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Pit
02/08/2010, 10:41 PM (This post was last modified: 02/08/2010 11:12 PM by Power Marshall.)
Post: #61
First things first, I wanna clarify. The idea you're going for is a character that has great combo potential and an awesome projectile, but has a hard time approaching and killing, right?

Some thoughts:

I said make his f-tilt launch vertical. I meant horizontal (I wanted it to be a kill move). BUT having it launch straight up is awesome for combos, so leave it. Would it be possible to let people JC the move WITHOUT carrying moment, so that you can jump immediately after hitting and capitalize on this even more?

Nair and u-air need moar wind boxes pulling people in. The moves are still sub par.

F-smash cancel is awesome.

Can you make it so that he can cancel the first two hits of his jab into other moves?

F-throw is such an awesome move now, I can't describe it. It sets into arrows perfectly, which is great for getting gimp kills.

Speaking of throws: d-throw plants everyone it hits EXCEPT the person being thrown. As in, I threw Popo down and planted Nana. Is this meant to be? If it isn't, lie and say yes, because it is AWESOME.

Arrows are definitely way too strong, but you're nerfing them anyway.

The spin hit of his jab combo traps if they're in shield, which is great when. So is the better shield damage (I think? Maybe it's because it traps)

All in all, Pit's shield damage moves aren't incredibly awesome, but just having them gives him awesome mind games, so great success there. Still, slightly more damage would be great.

D-tilt needs more basic knockback: as is, I barely lifted MK off the ground until ~40.

Moves that need less ending lag/IASA frames: f-tilt, u-tilt, nair, dair, jab

I used to have a random Pit .pac that made the third hit of his jab launch opponents behind him, so you could immediately f-smash that way and hit them.

For the most part Pit is way better, but he still doesn't have that B- flair. I think all he needs are a few minor tweaks to let him get the combos flowing a little better and he'd be perfect.
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02/09/2010, 01:06 AM (This post was last modified: 02/09/2010 01:20 AM by benaji261.)
Post: #62
(02/08/2010 10:41 PM)ShermantheTank Wrote:  First things first, I wanna clarify. The idea you're going for is a character that has great combo potential and an awesome projectile, but has a hard time approaching and killing, right?

Some thoughts:

I said make his f-tilt launch vertical. I meant horizontal (I wanted it to be a kill move). BUT having it launch straight up is awesome for combos, so leave it. Would it be possible to let people JC the move WITHOUT carrying moment, so that you can jump immediately after hitting and capitalize on this even more?

Added an IASA much earlier.

Nair and u-air need moar wind boxes pulling people in. The moves are still sub par.

The funny thing is, they didn't have any wind boxes in the first place. :V I will be adding them sometime tonight if I get time or add them tomorrow.

F-smash cancel is awesome.

Thank you for the idea. It seems to work out well.

Can you make it so that he can cancel the first two hits of his jab into other moves?

Added IASA to it.

F-throw is such an awesome move now, I can't describe it. It sets into arrows perfectly, which is great for getting gimp kills.

Once again, I didn't even edit it yet. I just did and I will see how things work out with it.

Speaking of throws: d-throw plants everyone it hits EXCEPT the person being thrown. As in, I threw Popo down and planted Nana. Is this meant to be? If it isn't, lie and say yes, because it is AWESOME.

<.< Sure... It was definitely meant to be that way.

Arrows are definitely way too strong, but you're nerfing them anyway.

Nerfing them now.

The spin hit of his jab combo traps if they're in shield, which is great when. So is the better shield damage (I think? Maybe it's because it traps)

I just increased his shield damage and damage a bit now. Damage set to 2 instead of 1 and shield damage set to 14 (20 in decimal) instead of F (15 in decimal).

All in all, Pit's shield damage moves aren't incredibly awesome, but just having them gives him awesome mind games, so great success there. Still, slightly more damage would be great.

I'll see how all of the other moves work with this. I may increase damage to compensate.

D-tilt needs more basic knockback: as is, I barely lifted MK off the ground until ~40.

Adding more now.

Moves that need less ending lag/IASA frames: f-tilt, u-tilt, nair, dair, jab

Just added IASA to the f-tilt and nair. The u-tilt is kind of best the way it is. How about I just increase the speed.

I used to have a random Pit .pac that made the third hit of his jab launch opponents behind him, so you could immediately f-smash that way and hit them.

I'll think about it.

For the most part Pit is way better, but he still doesn't have that B- flair. I think all he needs are a few minor tweaks to let him get the combos flowing a little better and he'd be perfect.
I will upload the newest version tomorrow.
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02/09/2010, 10:39 AM
Post: #63
Thanks a ton, toaster. I really appreciate the effort you're putting into this, and can't wait to try him out.
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02/12/2010, 08:18 PM
Post: #64
(02/07/2010 02:38 PM)standardtoaster Wrote:  
(02/07/2010 04:19 AM)gangstakirby Wrote:  pits arrows shud loop like ness's up b and he shud be able to have unlim arrows on screen


and i mean EXACT same as nesses so little circles can be flying around at all times all ready to swarm on command

As far as I know, I can't edit how Pit's arrows handle.

if you can change the speed that is all it would take =D

(fairly certain its been proven that projectile speed can be altered)
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02/24/2010, 07:58 PM (This post was last modified: 02/24/2010 07:59 PM by yanbo.)
Post: #65
I discussed things with my friend who mains Pit, and some ideas we had:

uncharged arrows slowed down a LOT. So that you can fire and control multiple arrows at once really easily.

SideB pushes Pit forward more, has a wind effect that drags people into the hits, make more rape in some way

Pit gets his Up-B back when he's hit out of it

F-tilt faster

Super Armor on entire duration of the Mirror Shield

F-smash repeats itself after the first hit to do even more massive damage.

U-air works like Ike's current U-air where you mash A to gain height. Make U-air and n-air harder to SDI out of.
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02/24/2010, 09:20 PM
Post: #66
Standardtoaster had made a Pit- a while back. I think his .pac is somewhere in this thread.

(02/24/2010 07:58 PM)A2ZOMG Wrote:  I discussed things with my friend who mains Pit, and some ideas we had:

uncharged arrows slowed down a LOT. So that you can fire and control multiple arrows at once really easily.

This is not in his version. I also don't think that is possible.

SideB pushes Pit forward more, has a wind effect that drags people into the hits, make more rape in some way
ST's pit made Pit move forward more with his side-b. His did suck in, I think, I am not sure. But, it did have a small push of wind when side-b was released.
Pit gets his Up-B back when he's hit out of it

F-tilt faster
His has that.
Super Armor on entire duration of the Mirror Shield
His has that.
F-smash repeats itself after the first hit to do even more massive damage.
His has IASA after the first strike of the fsmash is done.
U-air works like Ike's current U-air where you mash A to gain height. Make U-air and n-air harder to SDI out of.
his does not have this.

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03/02/2010, 12:27 AM
Post: #67
If it's not too late, I'm a pit mainer and some things i'd like to suggest would be..

Down Air - Spike
Mirror Shield - entire frame reverses attacks AND less lag taking it away (and super armor still?)
Down tilt - entire down tilt spikes (same strength too)

Side B - goes a longer distance horizontally

Up throw - launches farther than before

(just some, i'm hoping everyone else can think of crazy combo's for pit)
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03/02/2010, 01:21 PM
Post: #68
In the current private build of Pit- that we are unsure that we will be using, the dair spikes and has a bit of hitlag just for a cool effect, the sideB travels further, and the uThrow can actually kill now and it throws further. I'll take a look into the mirror shield and see if I can make it reverse at all times. Other than that, the private build of Pit- is nearly complete. If anyone else has anything to add or improve on what I have said, please say/do so.
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03/02/2010, 02:39 PM (This post was last modified: 03/02/2010 02:42 PM by Ares.)
Post: #69
That sounds good, does Pit's up B have a stronger wind push effect? I think it should have a super frame as well in the start up of it. Also it could push the opponent down maybe? Like a situation where for example

Ike or C.Falcon use side B. Pit uses's up B as he is about to get hit by them. It prevents him from dying and it hits the characters down (like the wings/wind hit them down) edit: so actually work as a super armor AND spike? (spike being like diddy's up B)

Also I think the moves that have a lot of lag (like mirror shield, side B, Aerial A attacks) etc. should have less lag between their usage. Makes Pit imo more of a fast pace fighter in the air, instead of having Fair (altho mediocre fast) faster.

those are just some ideas~ I can think of.. (hopefully this would lead to "combos" in the air as well)
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03/02/2010, 02:57 PM
Post: #70
I only listed some of the small edits that were made recently. I will be posting the newest version later today once I have a changelist for him done.
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03/05/2010, 09:29 PM
Post: #71
I was talking to MonkUnit and Toasterstandard and was tossing around the idea of giving pits shield a hitbox, that would be similar to fox's which would make for some fairly epic combos.
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03/05/2010, 11:45 PM
Post: #72
I thought about that some more and realized that it would kind of "undo" the super armor it has. It just doesn't seem to fit in with the way Pit is. IMHO I expect the mirror shield to block, reflect, or absorb an attack; not "tap" a person. Just my thoughts.
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03/06/2010, 11:34 AM
Post: #73
^ Agreed
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