Nemidthemasterofdimentions
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Post by Nemidthemasterofdimentions on Feb 1, 2015 11:54:06 GMT
Sure. This is melee minus not melee bitch edition. Unrelated, but I laughed my ass off here.
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Poast
Posts: 42
Melee Main:
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Post by Poast on Mar 6, 2015 13:51:41 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. I think that this is a really good place to start. Maybe make his neutral-B charge faster?
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Post by fappagoose on May 28, 2015 0:58:11 GMT
Well, I made a few changes to Marth myself as a little joke, but it ended up being more fun than I thought. I made his fair & dair able to be cancelled in the first few frames, gave him infinite jumps, jigglypuff's airspeed, halved his gravity, reduced his jump height to make his offstage game more precise, and doubled his weight. Here's the .dat, I could improve upon it, but this is just something dumb I made. Don't expect it to be anywhere near as good as melee minus, when scrumples blesses us with his creation. PIMr.dat (170.92 KB)
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Post by Thor on Jul 28, 2015 4:04:11 GMT
Give fair and bair a JC on hit for easier Ken combos [makes it more able to link them when their DI in Melee would just BARELY get them out].
Give dair less endlag. Make the sourspot a meteor smash so it always sends downwards and so that dair can start combos onstage more effectively with correct spacing.
Side+B down3 should have a darkness element, because people who get hit by that usually have to be rescued from the Shadow Realm - and this would accentuate that point perfectly.
Marth's grab range should be unaltered [or maybe like 1.25X, or even just 1.1X], but it should be extended low enough to grab a crouching character, then extended again low enough to be able to grab people off of the ledge when they aren't invincible [if that's even possible].
Marth dsmash could be tweaked in a variety of ways... 3 ways I thought of: - Make the sourspots launchers and the tippers semi-spikes for a super deadly tool - Back half of dsmash is a meteor smash [tipper is a spike] for ridiculous onstage edgeguards [mostly for lols but could start/extend combos too] - Tipper dsmash is jump-cancellable on hit [either side] to allow for followups.
If Marth could do his grab while in air [Melee grab specs], even if he could only do one throw [uthrow or something], that'd be sweet. Actually, that might be sufficient on its own to break Marth...
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Post by Drbread on Feb 23, 2016 11:47:16 GMT
the real trick to making marth broke is obviously his aerial game. the possibilities are endless, but the most broken, yet subtle thing you could do would be giving him excellent airspeed and maneuverability.
another easy possibility would be to make d-air a more useful combo tool by reducing landing lag, and giving the untippered hits a better angle for followups.
other potential buffs to aerials would be adding iasa frames to b-air or perhaps some kbg(marth has no direct blastzone kills from the air) reducing the knockback angle or some kbg on n-air could probably be a nerf in some cases but you could do that... nair not fantastic atm.
adding kbg to b-air could be lethal as well.
oh, and improving the actionable frames on d-throw or b-throw is potentially broke
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