12/07/2009, 12:32 AM
12/14/2009, 10:08 PM
Change Charizard to Garchomp
change Ivysaur to Metagross
change squirtal to Rotom-H
Done, its already broken for you.
/pokemon jokes
change Ivysaur to Metagross
change squirtal to Rotom-H
Done, its already broken for you.
/pokemon jokes
12/17/2009, 06:34 PM
I'm going to be up-front here. 'Zard needs more fire. Frankly, he feels like Bowser in vBrawl.
Proposed change: Fire effects on EVERY SINGLE MOVE. Including taunting and dashing.
Proposed change: Fire effects on EVERY SINGLE MOVE. Including taunting and dashing.
12/17/2009, 09:03 PM
I like it. Many PKMN Trainers saw Zard as a weak point. That might make it a strong point.
On that note, maybe we could give some of Ivysaur's hitboxes the flower element. (especially bullet seed) He would become a MEGARACKER. Then you would kill with Charizard. Then switch to Squirtle to gimp.
On that note, maybe we could give some of Ivysaur's hitboxes the flower element. (especially bullet seed) He would become a MEGARACKER. Then you would kill with Charizard. Then switch to Squirtle to gimp.
12/17/2009, 09:05 PM
I hate an excess of special effects. They just seem so ugly to me.
12/17/2009, 09:09 PM
i was looking through hundreds of codes last night and still can't find the instant transformation code (at least not one that effects PT). i'll keep looking, though.
12/17/2009, 09:12 PM
We could at least give Ivysaur more racking power. Charizard could use some more fire hitboxes, just for flavor.
When combined with as-fast-as-possible switching and super armor upon switching, they could quite easily be broken, but only as a team.
When combined with as-fast-as-possible switching and super armor upon switching, they could quite easily be broken, but only as a team.
12/18/2009, 12:10 AM
(12/17/2009 09:05 PM)CRASHiC Wrote: [ -> ]I hate an excess of special effects. They just seem so ugly to me.
Same here, over-excsessivity of special effects it not what this game needs.
(12/17/2009 09:09 PM)FroznHobo Wrote: [ -> ]i was looking through hundreds of codes last night and still can't find the instant transformation code (at least not one that effects PT). i'll keep looking, though.
The "Instant Transformations" code just shortens the time Samus/ZSS/Sheik/Zelda/PKMNT enter/exit their transformations, it does not directly change their loading time. I have said before and I'll say it again, transformations cannot be instant because the characters are never preloaded into the match like Zelda/Sheik was in Melee.
If you want to make these three good, you really just need to give Ivy some damaging combos and Charizard some quick moves that are effective and allow him to combo into his kill moves. Squirtle just needs like, Side B to be better, Neutral B to be better, and ... like range increase on some of his grounded moves idk.
12/18/2009, 03:09 AM
(12/18/2009 12:10 AM)Falco400 Wrote: [ -> ]Isn't it possible to make a code the makes the game preload characters?(12/17/2009 09:05 PM)CRASHiC Wrote: [ -> ]I hate an excess of special effects. They just seem so ugly to me.
Same here, over-excsessivity of special effects it not what this game needs.
(12/17/2009 09:09 PM)FroznHobo Wrote: [ -> ]i was looking through hundreds of codes last night and still can't find the instant transformation code (at least not one that effects PT). i'll keep looking, though.
The "Instant Transformations" code just shortens the time Samus/ZSS/Sheik/Zelda/PKMNT enter/exit their transformations, it does not directly change their loading time. I have said before and I'll say it again, transformations cannot be instant because the characters are never preloaded into the match like Zelda/Sheik was in Melee.
If you want to make these three good, you really just need to give Ivy some damaging combos and Charizard some quick moves that are effective and allow him to combo into his kill moves. Squirtle just needs like, Side B to be better, Neutral B to be better, and ... like range increase on some of his grounded moves idk.
12/18/2009, 01:15 PM
(12/18/2009 03:09 AM)Red X Wrote: [ -> ](12/18/2009 12:10 AM)Falco400 Wrote: [ -> ]Isn't it possible to make a code the makes the game preload characters?(12/17/2009 09:05 PM)CRASHiC Wrote: [ -> ]I hate an excess of special effects. They just seem so ugly to me.
Same here, over-excsessivity of special effects it not what this game needs.
(12/17/2009 09:09 PM)FroznHobo Wrote: [ -> ]i was looking through hundreds of codes last night and still can't find the instant transformation code (at least not one that effects PT). i'll keep looking, though.
The "Instant Transformations" code just shortens the time Samus/ZSS/Sheik/Zelda/PKMNT enter/exit their transformations, it does not directly change their loading time. I have said before and I'll say it again, transformations cannot be instant because the characters are never preloaded into the match like Zelda/Sheik was in Melee.
If you want to make these three good, you really just need to give Ivy some damaging combos and Charizard some quick moves that are effective and allow him to combo into his kill moves. Squirtle just needs like, Side B to be better, Neutral B to be better, and ... like range increase on some of his grounded moves idk.
It might be but, it's either really fucking hard or it'll ruin FFAs and Teams. As IIRC, Melee had it where Zelda/Sheik took up the slot of the Wireframe that wasn't in the match. In Brawl, those slots only exist in MMB and they must be Alloys. So, your guess is as good as mine as far as if this can be done.
12/23/2009, 08:21 AM
I KNOW HOW TO MAKE THE INSTA SWITCH WORK!!!!
Just add a hitbox to the down b which deals no damage, covers the entire field and has hitstun during the entire attack but with no flinch, so that all fighters on the field freeze while he is switching. Then do the switch as fast as possible. I don't know if you can do it exactly this way, but I would totally dig making everyone freeze for thoose 10 frames or so.
Just add a hitbox to the down b which deals no damage, covers the entire field and has hitstun during the entire attack but with no flinch, so that all fighters on the field freeze while he is switching. Then do the switch as fast as possible. I don't know if you can do it exactly this way, but I would totally dig making everyone freeze for thoose 10 frames or so.
12/23/2009, 09:58 AM
I'm personally worried that would cause stalling with it. The idea came to mind-don't speed it up too much, just make everything else move slower. However, it's just worrying if they use it for stalling purposes.
12/23/2009, 12:37 PM
Is it possible to pause the timer while the transformation is happening? It would make the move completely worthless for stalling.
12/23/2009, 02:51 PM
It's prob. not gonna happen as far as instant transformations are concerned.
12/23/2009, 03:41 PM
ok, then we can look at increasing IASA and adding invincibility to the end frames of the change. removes punishing, and lets PT move faster out of the change.
12/23/2009, 07:24 PM
Strong windboxes could be added to clear the area.
12/25/2009, 03:29 PM
Ok, I've read this now, and PT is my secondary. I want to add a few things:
Stamina has never been good, and never will be. There is no point in forcing you to switch, and it's a bad game mechanic. You should rather make it so that it's good to switch, and the player will.
Ok, so instaswitching wont work, then just speed it up as much as possible. Switch in vBrawl was easy to do (I know, I played him at tournaments), and with higher hitstun AND lower switch time, it wont be difficult. If we want combos to include switches, then we might want to add hitboxes or freeze the opponent when switching. However, both add the possibility to stall, so I say that a fast switch with a few frames of vulnerability is the best way to go, no freezing the opponent. If we make it as fast as possible, I think you will be able to combo with switches.
I don't think switching air should be added, it's boring. Charizard will recover all the time. Maybe it's good, but it's not FUN.
Overall, your ideas for buffs sound good, and since this is Alpha, I will proceed with the following statement: DO IT FAGGOT! :3 Just doing SOMETHING and then moving on is the best way to go when in Alpha, worrying that we might have a bad rooster is out of the question when we haven't even got A rooster.
Stamina has never been good, and never will be. There is no point in forcing you to switch, and it's a bad game mechanic. You should rather make it so that it's good to switch, and the player will.
Ok, so instaswitching wont work, then just speed it up as much as possible. Switch in vBrawl was easy to do (I know, I played him at tournaments), and with higher hitstun AND lower switch time, it wont be difficult. If we want combos to include switches, then we might want to add hitboxes or freeze the opponent when switching. However, both add the possibility to stall, so I say that a fast switch with a few frames of vulnerability is the best way to go, no freezing the opponent. If we make it as fast as possible, I think you will be able to combo with switches.
I don't think switching air should be added, it's boring. Charizard will recover all the time. Maybe it's good, but it's not FUN.
Overall, your ideas for buffs sound good, and since this is Alpha, I will proceed with the following statement: DO IT FAGGOT! :3 Just doing SOMETHING and then moving on is the best way to go when in Alpha, worrying that we might have a bad rooster is out of the question when we haven't even got A rooster.
12/25/2009, 06:03 PM
Took a good while, but here are my suggestions for Pokemon Trainer as a whole! @_@
Pokemon Trainer:
*** Attributes ***
- Increased switchout speed
- Speed up time it takes for player to regain control of switched pokemon
- Remove stamina loss on performing special attacks (if possible)
- Extend stamina length if possible
- Remove elemental weaknesses ('cause it's stoopid)
- Option to choose between two pokemon on switch instead of a rotation (I'm personally okay with both)
(I'm personally against wild pokemon. I like Pokemon Trainer. I also like using Ivysaur more than Squirtle or Charizard, but I'd
rather PT not lose his uniqueness)
So here we got the new Squirtle, and his turtle shell is now his ultimate shield, providing super armor frames on a lot of his attacks and movements. Now not only is his movements an annoyance, he can go through a lot of attacks. He's improved on the ground and the air as well. He's still light though and his KO potential is only a bit better.
Here is Ivysaur, now just plain frustrating to approach. Being a little bit faster on ground and air should help. Attack-wise, Ivy is a bit faster in many areas and spaces better than ever. KO potential is improved just a bit. Damage racking is better than ever, and now Ivy can plant flowers on the opponent for even more damage. USmash gains a new property that makes the attack like "Stun Spore", not to forget that it's a little faster now. Finally, tether recovery won't be a major issue.
Finally, here is Charizard, sending opponents flying left and right. He's also just a bit faster, but purely for defensive purposes. I wasn't about giving him super armor like Bowser, but he is stronger than before and has even better jumping ability. Rock Smash hopefully gets a unique change that makes it more dangerous for opponents. Fly becomes an even more dangerous Get-off attack.
Pokemon Trainer:
*** Attributes ***
- Increased switchout speed
- Speed up time it takes for player to regain control of switched pokemon
- Remove stamina loss on performing special attacks (if possible)
- Extend stamina length if possible
- Remove elemental weaknesses ('cause it's stoopid)
- Option to choose between two pokemon on switch instead of a rotation (I'm personally okay with both)
(I'm personally against wild pokemon. I like Pokemon Trainer. I also like using Ivysaur more than Squirtle or Charizard, but I'd
rather PT not lose his uniqueness)
Code:
Squirtle:
***Attributes***
- Super Armor on any frames where he is fully tucked into his shell (up to ~10% damage, including any other attacks where
Super Armor is suggested)
- Slightly increased crawling speed
- Slightly increased fall speed and fastfall
- Slightly increased full jump and second jump (to compensate for increased dropping speeds)
- Slightly increased aerial horizontal movement
***Ground Normal Attacks***
Neutral A:
- Jab 1 and Jab 2 does 1% more damage
- Less ending lag on Jab 3
F-Tilt:
- Increased damage (slightly lower knockback to compensate)
D-Tilt:
- Slightly faster start-up and ending
- Slightly more damage
- Hitboxes suck opponent into Squirtle
- Last hit knocks opponent straight up over Squirtle
- Improved Shield Poke potential
U-Tilt:
- Speed up whole attack
Dash A:
- Super Armor on first few frames of attack (the ones where he definitely has his shell facing the opponent)
- Increased damage
- Trips opponent (lower knockback, change the angle, and kill any growth so this works)
- IASA frames as soon as he lands on the ground
*** Air Attacks ***
NAir:
- Increased damage
- Super Armor on all frames he remains fully tucked into his shell
FAir:
- Increased damage and knockback
- Slightly speed up attack
UAir:
- Decreased knockback and growth
- Greatly speed up attack so it can hit multiple times
- Little landing lag
BAir:
- Increased damage
DAir:
- Slightly more damage
- Hitboxes suck opponent into Squritle
- Increased shield damage
- Final hit sends opponent at a 330º angle
- Slightly less ending lag
- Little landing lag
*** Smash Attacks ***
F-Smash:
- Increased damage, knockback, and growth
- Extend Super Armor frames to length of time Squirtle remains fully in his shell
- Decreased cooldown time
D-Smash:
- Increased damage and growth. Greatly increased knockback
- Slightly lowered knockback angle
- Super Armor frames on length of time Squirtle remains fully in his shell
U-Smash:
- Speed up starting time so attack comes out sooner
- Slightly increased damage on sweetspot hit
- Increased damage, knockback, and growth on sourspot hits
- Slightly taller and larger hitboxes that linger around a bit longer
*** Special Attacks ***
Neutral B:
- Uncharged "water fizzle" attack now a freezing attack.
- Increased damage and knockback on fizzle attack
- Faster Water Gun charge
- Lower start-up time on attack
- Stronger pushback on water gun
- Sends airborne opponents into a tumble (if possible to do without adding damage)
Side B:
- Faster movement
- Able to exit out of shell much sooner
- Less end-lag on shell exit
- (NO Super Armor for this move!)
- Greatly increased damage
- HUGE boost on knockback. Increased knockback growth
- Sends opponent at a 40º angle
Up B:
- Increased damage on each hit
- Large increase on knockback and growth for final hit
- Sends opponents at a 30º angle (or whichever makes hit lower than normal)
*** Throws ***
Pummel:
- Increased speed
F-Throw:
- Increased damage and knockback
B-Throw:
- Increased damage and growth
- Slightly lower angle
D-Throw:
- Increased damage. Slightly increased growth
U-Throw:
- Slightly lower growthSo here we got the new Squirtle, and his turtle shell is now his ultimate shield, providing super armor frames on a lot of his attacks and movements. Now not only is his movements an annoyance, he can go through a lot of attacks. He's improved on the ground and the air as well. He's still light though and his KO potential is only a bit better.
Code:
Ivysaur:
***Attributes***
- Slightly improved aerial mobility (just slightly)
- Slightly increased running speed
- Slightly increased fall speed
- Increased distance on all forms of grab
*** Ground Normal Attacks ***
Neutral A:
- Slightly faster continuous Jab. Also starts up sooner
- Little ending lag after continous Jab
F-Tilt:
- Increased damage
- Slightly longer hitbox for improved range
- Slightly decreased end lag
U-Tilt:
- Increased damage
- Slightly less ending lag
D-Tilt:
- Increased damage on second hit
- Slightly less ending lag
Dash A:
- Slightly extended distance
- Increased damage, knockback, and growth
- Sends opponent at a 36º angle
- IASA frames halfway into Ivysaur's belly slide
*** Air Attacks ***
NAir:
- Increased knockback and growth on bottom portion of attack (improves spiking capabilities)
FAir:
- Increased damage, increased growth
- Slightly less initial knockback
- Decreased ending lag and landing lag
UAir:
- Adds a flower on opponent
- Momentum properties on attack to decrease flying (if direction can be specified, then for mostly upwards flight)
BAir:
- Increased damage on both hits
- Slightly speed up attack
- Decrease angle of attack a few degrees
DAir:
- Adds a flower on opponent
- Increased knockback and growth on sourspot
- Sourspot sends opponent slightly downwards
- Increased knockback and growth on sweeptspot (more than sourspot)
- Momentum properties on attack to decrease flying (if direction can be specified, then for mostly downards flight)
*** Smash Attacks ***
F-Smash:
- Increased damage
- Slightly lower angle on hit
- Decreased ending lag
U-Smash:
- Slightly increased damage
- Hit comes out a few frames sooner
- Main KO hit now a large sweetspot, a little smaller than the original hitbox
- Sweetspot adds a flower on opponent
- Sourspot hitboxes around attack now stun opponents.
- Sourspot hitboxes deal 13% damage and have about as much knockback and growth as Ivysaur's UAir
- Slightly less ending lag
D-Smash:
- Decreased start-up
- Greatly increased damage ('cause it was low to start), knockback, and growth
- Decreased end lag
*** Special Attacks ***
Neutral B:
- Comes out 1 Frame sooner
- Harder to escape initial hit
- Initial hit extended 2 more frames
- End lag 1 or 2 frames shorter
Forward B:
- Increased damage
- Lower start-up and end-lag on move
- Razor Leaf goes 1.5x the normal length
- Projectile properties the same as Wolf's Blaster
Up B:
- Increased damage and knockback on sourspot
- Increased damage on sweetspot
- Does not put Ivysaur into freefall
- Slight delay on use to prevent Ivysaur from airstalling or flying
*** Throws ***
Pummel:
- Increased damage
F-Throw:
- Increased damage, slightly increased knockback
B-Throw:
- Increased damage. Greatly increased knockback. Greatly decreased growth
U-Throw:
- Increased damage.
D-Throw:
- Increased damage (slightly decreased knockback and growth to compensate)
- Make easier to set up into Vine Whip sweetspotHere is Ivysaur, now just plain frustrating to approach. Being a little bit faster on ground and air should help. Attack-wise, Ivy is a bit faster in many areas and spaces better than ever. KO potential is improved just a bit. Damage racking is better than ever, and now Ivy can plant flowers on the opponent for even more damage. USmash gains a new property that makes the attack like "Stun Spore", not to forget that it's a little faster now. Finally, tether recovery won't be a major issue.
Code:
Charizard:
*** Attributes ***
- Slightly Increased aerial mobility
- Improved height on full jump and other jumps
- Slightly quicker turnaround
- Faster, longer rolls
- Wake-up roll a bit faster, longer, and slightly more invinicbility frames (whatever will make it better than it is right now)
- Faster start-up on glide and faster gliding speed
- Increased get-up speed on bad glide landing
- Increased speed on fastfall
*** Ground Normal Attacks ***
Neutral A:
- Jab 1 comes out on frame 3
- All jabs hit faster and end a bit sooner
F-Tilt:
- Slightly increased damage
- Increased damage and knockback
- Slightly less end lag
D-Tilt:
- Increased damage and knockback on sourspot
- Sourspot sends opponent away at a 35º angle
- Increased damage, knockback, and growth on sweetspot
U-Tilt:
- Incresed damage, knockback, and growth
Dash A:
- Lower start-up and end lag
- Increased distance on dash
- Greatly increased damage, knockback, and growth
- Sends opponent away at a 10º angle
- Increased shield damage and pushback (if possible, I don't know how that works)
*** Air Attacks ***
NAir:
- Highly increased damage (lower knockback and growth, but will still improve due to damage increase)
- Lower end lag
FAir:
- Increased damage, knockback, and growth on sweetspot
- Increased damage on sourspot. Greatly improved knockback and growth to avoid punishable hits
UAir:
- Increased damage
- Slightly lower end lag
BAir:
- Zero growth on first hit. Sets up into second tail hit
- Increased damage, knockback, and growth on second hit
DAir:
- Increased knockback and growth
- Slightly lower start-up and end-lag
Glide Attack
- Greatly increased damage, knockback, and growth (enough to become a scary attack)
*** Smash Attacks ***
F-Smash:
- Increased damage, knockback and growth
- Decreased end lag
D-Smash:
- Increased range on both sides
- Increased damage, knockback, and growth.
- Add a hitbox close to Charizard's feet that impales opponents
- Slightly lower end lag
U-Smash:
- Increased knockback on second hit
- First hit does a better job setting up into second hit (because landing the first hit just to miss the second one sucks)
*** Special Attacks ***
Neutral B:
- Comes out instantly
- Longer flame that lasts longer
Side B:
- Slight delay on attack starting at Frame 3 so that the boulder hangs around longer, increasing this moves ability to
counter attack opponents
- Slightly sped up after delay so as not to leave Charizard lagging too long on the attack
- Increased shield damage on each shard (enough that it can totally wreck shields)
- Slightly less end lag
Up B:
- Super Armor starts at frame 3
- Goes twice as high (I mean really, it's "Fly", not "Big Jump") and a bit faster
- Hitboxes keep opponent better sucked in (especially to compensate for changes)
- Increased damage and knockback on final hit
*** Throws ***
Pummel: No change
F-Throw:
- Greatly increased knockback, greatly decreased growth
- Lower end lag
D-Throw:
- Greatly increased damage, knockback, and growth
U-Throw:
- Increased damage
B-Throw:
- Increased damage
- lower end lagFinally, here is Charizard, sending opponents flying left and right. He's also just a bit faster, but purely for defensive purposes. I wasn't about giving him super armor like Bowser, but he is stronger than before and has even better jumping ability. Rock Smash hopefully gets a unique change that makes it more dangerous for opponents. Fly becomes an even more dangerous Get-off attack.
12/25/2009, 07:40 PM
Sounds perfect, but remove stamina completely.
Perfect, now GOGOGO!
Perfect, now GOGOGO!
12/25/2009, 07:55 PM
I originally had "Remove Stamina", but I also mention not liking the idea of wild pokemon. Not having any stamina is effectively the same thing. As long as there's no reason for people to switch outside of preference, it'll be just like having solo pokemon.
Perhaps instead of Stamina, you recover 5% health whenever you switch. Would have to be careful though as such an idea could be easily spammable and have PT knocking people away and spamming Down B to get their damage as low as possible.
Perhaps instead of Stamina, you recover 5% health whenever you switch. Would have to be careful though as such an idea could be easily spammable and have PT knocking people away and spamming Down B to get their damage as low as possible.