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So i herd u dun liek pt so much.
07/27/2010, 05:54 PM
Post: #21
I didn't forget. I was okay with it.

With this past page of forum, squirtle was never mentioned. DMB said that Charizard was staying pretty much the same and Ivysaur was getting redone, but what about squirtle? He's staying pretty much the same, right?

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07/28/2010, 03:48 AM
Post: #22
If you redo Ivy to make him better and make his risk/reward factor balanced... well, I have zero to complain about, as long as the gist of his aerials stay the same.

I'm not seeing what has to be refurbished though other than the risk/reward factor.
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09/28/2010, 09:48 PM
Post: #23
One interesting thing I would like to see is giving Squirtle a slightly faster running speed and have his F/Bair have slightly less knockback, while giving Nair a bit more spice of you hit with the first frame or two. This would definatrly up his combo game and let him have some sort of finisher, while keeping Nair's gimpy-ness.

I'd say a reasonable way to make him from going god tier would to make Uair less free %-y and perhaps nerf Dair too, perhaps by making it do less damage and be less spikey.

Also, Ivy and Squirtle's Ftilts are useless. Ive should get some kind of momentum shenanigans out of his (like Lucas, perhaps) and Squirt would love having his combo into perhaps a Fair or even a Fsmash if you feel like getting EXTRA broken.

Just my two cents, nothing else really strikes me from either of them. Oh, and Zard? Make Stealth Rock more predictable, that way both his player and opponent know what to expect as soon as the boulder's in Zard's hands.

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09/29/2010, 01:43 AM (This post was last modified: 10/18/2010 10:15 AM by Kink-Link5.)
Post: #24
Note: I mention Ivysaur being punished on a missed attack in a way that may come off as suggesting I want her to have unpunishable attacks- This is not to be confused, hopefully you will see why I put the suggestion in, and make note that I chose a specific few moves for it. I am in no way in favour of superficial straight and pure buffs put in for the sake of making a character better in the laziest way possible. I believe the suggestions listed will help her general playstyle (Though a personal playstyle could play the buffs in a very different way, which is understandable) and do not want to appear to be suggesting buffs for the sake of buffs. So, with that out of the way:

Ivysaur needs safer-if-missed-not-safe-if-whiffed tilts. This sounds odd but hopefully you'll get what I mean after I explain. Her very base design is a sort of "keep away" that shuts down approaches from almost any angle if you choose the right move to attack with, but if the opponent even uses the basics of spacing, this can't be kept up, since, as it is currently, missing an opponent outright makes you just as punishable as if you simply chose the wrong move or whiffed the attack.

But Bunni, doesn't it make sense that missing with an attack should get you punished? Well, for a powerhouse character or someone that spams attacks for all they're worth, of course it does, but for a character with so little follow-ups as Ivysaur and who have such an inherently defensive-but-difficult (Melee Yoshi/Mewtwo) build, having low lag on a few key defensive moves would help her create defensive pressure against an opponent who would otherwise be able to effective shutdown her defense with a simple dash cancel and dash again.

I suggest tighter endlag/IASA or start-up for her attacks that require precision, since she is already hit hard if she whiffs with them or chooses the wrong one at the wrong time. The most pronounced of these attacks are, in my opinion, Down Smash, Up-B, D-tilt, and F-tilt. Up-B already has a strong hit, so cutting the end lag would seem redudent- especially since it is an anti-air. However, if the move would have a faster start-up it could fulfill is function better. Her D-tilt has the appropriate knockback for a keep away move, but she has relatively large amount of endlag for this move F-tilt is also notable, but not as much as D-tilt. I suggest including a jump IASA for these two moves since the most logical choice an opponent would make either seeing the moves come out or expecting them would be to jump, which Ivysaur could then intercept with Up-B or U-smash (Or Grab if JC Grabs are someday included). The final defensive ground move she has is D-smash and it is an interesting move which, other than bair and her new Standard B, is the only of her moves that hit a decent amount behind her, but it seems to lack both power and utility making it almost never seen. My suggestion for this move is to ease up the end lag by a good bit for the move or give it jump IASA, make it have a better disjoint below her vine swings, include a weak tripping-on-ground/meteor-in-air hitbox dirrectly under her capable of hitting an opponent standing one (battlefield) platform below her, and finally, reverse the knockback of her front hitbox swing so that it sends opponents fairly strongly behind her ala Doctor Mario D-tilt. This would benefit Ivysaur in so many ways that she currently couldn't even come close to doing what could be done with this change. Setting up stage spikes while still on the stage herself, setting up an edgeguard on an approaching opponent, or outright killing someone foolish enough to charge at her at a high percent are three very general uses that come to mind.

Since this is a long (long) chunk of text, there may be some sketchy wording. If anything needs clarifying, I'll try to do so the best I can.

As for her aerials and stupid-good petal blast combos, well, hopefully those have already been looked into.

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10/18/2010, 02:07 PM
Post: #25
(07/27/2010 05:54 PM)filbert Wrote:  I didn't forget. I was okay with it.

With this past page of forum, squirtle was never mentioned. DMB said that Charizard was staying pretty much the same and Ivysaur was getting redone, but what about squirtle? He's staying pretty much the same, right?

Just so you guys know, anything DMB, Doom, or Veril said is most likely false.

@Kink link: ... those are very good ideas, I wonder why no one touched on them until now?
Be cool of TKO could give his input.

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11/05/2010, 04:25 AM
Post: #26
This is an expanded and amended version of the Pokémon Trainer ideas that I posted in my Impressions and Suggestions thread.

POKÉMON TRAINER:
  • It would be a small-but-fantastic thing if someone could fix vanilla Brawl's bug of carrying over input buffer while KO'd to the next stock (no idea how feasible this is).
  • As you'll see below, I'm suggesting two new trapboxes, one for each of Squirtle (Bubble or Whirlpool) and Ivysaur (Seed Bomb). My reasoning: a trapbox to provide a further unifying theme with Charizard's new Stealth Rock. The Stealth Rock addition to Rock Smash is excellent, providing some interesting new gameplay space that goes beyond anything vBrawl dared do -- Bumpers float but they're rare items and are single-use, prox mines are confined to the ground, and nothing else really comes close. So making Pokémon Trainer be the character-select-screen choice for aerial trapboxes, as Snake is for explosions and Pikachu is for electricity everywhere, seems a fun thing to do that is pretty true to the Pokémon games themselves.
        I am placing Ivysaur's Seed Bomb at the top of her neutral-B when she finishes using it, and Squirtle's trapbox upon finishing his up-B. This would limit their trapbox placement to at least a few Stage Builder blocks above the ground, preventing the trapboxes from being placed in arbitrary locations. It's an intentional drawback that I intend to contrast with Charizard's unconstrained (if more random) placement of Stealth Rock.

SQUIRTLE: feels pretty great already.
  • n-air and d-smash: it feels like the distant sourspots on these moves are actually less safe than whiffing the move would have been sometimes -- when you successfully zone/bait your opponent and attempt to punish with the d-smash, hitting with the sourspot means you deal almost no knockback/hitstun/damage but you still interrupt them from the move you baited. So rather than recover from their move on their own, you place them at neutral and ready to punish your punishment attempt.
        Suggestion: increase the hitstun/knockback of these sourspots enough that they're safe on hit. Or add some Water Gun projectiles to these moves, so they take some knockback (even if no hitstun) for attempting to punish your sourspot hit.
  • Squirtle's trapbox, Bubble (or Whirlpool): if you complete Squirtle's entire up-B without being interrupted by an attack or by grabbing a ledge, create a trapbox at the apex of the Waterfall where it bursts. If possible, use a version of Squirtle's icy breath from his no-charge neutral-B that will remain (like Charizard's Stealth Rocks) until it damages someone or it gets canceled by a hitbox.
        But if the icy breath isn't a projectile/article, next best is probably the projectile I KNOW Squirtle has, namely the Water Gun projectiles: if they can be made stationary and given a significant lifespan (or nigh-infinite, or even just like a minute) when hanging in the air, that might be a good choice. Maybe even a better choice than the icy breath: Squirtle's projectile game already consists of nothing but low-damage zero-hitstun projectiles, and having his trap-box have zero hitstun as well might work out pretty decently for him.
        Very occasionally in vBrawl, you would see Link get a true combo where a returning wind-hitbox-only Gale Boomerang happened to be in exactly the right spot to catch the opponent while they're in hitstun but not interrupt the hitstun, setting up the finisher hit. It was rare because it was a true combo in vBrawl (lolwut) and because timing the combo with the returning Gale Boomerang was almost prohibitively difficult or just straight luck-based. A stationary windbox trapbox could serve the same function while being way less fiddly -- that is to say, it would probably look (and be) awesome.

IVYSAUR: feels pretty decent, and the gigantic powder bursts are a ton of fun
  • AA jabs: I think I saw someone else suggest making the vine slaps get tipper hitboxes, which sounds pretty cool to me. I'd also like if the repeated jabs ended quicker.
  • d-tilt: Do the two hitboxes auto-link correctly now?
  • f-tilt: Increase size of hitboxes so they extend behind her bulb as well? The entirety of the helicoptering leaves should be dangerous (as they are with the minus-ized Bullet Seed). Possibly some kind of momentum shifts with upwards f-tilt or downwards f-tilt, like how Marth's f-smash works?
  • d-air: A sourspot d-air feels unsafe on hit, like with Squirtle's large d-smash/n-air sourspots. For Ivysaur's d-air powder burst, perhaps make the sourspot deal no hitstun? Then a sourspot hit would be guaranteed to be no more unsafe than a whiff.
  • neutral-B: If you slide off a ledge while using Bullet Seed, you begin descending rather than floating. Can that be fixed so you slowly rise while hovering, like a fully aerial Bullet Seed?

    (Incidentally, I agree with Kink-Link5's post on some of these same moves.)
  • Ivysaur's trapbox, Seed Bomb: turn each Bullet Seed projectile into a potential trapbox (Seed Bomb). At the end of each Bullet Seed's normal (short) lifespan, the Seed becomes stationary and loses its hitbox; 30 frames or so later, the Seed gains a new trap hitbox and remains stationary and with a long lifespan, like 30 seconds or a minute or something, and is now a Seed Bomb. Any Bullet Seed/Seed Bomb that has reached the stationary stage of its lifespan will immediately disappear whenever Ivysaur creates a new Bullet Seed projectile.
        If I've worked this through correctly, then you can only create the trapbox Seed Bomb by manually ending the Bullet Seed usage after the Bullet Seeds have failed to hit anything for a short while.
        Some alternative homes for Seed Bomb, if Bullet Seed is too good:
    • up-B: create the Seed Bomb at the sweetspot of Vine Whip. This would preserve the "can't be created at ground level" drawback that I have in mind, but would make it even more limited in possible locations than Squirtle's new Bubble/Whirlpool trapbox. And perhaps a tethering Vine Whip would create a Seed Bomb on top of the ledge? This tethered Seed Bomb would be placed just far enough away from the ledge itself so it couldn't hurt opponents who are only hanging from the ledge, but could and would hurt them if they try to do a get-up attack and maybe even a non-rolling get-up.
    • d-smash: possibly place the Seed Bomb in front of Ivysaur (or create two and place them in front and behind her), though this makes Seed Bombs into little more than a duplicate prox mine. Or place it at the tip of Ivy's bulb. Or place it a little distance above Ivy's bulb. Not really sure, though adding a Seed Bomb to d-smash would certainly make it more useable.

CHARIZARD: Feels great, especially Stealth Rock.
...not really any suggestions! The glide still feels ungainly to me but he's overall really nice.

And... discuss!
/RtEB
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11/06/2010, 05:41 AM
Post: #27
(11/05/2010 04:25 AM)theEffinBear Wrote:  
  • Squirtle's trapbox, Bubble (or Whirlpool): if you complete Squirtle's entire up-B without being interrupted by an attack or by grabbing a ledge, create a trapbox at the apex of the Waterfall where it bursts. If possible, use a version of Squirtle's icy breath from his no-charge neutral-B that will remain (like Charizard's Stealth Rocks) until it damages someone or it gets canceled by a hitbox.
        But if the icy breath isn't a projectile/article, next best is probably the projectile I KNOW Squirtle has, namely the Water Gun projectiles: if they can be made stationary and given a significant lifespan (or nigh-infinite, or even just like a minute) when hanging in the air, that might be a good choice. Maybe even a better choice than the icy breath: Squirtle's projectile game already consists of nothing but low-damage zero-hitstun projectiles, and having his trap-box have zero hitstun as well might work out pretty decently for him.
        Very occasionally in vBrawl, you would see Link get a true combo where a returning wind-hitbox-only Gale Boomerang happened to be in exactly the right spot to catch the opponent while they're in hitstun but not interrupt the hitstun, setting up the finisher hit. It was rare because it was a true combo in vBrawl (lolwut) and because timing the combo with the returning Gale Boomerang was almost prohibitively difficult or just straight luck-based. A stationary windbox trapbox could serve the same function while being way less fiddly -- that is to say, it would probably look (and be) awesome.

I tested this a bit earlier and it seems that Squirtle's ice breath from a no-charge Water Gun is unfortunately NOT a projectile. Lucas can't absorb it with Psi Magnet (and gets hurt instead); Fox can't reflect it (and gets hurt instead); and Squirtle gets flipped around when you use the first few frames of Pit's Mirror Shield on Squirtle's ice breath. Sad day.

So if the ice breath is not a projectile/article*, it sounds like the only option for Squirtle's Whirlpool trapbox is his regular Water Gun projectiles, which (as I mentioned in gray text, also quoted above) still sounds rather sweet. I would think that the Whirlpool's knockback should be mostly horizontal and aimed in the same direction as the Waterfall that created it.
*btw is there any difference between "projectile" and "article"?

With that knockback angle, I can easily see three major uses for the Whirlpool trapbox.
• Combo continuation: as I mentioned with the vBrawl Gale Boomerang example, you can hit an opponent with (what would normally be) a combo finisher into your waiting Whirlpool trapbox. Since you aimed the Whirlpool correctly earlier, it will catch them in the air and stop their flight away from you without ending their hitstun, so you can reach them in time to resume the combo where you left off. Less flashily, a Whirlpool trap could just limit their DI to help you keep a normal combo going.
• Low recovery obstacle: if you're willing to intentionally put yourself underneath a stage's overhanging ledge when you use Waterfall -- while making sure not to commit suicide by overhang -- the resulting Whirlpool trap will placed just under the ledge itself and directed offstage. This should interfere with low recoveries pretty well. Though on stages with significant ledge overhangs, aiming the Whirlpool to push under an overhanging ledge may be a good idea.
• High recovery cage-out: simpler than the low recovery obstacle, just use Waterfall somewhere above the ledge and facing offstage. This Whirlpool can briefly pause their high recovery; if you're close by, that gives you a larger window to play your edgeguarding game.

Last point that I'd forgotten to mention: an old Whirlpool trapbox should disappear when Squirtle's up-B creates a new one, similar to Charizard's Stealth Rock (though with a one-trapbox-limit, not four) and Ivysaur's new Seed Bomb trapboxes.
(Actual last point: I've started thinking of Squirtle's trapbox as specifically "Whirlpool".)

/RtEB
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11/07/2010, 01:48 PM (This post was last modified: 11/07/2010 01:50 PM by meshor.)
Post: #28
well..
i have some suggestion to PT
ivy: he needs to be faster (making Ftilt moves forward (that makes him behind the opponent) )
(and he's Neutral B needs to have better irrupting time and less damage)
(making hes up taunt sleep powder (sleeping effect or paralysing effect[it's a good animation to sleep powder])

zard : he needs to be much faster like in the real game

squirtle: mmmm.... perfect

and i think that returning the pokemons stamina .but instead of less damage, you can make it more damage and stronger effect (LEVEL UP!!)

And if you can make their air DownBs like a potion it'll be great idea ,but takes some time to move after it (like turn end)

that's my ideas ;]

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11/07/2010, 03:11 PM
Post: #29
Zard is crazy fast on the ground. I would boost his air maneuverability and definitely speed up the glide.

I would make Squirtle faster on the ground.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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