12-28-2015, 08:12 PM
There are ways to use a controller with super smash flash, but not natively.
So this update is to discuss the bounciest of fighters, Neko.
Neko will probably be available in the first test build. I've actually made a little more progress with him than Gilbert.
Nevertheless, both fighters are starting to take shape.
There is a lot more work to be done on both the fighters and the engine before the first demo is ready, but before that, discussion on fighters can take place to get some more constructive input on them.
Description:
Neko is a fighter that is fast and combo heavy. His tube limits his ground movement and leaves something to be desired, while his aerial movement is superb.
Neko's gimmick is because able to quickly bounce around the battlefield and unleash very quick moves. His attacks may not deal a ton of damage on their own, but stringing them together can really rack up some damage fast. Unfortunately, Neko lacks real power outside of his smash attacks. You may need to rely more on edge guarding with him than fishing for a kill.
Bob and weave through your opponent's attacks to gain the upper hand!
Gimmick:
(Holding the jump button allows Neko to instantly jump again upon hitting the ground. However, he must still suffer from any landing lag from aerials and air dodges first. They have low landing lag for the most part, anyway.)
His aerials in general are pretty good. I won't go into all of their detail here, but one in particular is unique to him and important to his gameplay.
(Neko's Dair allows him to quickly descend (faster than his fast fall speed) for a brief period. Hitting with the move pops up the opponent at a perfect angle for starting Neko's crazy combo strings. They may not end in a kill, though.)
Specials:
There's no point in including screen shots for these. You can see them on the character's sheet.
Neutral - Strawberry Fire
The is a basic and slow projectile that doesn't travel a long range. It's best use is forcing the opponent to jump in the air or pressure their shield.
Upward - Golden Neko
Neko's recovery move: he ascends a small distance and stars will fire around him that deal damage. Neko's horizontal air mobility may be great, but his vertical is rather limited. This move does keep Neko mostly protected, though.
Downward - Radish
Neko will pluck a radish from the ground which will then bounce around for a short time. This move can be useful for controlling space, but be warned, after a while the radish will also be able to hit you!
Side - ???
I was thinking between Super Neko Kart and the attack with Bistro. I'm trying to make them fit in with his playstyle, and neither of these seem to work as the first gives him ground mobility and the second is another projectile. Neko's close combat style probably shouldn't have too many projectiles, I feel.
So yeah, input and suggestions would be nice. I know it's hard to understand without being able to play it yet, but it should still give the gist of how the character plays.
And in addition, I cannot come up with a neutral and down special for Gilbert. Suggestions on that would be useful.
So this update is to discuss the bounciest of fighters, Neko.
Neko will probably be available in the first test build. I've actually made a little more progress with him than Gilbert.
Nevertheless, both fighters are starting to take shape.
There is a lot more work to be done on both the fighters and the engine before the first demo is ready, but before that, discussion on fighters can take place to get some more constructive input on them.
Description:
Neko is a fighter that is fast and combo heavy. His tube limits his ground movement and leaves something to be desired, while his aerial movement is superb.
Neko's gimmick is because able to quickly bounce around the battlefield and unleash very quick moves. His attacks may not deal a ton of damage on their own, but stringing them together can really rack up some damage fast. Unfortunately, Neko lacks real power outside of his smash attacks. You may need to rely more on edge guarding with him than fishing for a kill.
Bob and weave through your opponent's attacks to gain the upper hand!
Gimmick:
(Holding the jump button allows Neko to instantly jump again upon hitting the ground. However, he must still suffer from any landing lag from aerials and air dodges first. They have low landing lag for the most part, anyway.)
His aerials in general are pretty good. I won't go into all of their detail here, but one in particular is unique to him and important to his gameplay.
(Neko's Dair allows him to quickly descend (faster than his fast fall speed) for a brief period. Hitting with the move pops up the opponent at a perfect angle for starting Neko's crazy combo strings. They may not end in a kill, though.)
Specials:
There's no point in including screen shots for these. You can see them on the character's sheet.
Neutral - Strawberry Fire
The is a basic and slow projectile that doesn't travel a long range. It's best use is forcing the opponent to jump in the air or pressure their shield.
Upward - Golden Neko
Neko's recovery move: he ascends a small distance and stars will fire around him that deal damage. Neko's horizontal air mobility may be great, but his vertical is rather limited. This move does keep Neko mostly protected, though.
Downward - Radish
Neko will pluck a radish from the ground which will then bounce around for a short time. This move can be useful for controlling space, but be warned, after a while the radish will also be able to hit you!
Side - ???
I was thinking between Super Neko Kart and the attack with Bistro. I'm trying to make them fit in with his playstyle, and neither of these seem to work as the first gives him ground mobility and the second is another projectile. Neko's close combat style probably shouldn't have too many projectiles, I feel.
So yeah, input and suggestions would be nice. I know it's hard to understand without being able to play it yet, but it should still give the gist of how the character plays.
And in addition, I cannot come up with a neutral and down special for Gilbert. Suggestions on that would be useful.