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Post by Deleted on Jan 13, 2015 4:27:42 GMT
DOWN B No ending lag to rest.
SIDE B Kill move (sweetspot)
UP B Makes Jigglypuff have intangibility BAIR extended hitbox
UTILT set knockback UAIR set knockback FAIR has BAIR'S hitbox
You cannot DI jiggs up throw
editing some things for clarification
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Doqtor Kirby
Angry Camera Guy
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Post by Doqtor Kirby on Jan 14, 2015 1:05:25 GMT
No. If you want Rest broken just make it kill from 0. Pound should kill but only on a sweetspot, similar to B- but throughout the whole length of the move. And allow people to spam Up-B because it's too good? We're trying to make the game OP, not broken. What? No. No. Give it more knockback and make it the kill option from Smash 64. Huh. That is actually a decent idea. Not possible. Technical reasons.
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Post by FedoraTheExplorer on Jan 14, 2015 2:11:50 GMT
I can see rest having reduced endlag and maybe a bigger hitbox. Sing could probably use a bigger hitbox, but not brawl- size
I think Jiggs should get like 5 more jumps and a brawl- sized shield
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Post by Hacksorus on Jan 15, 2015 18:29:03 GMT
Jiggs should get many more jumps. I'd say infinite but we don't want stalling. I agree that bair should have a bigger hitbox. Also I dunno if this is possible but a tipper on bair would be interesting.
Rest killing at zero is good. I'd also like to see it have a Ganon-esque shadowy effect instead of a fire effect. Also agree with the shield and Sing changes.
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Post by FedoraTheExplorer on Jan 15, 2015 19:16:50 GMT
I really dont think Rest should kill at zero. There's many ways to reliably combo into rest, and 1HKO moves should be impractical at best.
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Post by Hacksorus on Jan 15, 2015 20:34:52 GMT
Given how ridiculous the game is supposed to be already, I think it's worth trying. Even if it's not zero, I'd like to see it kill earlier. Additionally, I think the cooldown and hitbox should remain unchanged. It is impractical, especially considering how powerful her new opponents are going to be.
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Post by scrumpy on Jan 18, 2015 3:21:15 GMT
Ridiculousness is the goal, but making sure the game is still fun to play for both parties is just as, if not more, important to consider.
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Doqtor Kirby
Angry Camera Guy
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Post by Doqtor Kirby on Jan 18, 2015 23:17:45 GMT
Let me compile this and see how Jigglypuff looks after modifications.
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Doqtor Kirby
Angry Camera Guy
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Post by Doqtor Kirby on Jan 19, 2015 2:53:54 GMT
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Post by restnow on Jan 21, 2015 7:37:27 GMT
Drill to rest. It would be awesome if it was harder to get out of, like if you could rest sooner after the dair or something.
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Post by HelpfulGoomba on Jan 22, 2015 8:42:15 GMT
I really think rest should progressively heal Jigglypuff. It is the whole point of the move, and it isn't even that broken.
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Doqtor Kirby
Angry Camera Guy
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Posts: 42
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Post by Doqtor Kirby on Jan 23, 2015 1:24:05 GMT
The thing is, can we programatically heal a character upon doing a move--especially progressively.
Yeah, we can heal a character upon hit [see Mr. Game and Watch 7], but progressively would take up too much PSA room, especially since we cannot add new data to movesets without completely relocating the data.
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Post by HelpfulGoomba on Jan 23, 2015 21:02:30 GMT
It's not as good if it's upon hit, but it would still make a fun addition. Something a bit broken like 15-20 % would be fun.
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Post by FedoraTheExplorer on Jan 24, 2015 4:06:18 GMT
WHAT IS REST SWEETSPOTS THE LEDGE
THIS IS PROBABLY THE WORST IDEA BUT YEAH
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Post by Steelix100 on Jan 26, 2015 2:13:33 GMT
Make Sing make her levitate. It doesn't really make sense that Jigglypuff doesn't have a recovery
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