i would recomend keeping his down b and side b the same. his bombs are custom made and the explosions give sucha windwaker feel (please dont take that away). side b simply beacause its unique as is. i would probably mod it like u said. mabe have it hit enemies but keep moving thru them? (so it compleates its norm movement before returning.)
I never really thought about it that way DX
i really like the deku leaf idea!!
Me too, I just have no idea how I'll get it to work...=p
skull hammer sounds awesome but idk how you plan to do it. theres no prop
I'm thinking the same way
for hurricane spin, use a side taunt animation w/ custom hitboxes?
What I'm planning on doing is have it be the exact same attack, only be mapped to the Dsmash and not be usable as a recovery
also, for final smash, my recomendation would be to make a tornado like when he ports while in the boat?
for that i have some ideas: use grafics to make a tornado around him (like the custom character Wisp's up B). use that for graffics (mabe more to really emphacize the wind stike)
have him on a loop to do his up taunt animation for 15 seconds). then just have an offsensive collision that does .005% per frame [about 45% by the end of the final smash], and a VERY high constant knockback. (like sends them flying but can struggle to fight against. then at the end when he compleates the taunt animation and the chime happens, have a strong windblast with graffics go one (mabe both) directions. that can send people within those smaller hitboxes flying.
if u deleate all the comands in the final smash, u can just imput these (asyn timer frames, change action, and continue from there). i would also have an if else going on. if the L trigger is held, go to action ___ (and paste the origonal final smash there). that way ppl can choose.
hope this helped!
best of luck to you!
That's also a really good idea, I'll take it into consideration ;3
Thanks for your comment
