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Suggestions for LUCAS
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06/17/2010, 01:46 AM
(This post was last modified: 06/17/2010 01:51 AM by Kink-Link5.)
Post: #61
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Freezing any opponent the move passes is very freeze related. Just because the moves are projectiles that can be controlled doesn't mean they would act at all alike. Especially since, you know, PK freeze can't be controlled vertically. Also gangstakirby Wrote:i feel the same about your post. You tell me gangstakirby- gangstakirby Wrote:maybe make pk freeze like a controllable ness pk fire hitbox except weak ice hits, like press b and then have free movement at some point while having motion control over it, every ravelight flash is a hitbox Sounds like a controllable ball of multi-hit projectile to me. Don't dismiss others ideas without fully understanding them. |
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06/17/2010, 12:10 PM
Post: #62
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nah dude i ment like you have control of lucas after the slight start up control you normally have on pk flashlight
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06/17/2010, 07:15 PM
Post: #63
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Oh, well then in that case, how would a hybrid between your and My ideas sound? Mine still would function entirely different than PK Thunder due to the lowering damage, and would still work as PK Freeze does if you hit soon enough. It would be the first controllable Sex Projectile (Arguably Snake has a Reverse Sex Projectile). He could then proceed to rape peoples' frozen, trapped bodies. So chilly. Mmm. |
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06/17/2010, 08:00 PM
Post: #64
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the actual freeze effect in brawl is only useful if opponents are offstage tho. it like cant be combo'd out of really... tho extremely low damage with ice hitboxes so that it only freezes at high percent and can be combo'd out of at low percent would be pretty tight it keeps it from garunteeing kills at high percent this way too but still being overall effective |
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06/22/2010, 07:01 AM
Post: #65
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omg. just try the current pk freeze, usmash someone out of it, be happy
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06/22/2010, 01:02 PM
Post: #66
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i guess ill try the new pk flashlight.
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07/06/2010, 08:53 AM
Post: #67
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I think Lucas would be awesome if his down be worked like Fox's shine. Hitbox on frame 1, and when it hits them on the ground it pushes them back without making them tech. There's also something glitchy with his down b that I'm not sure is meant to be there. If you hold b for the down b magnet and then push the joystick forward it makes you automatically throw a pk fire. Pk fire should also be jump cancelable, at least from the ground, or make it have no landing lag like Falco's lasers. It's a cool move that controls a lot of space but unfortunately it really limits mobility. |
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07/06/2010, 12:46 PM
(This post was last modified: 07/06/2010 02:32 PM by Spongejordan123.)
Post: #68
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(07/06/2010 08:53 AM)Forward Wrote: There's also something glitchy with his down b that I'm not sure is meant to be there. If you hold b for the down b magnet and then push the joystick forward it makes you automatically throw a pk fire. You can cancel PSI Magnet with PK Fire. Intended! Quote:Pk fire should also be jump cancelable, at least from the ground, or make it have no landing lag like Falco's lasers. It's a cool move that controls a lot of space but unfortunately it really limits mobility. Short hop it. Has no / very little landing lag. I disagree that is limits mobility at all, but that's just me. |
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07/06/2010, 01:17 PM
Post: #69
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yeah let's make him even more like ness.
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07/06/2010, 01:18 PM
Post: #70
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just an fyi to everyone: I am redoing Lucas. If you have non-retarded ideas for PK-freeze those are what I'm interested in as I'm fairly set with my plans for PKF and Psi-m.
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07/06/2010, 02:41 PM
Post: #71
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(07/06/2010 01:18 PM)Veril Wrote: just an fyi to everyone: I am redoing Lucas. If you have non-retarded ideas for PK-freeze those are what I'm interested in as I'm fairly set with my plans for PKF and Psi-m. I always thought PK Freeze was fine, since it was mainly a punishment for laggy attacks and telegraphed recoveries. And can you give a brief idea on what'll be different about Lucas with your revamp? I personally thought Lucas was fine except for how much more work he had to put in to get into kill range compared to almost everyone else in the cast. |
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07/09/2010, 01:39 AM
(This post was last modified: 07/09/2010 01:42 AM by Izaniki.)
Post: #72
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I think there are only a few things you can actually do with the move without completely remaking it. The only thing that I could think of would be making it knock up and towards Lucas and have the ending lag be JCable or just really short; a ranged combo move. Maybe make it a combo starter but have it so that Lucas doesn't have to control it (follows set path as if he got hit) and, if possible, explode on contact with the enemy? That way you can set it off and then chase it and start a combo or pressure a shield or whatever. What about doing something kind of like what Project:M does where it buffs your attacks (but instead, all of your attacks, not just smashes) and activates on hit or does no damage and just buffs. Maybe have the buff last only a certain amount of time or for 2-3 attacks or something (if that's possible). The buff could change trajectory/knockback so you can combo better, or add shield damage or just decrease endlag on attacks. The latter two would push him into a shield pressure position to possibly get a shield break and allow for a KO at an earlier % than usual. Just throwing some stuff out there lol... |
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08/13/2010, 06:09 AM
Post: #73
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(07/06/2010 01:18 PM)Veril Wrote: just an fyi to everyone: I am redoing Lucas. If you have non-retarded ideas for PK-freeze those are what I'm interested in as I'm fairly set with my plans for PKF and Psi-m. I had a few ideas in mind. First, you could essentially make it an ice-element version of Ike's neutral B, although perhaps it could be a more "fast and weak" version. Secondly, you could make it fast and have a spike. This allows for you to punish telegraphed recoveries even better than before but could also be used as a combo finisher of sorts. Thirdly, you could once again make it faster and give it a long stun followed by popping the opponent in the air, making it if one of Lucas' few reliable combo starters that would effective punish anyone that misses a move. PK Freeze to Usmash anyone? Lastly, you could make it so instead of having the opponent becoming a flying iceberg when hit by PK Freeze they'll become frozen for a second or two exactly where they were hit, allowing Lucas to run over and either spike them with a bair or start up a combo by knocking the frozen opponent up with his uair. |
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08/13/2010, 10:11 PM
(This post was last modified: 08/24/2010 04:20 PM by ItsRainingGravy.)
Post: #74
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If possible, make PK Freeze stay active (on the stage or in the air) until having contact with an opponent/another projectile/a reflector/etc. In other words, it would work like TLink's Arrows/Zard's Rocks/Sonic's Spring, and it would still probably have the stun/freezing effects it already has (reduce some stun if it needs to be balanced a little). Only let him have one active at a time, though. I would like to dub the term "PK Mine(s)", "Freeze Trap(s)", "Freeze Mines", or what have you. A combination of ideas might also work. Allowing "Freeze Mines" to hit the opponent at any time when Lucas is "charging" the move (which makes the PK Freeze explode and stops Lucas's charging animation as if he released the B button for the attack), and removing some after-lag whenever Lucas "releases" a PK Freeze charge (aka: more IASA...would also work in conjunction with the idea that a PK Freeze will hit an opponent even during a charge) would be a very interesting combination with the ability to make traps on the field. Does it still break shields? Because that's probably one of the main things that needs to be nerfed if my ideas are well-received... EDIT: Better yet, emphasizing with one of Kyeh's ideas, make it a stage trap that SPIKES. ![]() (Ignore this edit, lol) ...yeah, I don't know either.
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08/14/2010, 02:46 AM
(This post was last modified: 08/14/2010 02:49 AM by MasterMooseMan.)
Post: #75
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"FFFFF... all this time... I assume you mean whatever button's assigned to jump, right? though I'm going to need to change my controls. Not easy to hold X/Y and C-Stick at the same time on a Classic. " classic X_X , though that post is super old, im sure you re-bought a gamecube controller by now. "dawgb"vs"tson"= dawgb, oppinions are only so much of a contribution( a very easy one), hard part is making the game which they are doing for us and gave us for free along with our forum O_O(but more so to make us imaginaryly happy at ourselfs xp) but only real good oppinions that they care about they gonna care about and add, other then that if they dont like it its thier game and theys gonna be nice enough to post back to you saying whats wrong with the idea, i wouldnt even do that, ide just make myself an automatic account delete button for everyone demanding oppinions to be respected lol on my hard-worked on game/code mod. so moral of story, JUST KEEP MAKING TONS OF OPPINIONS LIKE CRAZY UNTIL SOME ARE GOOD (which im in the mist of doing)(for fun)(because warcraft 3 got boring >_<). |
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08/24/2010, 02:38 PM
Post: #76
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I don't get what is supposed to make Lucas broken in Brawl-. Frankly I think he is a candidate for the current worst in 1.6 His D-smash seems to be the main thing that is better. D-throw is okay. His specials are still eh, and I felt PSI Magnet was very underwhelming still for a game where everything is supposed to be broken. Otherwise I don't feel that this character has particularly impressive combos, and he still suffers from low range. |
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08/24/2010, 07:27 PM
Post: #77
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The biggest draw for Lucas's current build is that he is "Ground Wario," weaving in and out avoiding attacks. However, he still isn't very good, and Veril is seeing to it that he gets brought up to par with the rest of the characters. |
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08/24/2010, 08:28 PM
Post: #78
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He needs to have crazy momentum shenanigans. He can do so much fancy magnet stuff, but that's it. PK Freeze should have some sort of momentum thing. Or Gravy's idea. Also, I think that by pressing shield while using PK Thunder you can just cancel it out right there instead of having to hit something. In order to make it cooler it could have some sort of wind or fancy animation. |
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12/26/2010, 09:32 AM
Post: #79
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the Neutral B idea is perfect and if it can be in UP B it will be even better like pit
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01/13/2011, 06:13 PM
Post: #80
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Speaking of momentum shenanigans, it always bugged me that Lucas also got Ness' jump cancel (the "canceling his jump momentum with an attack" jump cancel, not the "plethora of stuff he can cancel into a jump" jump cancel). I never played Ness in Melee but I mained him in vBrawl and he's still in my favorites in Brawl- buuuut... The jump canceling bugs me a bit, screwing up some of my old recovery options. This is fine. I'll deal. but one of the things that made Ness and Lucas unique was the odd acceleration and momentum properties of their double jump. Jump canceling, of course, was also a rather impressive acceleration and momentum property in Melee and SBB that made things like Ness' spike that much better. This is cool. But Lucas having just doesn't feel right. Lucas, as Ness' "clone," needs more things that set him apart from his aerial counterpart, and I think jump canceling should be one of them. Since B- has such a focus on making characters more unique, I feel that the Double-Jump properties of Ness and Lucas should be different: Jump canceling is unique, and their jump without jump canceling is unique. Removing it on both of them simply isn't right. While I wouldn't mind Ness without jump canceling, it makes more sense to be on him, since it was sort of "his thing" in the earlier smash games. I firmly believe Lucas' double jump should return to its vbrawl version. i also firmly believe this will not nerf Lucas in the slightest, but it will differentiate him that much more from Ness, something he desperately needs considering how amazing the -Brawl Ness is. Finally, since Lucas is the "ground-based Ness," that should be more of an emphasis anyway. tl;dr: Lucas shouldn't have the double jump cancel like Ness does because his double jump was more unique just as and beneficial before and being less of a clone is good. |
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like pit