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I would use a version of jab for his chrouch and DStrong, let him thrust forward and, "pro"-tipp, just reverse the animation and let him thrust backwards with the blund end of the stick
and same goes for BAir as well
don't force him to use the pointi end
i think DStrong suffers a lot from the huge arch it has to travel while you try to reverse it.
Same goes for Bair, it has practically no reach despite being a thrust-attack with an lance
and as for FStrong I'd use l an edited version of FSpecial for the startup so that it doesn't look like DStrong
just some ideas
however i still feel like some of his moves look straight weird cause they lack inbeweens in their animations (DStron for example)
It increases the value of his walk speed, sprint speed, jump height, double jump height, and air dodge distance. The increase is small but it stacks, so after two or three uses there is a very noticeable difference. Try using it around ten times and your speed will be insane. Once you die all the values reset, and your speed is back to normal
Thanks for the report on the glitch, I forgot to test that after I made the move effect the double jump and air dodge. I'll release a hotfix in a bit
Also, I changed nair again. It is now just a weak neutral option, but does not punish you for using it after a shorthop. Let me know how you think about these changes.
This nuance isn't incredibly intuitive for a character, so I understand if this change seems kinda dumb/un-fun. It can also get kinda dumb with platforms, if you land on one when you don't intend to causing the landing lag. Ephraim already has a very strong neutral game, so the loss of nair from neutral is not a problem, but if the move is un-fun to use I'll consider changing it again.
I'm thinking about working on different color palettes next. Since Ephraim uses lots of different colors, it may be very difficult, but we'll see. (I plan to make the blue in his armor, blue and red in his cape, and blue hair change. All other colors will stay the same). If you have suggestions of a color palette you want to see, comment away with all your suggestions!
Funny you mentioned Byleth, the entire creation of Ephraim happened before her/his announcement; my creation of his moveset had very little inspiration from any one characters. It came simply from theory crafting on how Ephraim would actually fight in a platform fighter.
Once the next patch drops, I hope to have made Ephraim a much more unique and balanced character. I want to make it so no move he has is worse than any other in any given situation, while him being fun to play against too.
My end goal is to be somewhere near the workshop Lyn in terms of strength; maybe a bit weaker. This puts Ephraim above lots of the cast in terms of strength, but he should be fun when playing with other workshop characters at that level, which is my end goal.
Thanks for the wonderful critique, it's incredibly useful
Down-Tilt needs a little more endlag as its a bit too spammable and it's really good at clanking with every projectile in the game while still having amazing combo properties.
Neutral-Special could be a little faster and Ephraim could be a little slower in terms of mobility but in terms of that he'll be ok with these changes.
Also Ephraim's counter does not scale to most of the opponent's move's power and it often can kill the opponent at around 20-30 or even at 0 thanks to its steep base knockback and AMAZING angle. It should send opponents more upwards and have less base knockback and potentially have a scaling effect.
Side-Special is a projectile with absurdly great range and with minimal endlag meaning that it can constantly control space no matter what at all distances making it obnoxious to fight and forcing the player to play the game of parrying to take a guess or else they'll lose stage control.
Ephraim's Nair's multihits when dragged down will always true combo into itself alongside when ephraim lands a nair meaning that he can do up to 80% free off of only Neutral-Air making it significantly stronger than Palutena in that regard.
i wouldn't expect a traditional FE character using sprites and moves from the actual games to work, but it definitely does
There are other balancing issues I will tackle as well. Nair is very good, and should have more end lag and launch on the last hit. upB to uAir is way too strong. the side B javelin is too spammable. I'll fix all these eventually.
As for the outline ElPanda, I just left the outline as it was from the original spritesheet. I may go back and redraw his outline on every sprite if I'm especially bored sometime; no promises.
Thank you all for you kind comments and suggestions!
You could repaint his outline to completely black for him to blend better with the rivals cast, also forward special is way to spamable and strong.
thank you very much
When creating Ephraim, I used Lyn by Kazun as a base, to make it easier as Ephraim is my first character. Lots of the stats pertaining to his speed are just left over from that.
That being said, I do care about balancing, and I think your critiques are on point. For updates to him, I'll keep your suggestions in consideration, and definitely slow him down a bit.
Also, I intended the torch to be a projectile that does relatively small knockback, and has less of a range than Ephraim's side-B but can wrack up damage with the fire bonus, or come out faster in a tough situation (I think the torch frame data is better than side-B?).
I might consider making the mines only go off if the enemy is on fire (like zet's smash attacks) and make them slightly more powerful, which would force use of the torch, and make the mines way more situational. If anyone's got thoughts on that lmk, it wouldn't be a difficult change.
And if I could nitpick another thing, not really asking for it to be changed but wouldn't be bad if done, if the Burn effect is from the Mines. Considering both the torch and mines can burn, I tend to keep dropping mines and ignore the torches since he already has another projectile move that covers more ground.
Aside from that, Ephraim is just a fun straightforward spear fighter, will almost definitely keep playing as him even though I'm not a huge fan of the character himself lol
This character was made over a long span of time, and hasn't gone through tons of playtesting, so lots of the moves are kinda mishmashed together. After playing some I agree with you. I think ftilt and utilt are a bit slow as well. I may change dstrong, but I don't think it's too bad. if anything I would make the different hits chain into eachother better (which is a huge pain)
The neutral B is definitely a bit slow, and I should speed it up. The speedwing is incredibly difficult to get to, and the elixer is basically impossible save rare cases. The mine even takes too long in my opinion, so I'll change that pretty soon in an update.
The speedwing specifically raises the value for max dash speed, walk speed, jump power, and max air speed. if you use it tons of times in a stock, you'll more easily be able to see the effect.
Neutral b. Maybe cycling through the items just a tad bit faster would be much better.
The speed feather increases your movement on the ground early not while in air (I could be wrong since I only used it once)
Down smash feels a ;little laggy but not awful
Forward tilt feels the same (If I recall correctly)
and a couple of other moves feel a bit laggy. But that is my only complaint for this character. The moveset is very creative and very well done.