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Post by barthurs on Jan 15, 2015 2:07:14 GMT
I have no clue
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Post by FedoraTheExplorer on Jan 15, 2015 2:10:48 GMT
Michael Bay side b is a must
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Post by Puff on Jan 15, 2015 3:19:35 GMT
Just make her sheik and your problem is solved
but actually, maybe make her N-air super quick versions of her neutral-b?
idk not much to do
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Post by FedoraTheExplorer on Jan 15, 2015 3:22:34 GMT
Maybe go with the Brawl- ranged hitboxes approach?
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Post by scrumpy on Jan 15, 2015 11:44:16 GMT
Starting off by increasing her running speed and weight (this is NOT her gravity, which is what makes characters floaties/fastfallers) would be a step in the right direction. As it is, many of Zelda's main drawbacks come from her slow speed and a facility of a lot of characters to kill her pretty early. Though her moves would need buffs on top of these changes, I think starting off by addressing her main weaknesses is a solid way to begin to go about it.
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Post by FedoraTheExplorer on Jan 15, 2015 19:33:53 GMT
As long as you don't overdo it on the movement speed buffs.
You could also make Teleport faster, to give her a really good but strange mobility option, along with Brawl- approach to her Neutral B. A faster and Michael Bay-esque side b could give her a good zoning/approach forcing game, along with a more reliable ranged combo finisher. She needs more unconventional options for this sort of thing, instead of just making her conventionally fast and taking some of the flavor out of the character.
I would like a lower short hop tho.
Also can you possibly drastically decrease Down B's duration?
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Dronik
#8stocked
Posts: 15
Melee Main:
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Post by Dronik on Jan 18, 2015 5:28:20 GMT
Easier to control Side B? Even being able to move it back/forth and without acceleration?
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Post by FedoraTheExplorer on Jan 18, 2015 16:34:05 GMT
Imagine if Side B sucked you in towards the center right before detonation, thhe effect of which increasing the longer the move is out.
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Post by SWAGLORD420 on Jan 21, 2015 14:02:48 GMT
What if you made it so that Zelda had really powerful kill moves, but no combos, and you need to use sheik to rack up damage (sheik would have to have very low knock back on her moves and all of her aerials nerfed).
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Post by FedoraTheExplorer on Jan 21, 2015 18:49:05 GMT
Oh god please no.
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Post by scrumpy on Jan 25, 2015 22:42:51 GMT
Making a character dependent on her transformation makes both characters way too gimmicky and therefore bad.
Sheik and Zelda should both be proper characters with proper toolkits.
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Post by waterfall on Feb 3, 2015 12:53:11 GMT
Might be kinda out there but what could work out for Zelda is giving her Side-B a momentum boost forward when used in the air, while also allowing it to be cancellable into any A move. Using Side-B in the air wouldn't put you into special fall EXCEPT when cancelling into an aerial. It would probably be a bit too telegraphed to spam in neutral, though reverse Side-B into immediate Fair/Nair could be neat to bust out in certain situations.
However, it could give her better followups on her lightning kicks at higher percentages; think sweetspotted kick --> SH Side-B -(cancel)-> another kick. Alternatively, if you were to land on the ground during an airborne Side-B, you could maybe do something like sweetspotted kick --> SH Side-B --> land -(cancel)-> Jab --> Grab --> Uthrow --> Fair/Bair.
Zelda in Melee has a lot of trouble against characters hanging out on the top platform due to her slow and predictable jump (much like Peach). Maybe something like ridiculous shield damaging properties on her Uair could be fun, though I don't know how keen you are on introducing too much "jank" into the game.
If you do end up giving Zelda/Sheik a 1 frame transformation I might have to play Melee- over regular Melee lol
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paulmuaddib
Fear is the mind-killer.
Posts: 5
Melee Main:
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Post by paulmuaddib on Feb 8, 2015 4:32:12 GMT
What if you made it so that Zelda had really powerful kill moves, but no combos, and you need to use sheik to rack up damage (sheik would have to have very low knock back on her moves and all of her aerials nerfed). Zelda already has this, minus the shiek needed. If anyone has tried using her effectively, they would find that while there might be combos (I don't know any) the fair and bair are some of her main kill moves: if sweetspotted they 20% on your opponent with huge knockback. www.youtube.com/watch?v=eIE4cni6wLgso, I'll propose some stuff. make dtilt not so lame, it trips people, but they get to attack you right away before you have finished your animation. nuetral should be fine, maybe give it more hitframes? uptilt has nice knockback, feel free to keep it. dash is nice, like peach's, maybe more hitframes (I'm unsure) fsmash is fine (as far as I can tell) usmash needs some work; it looks like it would do some damage, but it only hits your opponent to 5% from start. (It is a smash attack after all, it does do some good knockback when they are at higher percents.) dsmash is a great move, maybe make both her legs intangible, and for longer? ftilt I think it was kind of weak, change at your discresion nair needs less endlag? not a move I used to often -- the hitboxes seem like mewtwo's nair but without covering the whole body uair, please make the explosion reflect the size of the actual hitbox, maybe replace the explosion animation with that of the jab sparkles fair one of zelda's best moves, I can't think of much to change bair ditto fair dair less endlag -- put in a spike if there isn't one (I never used this so don't remember if there is one) please make her grabs happen sooner in the animation, the timing seems off when compared with it. din's fire - maybe make it slow the vertical movement, like mr.game and watch's bucket transform - idk, never used it Nayru's love - more hitboxes inside the crystal thingy recovery - hitbox at the beginning (already there) and end, like shiek's, consider letting these types of recoveries go through thinner parts of stages (like the flat part of battlefield) or having them slide up the side of a stage. mewtwo, sheik, zelda and pikachu would thank you. please make her second jump at lease as long as her airdoge That's all I can think of for now.
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Post by waterfall on Feb 12, 2015 23:07:32 GMT
Zelda's Nair would benefit from hitboxes towards her heads and toes since she has trouble dealing with opponents that are above or below her.
I think Fair should match the frame data of Bair (hitbox from frame 9 -> 4, faster IASA), so that SH double Fair is easier to do. That is assuming you don't change her shorthop height altogether.
Ftilt could probably use a range buff. It's not the greatest move considering it's 2 frames slower and much laggier than her already slow jab. I like the backwards trajectory though. If you gave the reverse hitbox fixed knockback or less growth it could be a nice go-to setup into Bair.
If you gave Zelda's FSmash/USmash hitboxes closer to her waist they could serve to better propel opponents into her hands for a pseudo vacuum effect, assuming there's no SDI-reducing variable or something you could play around with.
Reverse ledge grab on her recovery's ending animation would be cool, but I wouldn't say it's super necessary. But please give her aerial control more quickly after reappearing.
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Post by scrumpy on Feb 13, 2015 13:03:56 GMT
i can change her shorthop height. it could stand to be shorter to at least give her some sort of shffl.
ill have to look into sdi stuff.
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