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Post by penguin on Mar 10, 2015 18:42:37 GMT
Could we make his Up-B as long as or almost as long as Fox's?
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Post by Thor on Mar 11, 2015 21:41:25 GMT
How about we just give Falco a second double jump, make side+B walljump cancellable [once per airtime, or this would be very dumb for obvious reasons), and leave up+B the same? As much as I like the idea of longer fire-bird, I think that it could make sweetspotting while low somewhat annoying [or at least, it would be very different for those who normally play Melee and want to give it a try].
Actually on second thought, triple jump would allow shine off the top even easier... not sure if this is a good thing or very very bad.
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Poast
Posts: 42
Melee Main:
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Post by Poast on Mar 13, 2015 4:05:02 GMT
How about we just give Falco a second double jump, make side+B walljump cancellable [once per airtime, or this would be very dumb for obvious reasons), and leave up+B the same? As much as I like the idea of longer fire-bird, I think that it could make sweetspotting while low somewhat annoying [or at least, it would be very different for those who normally play Melee and want to give it a try].
Actually on second thought, triple jump would allow shine off the top even easier... not sure if this is a good thing or very very bad. It's like shine spiking but instead they go to space and not earth ???? u have
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Post by Thor on Mar 18, 2015 21:26:55 GMT
@scrumpy
I know we can't make new animations, but can we swap animations on characters? That is, can we put a Zelda attack animation on Falco? If so, I suggest a move like Zelda nair, Peach nair, or something similar for Falco's new fair [that is, the one we want to imitate Brawl nair], since I think those animations might work well.
I'd guess the dev team has already considered this, but I thought I should post here just in case they hadn't.
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Post by Tatatat on Jun 4, 2015 15:32:35 GMT
My ideas for Falco: D-special: add a sweet-spot and sour-spot to the move, The sour-spot being the size of the original shine hit-box and a hit-box id of 1 and the sweet-spot being a smaller hit-box with an id of 0. The scale of these two hit-boxes could be like 5:2 respectively. The sour-spot functions exactly as the normal shine would but the sweet-spot would hit the opponents with a trajectory of about 77°. This is so if they DI in they will move just barely behind you at 95° and if they DI away they will be sent at 59°, no base knockback,a WBKB that is less than fox's shine so like around 50, and +1 damage and -1 shield damage so as to not decrease the hitstun anymore or remove its ability to pressure shields. The sweet-spot could be used for actual multi-shine combos while the sour-spot would be used as it normally is. Or another option could be to make the sweet-spot the only hit-box and the size of the full shine but only be used on the grounded shine and the sour-spot a normal shine in the air. D-air: The D-air is really strange in vMelee as it is more powerful the longer it is out, just a comment. Jab: Gut the actual rapid jab subaction (Not rapid jab loop, start, or end) and make it shoot two blaster shots in rapid succession with a medium delay in the loop. Change the animation to the blaster animation. (I don't remember if the first and second jab are different subactions. If they aren't ignore this next part.) Change the second jab to a ftilt-animation that launches the opponent away a good distance with a WBKB(Like around or above 80) and an electrical effect. this could be to ensure the opponent won't be able to immediately punish the rapid jab/blaster. N-air: Have the angle change from the start of the move from a high angle like 65°, to a lower angle like 350° in steps. F-air: Change the animation to the F-roll animation and have hitboxes on his legs while 'Rolling' the tip of his legs could be a spike or a semi-spike and be the sweetspot, there could be a hitbox for the rest of his legs that sends opponents at 361° with still a decent knockback and there could be a hitbox around his torso also with 361° to make the move a bit safer.
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Post by Steelix100 on Jun 5, 2015 5:46:49 GMT
D-air: The D-air is really strange in vMelee as it is more powerful the longer it is out, just a comment. huuuuuuuuuuuuuuuh? that's weird... i'm preeeeeeeeeeetty sure this isn't the case... am I imagining things?
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Post by Thor on Jun 5, 2015 7:05:58 GMT
D-air: The D-air is really strange in vMelee as it is more powerful the longer it is out, just a comment. huuuuuuuuuuuuuuuh? that's weird... i'm preeeeeeeeeeetty sure this isn't the case... am I imagining things? Falco's dair has no sourspot, but only Doc's nair gets stronger the longer it's out. The statement by Tatatat about it being stronger as it stays out is incorrect.
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Post by Tatatat on Jun 5, 2015 12:43:46 GMT
huuuuuuuuuuuuuuuh? that's weird... i'm preeeeeeeeeeetty sure this isn't the case... am I imagining things? Falco's dair has no sourspot, but only Doc's nair gets stronger the longer it's out. The statement by Tatatat about it being stronger as it stays out is incorrect. 1st hitboxes:
2nd hitboxes:
These are the hit-boxes of Falco's unmodded D-air. You can check for yourself in Crazy Hand or a hex editor if you really want to. Yes, Falco's D-air does less damage thus dealing less hi-tstun/shield stun but it is more powerful knock-back-wise.
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Post by Thor on Jun 5, 2015 16:26:58 GMT
It's not really getting stronger then, it's just changing properties as the move goes on. Incidentally, this must be why I've heard there's no sourspot from numerous sources... the early part is better in combos for damage but the late part is still good for gimping due to higher BKB.
But a move having higher knockback isn't usually why it's called stronger... or at least that's not what I'm used to using it for.
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Post by Tatatat on Jun 5, 2015 17:34:32 GMT
It's not really getting stronger then, it's just changing properties as the move goes on. Incidentally, this must be why I've heard there's no sourspot from numerous sources... the early part is better in combos for damage but the late part is still good for gimping due to higher BKB. But a move having higher knockback isn't usually why it's called stronger... or at least that's not what I'm used to using it for. 1st hitbox of dair on mario at 0% second hitbox of dair on mario at 0% first hitbox of dair on mario at 50% second hitbox of dair on mario at 50% this is quite strange..
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Post by Steelix100 on Jun 5, 2015 19:33:02 GMT
Damage directly affects kb by a large margin (even just 3%)
The higher bkb (BASE knockback) is enough to make the late hit do more kb at low percents, but of course the early hit will prevail later on due to the increased damage
I'm guessing that since the dmg/kb difference is trivial enough and it's a spike too people say it has no sourspot since you'll die anyways lol
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Post by Thor on Nov 25, 2015 7:08:52 GMT
Can Falco usmash and dtilt be jump-cancellable on hit? His combo game would be even crazier then...
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Post by thetruefalcon on Dec 6, 2015 17:45:42 GMT
My thoughts on Falco:
*I like the idea of making his Side-B have longer range than Fox's does, even if it does put him in helpless.
*Maybe nerf the Reflector's knockback? It might make for interesting combo set-ups.
*Blaster should be twice as strong when used on the ground, like how it is in Brawl Minus.
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Post by battlefield on Feb 27, 2016 19:28:01 GMT
I was planning on turning Falco's f-air into a buffed version of his down-angled f-tilt and giving him a new f-tilt altogether. I was messing around with it, and it seemed very promising. It combos great and is a useful edgeguarding tool. That would make falco even more fun to use. imagine at low percents shine, fair them off the ledge and then dair them? That seems fun, but im not 100% sure that would work
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