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Thank you so much for taking the time to write all of this! I'm so glad you're enjoying her this much
I'll take everything into account as soon as I have free time (In about 10 hours, because college)
I have to agree with pretty much everything you said. Most of my testing with this character was done against CPUs so all balancing feedback came from the comments.
It is ABSOLUTELY NOT a nuisance. It was a joy reading through all of this. I want to adress every individual thing but I currently don't have the time, so sadly it'll have to wait.
Btw I think her weight is the same as Sandbert's... oops
- I didn't even pay attention to the weight, absolutely going to change that. Since she can recover from anywhere making her light (and by extension die sooner) would be a good idea
- My idea for her playstyle is to combo your oponent towards the blast zone and then make it back to the stage with her *very* good recovery. That's the reason why her strong attacks are particularly weak and/or short-ranged. It does work really well for up strong however.
- Ustrong is a more powerful version of Utilt, the same way with Fstrong and Ftilt. I don't really know how to differentiate them :/
- The only time I use jabs is to cancel them into tilts immediately, so I haven't noticed the stun duration. Jab->Ustrong should really not be a thing. Going to fix that
- Up special is meant to be used close to the stage, giving you great height while also leaving you vulnerable in pratfall until you fall back down. If you're far from the stage you can either use fspecial diagonally, which will end up in the same situation, or use it horizontally and avoid bouncing off the wall.
- Dspecial is the only thing I would change about her kit, if I had a better option. Despite the risk of healing your enemy it's still a free heal after taking a stock. However if I lower the heal, it suddenly becomes a useless move. I'm thinking of adding a time period before you can strike the flower, so it at least requires more setup.
- And finally Fspecial... yeah. This was a fight between keeping features from the original game while also trying to make it fair. The one time I played against a friend it seemed really easy to parry it, but I shouldn't just rely on that as the way to counter it. Having a recharge meter does sound interesting.
It is true that side special is rather easy to parry if used directly without cancels. That makes edge guarding her more manageable than I expected. However, if she has access to ground angles, she is able to quickly start the move and wavedash out of it to bait a parry. Wavedashing out of side special is incredibly fun and gives her a lot of cool movement options, so I really don't want that aspect to be removed. However, it seems like risk vs reward gets skewed in her favor a bit too much between the ability to super armor through all attacks and the ability to easily cancel it.
A meter would add a resource management aspect to a very strong ability, which would balance it similarly to Asha in Slap City. Another property that may be able to be tweaked is a minimum distance traveled along the ground before it can be jumped out. I mentioned this one because PM did that for Ike's side special, but I don't like this idea. It can feel awkward to have your input dropped due to trying to jump right before the cancel period. The other property that may be able to be tweaked is the amount of super armor? Idk if rivals allows for threshold based super armor, but attacks above a certain percent damage being able to break through the armor could be a balancing point as well.
I remembered two other things that seemed like an issue to me. Dash attack seems to have a very large amount of hitstun combined with little knockback. It seems to result in rather easy tech chasing without risk of getting parried. The other thing is that dair seems to be too potent against off stage opponents. I recall getting the certain kill screen flash on an Etalus around 30% off the stage. I think other spikes in this game tend to give opponents a chance to recover until higher percentages.
Again, thank you for your amazing work on this character! I do not want to pressure you into sudden action or immediate responses. I encourage to you to use your time as it is needed and only put the time into this when you feel like it. I will just be grateful that I am able to have so much fun with your work :)
I like the changes made to side special. The cooldown on ground cancel is not something that occurred to me, but it seems like a rather clever solution. That combined with the super armor weakening is a really good way to nerf the move without a drastic change.
I don't really have an opinion on the down special. Five seconds feels like a rather long time, which makes the move seem scary to use. I really wonder what other people think about this move.
Would it be alright if I linked this mod to the subreddit for this game? I feel like it deserves more attention for how fitting the character feels to the game.
The 5s wait might be too much, but I currently have no way to properly test it. So far it seems... fine. Having more opinions would definitely help