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Additionally, when charging neutral special without wisps, she is still able to charge up to a wisp arrow if she keeps charging. I'm not sure if this is a bug or intended, though I personally enjoy having it around so she does not lose a kill move when wisp-less.
I do think that having to sacrifice a Blue arrow charge makes a bit better balance sense, as the way empowering Strong attacks was before was literally zero risk, all reward, and it's not like it's especially hard to get arrows back, nor did your recovery options suffer that much given how many tools Lyca has for recovery. It makes a lot of sense that either you're stacking blue arrows for zoning pressure, or making the choice to save it, get close, and risk it on a beefy Strong attack to try and kill.
I personally don't see a lot of value to the Uair endlag change, as it doesn't really feel like it adds anything useful to the moves functionality. You can't throw out 2 in a short hop. It doesn't make for laddered Uair combos using fullhops. Unless I'm missing something with it, it just doesn't make a whole lot of sense as a change, especially since Lyca doesn't have a USpecial that she can use as part of air combos to try and kill of the top that would make you wanna fish for Uair as a set up more then other buttons. I find myself killing my opponents 90% of the time of the side or bottom of the stage, and honestly barley even use Uair, as Lyca feels like that kind of character that controls horizontal space so well that I never want my opponent above me, as I loose the pressure from all her best tools when they go too high.
I do have to agree with GodSlayerFenrir's comment on the FStrong Spike. With it going straight down, it makes it super easy to tech and, with some opponents, leads to you getting punished for a good read, kinda like Captain Falcon USpecial and the whole RockCrocking issue, if that reference makes any sense.I think GodSlayerFenrir has a good idea with their thought of a slight adjustment to the FStrong angle; at least just enough to maybe make a DI inwards still lead to a tech but further down on the stage walls. Heck, you could even make it so that the altered angle is a property of the Empowered FStrong, giving it a little extra value. I feel like if Dair wasn't already such a good tool for spiking, especially since it's moderately disjointed and allows for you to get less committal spikes at the ledge then FStrong, FStrong just needs to have some extra "oomph" to it to make me wanna use it over Dair spam.
One idea that I really like is the ability to bounce off the wisps using Dair and DSpecial, and one idea I had was what if you got the wisp explosion when bouncing off of it if you have a Blue Arrow charge? Kinda like Absa sweet-spot Dair-ing a cloud, but with a bit more set up. It could lead to some really cool kills and reverse edge guards, but would require some good set up from the Lyca player. Just a thought I had; whether it's any good, I'll leave in your obviously capable hands.
One Bug I've noticed is that it DSpecials Arrow seems to just not hit opponents under some circumstances. The most consistent instances where this happened seemed to be when either the opponents hurt box was hanging off the edge of the stage or a platform, or when the arrow itself traveled through a platform. Under both circumstances, it seem that the arrow just passes through the opponent hurtbox with no effect. I tried this on multiple stages and with multiple characters, and it seems that this bug works on everyone on every stage so long as the above mentioned criteria are met, at least from my messing around. Hopefully this help you suss out any actual bugs or issues.
Anyway, love the character and have been sinking a ton of time into them since they came out. Great sprite work, super cool ideas, and just all around a really impressive character that Rivals ;) the original cast with what it brings to the game. Keep up the great work, and I look forward to continue dunking on people with Lyca.
Her strongs, at the moment have multiple issues, her fstrong broke in the patch but its getting patched out soon. Up strong has WAY too much hitpause, almost an entire second at about 170%. Also I cant exactly describe it but the knockback growth on up strong except for the sweet spot feels... off. I feel down strong is not that useful, i feel like if it was faster but weaker it could be a more interesting combo finisher as right now its out-shined by her other strongs (when they aren't broken) and wisp-charging it is pretty much worthless because of the small hitbox. Wisp-charging her strongs could use another rework though, either making it strong+parry, of strong+stored wisp arrow (which could be very interesting).
The last issue i have with her is with her side special. Why does the flame exist, it really shouldn't as its not hard to get more wisps and you should be encouraged to get your wisps back. the blue arrow on wisp explosion very much needs to be nerfed, it covers a lot of the stage and kills too early. I think that if the high knockback was kept to a smaller hitbox closer to the center of the explosion and the rest of the blast was about the same knockback as shooting a wisp with a regular arrow.
Love the character and am exited to see how she gets changed!
If the enemy gets hit by the first part of up tilt near the tip, they are able to parry the second hit if on a platform or mash air dodge in the air. Probably intentional, but figured I'd mention it.
The reworks feel a lot better than the previous patch. Very happy with how this character is developing.
@agath3r
We're glad you like the new changes.
v1.5 now correctly removes on parry rather than hit -- sorry about that!
That said, I still see the bug I mentioned before is present when firing DSpecial arrow through platforms and when DSpecial arrow tries to hit an opponent who's Hurtbox is partially hanging off an edge. In both cases, the DSpecial arrow still simply flies through your opponent, ignoring their hurtbox completely. I'm not a hundred percent sure I've got the circumstances nailed down as to what makes this happen, but I seem to be able to replicate it fairly reliably if I meet one of these 2 circumstances.
Looking forward to putting some more time into the character and hopefully coming back with some useful input/findings.
Keep up the great work.
Did some practice as her. Her new strongs are very rewarding.
I notice I'm not carrying a charge as much as I was, just so I can use my normal strongs.
The A+B insta-charge is way better than pulling back. I can do that reliably without turning around accidentally.
My muscle memory doesn't like the change, because I keep doing the input for the previous enhanced strongs, but I'll get used to it.
A small issue I found with Lyca though.
When you're on fire against Zetterburn, you have no way of knowing if you're charged or not, because the flashing is being overridden by it.
A small indicator would be nice.
I am simply cant get gimmick ( will of the wisp) to activate despite following the instruction as per the latest patch. This is the perfect example of breaking things that do not need fix. She was good at first release. Now she does not even work. I may as well delete her. But great job from the author. Great design and everything but this character is not at her full potential. Anyway. Best luck
Note: I just released that I had forgotten to update the wisp-empowered versions of fstrong and dstrong so as a result they glitch out at the end of their anims. This, among other things, is pending a fix.
THIS HAS BEEN FIXED IN v1.9