|
Post by Dr. Fawkes Esq. on Jan 15, 2015 14:29:55 GMT
My Suggestions:- Slightly increased speed for better follow ups
- Increased grapple hitbox (grab range is good though)
- Increased opportunity to bomb drop
- Light armor at the front, and takes slightly more damage at the back
- If possible change fall speed to lower how easy it is to chain grab him
- General increased projectile speed and power
- Lowered boomerang return time when failing to catch the boomerang.
- Grounded Spin Attack has the expanded magic ring (From Oot/MM)
- Bombs that explode when held always push you forward
|
|
|
Post by FedoraTheExplorer on Jan 15, 2015 19:18:07 GMT
How about pressing down b while holding a bomb detonates it in your hand?
|
|
Dronik
#8stocked
Posts: 15
Melee Main:
|
Post by Dronik on Jan 18, 2015 4:58:51 GMT
His down air always spikes(no need for sweetspot)?
|
|
Dronik
#8stocked
Posts: 15
Melee Main:
|
Post by Dronik on Jan 18, 2015 5:05:16 GMT
Has a decent chance to pull out the "strong" bombs/ stitch faces? Effects on arrows?(ice/fire/lightning)
|
|
djlo
Better Know a Minus
http://meleeminus.proboards.com/user/2
Posts: 43
Melee Main:
|
Post by djlo on Jan 27, 2015 1:20:36 GMT
down air has needed to be a spike since 64 and pretty much never is. he and YL should both gets spikes on their dairs because thats just what the move looks like it would do.
i like the self detonating bombs, would help his recovery.
more ideas:
- longer grapple. in OOT, the hookshot can go several dozen yards, not the few feet it goes in melee
- magic arrows: like in brawl minus, hs arrows would be randomly Fire(does burn damage after hit) Ice(freezes opponent) or Light(lets say it does a lot of hitstun)
- projectiles that hit his shield are reflected, like the mirror shield in OOT
- boomerang has more accurate return path
|
|
|
Post by asce on Feb 4, 2015 4:41:40 GMT
Long shot instead of the normal hookshot?
|
|
|
Post by Djlodudntlogon on Feb 4, 2015 19:10:46 GMT
Long shot instead of the normal hookshot? Yes, and keep yls a short version (maybe speed it up) (this is djlo)
|
|
|
Post by Thor on Mar 2, 2015 8:56:12 GMT
-Hookshot can grab people out of air [PLEASE!] -Hookshot grab range is based on how long you hold Z, so you could have default length or keep holding Z to get more range [maybe this is impossible??? I know the extender grapple exists for Samus so could it work on Link???] -Nair is frame 1 [you can literally have a nair hitbox out forever once airborne is the point of this.] -Make his visuals match his hitboxes [utilt, usmash, I think uair and dair are also offenders]. -Faster utilt, faster dsmash, much faster jab [maybe double speed on jab?]. -If this is possible , dair is good ol' dair if you just input it, but if you hold B [or A or whatever] as the dair is out, it becomes a meteor or spike. - Dair can be autocancelled from a fullhop + double jump on flat ground . - Nair autocancels in a SH [doesn't need to when SHFFL'd, but it's literally one frame of autocancel away from being possible if frame-perfect in regular Melee, so...]. 10 frames of L-cancelled uair landing lag instead of 15 [so 21 frames landing lag, not 30]. Less landing lag on dair as well [maybe 40/20 like PM?].
|
|
Sharur
Melee Minus Staff
Posts: 7
Melee Main:
|
Post by Sharur on Mar 2, 2015 15:50:00 GMT
-Hookshot can grab people out of air [PLEASE!] -Hookshot grab range is based on how long you hold Z, so you could have default length or keep holding Z to get more range [maybe this is impossible??? I know the extender grapple exists for Samus so could it work on Link???] -Nair is frame 1 [you can literally have a nair hitbox out forever once airborne is the point of this.] -Make his visuals match his hitboxes [utilt, usmash, I think uair and dair are also offenders]. -Faster utilt, faster dsmash, much faster jab [maybe double speed on jab?]. -If this is possible , dair is good ol' dair if you just input it, but if you hold B [or A or whatever] as the dair is out, it becomes a meteor or spike. - Dair can be autocancelled from a fullhop + double jump on flat ground . - Nair autocancels in a SH [doesn't need to when SHFFL'd, but it's literally one frame of autocancel away from being possible if frame-perfect in regular Melee, so...]. 10 frames of L-cancelled uair landing lag instead of 15 [so 21 frames landing lag, not 30]. Less landing lag on dair as well [maybe 40/20 like PM?].We're working on the grab ranges, I don't think it's possible to make it work at a different length on a button hold, at least not without us redoing the entire script Might be a bit too good but yeah we're making nair better Hitbox matching and faster movements are being done across the board Nah we can't do that, we're probably just going to make it spike anyway The last three are super easy to do
|
|
|
Post by Thor on Mar 3, 2015 3:33:49 GMT
I'm the same as the guest [error in name capitalization] but I'll state that I think Link's nair could have a sourspot for 3 frames, the sweetspot for however long, then the rest of the sourspot - I just think the idea of being able to literally have nair out forever would be hilarious and cool. And since you can space nair to hit with the feet, it wouldn't be hard to make sure to hit with the sweetspot if you really wanted it.
|
|
Poast
Posts: 42
Melee Main:
|
Post by Poast on Mar 4, 2015 21:08:36 GMT
Has a decent chance to pull out the "strong" bombs/ stitch faces? Effects on arrows?(ice/fire/lightning) I really like the idea of giving Link link a little bit of Peach RNG. Maybe he could consistently pull out different bombs? Stronger/weaker ones? The fire/ice/light arrow thing is cool too. Maybe we could make it alternate between the three, while giving each their own effects. Example: Fire arrow hits the enemy multiple times if it makes contact (as if they are burning), effectively stunning them for a half second or so whilst dealing a good chunk of damage, regardless of how long it was charged, while the initial impact of the arrow deals almost no knockback. Ice arrow stops enemies in their tracks by freezing them in place for about 1 second, (think of snake's tranq darts in PM) but deals very low damage, and the freeze duration is cut to 1/4 of a second in the air. Light arrows are just like the normal arrows, except they have a hitbox surrounding the arrow that deals half damage and does not make the arrow disappear. Or you know, just give Link the option of shooting two or three arrows at a time. HOLY SHIT WAIT WHAT IF WHEN YOU USE YOUR BOW WHEN YOU HAVE A BOMB OUT THE BOMB IS ATTACHED TO THE END OF THE ARROW I'M A FUCKING GENIUS GUYS
|
|
CoconutandPinneaple
Guest
|
Post by CoconutandPinneaple on Apr 2, 2015 17:04:53 GMT
What i want link to have is the following:
MAIN IDEA:
(I put this first because i want it more) two grab options, with hookshot (the same as melee) and without hookshot (as quick as everybody else) Pls make this work! -----in case you guys decide to not include the two grab option just make the hookshot as quick as every other grab in the game (7 frames so its a more viable option OOS) with less lag, and easier to grab in the air at least when the opponent is near your body------ /the hookshot is link main weakness overall because of its lag and its slow startup that can easily be bait/
More Speed
Better Wavedash
Faster Boomerang throw with less lag
less lags in most of his attacks (specially his aerials and Ftilt) for better combo
Bair impervious to Crouch Cancel Punish or similar to Marth´s Fair (link needs something to address CC, not that much but shiek needs it more though)
improve bomb plus up B recovery
add nair bomb recovery just like in 64, (i have done it in melee so its possible its just very hard to pull of .....not viable because the timing is really hard and in some circumstances )
improve OOS options at least 2 viable options to preassure like Nair going out in 1 frame
and i also liked the comment of someone saying "Dair can be autocancelled from a fullhop + double jump on flat ground"
that´s what i can think about for now
i used to be a link main (he is my secondary now but i play him frequently) i have taken hands of slox, beerman (lampchops), zoso and given props of Nintendodude (who i count beat) and other smashers the last time I traveled to US. I took 5th in a Neboulus tourney in NY (out of 83 people) and 9th in one in NJ with less people. (but not all with link of course)
|
|
illmakeanaccountlater
Guest
|
Post by illmakeanaccountlater on May 27, 2015 10:07:16 GMT
I like the idea of elemental arrows.
How about randomized hitbox effects
|
|
|
Post by Tatatat on May 27, 2015 14:12:13 GMT
I like the idea of elemental arrows. How about randomized hitbox effects Arrows being able to have any random hit effect might be a bit too broken, but them having a random effect from Normal, Empty, Fire, Ice, Slash, Darkness, or Electric wouldn't be that bad. Screw attack, the two sleep effects, and disable are too op. If I remember correctly there are 12 hitbox effects. If the 'broken' effects were used they would have a 1/3(4/12) chance of being chosen and a 1/4 chance of your character being physically disabled. What would be really cool is if we could find a way to change the Arrow article's texture based on the element chosen.
|
|
|
Post by Thor on May 27, 2015 16:25:18 GMT
Just going to point one thing out real quick.
Someone earlier said bombs push you forward on explosion, but this would just be annoying if you have a bomb pulled but get hit off the stage facing away from the stage [you'd have to immediately b-reverse an up+b or throw a boomerang].
Is there some way to make the SDI multiplier higher when it hits Link but not an opponent? This would make it easier for Link to get extra distance via SDI/ASDI but wouldn't make bombs poorer combo tools.
We could also just raise the BKB of bombs a lot [to make it more effective at all percents], although it might lead to obnoxiously early KOs in teams or something.
|
|