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Post by Schnurb on Jan 15, 2015 1:33:21 GMT
Neutral B: can charge while mid-air and charges twice as fast, fully charged should be able to break shields
Side B: always will auto cancel, lower IASA frames
Up B: invulnerable for most of the duration of the move
Down B: bomb jumping goes higher, Super wavedashing has many more activation frames
Forward tilt: comes out 3 frames earlier, stronger
Down tilt: larger hitbox
Up tilt: deals explosive damage
Dash attack: always strong hit, hitboxes on her arms
F Smash: sweetspot on outermost hitbox, increase knockback
Down Smash: Lower IASA frames, make it easily executable out of a super wavedash
Up Smash: first hits deal weak knockback into each other, then the last hit has insane knockback and damage
Nair: Disjointed hitbox, increase damage but decrease knockback
Fair: Bigger hitboxes, higher damage + knockback
Bair: sweetspot on foot with crazy knockback
Uair: Hits better combo into one another
Dair: True spike, hitbox lingers for more frames
Z air: Electric damage, comes out twice as fast
Grab/ Dash Grab: entire chain has a grab hitbox
Roll: much faster, like her's in Project M
General:
Friction lowered, longer wavedash Increase to weight Slight increase to falling speed Increased aerial mobility
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Post by restnow on Jan 19, 2015 5:06:01 GMT
Super wavedashing has many more activation frames
Yes yes all of my yes. Make it a legitimate option for matches.
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Post by theganontrain on Feb 3, 2015 2:31:25 GMT
I like this, a lot! However, allow me to make a couple changes of my own... Anything I don't change, I like and would keep the same as you!
Up tilt: No explosive power, just give it ridiculous set Knockback that is weight+falling speed dependent so that it can be used to start combos vs the entire cast or lead into a finisher.
Nair: Just more Knockback, I feel like it will always be Samus' spacing move, it's also a much more reliable finisher than bair (Reliable meaning hitbox size+ lack of sourspot
F-Smash : Give it moar base Knockback
otherwise, YOURE GOOD!
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Post by scrumpy on Feb 6, 2015 2:16:41 GMT
I think Samus should definitely have a much faster tether in general. Recovery would be made a little more tight, and Samus could have a good grab game that wouldn't be easy as balls to punish.
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Post by theganontrain on Feb 6, 2015 3:09:29 GMT
I think Samus should definitely have a much faster tether in general. Recovery would be made a little more tight, and Samus could have a good grab game that wouldn't be easy as balls to punish. How could I forget about her grab! Yeah, you got a good point. Now that I think about it, making it have a quicker retraction would probably fix the issue. I mean, it's still by far the longest grab in the game. You can literally cover all getup options by wavedashing back out of getup attack range and perform an extended grapple+ home in on your opponent. Either that or reward a grab much more, like giving her a stupid fast pummel(but find a way so that she can't wobble with it, like automatically throwing after 10 pummels or something of that sort) or giving her something like Mewtwo's up throw for a KO option.
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Post by thetruefalcon on Jan 24, 2016 16:00:18 GMT
My suggestions for M- Samus:
*Please, please make the hitboxes of U-Smash link into each other. That has always bothered me.
*The final hit of Screw Attack should have something remotely resembling knockback.
*Stronker missiles?
*Down tilt should be more powerful.
I might come up with more stuff later.
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