HDR-Development / HewDraw-Remix

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Teleport Mechanics + Zelda Mini-Special Rework and Normals Adjustments #2520

Closed jaccob101 closed 1 month ago

jaccob101 commented 2 months ago

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:

github-actions[bot] commented 2 months ago

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Z-hime commented 1 month ago

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!