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« Reply #253 on: November 13, 2013, 08:24:03 PM » |
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I'll try this out, post haste.
Post Merge: November 13, 2013, 09:14:15 PM Alright here we go,
So, i like his walk to run speed and style, kinda wish he turned faster while running, but it isn't bad.
A combo: good, simple, no major changes needed. forward tilt: decent, somewhat hard to land, possibly faster or larger hitbox down tilt: godly, don't change this, this move is crucial to his aerial game. up tilt: I don't care for this move, too small of a hitbox, not useful for anything really. forward smash: good move, maybe the hitbox needs some changing, seems difficult to land consistently down smash: nice, but does it ground opponents at a certain percent/hitbox, also, this should hit people grabbing onto ledges, imo up smash: another good move, hitboxes are good, decent juggle move, but not as good for air game as down tilt. neutral b: i like your interpretation of this, but I would have it shoot three shots at once if possible, because it is difficult to land just the one, and it doesn't do much damage on its own. up b: good move, very fun to control, good mindgames and acting out of it is very good, might shorten the distance able to be traveled a tad, but this move is pretty good atm. neutral air: damn, this move is pretty powerful, nearly too much so, short hopping into this is killer on enemies, maybe lower the knockback on this, cause it's just too good. up air: good move, but only useful if you get your opponents waaay up above you, best used following down tilt. forward air: decent move, somewhat lacking in range, if possible add soe weak water hitboxes a foot or two in front of the can so this is more useful. down air: I like it, good hitbox, good to use out of up b, not much needs changing. back air: this move needs changing, either without the net or something, it is hard to hit wilt, and even if you do, the benefits aren't very good, maybe change this to a quick volley of slingshot shots(3) behind him like in smash 4? dash attack: I like it, difficult to land, I would increase knockback somewhat, needs more reward, cause at low percents you get punished even for a successful hit. also, I really don't lie how weak his double jump is, with such great aerial tools, it saddens me to only really be able to use them after down tilt or up smash, I'd increase his second jump height by quite a bit, and see if that gives him more options. overall, very nice work, but his neutral a in the air is pretty op, if anything, his moves seem to come out a little too slow and/or have too small hitboxes for what they appear, nice work.
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