one of the worst in the game. Makes his recovery moves have longer range.
STRAIGHT OUTTA PLAY...and anyone want to imagine what it'd be like if Ganondorf got a running speed and aerial speed of 50.0? (This is a joke and wouldn't happen, but I'd like to see it recorded.)
Ganondorf having a 1.4 to 1.5 dashing speed would more reflect his normal running speed in TP, and would give Ganondorf a better benefit to his mobility. It's not too much considering I'm suggesting Link's running speed be around 1.6 to 1.7.1.5 is still probably too high.
I suggested raising Zelda's run speed to 1.42 to match Peach's run speed. Ganon should still be slower than both of them.
Unless I'm missing something: Bowser only has his Tough Guy armour. That barely qualifies as armour, which is good because his dash speed isn't exactly horrible. He has intangible tilts but that's still not armour, you can still stop him if you hit his body past his limbs during those moves.Ganon needs movement speed buffs. Nothing crazy, but enough of a boost that it's noticeable. He simply cannot keep up with the faster characters otherwise. They just run circles around him and combo him to hell.
I don't see why we couldn't give at least a couple of his attacks limited armor against weaker attacks in addition to movement speed buffs. Bowser is proof enough that this wouldn't make a character overpowered. It's at least worth testing out imo.
Then he certainly would need Doctor Mario's aerial speed then.ElectroLightning suggested a run speed of 1.312 for Ganon, which is Dr. Mario's dash speed. I think that'd keep his slow, hard hitting archetype while allowing him to catch up to other characters better.
No, just no...Then he certainly would need Doctor Mario's aerial speed then.