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Character Tweaks [revamped first post!]
this costume thing is pretty stupid imo. just a few characters should have it, really.
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I'm not sure if you guys seen my Toon Link moveset so I'm gonna re-post it
Neutral B = Whirlwind from Spirit Tracks
Side B = Mole Mitts from Minish Cap
Up B = Hurricane Spin from Wind Waker
Down B = Bombchu from Phantom Hourglass

Also I wanna suggest maybe changing Luigi's neutral special a bit. Instead of a fireball, maybe a ball of electricity ala M&LUnsureS. Just trying to make Luigi less clone-y.
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(11-28-2009, 11:27 AM)HyperSonic92 Wrote: Also I wanna suggest maybe changing Luigi's neutral special a bit. Instead of a fireball, maybe a ball of electricity ala M&LUnsureS. Just trying to make Luigi less clone-y.

or maybe it can switch between the two? like every so often it will switch between fire and thunder.
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All of Luigi's move should have a different special altered effect. Fireball can randomly thunderball, headbutt thing randomly explodes, Super Jump Punch has the exploding when close effect, and the tornado... how about it can randomly generate a small tornado on it that can suck up nearby objects? I dunno.
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What are we going to do about Pit exactly? Pit is seriously unbalanced in the game and combines to many of the other characters gimmicks. Ie Pit's "shield" is both a flipper and projectile reflector, and it guards against smash/normal attacks. How do we fix that? Pit's Up B also pretty much gives him unlimited recovery distance. All of his attacks pretty much end in an unlimited combination (Side B does not end, and just repeatedly tap a for his bow sword thing to continuously spin).

I think Ness's speed need to be increased a little bit, he's gotten gradually slower since 64. Ness's/Lucas's final smash could very easily Pk Rockin/Love, we'd just have to get creative in how the animation plays out. Starstorm is way to easy to dodge on the larger stages as is. I'll try to make some sort of diagram about it later.

I think Diddy kong's recovery could be made a little easier to use, even the computer cant use it correctly :V
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Up B; change it to one really strong swoop upwards, rather than a completely controllable flying.
Down B; guard SPECIAL attacks ONLY. His forward B already reflects shit.
Forward B; GIVE IT A FUCKIN' LIMIT. Maximum spinning time should be like, 5 seconds at the most.
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also, as i said earlier, make ness' up b more like in smash 64 aka useful. Lucas' has the advantage of mutiple hits which really just makes ness' suck. at least in 64 you got some range and knockback if you pulled it off right.
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Ness's is actually better because it lacks multiple hits. All the damage is done in one hit meaning they will get knocked back farther, Lucas just runs through the opponent and they dont really get thrown. If I actually manage to hit someone with their up B I would to kill them.
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No, the problem is that Lucas gets multiple hits AND knockback. Ness only gets knockback. And their knockback is around the same from what I've noticed. Ness's knockback needs to be juiced-up a bit.
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Oh, my bad, yeah, that sounds like a good idea.
What are we going to do about the speed of them? Ness was probably slowed down because Lucas was meant to be Ness+. I think we should at least make Ness as fast as Lucas and speed up Ness's bat a smidge.
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Lucas gets the benefit of multiple hits and knockback. Give Ness more knockback and speed it up like it was in 64.
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and make it so when ness gets the recovery he goes further
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Falco/Fox's side B should be shortened or they should have it so that when you use it you wont fall off the stage because that really sucks when you guess the wrong distance.
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(11-28-2009, 10:21 PM)the legend of tunermonocle Wrote: and make it so when ness gets the recovery he goes further

I'll do one better. When Ness is off the stage you don't worry about aiming your PK Thunder. Just hit Ness from any angle and he'll automatically aim to the ledge.

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That would be bad. Why would we want Ness who's ten feet above the stage to aim for the ledge while using PK thunder when he has the chance to seriously damage a target.
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