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Ness-PAC Alpha'd
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11/15/2009, 03:08 PM
(This post was last modified: 11/27/2009 09:55 AM by Bionic.)
Post: #1
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I'll be updating the OPs as information comes in. This thread should be used for ideas and testing results for Ness. Videos are appreciated. Proposed General Changes -DJC -Infinite upB attempts -Dair speed up |
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11/16/2009, 10:54 AM
Post: #2
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-Air mobility x1.2 -Dthrow endlag down -PKT1 power up -PKT2 power up, invincible as long as the hitbox is out -Usmash power up a good bit -General power buffs across the board |
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11/19/2009, 02:46 PM
Post: #3
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(11/16/2009 10:54 AM)The Cadet Wrote: -Air mobility x1.2 Usmash has quite good knockback. IIRC, it can kill at about 100%. |
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11/19/2009, 03:39 PM
Post: #4
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Really? I've always noticed Usmash being pretty terrible... Odd.
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11/20/2009, 02:12 PM
(This post was last modified: 11/21/2009 10:41 PM by Spongejordan123.)
Post: #5
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PK fire should have a lot less startup/cooldown lag and be harder to SDI (like in BBrawl). Backthrow should have a lower angle so it kills sooner and is harder to recover from. fair needs more range more grab range much faster movement on PK flash. dthrow should do more damage (like BBrawl) |
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11/22/2009, 03:36 PM
(This post was last modified: 11/22/2009 03:37 PM by lll.)
Post: #6
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I've made a possible version of Ness Minus : http://www.mediafire.com/?n13mj2h5jjb Change List : - Jab 1 hitbox size increased (might need fixing) - Jab 2 hitbox size increased and damage increase by one. (Again, might need fixing) - Jab 3 hitbox size increased (you know, might need fixing) - Two last hitboxes of Dash Attack DMG = 6 - Side Tilt BKB increased to E - Up Tilt ends a little bit sooner - Down Tilt knocks toward Ness, might be broken. - Side Smash ends sooner. - Fair dmg increased (17%ish if all of the hitboxes hit) - Bair DMG increased by one on each hitbox, sweetspot BKB increased to 12. - Dair 1.5x faster, might need fixing. - Back Throw angle changed to 115 from 135. - Side B starting and ending lag reduced. - Up B is intangible until the hitboxes dissappear, and have infinite attempts (might need fixing) That's all for now . I can't test it right now as I don't have access to a Wii, so, as always, feedback is appreciated.Oh yeah, I think Ness should have more power on his pummel, do you guys agree? |
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11/22/2009, 04:46 PM
(This post was last modified: 11/22/2009 04:49 PM by D.B.K..)
Post: #7
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Just throwing out some ideas... - Better aerial mobility, he is an aerial character. - Make charging yoyos hits of both dsmash and usmash constantly hit and damage opponent until you release the charge (or it's fully charged). (Think Zelda smashes) Hard or impossible to SDI out of charging yoyos. - Yoyo knockback buffed. - PSI Magnet wind buffed. - Up B end lag reduced to about 200% - 300% of Brawl. - Quicker fsmash. Sweetspot has homerun sound. - Slightly more range on ftilt. - Slightly stronger pummel. @ spongejordan: Usmash has never had 100% killing power, maybe on Jigglypuff in 64 but that's it. Utilt kills better than usmash in Brawl, and utilt kills happen at 150%+. @Xine I'd love to test out your Ness, I'll try him out next time I go to Kirk's house. |
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11/23/2009, 01:14 PM
Post: #8
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Fair sends people upwards on the last hit, like in the last version of Brawl+ where they had to nerf him. :V
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11/23/2009, 04:37 PM
Post: #9
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Yeah. THAT.
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11/23/2009, 05:56 PM
Post: #10
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I'm wrong, I went back to my replays and it seems like I just racked up damage a lot faster than I realized :X
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11/23/2009, 06:17 PM
(This post was last modified: 11/23/2009 06:19 PM by lll.)
Post: #11
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Possible Ness 0.02 : http://www.mediafire.com/?mtntizdgnij Change List : - F-Smash is 2x faster during the swing. - PSI Magnet knock backs a little more. - F-Tilt has more range. - Fair last hitbox KB angle changed to 50 from 75. - Starting lag of PK FIRE back to 20, ending lag reduced briefly. - Ness made more glass cannonish, Gravity divided by 1.3 (might be too low) and weight reduced to 90 from 94. That's it for now.
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11/23/2009, 06:25 PM
Post: #12
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Glass Cannonish?
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11/23/2009, 06:32 PM
Post: #13
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I don't think Ness will need weight nerfs like jiggs. I mean, does he have a brutal combo finisher like Rest? Is he the lightest in the game? I don't think so... ... Owait. -Psi Magnet has a very, VERY strong hitbox on disappear. Think Wiztruck strong with electric element. |
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11/23/2009, 07:05 PM
Post: #14
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You're right, maybe not gravity, but maybe the weight. Here : http://www.mediafire.com/?ymilbm3lkll -Gravity back to normal. |
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11/24/2009, 03:20 AM
Post: #15
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pk fiiah goes horiizontal instead of tilted, and fades after a whiile
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11/24/2009, 07:47 PM
Post: #16
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TheSilencePwnsU 12:41 pm (12:41:24 PM): What I plan on doing is giving PK thunder shitloads of hitstun (12:41:29 PM): then TheSilencePwnsU 12:41 pm (12:41:40 PM): make fair huge and set knockback cadet jonah 12:41 pm (12:41:46 PM): are you thinking what I think you're thinking? That is, PKT1->PKT1->PKT1->PKT1? TheSilencePwnsU 12:41 pm (12:41:51 PM): yes cadet jonah 12:41 pm (12:41:53 PM): nice TheSilencePwnsU 12:41 pm (12:41:54 PM): if you're fast (12:42:04 PM): but im also thinking (12:42:22 PM): fair fair fair fair fair nair PKT1 fair fair fair fair nair PKT1 nair dair (12:42:23 PM): ;D cadet jonah 12:42 pm (12:42:55 PM): lol (12:42:59 PM): yeah (12:43:03 PM): you're the guy who should do ness TheSilencePwnsU 12:43 pm (12:43:05 PM): and giving magnet JC capabilities cadet jonah 12:43 pm (12:43:20 PM): did you read that idea about having magnet have a powerful hitbox? TheSilencePwnsU 12:43 pm (12:43:29 PM): that would be a bit OP lol (12:43:38 PM): nobody would stand a chance at all cadet jonah 12:43 pm (12:43:46 PM): On release, hits like Wiztruck with electric element (12:43:52 PM): think Lucas's TheSilencePwnsU 12:43 pm (12:43:53 PM): if we're going "so broken it's balanced" then-- (12:43:59 PM): well (12:44:02 PM): on release? cadet jonah 12:44 pm (12:44:03 PM): I mean, on release TheSilencePwnsU 12:44 pm (12:44:03 PM): eew cadet jonah 12:44 pm (12:44:08 PM): it's still punishable TheSilencePwnsU 12:44 pm (12:44:10 PM): oh (12:44:15 PM): if its really strong (12:44:23 PM): it wouldnt matter if punishable or not cadet jonah 12:44 pm (12:44:28 PM): and if you JC, then you don't get the hitbox... TheSilencePwnsU 12:44 pm (12:44:28 PM): they'd still die after hitting you (12:44:29 PM): lmao cadet jonah 12:44 pm (12:44:34 PM): I dunno (12:44:41 PM): I mean, like when you end the move on your own (12:44:45 PM): and how long does that take? TheSilencePwnsU 12:44 pm (12:44:51 PM): 30ish frames (12:44:56 PM): idk cadet jonah 12:44 pm (12:44:59 PM): if you get hit out of it and/or JC it, then the hitbox doesn't come out TheSilencePwnsU 12:45 pm (12:45:02 PM): i might just make the hitbox regular (12:45:07 PM): and spike cadet jonah 12:45 pm (12:45:08 PM): is that reasonable/realistic/doable? (12:45:10 PM): lol (12:45:12 PM): sounds like a fun idea TheSilencePwnsU 12:45 pm (12:45:13 PM): and JCing it (12:45:18 PM): that MAY be possible (12:45:28 PM): but it would tae a long time to code (12:45:33 PM): oh wait (12:45:38 PM): i misinterpretted lul TheSilencePwnsU 12:45 pm (12:45:47 PM): yeah the hitbox doesnt come out if you JC it (12:45:47 PM): but (12:45:49 PM): tell me (12:45:52 PM): would you rather (12:45:59 PM): a regular hitbox that hits up (12:46:04 PM): so you can JC dair cadet jonah 12:46 pm (12:46:07 PM): See, I don't know what magnet does right now anyways TheSilencePwnsU 12:46 pm (12:46:16 PM): rite (12:46:24 PM): electric hitbox with angle 90 (12:46:30 PM): so you can dair out of it (12:46:40 PM): yesyes Pluck out some ideas you like ;P |
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11/24/2009, 08:08 PM
Post: #17
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My thoughts - Make Psi Magnet not fuck with momentum Make it Lucas' Psi Magnet that spikes Straight PK Fire on ground, further distance, less endlag. PK Thunder even faster. Fair LESS knockback, more damage. Bair more knockback. Uair larger hitbox. Ftilt more knockback, less damage. Dtilt no knockback, 50% trip, 10% damage. Fsmash - Faster. Usmash - More knockback, hold forever. Dsmash - More knockback, hold forever. Jabs - Thunder element, 5% each. Dash - Huge knockback on the third hit. Increase aerial mobility |
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11/24/2009, 09:19 PM
Post: #18
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omg i had a wonderful idea pillaring with DJC PSI magnet |
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12/03/2009, 01:02 AM
Post: #19
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PK fire should be inescapable if spaced correctly. PK fire should make a fire pillar regardless of whether it hits something or not. PK fire should move faster and have less startup lag. Ness should have super armor while PK thunder or PK flash is out. (the move should still cancel, though) Give him the home run bat effect on FSmash's sweetspot. ![]() You should also angle more attacks' knockback horizontally, like dash and fair. Also: Kill his grab-release lag, PLEASE! |
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12/03/2009, 01:20 AM
Post: #20
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(12/03/2009 01:02 AM)Beefster Wrote: Also: Kill his grab-release lag, PLEASE! NO! That's the fun part about Ness! Bowser main humor.
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. I can't test it right now as I don't have access to a Wii, so, as always, feedback is appreciated.
