Closed jaccob101 closed 1 month ago
Download the artifacts for this pull request:
Overall, awesome PR. Easily the most polished and fresh ideas on several mechanics.
Nerfs to normals make her a bit less obnoxious when you finally close in on her, and further emphasize getting sweetspot hits over soursspot normals.
Standout points:
Been playing with this consistently every time I play HDR and think it's incredible work. Great Job Jacob!
Adjusts teleport floor-ride mechanics, corrects my previous mewtwo tp changes. Additionally mini-reworks Zelda's side and down specials while toning normals down. Assets:delete this.zip Hitboxes: https://imgur.com/a/lWq6dQP
General:
[/] Teleport floor-ride now functions more like old titles. Teleporting down while in the air will no longer change your direction forwards, allowing more control over re-appearance spots. Also, sliding off ledges while angled down will make you slide down past the ledge instead of riding an invisible floor. Affects Mewtwo/Zelda/Palu/Sheik(too short to matter)
Mewtwo:
Up Special:
[+] Teleport range matched to P+, roughly 20% increase? Momentum on reappearance also better matched. [+] P+ NIL re-introduced [+] Teleport framedata better matched to PM after more investigation. Startup: 1-8, invisible 9, invisible moving 10-17, endlag 18 - 28. Startup 1 higher than P+, FAF is 6 frames later. Previously miscounted invisible startup frames as moving frames and made Mewtwo move too fast, making reappearance act strange.
Zelda
Jab:
Jab Finisher:
Forward Tilt:
Up Tilt:
Down Tilt:
Dash Attack:
Up Smash:
Neutral Special:
Side Special:
Up Special:
Down Special (Phantom):
Charge: