Hmm?
Oh whoops. Guess I had stamina wrong; I thought whenever you switched, it rehealed completely. Make that change, and demand is satisfied, isn't it?
(11/26/2009 02:18 AM)bonk Wrote: [ -> ]I like the idea of having PT being able to instant switch and combo off of one another.
I think that change should be possible in the air, it may even make PT recovery more interesting.
I also think that they should complement each other in combos, such as squirtle is the combo starter, ivysaur continues, then charizard finishes. Could be complex aerial combos, or something as simple as
squirtle up-tilt x3 > instant switch > ivy bullet seed > instant switch > charizard up-smash
or if ivysaurs side-b knock the opponent towards you (which could work for continuing combos),
squirtle f-air > instant switch > ivy side-b > instant switch > charizard f-smash/ rock smash
it would sure give PT some interesting gameplay
I actually really like this idea. Makes combos seem like something right out of MvC2, which while broken as all hell, was still quite fun.
Is there a way to define which pokemon you switch to? I mean switching in the order you want, not necessarily the predefined order. You would probably have to use the taunt buttons to map that...
You could change the 3 taunts to do that.
I don't think that we need to change the taunt buttons to do that. Instead we could make it so that using L and R while switching changes the order. L could go backward and R could go 2 pokemon ahead.
Is that actually possible? I thought that the switching was hard-coded... Similarly, can the game handle instant/near-instant swaps, or does it require time to load a new character? I think someone should at least test it out first.
Also, if I'm not mistaken, I don't think there's a way to give Wild Pokemon down-B and still retain the swap for the Trainer. I'd say we stick to the Trainer, and make swaps so fast that it would be possible to set up multi-character combos. That would make for a whole new playstyle!
Edit: I did some research on the coding, it seems likely that speeding up the swap will not work because the game has to take time loading the next Pokemon from the disk. Shame... I was looking forward to instant swaps.
...
Maybe we could freeze/slow down time for other characters during the swaps instead? That might work, though it could be annoying if it was spammed.
(12/02/2009 12:19 AM)IndigoFenix Wrote: [ -> ]it could be annoying if it was spammed.
Im all for annoying, but slowing down time on command is kinda... ew. I guess you still cant attack on the same turn you switch...
Is there any way to keep all 3 pokemon fully loaded throughout the match?
Some Charizard ideas:
-Have him with 4-5 midair jumps, his recovery in vBrawl is fairly mediocre.
-Glide start-up glide animation as fast as MK and amazing knockback in glide attack.
-Increase damage/knockback in down throw and increase the speed up his throws.
-Decrease the ending lag of dtilt, to be even less punishable.
-Up b always leads to the last powerful hit (which has increased knockback), with invincibility on grounded from frame 1 to 1st hit frame.
-Aerial up b still has the SA (you won't get grabbed too easily when you're in the air.
-Dsmash knockback like in Bbrawl, and less cooldown.
-Fsmash hitting really hard, killing at like 70% with DI close to the screen, and increased range.
-Usmash increasing knockback slightly.
-Bair having the sourspot as a powerful spike, and sweespot being stronger than it is in vBrawl.
-Rock Smash has increased knockback and the 18% one doing more damage.
-Fire Breath traps better than it does in vBrawl.
-Ftilt is faster and has less ending lag.
I guess Ivysaur will be hard to make him good, but here are ideas:
-A lot better air speed, probably buffing to one of the fastest air speeds in Brawl-
-Bullet Seed traps better
-Side b is faster and has killing potential
-Up b always sweetspots, which has more knockback
-Up b doesn't make him helpless but has longer ending lag in the air (like BBrawl)
Rest is said before.
I think separate the Pokémons will attract much more people than the force-change when dying combined with the fatigue.
Separate or not does not matter. Instant change; you could potentially go from squirtle back to squirtle in like 10 frames. Good ideas though.
Would it be possible to make all of their down-Bs rest? (For wild pokes, that is) It seems like a fairly simple move substitution... It might screw up their skeletons though.
(12/03/2009 12:35 AM)Beefster Wrote: [ -> ]Would it be possible to make all of their down-Bs rest? (For wild pokes, that is) It seems like a fairly simple move substitution... It might screw up their skeletons though.
I'm not positive. The problem is that the pokemon switch out automatically when you lose a stock. If we could find the the code to change that it would work, but then normal Poke Trainer wouldn't be usable because he couldn't switch out pokemon.
Just steal use the Brawl X codes for wild poke-trainer. I never remember them switching out there.
Just a thought, but if we're going to make a whole PT, and Squirtle alone is good enough with B- physics that it's viable, in order to make a viable and not totally broken PT who actually makes use of the switching mechanic, we're probably going to have to nerf Squirtle a bit while we buff Ivysaur and Charizard.
Naw, we could just buff Ivysaur and Charizard hella much, and decrease switching time so its worth switching.
If fast-switching doesn't work, we could always give them a few invincibility frames when they first switch so that you can't babysit.
General:
- Fast Switching if possible. If not possible, invincibility after switch.
- Switching preserves momentum.
- Midair switch.
- Switching should be able to interrupt ANYTHING except hitstun.
Squirtle:
- Pivot does damage.
- Watergun always fully charged, small KB.
- Withdrawal has the same effect as a green shell.
Ivysaur:
- Lingering windbox on NB that pulls opponents in.
- NB traps better.
- Vine Whip IASA. Usable twice in air.
- Brawl+ Razor leaf.
- 2-3x faster startup on Dair
- Faster smashes
Charizard:
- Faster Glide.
- Flamethrower bigger and stronger than Bowser's.
- Rock Smash more damage on the first hits, more KB on final hit. Breaks shields. make it spike instead of launching upward.
- UpB 2x KB. It should shieldpoke.
- One more jump.
- Slightly slower gravity.
- Fthrow should be a chaingrab.
I doubt that we'll be able to do much with the switch's mechanics. Invincibility after switch should work, but would that make it possible to stall indefinitely by continuously switching?
Some other possibilities to prevent babysitting:
Powerful hitbox when new Pokemon comes out
Windboxes
IASA frames as soon as possible
Oh, and Charizard needs to be made much better in the air. Normally I'm opposed to extra jumps, but he's very unwieldy and heavy for a flying-type. I think he should be able to recover from pretty much anywhere, like other flying characters.
(12/06/2009 11:55 PM)IndigoFenix Wrote: [ -> ]I doubt that we'll be able to do much with the switch's mechanics. Invincibility after switch should work, but would that make it possible to stall indefinitely by continuously switching?
Maybe just super armor, then? Though you'd still be screwed over by G-Dorf punch- You'd be killed the next time you got hit.
Perhaps it's possible to make it reduce all damage to 1% with no knockback.
Some other possibilities to prevent babysitting:
Powerful hitbox when new Pokemon comes out
It doesn't really solve the problem. Nobody would come near you.
Windboxes
They'd have to be some STRONG windboxes!
IASA frames as soon as possible
Oh, and Charizard needs to be made much better in the air. Normally I'm opposed to extra jumps, but he's very unwieldy and heavy for a flying-type. I think he should be able to recover from pretty much anywhere, like other flying characters.
(12/07/2009 12:16 AM)Beefster Wrote: [ -> ] (12/06/2009 11:55 PM)IndigoFenix Wrote: [ -> ]Some other possibilities to prevent babysitting:
Powerful hitbox when new Pokemon comes out
It doesn't really solve the problem. Nobody would come near you.
Yes, that's the point - to deter opponents from standing nearby and attacking when you come out. Although they could dodge it by rolling or sidestepping, it would be a lot harder to take advantage of the switch.