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4. Making it so that forward air scales knockback / damage with your current velocity would provide really helpful synergy with super / hyperdashing. it feels like it does slightly too much damage at low velocity, and not enough at high velocity.
okay essay is over now. thank you so much for this mod, the character is super fun to play.
Notes:
1. Ftilt should have a lingering hitbox, as it makes sense both visually and mechanically to set it apart from dtilt. it doesn't have to be SUPER long, just as long as the strawberry is visually out. Maybe even give it a slightly larger hitbox? It just feels like a worse version of dtilt in its current state.
2. Dashing through dream blocks should provide more velocity and distance. It's a little too short to be consistently useful, but can serve as a form of stage control in a pinch in its current state. It doesn't FEEL like celeste's dream blocks, which is probably why I don't love it.
cont.
I do think DAir and UAir feel a bit weird to land though - the hitboxes feel a little too far off to do much, in addition to the attack being very weak overall. Other than that, I don't think I can offer any critique that others have not.
Nevertheless I really enjoy this character! Great work!!
- The dash is an interesting mechanic, but right now it doesn't feel very smooth to use, I feel like you should be able to use moves mid-dash, currently it doesn't feel overly useful outside of hyperdashing and recovery.
- Down Special is a great idea, but in its current state it doesn't feel worth your time to use. Neutral Special can do basically everything it can do but better. You can't set it up well since opponents can destroy it super easily, so it has no use in combos or recovery. If you're going to keep it as is, it should have some effect with the opponent as well. Maybe have them be able to dash through it, and make it so that if someone gets knocked into it, they'll go through it and be knocked back even further?
- Down Special can cause extreme lag in multiplayer 90% of the time. I don't know if you're aware of this bug or not, though.
I also have trouble killing without using a strong most of the time. Maybe an aerial should be more lethal?
Thanks for all your work, she feel really good.
And yeah a dash with knockback would probably have been fun, but I rly don't see a version where that wouldn't have been broken while still making it feel nice. (Btw dash down always makes you face right and dash up always makes you face left. Don't know if that's known/intended).
Nair: This is less necessary but I think adding a finishing hitbox that pops them up or out would be good. As is it feels somehow like an incomplete move.
3/3
2/3
Fspecial: Needs to be WAY faster. As it is it's WAY too slow to be used in any reasonable capacity. A 60 frame commitment for a projectile that slow unthreatening and predictable is absurd.
A thought on it. Make Side b summon Badeline to the current location, but then after like, 5-10 frames, Madeline becomes actionable again. Badeline stays in place and fires her projectile after the current amount of time, but the player can move around and try to set up into that projectile instead of just being helpless for a full second.
This is gonna be a few parts because of steam character restrictions lol