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The part that feels worst about him though is his recovery. Getting hit off of his platform or while recovering is an instant death and since Papyrus doesn't have any movement options there aren't really good ways to get back to stage after Up B. I think the move needs 3 changes:
1. Wall jumping refreshes Up B and recasting will remove the first platform and spawn a new one. Papyrus does not get a new wall jump when standing on his platform.
2. Touching the stage also refreshes Up B even if the platform is still active.
3. Refresh the Up B when he gets hit. There could be an issue with stalling, but would still be pretty risky to go off stage and get edge guarded after the platform expires just for 7-14 seconds off the clock.
This would make is recovery at least decent and would allow him to use the Up B in advantage as well (since right now if you Up B on stage and then get hit you're probably dead).
The only other thing that I think needs to change is his Side B. Since the snap comes out so late, it feels impossible to hit. Either the snap should come out at the beginning of the move, or the blue effect should be applied by the bone itself and remove the snap.
his up b needs a buff, he's useless if he gets hit off of his platform, make wall-jumping refresh his up b like every other character, but only once. also it should refresh if he touches the stage even if he has one out, i've died many times just trying to utilize it onstage and simply getting launched off and dying with no recovery.
his side b is good but it's very risky to go for. i recommend making the bone add the blue heart effect instead of it being the very end of the move, the blue bone commonly passes straight through people and does nothing.
lastly, his smash attacks. for how slow and hard they are to hit, they're a tad bit underwhelming. you have to be at a big advantage to even effectively use one of these. maybe add a bit more launch power to forward smash and down smash? as for up smash i've never killed with the move once, very narrow hitbox and easy to DI.
with some changes like these i definitely feel he'd be a character on par with some of the more usual popular characters.
- a bit too laggy in general, but specifically smash attacks and forward special
- too slow in air and ground
- the killpower is too low for his kit
- too dependent from his forward special
I see a lot of people complaining about his recovery: my opinion is that it's right that pap has at least one weakness, and i think the most fitting one is the recovery.
overall having a fun time playing him, great job! hope my suggestion were useful
* USpecial is comparable to Kragg's USpecial which is cool. Unlike Kragg, it is buggy, doesn't bring opponents up with him, feels a lot more slippery, and feels way too punishable for his only recovery tool. I feel like it could have been a complete reskin of the pillar rather than a redesign and it would feel a lot smoother and probably have less issues (think of the burrito Kragg skin).
* DAir has no spike hitbox at all. I had compared it to Etalus, but it has absolutely no way to spike opponents even on the last hit of it. This just leaves Papyrus completely without a spike, which is weird considering he is meant to feel very hard-hitting. Yeah, DStrong technically has a spike on the his foot, but it's completely invalidated by it's low range and the bone hitbox overtaking it.
* FAir seems a little redundant since it is about the same as BAir but with less range. I've gotten now that it's meant for that niche, but that same niche is more easily taken up by NAir, which is much faster even though it has less kill power. The hitbox should probably just be extended slightly away from Papyrus' and more toward the attack itself.
* FSpecial seems like a weird move to stun opponents, considering the fact it's a projectile and it travels in an arc. It feels almost like a stage-wide parry in the form of a projectile. Interesting idea, though, so maybe the stun can just be reduced. The regular version of the projectile feels alright, though.
* I personally am alright with NSpecial, considering it's the only way to impose Papyrus' gimmick. However, if all opponents are blue, it feels pretty useless, so maybe it can extend the duration if possible.
I feel like I've played ranked *enough* to where these balance ideas are justifiable.
-Down B More Starting Frames
-Foward air Kills to early or makes to much knockback
-Back air hitbox Way to big
-Side-B stun (with blue-Heart) Really Long
-Up air kills to early
-Down Air Last Hit would be nice if it spiked
-Nutreal-b way to Spamable
So that are all the Balance notes are out from me it would be cool if some can be Addressed
so i can play him in a Tournament (bc he´s banned there)