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How's it going?
As a whole I like Monokuma as a character but he has so many busted strong *and* spammable moves at the same time and it makes a Monokuma that knows what to do very frustrating to play against.
Down Special is way too fast and way too strong, the first active frame is 25 and at max truth bullets does 20 damage, which just leads to games become bullet + wing spam. DSpecial could do with more startup and endlag on the move to make it more committal and so you can't just mash, and the max damage should be toned to at most, 15 damage, if you want to keep it as a strong tool. Right now the design makes it a strong move with 0 committal and is also an extremely powerful get-off-me move at the same time. Pick one or the other for it.
Also, a few things. For one, I feel like Monokuma has a really hard time finding a kill. His strongs don't have that much knockback for strongs, and same can be said about his aerials. He feels like Ultimate Shiek, with too many weak moves to use for combos to the point where you have to win neutral more times than most other characters. Additionally, there's this really weird spot on forward air where the opponent will be launched at about a 335 degree angle (meaning downwards and behind Monokuma). - Continued
White/Red - Monotaro
White/Pink - Monomi
White/Green - Monodam
White/Grey with Cyan Eye - Hmm... K1-B0?
Black - I really do not have a good guess.
Lil_Croaker - Thanks! I'm glad you're enjoying the character. As of now, Monokuma's USpecial animation isn't what I would consider finished. It shares the same spriting as airdodge. I'm not sure how a USpecial would work with a podium, but I'm planning to include some other V3 references in other moves soon enough, such as parry, where Monokuma will summon an Exisal to block him for a short second.
If I could make a suggestion, I think it would be cool if in his UpSpecial,he rode the podium from V3 like for the Debate Scrum
The least useful move in my opinion, serving no purpose other than only one, and that is the annoying hitbox. Ftilt can be used to set up a tech chase situation and isn't good for anything else, and after a certain percent the knockback is too much for a proper tech chase if the opponent chooses to roll out. This move has so little knockback that it serves no purpose other than to do 9% and then react to whatever your opponent does as its follow-up. It can't even kill at 300%. It is just a very strange move all-around for Monokuma to have, especially with how laggy it is. My suggestion for this move would be to first reduce the endlag of the move, and then figure out what the move is supposed to accomplish. The way it is now, it's got quite little utility, especially seeing as how you can just use another move that's probably faster or stronger.
At the moment, I never see myself using BAir as it's just an all-around inferior aerial and is a little awkward to use with how laggy it is for the relatively low power. This move is effectively the same as a sour spot sex kick akin to Mario NAir in smash, without the stronger start-up sweet spot. Even FAir serves any purpose it has better. It's a massive hitbox with decent KB and has faster start-up, outshining anything BAir can do, even though it has more endlag than BAir. On the topic of FAir, please buff the KBG of it a little bit, it would be nice if such a laggy move had a bit more kill power.
I'll get FSpecial out of the way first, it's practically useless outside of pure style points to kill off the top, or as a recovery tool to make up for Monokuma's horrendous air acceleration, however I have no idea if that's what you intended. I would've suggest using a rocket akin to Villager's side special from smash, but seeing as how you've already sprited this move, all I can suggest is to readjust how it works.
In the next update I'll push out an experimental buff to FTilt as suggested by ultrasonic and others, as well as another change to the Truth Meter, soon to be revealed.