Post by Tatatat on May 9, 2015 8:48:23 GMT
I personally believe that pichu is underepped and is considered a joke character in melee. In melee pichu has horrible approaches options and a shit wavedash. That shall not be the case in melee minus . The pichu I have made is faster on both the ground and air and has a easier time recovering. It has excellent combo potential with thunderjolts. In the air they move slow, on the ground they can go all the way around final destination. All of pichu's approach options are safer with bigger hitboxes and less endlag on the ground. All the buffs pichu was given doesn't come without some nerfs though. Check it out in the download link below.
[This is not the official melee minus pichu, just something I made to showcase possible changes in pichu]
Download link is at the bottom of the post.
Changes notes:
+ Pichu only takes damage using F-special and D-special
+ Dtilt: angle changed from 35-45, bigger disjointed hitbox
+ Ftilt: +1 damage, more knockback, electrical effect, -1 frame of startup and endlag
+ Dair: +1 damage, less base knockback, more knockback growth, a very powerful spike.
+ Dair landing: No longer set knockback, sends opponents straight up, + 2 damage, slightly smaller hitboxes, Can true combo into a nair at high percents
+ Uair: +1 damage, less base knockback, bigger hitboxes
+ Fair: +2 damage per hit, more knockback growth, Stronk semi-spike, Has a hitbox on landing similar to dair.
+ Fthrow: Less knockback growth, +1 damage per hit.
+ Nair: Sweetspot has electrical effect and +1 damage, Sourspot does -1 damage and less knockback growth
+ Utilt: Less knockback growth, bigger hitbox, -1 frame of endlag, Utilt now combos into u-smash at kill percents on average falling speed characters if they don't SDI.
+ Bair: Bigger hitboxes, less base knockback, has a fiery sweetspot
+ Dash attack: More knockback growth, Now has a sourspot dealing -2 damage and less knockback, -2 frames of endlag
+ U-smash: Less base knockback, more knockback growth, +2 damage.
- D-smash: -1 base damage, 1 more frame of endlag
+ Grab: Comes out quicker.
+ F-smash: 16-21 damage, higher knockback, bigger hitboxes, only two hits, inviniciblity frame on hitbox generation, 2 shield damage per hit
Jab: Slow continous jab, bigger hitboxes, MUCH more knockback growth and base knockback, Not able to follow up on jab resets at higher percents if the sweetspot lands, Potent semi-spike, Now has sweetspot closer to body and sourspot being the head. Sourspot 3 damage. Sweetspot 6 damage and electrical effect
+ Fspecial: Faster charge time, more horizontal distance, more vertical momentum, 8 damage uncharged 51 damage fully charged, has the potential to OHK at 0% fully charged.
+ Nspecial: Thunderjolt Stalls in air, They last for 5 times as long, amazing combo potential combined with throw
+ Dspecial: Hitbox around pichu now has a powerful multi-hitting hitbox that can hit up to eight times if crouch cancelled.
+ Uspecial: Deals same amount of damage as Pikachu's.
+ Higher full jump
+ More gravity
+ Faster fastfall
+ More weight 50->63
+ longer dashdances
+ More aerial mobility
+ Easier to chaingrab with u-throw
- Slightly bigger size
+ Less fair landing lag
- More bair landing lag
+ Less dair landing lag
+ Less Nair landing lag
+ Less Uair landing lag
+ Higher walljumps
- Slower walking speed
+ Longer wavedash
- Slightly smaller shield
+ Faster standing turnaround
+ Hurtboxes are lower while running
+ moderately long moonwalk
+ Dash starts on frame 1 instead of 2
Not exactly sure if this is op enough for melee minus but it definitely makes pichu at least viable. Can anyone playtest this and give their opinion?
[This is not the official melee minus pichu, just something I made to showcase possible changes in pichu]
Download link is at the bottom of the post.
Changes notes:
+ Pichu only takes damage using F-special and D-special
+ Dtilt: angle changed from 35-45, bigger disjointed hitbox
+ Ftilt: +1 damage, more knockback, electrical effect, -1 frame of startup and endlag
+ Dair: +1 damage, less base knockback, more knockback growth, a very powerful spike.
+ Dair landing: No longer set knockback, sends opponents straight up, + 2 damage, slightly smaller hitboxes, Can true combo into a nair at high percents
+ Uair: +1 damage, less base knockback, bigger hitboxes
+ Fair: +2 damage per hit, more knockback growth, Stronk semi-spike, Has a hitbox on landing similar to dair.
+ Fthrow: Less knockback growth, +1 damage per hit.
+ Nair: Sweetspot has electrical effect and +1 damage, Sourspot does -1 damage and less knockback growth
+ Utilt: Less knockback growth, bigger hitbox, -1 frame of endlag, Utilt now combos into u-smash at kill percents on average falling speed characters if they don't SDI.
+ Bair: Bigger hitboxes, less base knockback, has a fiery sweetspot
+ Dash attack: More knockback growth, Now has a sourspot dealing -2 damage and less knockback, -2 frames of endlag
+ U-smash: Less base knockback, more knockback growth, +2 damage.
- D-smash: -1 base damage, 1 more frame of endlag
+ Grab: Comes out quicker.
+ F-smash: 16-21 damage, higher knockback, bigger hitboxes, only two hits, inviniciblity frame on hitbox generation, 2 shield damage per hit
Jab: Slow continous jab, bigger hitboxes, MUCH more knockback growth and base knockback, Not able to follow up on jab resets at higher percents if the sweetspot lands, Potent semi-spike, Now has sweetspot closer to body and sourspot being the head. Sourspot 3 damage. Sweetspot 6 damage and electrical effect
+ Fspecial: Faster charge time, more horizontal distance, more vertical momentum, 8 damage uncharged 51 damage fully charged, has the potential to OHK at 0% fully charged.
+ Nspecial: Thunderjolt Stalls in air, They last for 5 times as long, amazing combo potential combined with throw
+ Dspecial: Hitbox around pichu now has a powerful multi-hitting hitbox that can hit up to eight times if crouch cancelled.
+ Uspecial: Deals same amount of damage as Pikachu's.
+ Higher full jump
+ More gravity
+ Faster fastfall
+ More weight 50->63
+ longer dashdances
+ More aerial mobility
+ Easier to chaingrab with u-throw
- Slightly bigger size
+ Less fair landing lag
- More bair landing lag
+ Less dair landing lag
+ Less Nair landing lag
+ Less Uair landing lag
+ Higher walljumps
- Slower walking speed
+ Longer wavedash
- Slightly smaller shield
+ Faster standing turnaround
+ Hurtboxes are lower while running
+ moderately long moonwalk
+ Dash starts on frame 1 instead of 2
Not exactly sure if this is op enough for melee minus but it definitely makes pichu at least viable. Can anyone playtest this and give their opinion?