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My ideas for 1.5 Ganon
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01/28/2011, 02:01 PM
Post: #41
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All right, if you're completely sure. I think part of what looks weird to me is where is starts. It doesn't start where his hand is, it starts in the center of his body. I don't know if this is possible to change, but I think that the shot should be purple, the size of the purple glow on his fist (smaller), and start where the glow is too. Also, maybe it could get smaller as it goes until it disappears, instead of just suddenly disappearing. |
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01/31/2011, 01:40 PM
Post: #42
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It doesn't really fit ganon, and it feels really cheap at times... but it gives him the stage control he needs. He's just so slow, sometimes if you can't continue a combo, there really isn't anything you could do. Hell, to be honest it actually feels NATURAL at times. In vbrawl/minus before ganondouken, whenever i did something with ganon (usually dark dive) something told me to warlock punch. But nothing would ever happen... now something does! I will say i would like it to be less intimidating the longer it's out, but I haven't tested enough to say much. |
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02/01/2011, 05:36 PM
Post: #43
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What if the Gandouken had a sweetspot at the point it disappears, kinda like Wolf's Up-B has? Even with relatively little damage and mediocre knockback, that might be enough to make it feel more threatening than it is. Thoughts?
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02/02/2011, 01:02 PM
Post: #44
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Uh. I think the one thing we've established is that the GANDOUKEN is plenty threatening. Also, recall its current build is multi-hit a la angel ring. But... Now that I think about it, it would be neat if that last hit could kill at higher percents, like 100. Since Gdorf can just wizkick or ftilt someone in it for an early kill, it wouldn't really make the move better, but if I've got someone in my super ball of evil energy I'd be more satisfied if that just killed em' instead of me having to kick them too. It should only kill after any of Ganon's followups kill, though, or it would be dumb. Unless people can always SDI out of the final hit or something. It doesn't much matter, I guess, but triforce-powered energy balls should still have KO potential of their own. |
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02/03/2011, 01:59 PM
Post: #45
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True, it's threatening, but I mean that it solidifies its scariness. And I like that SDI out of Gandouken idea. Give it, what, 15-20% damage if hit by most/full thing? And it shouldn't kill before 100%, you're right, but a strong hitbox at the end of it that kills a little after 100 might be nice. And what if Ganon can't wizkick the victim? What if Ganon just recovers slightly faster? He's still safe and the opponent is dealt with, but if it misses, it's punishable. Sounds pretty fair to me, unless I'm missing something. |
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02/14/2011, 09:10 AM
Post: #46
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For Ganon's Side-B: Whenever he does it, he can interrupt it on the first couple of frames and have the same move happen, but with momentum. In addition, the move would stay out for a bit longer and have a bit more endlag. For example: He does his Side-B but immediately does an Up-Smash. He slides along the ground with his foot up for around twice as far as if he had interrupted a dash with an Up-Smash. The hitbox is active during the whole time he is sliding, which is maybe 1.5 times as long and goes 2 times as far. This would also be ledge cancelable. Thoughts, impossibilities? |
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02/14/2011, 05:32 PM
Post: #47
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No... Definitely not. After deciding to play gay as hell, i discovered choke is very overpowered once you take the lead. I managed to make boss, chudat, and many other players ragequit in the round robins we did with minus. Chu was especially frustrated to the point he tried another character with little avail. Your idea may be more probable if we nerf choke... though just making him go straight down after grabbing them(like vbrawl) would be fine. It's too polarzing right now. Essentially though, choke doesn't need that idea cause of ledge cancel shenanigans. |
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02/14/2011, 06:49 PM
Post: #48
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Is there anything special you're doing with choke?
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02/15/2011, 05:30 AM
(This post was last modified: 02/15/2011 05:34 AM by Roager.)
Post: #49
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That sounds too damn good, filbert. Choke would need some big nerfs for that to be fair. I guess I could see making Choke cancelable early on, for mindgames/fakeouts, but momentum'd attacks is too much, given how strong the man is. Maybe minimal momentum, like half the choke distance, tops. And I think that ganoncide needs a nerf regardless. It goes too far forward on grab. Maybe not drop it to vBrawl levels, but still. |
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02/16/2011, 01:17 PM
(This post was last modified: 02/17/2011 02:19 PM by Isaac.)
Post: #50
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I just decide to short hop every choke i would normally use grounded after i get the lead. Due to all the momentum, their placing on roughly 80% of the commonly used parts of most stages, results in suicides if you're going towards the ledge. Essentially only the middle of the stage is safe. I realize it is not guaranteed, and not nearly as bad for the game as other moves. As it's a situation stacked upon another situation. You need: 1: To have the lead 2: Have the set-up 3: They need to fall for it However, usmash at low percents sets up for this perfectly. And usmash is very easily combo'd into, or just thrown out. Same with the new dair, dash attack, and ESPECIALLY dtilt. It could just be I improved with ganon, but i don't think i should be causing ragequits while sandbagging against top level players, even if they are friendlies I also had an idea to switch the commands of utilt and usmash... Why is the tilt stronger?(In vbrawl utilt's strength is comparable to warlock punch) Having utilt cancellable was neat, but ended up not being too functionable in the end. Also usmash looks a lot more like a tilt(damages like one too, snake utilt anyone?) I feel like being able to charge the utilt would make it a way better idea. Of course a power nerf would be neccesary for the shorter charges. Also i think we should make a new main thread for ganon's ideas, the ones in the op was from a player who knew nothing about ganon, at all. Plus we can categorize the ideas. |
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02/16/2011, 02:40 PM
Post: #51
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Being able to control the Volcano Kick charge sounds pretty sweet, and it would definitely make it a more viable kill move. A new thread would be nice since we're talking about 2.0 and not 1.5. That said, I agree with the OP that Brawl dash animation sucks and P:M's is much cooler. |
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02/16/2011, 04:44 PM
Post: #52
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A new thread would make sense. Switching usmash and utilt would be really annoying! Why would you do that? It may make more sense, but it would annoy people for quite a while. Causing accidental utilts, even if only for a while and even if it is the player's fault, would be a big, one-part recipe for lame. That said, something does need to be done with utilt and the only think I can think of is making it faster. But why are we talking about buffing Gannon? He really kinda doesn't need any. Nerfs should be considered, though. Personally, I don't think the suicide choke is really that OP. Combo-ability from u smash is pretty good, and it may be worth increasing the base KB of usmash for, but considering how laggy and punishable Gerudo is in the air, how easy it is to see coming, and how scared of it people are, I personally find it VERY hard to get off properly. I don't think it would be an issue if the low-percent Gerudo combos are removed. The move that bugs me most is Gannon's ftilt. No move of that speed should be killing as stupid early as 50%. It's just dumb. Also, it should have dramatic hitlag, because it's stupid crazy strong and because it's SPARTA! It is very silly that Snake's everything is "dramatic" but not the absurdity that is Ganon's ftilt. That thing is so strong it bugs me when I use it. It just doesn't feel right for my friend's Fox to die at 50%. |
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02/16/2011, 05:46 PM
Post: #53
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I agree that ftilt kills too early. I don't mind it being a KO move, but it just really shouldn't kill that early. I don't mind the switch much myself. Even though I play Ganondorf a lot in Minus, I tend to forget that his utilt isn't his usmash and get destroyed for it. That said, I can see why it would annoy people. I like the idea of switching them, but if it ends up being unpopular, a simple way to make utilt more useful is to add a hitbox when he first brings his foot up like Manchu has. That way, you can use it to poke up through platforms quickly, but cancel it if you don't want to use the explosion.
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02/16/2011, 06:24 PM
Post: #54
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I just started a new thread, and listed some suggested changes in the OP. Discussion should move over there; let this one die.
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