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Post by wobbleme on Jan 12, 2015 23:57:37 GMT
I think Marth could have every part of his blade be tipper-strength.
Please discuss your own ideas.
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Post by FedoraTheExplorer on Jan 13, 2015 0:11:56 GMT
Please no.
FEDORA'S BROKEN MARTH v0.1
TAUNT Give it a hitbox
JAB Both hits faster
DSMASH Speed boost bruh
DAIR Decrease end lag (at least enough to where you can do run off dairs without killing yourself)
UAIR Stronger tipper
DANCING BLADE Just copy pasta brawl's stats. The nightmares...
COUNTER Give it knockback scaling, to be a potential kill move
DOLPHIN SLASH Drastically reduce landing lag
Marth is already so good you dont need to change too many aspects to completely break him.
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Post by astupidpenguin on Jan 13, 2015 3:47:55 GMT
making every hit a tipper hit, at least on fair, would pretty much be a nerf, it takes away options
just to throw out some ideas
dancing blade 3rd hit down should be a absurdly strong spike, reverse dolphin slash should deal higher kb, uncharged netural b should break shield but have a ton of endlag, side b stall shouldn't decay, fair should have set KB at around what it is at 50-60ish % for sex combo game to infinity and beyond, the entire upsmash should be the tipper
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Post by Hacksorus on Jan 15, 2015 4:18:30 GMT
Personally I dislike the idea of making every attack a tipper, although I suppose up smash would make sense. We want to make the character stupid, not easier to use.
I found the Marth Simulator video hilarious and think Marth should have an insane grab range. Maybe not the entire stage but try about twice as long as the regular.
Also, I think it would be cool to try reducing the end lag on his aerials. Now THAT would make for some ridiculous combos.
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Post by Fishaman P on Jan 15, 2015 5:29:59 GMT
Upvote on reducing Dair's endlag and doubling grab range. Less endlag on Bthrow too.
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Post by HelpfulGoomba on Jan 22, 2015 8:58:27 GMT
I suspect the boss does not like tippers. It's still half of what makes Marth ,well, Marth. Slightly bigger grab range would be fun too.
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Post by xinc on Jan 25, 2015 21:45:02 GMT
Make the sourspot a bit more knock back so it's safer?
Also, give Shield Breaker better shield breaking potential.
Aesthetically, Marth successfully using his counter should allow him to use the "Let's Dance" voice clip.
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Post by articanus on Jan 28, 2015 1:23:44 GMT
I agree with whomever said that you don't need to edit too many things to make Marth broken. He's already the third best character in the game, just pushing enough of his bad moves to usable and then breaking some of his good moves will be more than enough.
His downtilt is pivotal in his gameplan and is super good for pretty much every scenario, though it has clear weaknesses and in some situations you can't really do much with it outside of gaining stage control. While I like the fact that it has counterplay, we can remove its other weakness by simply giving it the G+W dtilt properties, so that grounded opponents get knocked up while airborne ones will get sent to the side. This keeps it great in a DD heavy game that is melee and keeps it good for edgeguarding purposes.
We could give some of Marth's moves super tippers. Not all of them, but some like down / up smash would enjoy it. In general make marth's up smash not flub as hard on the side. Maybe make it faster to make it a decent OoS option and make it good to use vs floaties. Dash attack would also appreciate a super tipper, but maybe instead just give it very slightly less lag? Not to make it spammable, but maybe bring it up to Fox/ Falco dash attack levels in terms of usefullness.
Ftilt just needs to hit lower. Maybe that move could also use a super tipper and it could actually hit a fox sweetspotting super low with side B. I agree with neutral B doing more shield damage(maybe make it slower in return).
Increasing grab range is very lolzy. I wouldn't do 2x, but maybe 1.25x or even 1.5x.
Uptilt having a faster recovery would be all that is needed for that move, and make his backthrow have earlier IASA frames. Sweetspot up B could have a tipper and would have insane knockback, but would be very hard to hit ideally. Maybe akin to luigi up B?
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Doqtor Kirby
Angry Camera Guy
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Post by Doqtor Kirby on Jan 31, 2015 17:05:57 GMT
I agree with whomever said that you don't need to edit too many things to make Marth broken. He's already the third best character in the game, just pushing enough of his bad moves to usable and then breaking some of his good moves will be more than enough. His downtilt is pivotal in his gameplan and is super good for pretty much every scenario, though it has clear weaknesses and in some situations you can't really do much with it outside of gaining stage control. While I like the fact that it has counterplay, we can remove its other weakness by simply giving it the G+W dtilt properties, so that grounded opponents get knocked up while airborne ones will get sent to the side. This keeps it great in a DD heavy game that is melee and keeps it good for edgeguarding purposes. We could give some of Marth's moves super tippers. Not all of them, but some like down / up smash would enjoy it. In general make marth's up smash not flub as hard on the side. Maybe make it faster to make it a decent OoS option and make it good to use vs floaties. Dash attack would also appreciate a super tipper, but maybe instead just give it very slightly less lag? Not to make it spammable, but maybe bring it up to Fox/ Falco dash attack levels in terms of usefullness. Ftilt just needs to hit lower. Maybe that move could also use a super tipper and it could actually hit a fox sweetspotting super low with side B. I agree with neutral B doing more shield damage(maybe make it slower in return). Increasing grab range is very lolzy. I wouldn't do 2x, but maybe 1.25x or even 1.5x. Uptilt having a faster recovery would be all that is needed for that move, and make his backthrow have earlier IASA frames. Sweetspot up B could have a tipper and would have insane knockback, but would be very hard to hit ideally. Maybe akin to luigi up B? I dunno. B- made Marth REALLY broken, and Marth is #5 in Brawl. Dtilt with air/ground separate angles? Sounds painful. Super tippers? Like replacing the phantom with a hitbox? Upsmash flub could be fixed in the Brawl manner by making the side flubs hit into the sword, as opposed to away. NSpec doing more shield damage? It's already called the Shield Breaker. lol grab range. I don't think Marth's grab range should be extended too far, or we'll get the SSF2 effect: Fthrow > Fthrow > Fthrow > Fthrow > Fthrow > Dair.
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Post by articanus on Jan 31, 2015 17:56:25 GMT
B- did make Marth broken. We could make Marth broken too, but what I'm saying is that we should tread on the lighter side since Marth is already so fucking good.
Can't tell if you liked the dtilt idea or not. It should be painful, though.
Literally wherever the last line of Marth's sword extends to, replace it with a new hitbox. So he has no extra range, but he has a next and expert way to play with it. So let's say that units 1-9000 don't tipper and untils 9001-10000 do, replace unit 10000 with the super tipper.
It's called the shield breaker but we should make it do so more often. =)
I think we should give marth retarded backwards grab range, then. Would be lolzy and would stop your fthrow trap.
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Post by scrumpy on Jan 31, 2015 19:24:34 GMT
A ridiculous backwards grab would only be lolzy to play as, but playing against it would be a controller thrower.
The trick to making a game fun to play is to avoid controller throwers.
I personally like the idea of the d-tilt though. I'll play around with it a little bit.
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Post by articanus on Jan 31, 2015 20:41:33 GMT
I should probably have mentioned when I said "retarded backwards range" I meant something like 0.5 - 1x his current forward grab range behind him. I'm not suggesting that turning around gives him the lenth of ness' yoyo glitch grab lmao.
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a
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Post by a on Jan 31, 2015 21:17:13 GMT
do you even understand what marths grab range is holy shit lmao
and you want something comparable to that BEHIND him?
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Post by articanus on Jan 31, 2015 21:30:51 GMT
Sure. This is melee minus not melee bitch edition.
What do you expect Marth's to do with the extra range from behind? Run past them and grab? Wouldn't it be better and faster to do it from the front? I just don't see it being abusable from the user's perspective, but rather it would honestly show up in few situations as "lol wtf" moments in my mind.
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Doqtor Kirby
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Post by Doqtor Kirby on Feb 1, 2015 0:31:39 GMT
You know what I think? A grabbox that is oddly far behind him. Not extended to there, but just the grabbox and space between it and Marth, say, 3 DK's long. That would be so stupid it just might work.
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