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It was intended to have his kills rely on creativity to allow full use of his diverse kit :)
Primary raw kill moves in his kit right now are Fstrong, F.Combust, and Utilt (especially with burning target).
Weaker kill moves are based on juggling and gimping. For example, using Uair, Rush Jet, and W.Twister make for some great combos off the top! And off-stage, use Rush Jet to place a low platform to gimp early with moves like Fstrong and M.Vine. There are many more opportunities to explore unique ways of taking stocks!
Hope that helps! If you feel that there are specific moves that could be buffed to make the character more fun, I'm all ears! :)
One additional problem to solve with this is to come up with a way to dismiss RJ so that the player can manage the RJ energy fully (otherwise, RJ might stay out next to a wall and run out of energy unintentionally).
The numbers are kinda screwed. they wont ever ever kill- even if the opponent is at 150%, both will not kill center stage. Id recommend taking a look at basecast. for reference.
Generally speaking however, you wanna have around 6 - 8 BKB and 1.1 - 1.2 KBG for Ustrongs and 7 - 8 BKB and .9 - 1.1 KBG for Dstrongs, depending on speed and range.
please have megaman bounce off of the opponent if they collide midair or let us cancel it on hit. Also let us cancel after travelling with it for a short distance, since you cant adjust midair to walljump so if you whiff youre also just- dead.
man you were really conservative with these knockback numbers sgdhdhsghj
whew, lots of notes lol. just going through his numbers rn
Bair was supposed to be that killing aerial that doesn't combo, but I guess I missed the mark on that!
Everything you just mentioned will be tweaked for sure, except I need to think about Dair. Suicide Dairs are not uncommon and it was intentional. With RJ in the kit, I had assumed that if someone wanted to do Dair offstage, they'd put a plat down below first. I also didn't want it to be relied upon offstage since I wanted to have more emphasis on RJ shenanigans being cleverly combined with special weapons. For example, if someone wants to spike, I expected F.Combust and K.Rock to be used. If I change Dair, I'm afraid Mega Man will become more one-dimensional.
I really wanted the special weapons to be the star of the show, just like the original games! It's kind of my worry in general that if I buff any of his normals, the special weapons will be used less, and therefore Dspecial will be used less, etc.
It would be awesome to see how people play him to get a sense of what needs tweaking!
Specifically for Ustrong, I intended Utilt to be used for taking stocks more since Ustrong is meant to cover tech chases on platforms (possibly from Fair combos). I will buff it, but maybe not too much!
Baby steps haha
as for dair... well maybe in smash, but rivals of aether and especially workshop really dosent do suicide down airs. and i think its just.... too much work to setup rushjet so long in advance. but i can see your point.
Very true! And to be clear, I am definitely going to try it out and see how it fairs! Likely with a jump cancel on hit (which I think isn't too much to ask).
In your mind, do you feel that you would need to have your double jump resource available in order to jump cancel? Or should it refresh your double jump on hit?
Here's some other things for your consideration-
A. Cloud doesn't have parry stun so there's no reward (aside from invuln) for parrying it.
The parry stun on e.freeze and o.bubbles should probably be increased to make them more consistently punishable.
Dtilt's jump cancel window is really late which makes it feel quite clunky at closer ranges
F.strong has hilariously little endlag for a non committal projectile fstrong.
It also doesn't have a muzzle flash effect which is strange because his lemons do.