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If you want to be a playtester for the private build, a link to the new version will be in my Discord server below!
https://discord.gg/EuJ7gWY
It may feel weird having Sandbert's F-Special on N-Special, but that's only temporary.
...stupid ground and air having separate friction...
This time, I've worked on something much more cosmetic. I reworked Kaleb's palette almost entirely in order for it to be properly compatible with the palette swap program.
There's ten more palettes on the way!
I'll still be working on Kaleb, I just haven't found the time recently.
I will also be deleting Division from the Steam Workshop.
Also dash attack is better and less edgeguard-y.
All of the basic and aerial attacks are officially implemented! All that's left is the specials.
Sorry everyone, but alternate palettes won't be coming anytime soon. Not until either what I say in the Twitter post happens, or I decide to rework the base palette. Either way, not looking bright.
Apologies for not being able to post the update on Friday. Things came up, you know the rest.
unless rivals recreates melee's one way floating point error math
To answer your assumption for D-Air, I tried to make it similar to Kirby's D-Air in Smash Ultimate, where all the hits just knock downward. Although, with Kirby's the last one is stronger...
Kaleb already has somewhat of a balance in that I've been trying to make him a glass cannon. He has lots of good moves in exchange for dying sooner. With a knockback multiplier of 1.33, he's the lightest when compared to the base roster (for comparison, Wrastor's is 1.25).
Again, thanks for your comments! You've really helped me on the path to making Kaleb a proper character.
I'll try to get the next patch out by the end of Friday, so keep an eye out for it!
kaleb seems unironically busted
down air is like a built in multishine that super dunks opponents, because kaleb has 3 double jumps you can even stuff out multi-stage recoveries, or individually downair a wall jump, an up b, and the air dodge.
ftilt downtilt and nair push the opponent exactly where you want them to go and kaleb has absurd air speed to keep up with the opponent as you send them offstage to multishine d-air them
jab, fsmash and u-tilt seem pretty standard for any smash char, and there is a fun dichotomy between b-air and u-air (b-air i assume does more damage?) with u-air being the k.o. move
but opponents fall out of b-air way more often meaning you're almost better off to just u-air them continually since b-air can be unreliable
f-air is a really fun dunk that has perfectly appropriate offstage dunking power, and appropriate frame data, and at low percents can lead into a upsmash..
but there's just no need to use any of those tools with how d-air and carrying your opponent off stage is right now
d-air needs a heavy weakness like pulling the opponent up through kaleb or something (i assume you were trying to set it to have no knockback on the opponents but accidentally made it instantly reset their airspeed to zero or something?) but then it would be difficult to differentiate it from b-air
since it lands lagless maybe d-air could have a dive-kick effect and be for chasing the opponent, especially if you lowered kaleb's airspeed
i dont think the character needs actual nerfs if you're just making the character for fun, there's lots of busted custom characters in the game and a fun online meta could develop around playing absolutely broken characters against one another
if you want to balance kaleb after you're done then this character is gonna need a lot of tweaks to be less overwhelmingly fun and more fair
On an interesting side note, I somehow released this at 4:44. That's a lot of 4s.
Could it be 4shadowing?
nah
Ask and you shall recieve.
i think what you did already is very good (probably too OP but balancing can come later)
please update your kirby OC :3
im intrigued, so i'm subscribing to this mod