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appreciate the quick reply tho.
I was also going to mention how Dstrong is barely worth it, because 10% off of one move is way too risky, until I learned you can heal with the move as well. It's alright, I suppose.
But yeah, one of the most fun characters I've played in workshop. Love the references too.
MUGEN's also a pixelated 2D fighting game except it's free and has a lot more coding and customization options
Full credit will be given
I really like the character's design and wanted others to be able to play the character.
We're slowly working on ways to improve the character and have had some great help from the competitive workshop scene. Also tell your friends to adapt 👍
2. Bair and Dair do not give curse yes! That's intended!
3. The other moves you mentioned do in fact apply 1 curse ticks excepted a charged shadowball!
Those things are mentioned in the description!
1: will-o-wisp gives 1 curse
2: bair and dair do not give curse
3: up special and neutral special give 1 curse per hit each, but a fully charged neutral special gives 2 curse
that's all I've seen at the moment, but if I missed anything, please let me know.
Really well made character! good job, mushroom mage.
I don't typically consider Turbo Mode when designing my characters because my general audience doesn't play Turbo Mode, so thank you for the headsup! When I have time I'll look into fixing this issue.
Generally we're still listening to feedback though so we will certainly consider your feedback and adjust accordingly as we get more info! Thank you so much once again it means a lot to hear feedback from players of all varietyes, casual or competitive!
Wisp had a nerf because many of the more experienced players say they felt the move felt quite oppressive especially for a player trying to recover. As a result we believed that slowing down the moving and forcing it to become more committal would make the player be more decisive about how and where they place their wisp rather than constantly throwing it out when they can.
Ftilt was only nerfed due to consistency with curse ticks, a handful of players believed that ftilt applying 1 additional tick on all 3 hits made other moves that applied ticks obsolete in their utility. So setting all attacks to apply only 1 tick (except shadowball) added more consistency in understanding how curse ticks worked. It may nerf curse overall, but it also reduced the spamming of certain moves over others and adds more focus on using a variety of moves instead of just one to apply the curses.
I have no strong feelings about the upstrong change (although I am curious what prompted it) but I have always loved the move! it's very fun to space and feels scary but not too oppressive.
ftilt still feels pretty committal and unreliable. in most situations I would rather just throw out an fstrong, especially since now I get the curse stack almost none of the time as enemies fall out before it even occurs.
I think shadowball is a very fun projectile and probably charges fast enough to not need storage.
mimikyu remains incredibly fun as everyone says. thanks so much for your work on it!
Currently there are no plans to allow storing shadowball but it may change in the future based off how we proceed with Mimikyu’s design!