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Ideas for Ganondorf
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08/02/2010, 07:24 AM
Post: #21
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ooooh, nice point out. cause that burst my bubble...so yeah, attack cancel out, that sounds more decent... cause that way you keep the momentum (if I understand you correctly) like Rob Side b cancels and peach Side B cancels etc... right? I 2nd this. But maybe just the air version, and just give the ground one heavier armor. cause that way you can have speedy attacking boosts in the air (think Side B boosted boot to the head (N-air)), then on the ground you got a tanking version (like, bowser style HA say?).
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08/02/2010, 05:40 PM
(This post was last modified: 08/02/2010 05:47 PM by Isaac.)
Post: #22
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I still stand by my idea of ganondorf pawnching through every fucking projectile towards his opponent. Also, vdair or b+ dair plz His old dair was very minusey and perfect for the game, srsly gaiz. Can we at least get a playtest trial for this? |
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08/02/2010, 06:19 PM
Post: #23
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His new dair is another one of those gimmicks. They really do get old after a while. Or in Wario's case, when you first start playing.
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08/02/2010, 06:21 PM
Post: #24
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I never liked his dair in minus. I first tried it, and my momentum was killed. Seriously, it kills momentum instead of continues/starts. And that ain't cool. |
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08/02/2010, 07:59 PM
(This post was last modified: 08/02/2010 08:59 PM by ItsRainingGravy.)
Post: #25
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(08/02/2010 07:24 AM)Darkmega Wrote: ooooh, nice point out. cause that burst my bubble...so yeah, attack cancel out, that sounds more decent... cause that way you keep the momentum (if I understand you correctly) like Rob Side b cancels and peach Side B cancels etc... right? I 2nd this. But maybe just the air version, and just give the ground one heavier armor. cause that way you can have speedy attacking boosts in the air (think Side B boosted boot to the head (N-air)), then on the ground you got a tanking version (like, bowser style HA say?). ROB's and Peach's SideBs get the momentum boost because they jump slightly into the air when preforming the attack on the ground. Manon probably wouldn't get a momentum boost if he could attack cancel his SideB on the ground...because he would still be touching the ground. But you're right. If he could attack cancel SideB in the air, more than likely he will get the momentum from his SideB and glide with his aerial of choice (flying Sparta Nair was funny, btw). I still think attack canceling would be a nice addition to his grounded SideB too, even though he wouldn't get any boost in momentum from using it. He could juke people with SideB -> Utilt -> SideB -> etc., or what have you. Oh, and I think Manon's current Dair < vBrawl Dair...but it's not THAT bad. I just miss the sound effect when booting someone with the Dair verson... EDIT@filbert: rofl, sure. Extra stufz only after important buffs/nerfs, though. |
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08/02/2010, 08:52 PM
Post: #26
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Speaking of sounds, that laugh he does when he hits with an Up-B (I think) should be on more moves. Just like Captain Falcon's HYESZ. You know, the evil, dark laugh. |
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08/02/2010, 10:11 PM
Post: #27
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I don't mind either Dair. the only difference I see is grounding, SHdair spamming and epic spikes. cause that's all I use it for. or mind games if I can manage. with an attack canceled air side B this, could turn out intriguing well if I'm thinking about it right. cause I love dair spiking them into the ground then sparta kicking them out the side. but normal D-air is also fun cause it's a decent air finisher, but still, I like the dair that I have... (dunno what version my PALified characters are though, so I might need to start work on the 1.6 versions just so I'm up to date).
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08/02/2010, 11:39 PM
Post: #28
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The thing about grounding is that in vBrawl, there were almost no combos. Grounding would be great, because it would double the damage. In Minus, there are combos so popping them up would be good at some percents. A cool (maybe, this is my opinion) idea would be to have it impale people if you hold down "A". This way, he could pop them up into the air if they are low, but if they are at high percentages he could ground them. At high percentages, grounding is pretty much a kill after an Up-Smash or Side-Smash, but at low percentages popping them up is better. Do go along with this, I think his Uair should have less BKB. I do think that if he does impale someone he should do the laugh. I also think he should do the laugh on the pummel and pretty much every move. Especially the pummel and impaling dair. But also every other move. Do these sound like reasonable buffs? |
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08/02/2010, 11:49 PM
(This post was last modified: 08/02/2010 11:50 PM by ItsRainingGravy.)
Post: #29
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(08/02/2010 11:39 PM)filbert Wrote: Do these sound like reasonable buffs? Marry me, you hot hunk of stud, you. D: |
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08/03/2010, 12:44 AM
Post: #30
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Vdair was one of the only, and best combo starters in the game. It actually combo'd into itself at least once at low percents, and then to uair since it actually had hitstun. Vdair theoretical devastating combos. Dair > Ganoncide Dair > upb fist Dair > nair > upb grab Now, yes. He can already do this with current dair, but it requires predicting when the opponent will want to come out. Or is able to (scrubs sometimes mash wrong) |
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08/03/2010, 01:13 AM
Post: #31
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(08/02/2010 11:39 PM)filbert Wrote: The thing about grounding is that in vBrawl, there were almost no combos. Grounding would be great, because it would double the damage. In Minus, there are combos so popping them up would be good at some percents. "OH yeah, that's the stuff". -Marine using stimpacks on Starcraft. but that's basically my opinion. the CHOICE to ground or not ground. that's some good stuff right there. that way, you can ground spam. then pop em up when you want to. lol. so that way everyones happy. cause I don't mind it either way, cause it's a good move for epicness. and evil laugh not on absolutely EVERYTHING, but evil laugh on: Grounding Dair Side B both versions. grabbed up B more hitlag and make him laugh before they die in the most epic fashion ever with the N-air, and someone pause him momentum after the hitbox so he don't go flying off the screen everytime someone guards it. cause that's a pain in the ass with people who love powershielding. lol After the sparta kick (no exceptions here. )and have a shorter laugh if he has it on the up throw. |
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08/03/2010, 04:45 AM
(This post was last modified: 08/03/2010 04:46 AM by ItsRainingGravy.)
Post: #32
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'powerhouse on SmashBoards Wrote:God ****it ganondorf still can't approach worth a ****. SO...how about those SideB suggestions I brought up earlier? rofl Also, Spartan Kicking projectiles (Ftilt...and Nair?) ftw; kthxbai. filbert's Dair suggestion was also quite nice. And whoever mentioned it...Tapping B for projectiles, and holding B for Warlock Punch was also godlike. ...forgot/not worried about everything else atm. Too tired... |
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08/03/2010, 09:01 AM
Post: #33
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(08/03/2010 04:45 AM)ItsRainingGravy Wrote:'powerhouse on SmashBoards Wrote:God ****it ganondorf still can't approach worth a ****. yes to the first, half yes to the 2nd, yes to the third and all hail beefster to the fourth (first page, beefsters idea). lol. then sleep, then come back feeling awesome again. so we can discuss more ideas. |
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08/23/2010, 09:30 AM
Post: #34
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Would it be possible to make wizard foot quake have more range/push depending on the length it has been out? The earlier, the stronger. The later, the weaker. Unless timed just at it's maximum descent, in which case it could have the most kbg/range. But the timing would need to be pretty strict. |
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08/23/2010, 11:59 PM
Post: #35
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(07/29/2010 10:02 PM)filbert Wrote: Completely agree with Karnith.^QFT ganon with sword needs to hurry the fuck up. (08/23/2010 09:30 AM)Isaac Wrote: Would it be possible to make wizard foot quake have more range/push depending on the length it has been out? and less/more landing lag for the later/sooner. |
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08/24/2010, 02:52 PM
(This post was last modified: 08/24/2010 02:55 PM by A2ZOMG.)
Post: #36
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Brawl- D-air is fine. Lrn2Dair -> U-smash. The main suggestion I have for Ganon is to REDUCE the knockback of grounded Flame Choke so that it does not send his opponent into tumble. Adjust the ending lag of the move to properly determine how much frame advantage Ganon gets from landing the move. This does two things. Firstoff it makes his Flame Choke work much more like it did in vBrawl with true combos. Secondly anyone who should be grabbed over the ledge will not automatically grab the ledge after being choked, giving Ganon a new gimp setup. If you don't already have it, Super Armor on F-tilt is very desireable for Ganon and something BBrawl already has. |
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08/24/2010, 04:06 PM
Post: #37
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I don't want to be mean, but that was a kinda stupid comment. Just because something is fine, doesn't mean it can't be better. Did you even look at the suggestion for dair? Also, in general we try not to steal things from other mods. That's why Lucas has a crappy gimmick PK freeze. |
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08/24/2010, 04:23 PM
Post: #38
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(08/24/2010 04:06 PM)filbert Wrote: Just because something is fine, doesn't mean it can't be better. Also, in general we try not to steal things from other mods. That's why Lucas has a crappy gimmick PK freeze. Agree'd, though I thought that my suggestion for PK Freeze was pretty decent. Nobody cared, though. :/ |
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08/24/2010, 06:01 PM
Post: #39
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changing gerudo that way would be dumb it doesnt make sense and ganon wont play like ganon anymore. the ftilt.... itd make his tech chase game too easy tho imo |
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08/24/2010, 07:37 PM
Post: #40
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(08/24/2010 06:01 PM)gangstakirby Wrote: changing gerudo that way would be dumb it doesnt make sense and ganon wont play like ganon anymore.Uh Flame Choke was ALREADY nerfed pretty badly since you can techroll out of it in this game. What this does is restore the combos he had in vBrawl, and depending on how much frame advantage you give him, it can still be used in mixups. |
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