07-20-2010, 09:47 AM
Since I just sprited Ganondorf, I had some ideas to make him more useful and differentiate him with C. Falcon a bit more. The huge problem with Ganondorf right now isn't just the fact that he's slow-- it's that he's a slow, bulky guy, with absolutely no area coverage whatsoever, making his moves stupidly easy to dodge. It also makes no sense at all-- why can't a big guy hit things?
Ganondorf is the King of Evil, and he's supposed to strike fear into the hearts of men! But when he appears in Brawl, the only people that are fearing him are... well, nobody, because his moves unfortunately suck.
I'm going to change that right here;
B: Increase range by either 1.5x, or 2x. This'll increase the chances that you'll hit somebody with it, especially considering that G-Dorf's is considerably slower.
- Also, allow him to control the direction of his punch in angles of 45 degrees by holding the direction you wish to punch in while the move is charging.
- Alternatively, change the move from a forward punch to an uppercut-style move-- automatically giving him more coverage with the attack. He loses technicality and style points if he uses this one instead of the aforementioned version, but it may be easier to code than the directional control one.
Down B: Switch from a kicking motion to a tackling motion. Rather than be a single hit, it'll deal multiple little hits, with the end of the move being the "big hit"-- similar to the Fire Fox. Also, increase the size of the attack just a little bit. Only the effects "need" to be bigger, G-Dorf can stay the same size.
Forward B:
- On the ground; allow the player to choose to launch the enemy forward, rather than drop them downwards. This can be done by holding Forward during the duration of the move.
- In the air; Allow the player to "fire" the enemy downward by pressing B while the two characters are falling, or to fire them forward by pressing Forward + B. If the player chooses not to fire the enemy and they land on the ground, the landing will be explosive and do 1.5x damage, and launch them upwards. Damage from the attack can also be amplified depending on how long the two players are in the air for. The explosive part of the attack can damage any enemies it touches, and enemies that are in Ganondorf's path during the move will be hit fairly hard.
Up B: Add a special effect to the move that fires magic energy from Ganondorf's bottom half when he launches up. The essence of the move is the same-- grab 'em, zap 'em, and fire 'em. To avoid confusion, the magic energy is not a projectile.
- Additionally, give the special effect Meteor Smash properties if the player is using Up B in the air. Whereas, if the player is on the ground, have the energy shoot outward and shooting enemies straight up. This allows Ganondorf to be used effectively as a set-up character as well as give him more coverage on the battlefield. It also stops him from getting buttfucked by groups of people all fighting at once. It can also be used to combo somebody into the grab part of the attack, or even Forward B if the user is skilled enough and the enemy is hurt enough (or not hurt very much)
And another thing, why doesn't Ganondorf use his sword?
REMEDY:
Up Smash A: Pulls out his sword and swings upwards. Similar to Ike's Smash, but has the same amount of frames as his original "rocket kick," but gets the benefit of increased range.
Forward Smash A: Pulls out sword and swings it forward, with a purple cloud of magic trailing with the sword. Again, increased range.
Down Smash A: Pulls out sword and swings it around him, with a purple cloud of magic trailing with the sword. The cloud starts off behind him, allowing him to hit players behind him.
Ganondorf is the King of Evil, and he's supposed to strike fear into the hearts of men! But when he appears in Brawl, the only people that are fearing him are... well, nobody, because his moves unfortunately suck.
I'm going to change that right here;
B: Increase range by either 1.5x, or 2x. This'll increase the chances that you'll hit somebody with it, especially considering that G-Dorf's is considerably slower.
- Also, allow him to control the direction of his punch in angles of 45 degrees by holding the direction you wish to punch in while the move is charging.
- Alternatively, change the move from a forward punch to an uppercut-style move-- automatically giving him more coverage with the attack. He loses technicality and style points if he uses this one instead of the aforementioned version, but it may be easier to code than the directional control one.
Down B: Switch from a kicking motion to a tackling motion. Rather than be a single hit, it'll deal multiple little hits, with the end of the move being the "big hit"-- similar to the Fire Fox. Also, increase the size of the attack just a little bit. Only the effects "need" to be bigger, G-Dorf can stay the same size.
Forward B:
- On the ground; allow the player to choose to launch the enemy forward, rather than drop them downwards. This can be done by holding Forward during the duration of the move.
- In the air; Allow the player to "fire" the enemy downward by pressing B while the two characters are falling, or to fire them forward by pressing Forward + B. If the player chooses not to fire the enemy and they land on the ground, the landing will be explosive and do 1.5x damage, and launch them upwards. Damage from the attack can also be amplified depending on how long the two players are in the air for. The explosive part of the attack can damage any enemies it touches, and enemies that are in Ganondorf's path during the move will be hit fairly hard.
Up B: Add a special effect to the move that fires magic energy from Ganondorf's bottom half when he launches up. The essence of the move is the same-- grab 'em, zap 'em, and fire 'em. To avoid confusion, the magic energy is not a projectile.
- Additionally, give the special effect Meteor Smash properties if the player is using Up B in the air. Whereas, if the player is on the ground, have the energy shoot outward and shooting enemies straight up. This allows Ganondorf to be used effectively as a set-up character as well as give him more coverage on the battlefield. It also stops him from getting buttfucked by groups of people all fighting at once. It can also be used to combo somebody into the grab part of the attack, or even Forward B if the user is skilled enough and the enemy is hurt enough (or not hurt very much)
And another thing, why doesn't Ganondorf use his sword?
REMEDY:
Up Smash A: Pulls out his sword and swings upwards. Similar to Ike's Smash, but has the same amount of frames as his original "rocket kick," but gets the benefit of increased range.
Forward Smash A: Pulls out sword and swings it forward, with a purple cloud of magic trailing with the sword. Again, increased range.
Down Smash A: Pulls out sword and swings it around him, with a purple cloud of magic trailing with the sword. The cloud starts off behind him, allowing him to hit players behind him.