07/31/2010, 04:23 AM
(07/30/2010 02:13 PM)Darkmega Wrote: [ -> ](07/30/2010 01:16 PM)Rkey Wrote: [ -> ]Another idea that has been forgotten, probably because it was just an idea an I never made a .pac containing it:
(I'm referring to this in case you're wondering.)
Zelda, we should alter the angle on the ghostboxes on fair and bair to make them combo. Right now, you can just DI-down and tech towards her and punish her because the attack is so laggy.
To make her netral b do something useful, I suggested two ghost boxes, one above her and one below her, that both travel a half circle around her, clock-wise, each hitbox linking into the next one. As they end, the one on the bottom will spike and the one on the top will launch.
Just the fix on the bair and fair hitboxes, which would allow her to combo better, would help a lot. If we also add the neutral-b thing, which sounds very awesome if you ask me, she would indeed get better. If I'm lucky, I'll get the chance to code this myself soon. If you feel up for it though (you as in anyone), go ahead =)
ok, lemme try to process that. so, they create sparkly phantom hitboxes just above, and just below her, and they rotate around her in a semi-circular fashion, each hit chaining to the other with the one from the bottom ending on the top launching up, the one starting from top rotating down smacking em down? holy crap that sounds an awesome move.
for the fair and bair, maybe some on hit interruptability? so if you miss you can get punished, and if you hit it you can carry on? those sparkle hitboxes launch them back towards, with the ones on her actual foot launching them how they used too don't they? and ooh, I got an idea that could be nice. Reverse polarity Zelda. XD
set a variable, then use a taunt which "swaps polarity" and have some random effects on her idle and walk animations like purple explosions for negative, and light flashes for positive. in positive mode the ghost hitboxes are stronger, but bring them towards you (think of the enemy as a negative magnet). and so if you hit them with the positive ghost boxes, it brings them in for combos, cause if you give them IASA a few frames after hits to stop tech punishers, that could work awesomely. The tilts and other moves that have this would do the same with the Dair ghost box would be the only exception cause that sends them down.
But, what if you went, negative polarity.If you hit them with the ghost boxes it sends them the other way but deals less damage, so you've got the uber powerful boot the the head (fair and bair right on the foot) and you've got the ghostly few character spaces off but weaker kick spots which do the same and launch them the other way. but, same with tilts etc. but now for the "WTF?!" part. the D-air would bring them upwards at a decent velocity to chain in into an U-air, so in different times, you could alternate your polarity and hence defense and offense to suit what you want to do. and you wouldn't need to finish the taunt, just activate it to swap polarities. XD if you could make dins fire do something trippy based on magic polarity too that'd be awesome-sauce. like a negative polarity dins fire spikes for example.
^ this. which I had in the brainstorming topic I made, which I thought I'd drop here as a proper idea.
If you hit them with the ghost boxes it sends them the other way but deals less damage, so you've got the uber powerful boot the the head (fair and bair right on the foot) and you've got the ghostly few character spaces off but weaker kick spots which do the same and launch them the other way. but, same with tilts etc. but now for the "WTF?!" part. the D-air would bring them upwards at a decent velocity to chain in into an U-air, so in different times, you could alternate your polarity and hence defense and offense to suit what you want to do. and you wouldn't need to finish the taunt, just activate it to swap polarities. XD if you could make dins fire do something trippy based on magic polarity too that'd be awesome-sauce. like a negative polarity dins fire spikes for example. 