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Zelda-List potentially done.
01/16/2010, 06:56 PM
Post: #41
Whatever happened to my ideas for Zelda?
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01/16/2010, 07:51 PM
Post: #42
Which ones? Are those the ones in the OP? They somehow went under. I was planning on making a new one with the stuff in the OP (or at least most of it)...

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01/16/2010, 10:35 PM
Post: #43
Allow me. I'll take the stuff Anomalus posted and create some kind of weird fusion of the two. But first things first, every move with strange hitboxes only has ONE strange hitbox. We don't want this debacle happening again.
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01/17/2010, 01:48 PM
Post: #44
All right.

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01/27/2010, 01:09 PM
Post: #45
http://www.youtube.com/watch?v=UoLiWyIlyqA


>_>
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01/28/2010, 08:09 PM
Post: #46
I'm a total newbie to this whole scene, but I thought of a small detail that'd be cool for Zelda. But first... Is it possible to add hitboxes to things that normally don't have them?

Basically, Since Zelda has two taunts entailing her pulling out some magic power, why not make them into joke attacks? One lightning, one fire.

Small touches like that help set apart some of the characters that basically end up looking more or less like stronger and faster versions of their normals selves.
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01/29/2010, 08:23 AM
Post: #47
That's definitely possible. Toon link has a hitbox attached to two of his taunts; the current zelda build has a hitbox on the dodge.

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02/04/2010, 12:19 AM
Post: #48
I just wanted to say that the current zelda build is amazing. =)

Non-broken disjoints are unusual and crazy: also very effective. The spike on the up-B is also pretty sweet, but I think that it should work the entire time instead of the sweetspot(whatever that is). But I guess it would be too easy to bring people in and kill them(you can already do it with dair, but w/e).

Speaking of up-B, maybe add a little control at the end so you don't just drop to your doom if your opponent knocks you down and edgehogs.

Only other suggestion is to make her Neutral B a shield-breaker, seeing as how she lacks one atm. Otherwise, amazing job: much improvement from the one that froze the game!
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02/04/2010, 06:46 AM (This post was last modified: 02/04/2010 06:47 AM by Bionic.)
Post: #49
Hehe. The old one that froze the game had, for some reason, an fair that didn't hit the ghost sweetspot, but instead every point between the ghost hitbox and the normal hitbox, lol. It was awful. Figured that one out. Neutral B being a shieldbreaker is not necessary; I could up the shield damage a little though. The thing is, she's already pretty safe on block, if you didn't notice. :V

The upB spike starts 2 frames after the normal hitbox and can't hit if the first hitbox hits. This is to make it less spammable; the idea is, if they go and try to spike you, they get fucked up the ass pretty hard. When playing against my friend's Zelda as MK, I learned that this hitbox is quite effective, mostly because he scored all his kills against me with it when I got overambitious. Zelda's offstage game actually is pretty decent. Buffing her recovery is something I should look in to.

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02/06/2010, 03:47 AM
Post: #50
upB: half startup, double range, last hitbox hits harder and lasts for the full duration of the cooldown. Startup has reflect properties. Regains jump, does not go into specialfall.

So she doesn't lose recovery abilities after she uses Up B, is that what this says? I'm somewhat nub to brawl terms.
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02/10/2010, 02:38 AM
Post: #51
She regains her second Jump, so I'd say she definitely still has recovery options after UpB. I don't think you can UpB continuously, but I could be wrong... however, infinite recovery is something only a few characters are allowed. I think Pikachu still has it.
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02/10/2010, 02:50 AM
Post: #52
No one is allowed infinite recoveries. They're too good for stalling, so they're all being taken out.
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02/11/2010, 02:32 AM
Post: #53
First of all, the list in the OP should prolly be removed because I made a well-received zelda and the list was virtually ignored. Infinite recoveries are just simply not allowed. Period. They are too good for stalling. Pika's recovery is no longer infinite; it just goes from one corner of the screen to the other. :3

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02/12/2010, 09:11 AM (This post was last modified: 02/12/2010 09:12 AM by SmashManiac2008.)
Post: #54
Fireballs seem overly ridiculous concerning they are like a faster version of PK Freeze/GIMMIEYOLUCHMONEY that can kill.

And travel further.

And be controlled vertically.

Otherwise Zelda seems solid.
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02/12/2010, 09:36 AM
Post: #55
Fireballs are sick...

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02/12/2010, 03:43 PM
Post: #56
(02/12/2010 09:36 AM)The Cadet Wrote:  Fireballs are sick...

They are supposed to be sick. That's why you counterpick Ness and win :3

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03/29/2010, 08:44 PM
Post: #57
OMG! I LOVE THE NEW ZELDA. Those disjointed spikes and sourspots make her amazing! You can gimp without ever leaving the stage.

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