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Change the angle of F-Smash? Seems hard to kill with opponents at center as it semi-spikes and crouch cancelling makes the move not a good option to kill.
Maybe let it use U-Smash on the air and make the U-Smash top hitbox larger?
Give D-Smash more knockback power? It's really underwhelming as I have tried killing an opponent to 130% and barely looks like it can KO.
So first off, I want to talk about the design. At first glance, with out any other context, the character and moveset seem to mesh well together. It does the things one might expect a robot kangaroo to be able to do. However, there are some weird quirks that sort of stand out against what it feels like the design is trying to convey. For example, for a character that uses boosters in a lot of its attacks, and even has a gauge for it, one would expect that it uses said boosters as the main form of recovery. However, when you use it's up-B for the first time to try and recover off stage, what you get isn't some sort of boost jump but an orb that you can teleport to that shoots out at an awkward angle that you will never recover low from. Instead, the main form of recovery is abusing some reverse momentum jump neutral B that doesn't have any visual indication of using its boosters, even though it uses all your gauge. Now, don't get me wrong, I think its recovery is fine, and I like all the tools you have to be able to mix-up your recovery, but there are a few changes I think it would benefit to be a bit more coherent. First off, the most simple fix that would require no changes to the playstyle, would be to add some sort of visual animation to the neutral B to indicate it as your best recovery tool. Now, I say that it's a simple fix, but of course that would require you to go back and add new animations which is always time consuming and never that simple. Next thing you could do is change the up-B to shoot at a higher angle so it's a better recovery option that's relatively simple to understand, because as it is right now, it's not very functionally different from a midair side-B. Or you could change the move to something else since it is already so similar to the midair side-B, but of course that requires more effort. I'm all for unconventional/complex characters but you don't have to sacrifice coherent design to achieve that. I hope you give these suggestions some thought, or if you have your own ideas, feel free to try them out.
Next I want to talk about the playstyle. From the few hours of play I've put into this character, I've deduced its playstyle as a character with mediocre to terrible center stage presence and neutral, so it must opt to use its zoning tools and mix-up options to drive the opponent to a corner to utilize its plethora of edgeguarding tools. If this is not what you intended the playstyle to be, feel free to correct me, or think over what you really want this character to be. If this was what you intended though, I think you've done a good job conveying it. I think some people missed the point when they ask for things like better kill options or things that would improve the neutral. In my opinion, I think that's the point. That's why all of its strong attacks are terrible center stage and way better to use as edgeguarding options. But of course, if I'm wrong in this assumption feel free to correct me.
Now to talk about the moveset a bit. I enjoy it for the most part. Up-air and down-air feel very unique and satisfying to use, and flinging your strong attacks off the edge is a blast to pull off, and really reinforces its edgeguarding prowess. The orb is fun to play around with and I like all the options the shield introduces you to. There are a few gripes I have with the moveset though. Firstly, I don't think the shield is techable. If this is the case, I think it should be since Krag's rocks are techable too. Also, I feel it goes against its intended purpose (if that is intended) as a zoning tool and option limiter if it can also double as a combo tool. Secondly, I noticed you can do a sliding down tilt, but with only down tilt. It makes sense for a character like this to have an option like that. It makes it springy like a kangaroo. But if you're going to give it something like that, (if it is indeed intended) I feel like you should give it to other attacks like its tilts. Especially since you can already do crazy stuff like launching your strong attacks off the edge, I think it would be pretty coherent to have more sliding attacks like down tilt. Lastly, and this is more of a preferential idea that I want to throw out there, it feels weird to be able to spam jab and have it combo into itself and other attacks. It's fine if you want to keep it as a combo tool, but I think it would be more appropriate if you made it more like Ganondorf's jab from Smash Bros. That way it has a decent get-off-me tool, and it fits with its playstyle of trying to keep neutral as short as it can so it can go with its gameplan of edgeguarding the hell out of the opponent. But that's just my opinion, you don't have to listen to any of this.
I know I wrote quite a bit here, but I wanted to give a proper feedback that you can consider for later since I really like this character and wanted to be able to provide input. I hope you look through my suggestions seriously and provide any corrections on any mistakes I might have made throughout writing this out.
Only suggestion I have is that I would love to be able to hold downstrong by holding just strong.