The Cape
Smash Master
So it has Zelda U smash problems.
Which no one wanted to fix >.>
Which no one wanted to fix >.>
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Notes:Okay, for the sake of organization AGAIN I will post a new more highly refined list for this discussion. I have added links to posts regarding to these topics and will be updated when a post is important enough for the discussion. I kinda rushed a few of the links and some of them just didn't need links for discussion.
Okay, guess I'll bust out my colors for this one.
Decided Ratio, Working Ratio, No Agreement Made, Died
Coded
-Bair [goodoldganon]
(-4) frames of Bair on startup.
2F098064 3F800000
2F008064 3FA66666
-Down B [iSpiN][[Team Giza]
Larger Hitbox
Initial hop(1.25x)
2F053646 0004611E
05364600 00460000
FFFFFFFF 3FA00000
Spindash Roll (1.25x)
2F072E32 0004611E
072E3200 00460000
FFFFFFFF 3FA00000
ASC [first hitbox] (1.25x)
2F044641 0004611E
04464100 00460000
FFFFFFFF 3FA00000
ASC [multihits] (1.25x)
2F0A4646 0004611E
0A464600 00460000
FFFFFFFF 3FA00000
spindash jump (2x)
2F07493C 00169122
07493C00 01690000
FFFFFFFF 40000000
Side B charge jump (1.5x)
2F07493C 00169122
07493C00 01690000
FFFFFFFF 3FC00000
Ready to be Coded
-Spring
Make it last 45 Seconds
Things that still need more work.
-BBC (Blue Ball Canceling)(working title) [Dark Sonic]
New Tech
-Usmash [Dark Sonic][GHNeko][Blank Mauser]
Tech Chasing Usmash Spike (Yet to be decided of the properties.
-Nair [CCL][Tatsuman][GHNeko]
More KB and Damage/Less Landing Lag (Currently 7)
-Uair [GHNeko][Blank Mauser]
Make it less DIable (May or May not be possible to code.)
-Dair
Increase BKB (More Shieldstun)
-Homing Attack[Team Giza]
A lot less Ending Lag
2F0081D4 40C00000
Things We Won't Add
-Fair
Less landing frames (Pikachu Fair)
-Fair
Less KnockBack (so it can combo)
-Utilt
Make it spike.
-Down B/Side B
Increased Momentum
-Dtilt
Less End Lag, specifically for floaties.
-Ftilt
More KB or something
-Down B
Increased KB (Rollout Spin Charge)
Ideas that will NEVER happen
-Nair
Giving it invincible frames
-Homing Attack
Simple, make the HA spike.
-Dair
Simple, make it spike.
-Down B/Side B
Create a hitbox surrounding Sonic as he charges.
-Homing Attack
Make it more accurate.
This will give us more of an idea of what we are discussing, what needs to be discussed, and what we have already covered. Its basically a checklist/a resource all at the same time. If I'm missing something just tell me.
Frame Data for the Back Room:
-Bair
OLD FRAME DATA
Hitbox comes out on: 13
Duration: 13-16
Ends:Frame: 37
NEW FRAME DATA
Hitbox comes out on: 9
Duration: 9-12
Ends Frame: 33
Cosmetics
-Sparkle Sparkle Homing Attack
2F0081D0 40600000
First off, Sonic is bad, he doesn't have great kill moves, his combos are just awful, and they took away this from him. Before in the early stage of Brawlplusrey, Sonic had combos that set his opponents up for gimps, he had 50%+ combos, and even could kill earlier. They nerfed his up-air, which makes u-throw to spring not work all the time, which is his BEST kill move. They made his fair super fast, so now combos such as F-throw to double fair don't work which makes him not gimp people. The way the made the fair faster makes him combo less....which also defeats the purpose of this game. This game should have combos, and instead they took a character such as Sonic, who they orginally gave some decent combos too, and destoryed it. Hopefully they will either make his fair like it was in brawl, make his up-smash a kill move or spike so he can tech chase(his best quality in the game), and never change his d-smash because it works. His up-air shouldn't give out sometimes, thats just stupid.
2F039946 0004B032
03195A00 010E0000
FFFFFFFF 3F800000
2F036400 00064033
03053200 00640000
FFFFFFFF 3F800000
2F0B501E 00169033
0B641E00 01690000
FFFFFFFF 3F800000
2F085514 00169033
08143C00 00550000
FFFFFFFF 3F800000
2F055A14 00169033
08143C00 00550000
FFFFFFFF 3F800000
2F200032 40400000
2F0D0032 40000000
Other things that shouldn't be listed are frame speed changes on Usmash, and maybe a few other moves like Dthrow, Dsmash and Utilt. I haven't looked up the changes from the 9-14 pac but since we're starting with a new pac doesn't seem worth it.-Down-B/Side-B
Spin-jump hitboxes now come out frame 1 rather then frame 6.
Invincibility on side-B lasts 14 frames instead of 6.
-Nair
Invincibility from frame 4-11
Hitbox size 12 from 9
Graphic added to match hitbox change
-Usmash (All hitboxes)
SDI Multiplier .1 from .6
-Usmash (Last hitbox)
Angle 265 from from 75
-Dsmash 1-4
KBG 70 from 100, BKB 60 from 40
-Dsmash 5-6
KBG 70 from 100, BKB 55 from 35
Dsmash 7-8
KBG 70 from 100, BKB 50 from 30
-Homing Attack
Now comes out instantly with fixed trajectory
Can now be canceled into Down-B or Side-B upon impact
Sonic based off of GSH1 11/23 FitSonic
Usmash:
- Raised SDI multipler +0.2x for each move except last hit
- last hit dmg 3, KBG 185, BKB 61
Nair:
- first hit of nair has invincibility frames and size increase to 7
- second hit of nair has invincibility frames, and size increase to 4
- third hit of nair has no invincibility frames, no size increase
Dair:
- has an autocancel at frame 77 (RA-Bit 0 and 30 = false)
Fsmash:
- put in a frame speed modifier to speed up startup lag by 1.3x (10 frames instead of 13)
Dair can already be predicted, plus it's not really an IASA like I used to have it, and the autocancel is at frame 77. Fsmash comes out on frame 18, and has weaker KBG than other Fsmash's.I don't know if those dair and fsmash changes are too good of an idea. It's taking the obvious downsides of the otherwise good moves and just removing it. Sonic's fsmash already isn't a bad move, and it's somewhat fast as it is esp for its not too bad range and power, but removing more startup lag from it isnt the way to go imo. The move seems pretty balanced to me. I would perhaps try speeding up his tilts instead.
First hit of Nair is 5-8 frames, the first two hits have a size increase that isn't even disjointed (hitbox is still inward to the character) and has risky aerial endlag already. One of the reasons I gave for this was that there were characters that were spamming only one move (Wall of Pain or otherwise) that completely shut down Sonic's ability to approach and bait, making it hard to punish and forcing Sonic to camp. Nair wouldn't be THAT spammable by any means.How many invincibility frames would nair have all together? I think it shouldn't have more than a couple as being able to spam an aerial that has invinci frames could be... well, not the change were looking for. We can't overpower some things too much compared to other moves. It would be neat to have the change make sense sonic wise, give it a frame or two of invincibility on the first hitbox, and during those frames add a graphic effect that looks like the insta-shield from sonic 3, and also increase the hitbox on those same frames to more match the insta shield anim.
Considering first hit is 5 frames, you have to have really good timing to hit.You could make it have large landing lag early on and autocancel later... but that's about it, chibo.
I'm glad you removed the invinc on the second hitbox already (you should probably update the stuff here bio), but invinc nair still... bugs me. If it's only for a couple frames, I guess it's fine, but... meh.