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Zelda 2.0 Feedback
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08/13/2011, 11:49 AM
Post: #21
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Zelda has this weird bug, and it makes the character completely broken. Whenever I downB, I turn into Sheik. |
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08/13/2011, 12:40 PM
Post: #22
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Yup. Down-B is her best move.
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08/13/2011, 07:47 PM
Post: #23
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I likey the Dins Fire lol. It helps aid her game for sure
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08/13/2011, 08:11 PM
Post: #24
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(08/13/2011 07:47 PM)DarkRiku Wrote: I likey the Dins Fire lol. It helps aid her game for sure Yeah, definitely. But it's not like, broken or anything. |
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08/13/2011, 10:34 PM
Post: #25
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No far from it. I wish you had more control over it so you could aim it more upwards like straight above your head
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08/14/2011, 01:23 AM
Post: #26
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(08/13/2011 10:34 PM)DarkRiku Wrote: No far from it. I wish you had more control over it so you could aim it more upwards like straight above your head They should just replace Din's Fire with Light Arrows that work just like Pit's. |
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08/14/2011, 11:14 AM
(This post was last modified: 08/14/2011 11:15 AM by m1rado.)
Post: #27
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^^^^While I'm pretty sure you're trollin', there's gold here. Is there any way to give Zelda Pit's style of "Hold up while you release Din's fire and control it 100%"? Here's how I'd see it working: One holds sideB and Din's Fire starts to grow bigger ON Zelda (this fits with the canon of how the spell works, too!), if stick is tilted up, Zelda gains total control of Din's Fire once sideB is released. If stick is tilted any other direction or not tilted, instead the Fire shoots forwards with the possibility of curving slightly up or down (like current). This would also make Zelda's newfound ability to shoot multiple Din's Fire more useful. Of course, if this were implemented, the other stats like knockback and KBG would have to be adjusted, but I LIKE it. If giving her the upwards-tilted modifier is too much, perhaps just make it so that tilted sideB is regular Din's Fire, and Smash sideB is the one that grows on zelda. Or, perhaps don't give her Pit's control, but make a smashed Din's Fire actually stay right on Zelda's char model. People would have to think twice before getting in her grill, then! ( unless you can shine it oh god what am i suggesting oh well no one i play against uses reflectors oh man but pit's sideb would rock you, too auuuugh <:[ ) |
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08/14/2011, 01:27 PM
Post: #28
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Personally, I think that Din's Fire is already perfectly fine. I would take out the option for 2 of them, that seems a little to broken. I do think that Din's Fire loops would be hilarious and not broken. |
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08/14/2011, 02:56 PM
Post: #29
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I just really liked the concept of Din's Fire acting as it did in OoT--staying right on Zelda and growing out. Maybe even with the smartbomb/falcon paunch minus aura effect. Really wasn't considering overall balance, heh. |
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08/14/2011, 06:15 PM
Post: #30
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Nayru's Love has to be buffed, it gets punished on hit unless your opponent is at a really high percent.
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08/15/2011, 04:26 AM
(This post was last modified: 08/15/2011 04:33 AM by SmashFromThePast.)
Post: #31
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I freaking love Zelda in Minus. Kicking people from halfway across the stage gives me such satisfaction, but the one move that still doesn't impress me is Farore's Wind. I don't think buffing her recovery a bit would make her OP (and if it does, maybe nerf the damage the move does or something). Teleportation seems like it should make for an awesome recovery, but this just isn't the case. Honestly I'm not sure what to do to make it better, but I'd really like it if something were done. I've seen a few people have the same sentiment. My dream would be that if she's within a certain distance away from the stage, she could simply teleport through the stage and end up standing on the ground. I doubt that could ever work, though :/ |
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08/15/2011, 05:14 AM
Post: #32
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I think she should be able to control the distance, kinda like Falco's side B.
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08/15/2011, 08:25 PM
(This post was last modified: 08/15/2011 08:25 PM by DarkRiku.)
Post: #33
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^Agree She does need something to help her recovery |
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