"More Spice" sounded like a valid Request to me. Just another way of saying he needs more style and polish, like two new taunts.More spice: Bent, please only take requests that actually request things
Ludacario said:RR hitboxes (already discussed among BR). [Ludacario]
Ledge jump (already discussed among BR). [Ludacario]
The two already discussed by the BR: No reason to list these either since we already discussed them, Bent man
PM dilt or Jab1 cancels: We'll take the PM dTilt, Ma'am
Survivian's original Request said:I understand that his weapons are where a lot of his damage comes from, but could he at least have a fraction of his hand-to-hand combat abilities as he does in his game?
Bent 00's translation said:Snake's Close-Quarters-Combat should be stronger, as it is in the Metal Gear Solid games. His weapons overshadow his martial arts. [Survivian]
Rather than asking for a "redesign", I think Survivan is merely asking for Snake's Close Quarters Combat moves to be sped up and/or strengthened a bit, so they aren't overshadowed by Snake's weapons so much. Still a "No" here?Redesign around close combat: Snake will not be receiving a redesign.
Kindly be very clear with these Dev replies, it will save us both time.Can you elaborate on this, Pin?
All that is mentioned in the Changelog Preview is this:Non-C4 stuff: Unnecessary with C4 stuff
C4 Stuff: Already confirmed in the changelog.
Snake
C4:
Never stickies back on Snake.
KBG 90 --> 80
So that leaves everything highlighted in red below unresolved:
---
Give Snake more control over when placed C4 explodes, by making it not detonate until Special is released after being primed. [Thor]
Bent 00: "If we go this route, I would suggest that Held Down-Special lock Snake into a pre-trigger state of his Down-Special animation, not proceeding with the C4 explosion and the rest of the animation until Special is released. This state could Cancel into anything except Specials, to opt out of the detonation."
---
I Request that we adapt a few things from Project M Snake's C4: Holding Down-Special results in a fake-out, and C4 does not fall off stuck opponents or transfer between fighters on contact. Perhaps it should also not self-detonate after a set time, and instead, remain in place until it is detonated, or vanish when Snake is K.O.ed. [Bent 00]
---
Is everything highlighted in red above REJECTED? I'm guessing that C4 will not transfer between foes, if it cannot transfer back to Snake, but confirmation of that would be nice.
Sounds like Pin is waiting for additional feedback on this one, so I'm leaving it in PENDING.Walljump Cancel Double Jump Punch: There are two ways we can do this: Either on the second jump punch only or if there is a way to differentiate when one wants to double jump or walljump, so the other doesn't happen when intending for one.
If you guys are going to nerf Icicles could you at least give ICs better grab range, fix Nana on the ledge or anything?
I'm not familiar with Project M Bowser. Does this mean that you're replacing Bowser's current Minus Down-Tilt with his Project M Down-Tilt, or that Bowser will gain a second variant of Down-Tilt which he can use alongside the regular one via a certain button combo?
"More Spice" sounded like a valid Request to me. Just another way of saying he needs more style and polish, like two new taunts.
That said, I suppose I can ignore Requests that are not for very specific things from now on, if that's what the Devs want.
It was not annoyed. It was "like Bent my man"If that "Bent man" has the annoyed tone of "Bent, man, seriously, come on"...
Can someone please show me the two Requests Ludacario and Pin are referencing here?
I must have missed them, as I'm not seeing anything regarding Bowser's RR HitBoxes or Ledge Jump anywhere in the list.
These were discussed in the Discord.Back to Pin: Will you elaborate on this response?
Correct.I'm guessing that the "Jab1 cancels into upb and downb" Request is Rejected, since you said "or" and picked the other option?
With Snake's C4 buffs/rework, he would not need the features requested due to the added power of the C4. Snake requests were added since that post so I would be careful with what you move to Rejected.Also, still waiting for clarification on this...
Remove Spin Stick to glide: I can see how spinning the stick making a character glide would come off as irritating, so we can take this out.
DK UpB: Making the initial hit function as a combo breaker would be a much bigger buff for the Kong and sounds fun to do.
Could we seriously please not remove a control scheme just because a few people can't control their characters?
Ludacario also made the suggestion of making the feature toggle-able.
I also like the idea of the startup animation cancel. Maybe into air dodge?
You know, it might make sense to bundle it with tap jump. You want the feature because you use it with tap jump; I think it's unimportant because I have tap jump off. Plus, anyone who keeps tap jump on is comfortable with the control stick controlling this sort of thing.
My idea was to cancel it into attacks. That way, if you accidentally do this when you meant to attack, you still get to attack.
Perhaps also into airdodge then to provide a defensive option?
I'm assuming you put this here because you want it to properly match how R.O.B.'s neutralB works? Sorry if I misinterpreted that.When he uses R.O.B.'s copy ability, Kirby can shoot several beams one after the other. The move doesn't fizzle out after the second beam like R.O.B.'s does.
I'm fairly certain R.O.B. Kirby's properties function were intentionally made, and honestly, I kinda like the fact that it's better than R.O.B.'s own ability in this regard.
Regarding copy abilities of characters with brand new neutralB's, I've been told that it would be a lovely change, but the sheer difficulty of making a polished version for Kirby makes changing it a bit lower on the to-do list. I think I was once told that Kirby is a "big ball of hex."As noted above, Kirby gets Fire Breath rather than Royal Rampage when copying Bowser.
Honestly, Olimar Kirby seems more like a trolling ability, because it still has a ridiculous rate-of-fire. Part of me likes it the way it is, but I can see why others would want it reverted to better match Olimar's properties.The fact that the Pikmin don't grab on makes Kirby's Pikmin Throw many times worse than Olimar's. Plus, the trajectory is higher and they move slower.
Dude, you do realize that Olimar!Kirby is far superior to what it would be otherwise, right? By simply spamming B, Olimar!Kirby can completely invalidate Olimar, since Kirby's Pikmin go through Olimar's every time. In fact, by changing Olimar!Kirby, it would be a nerf to Kirby and a depolarization of the matchup... although is that really a bad thing?I don't know, but it doesn't seem consistent. Some of Kirby's abilities are stronger while others are weaker, but as far as I can tell, the differences are mostly just oversights.
- Mario's fireballs deal 4%, Kirby's deal 5%. Firebrand does the same damage with lower range.
- Kirby's Luigi fireballs deal the same damage and go horizontally. Thunderhand does the same damage with lower range.
- Toad seems unchanged. (Though it's worth noting that Peach's Toad can forcibly remove Kirby's copy ability, which isn't otherwise possible.)
- As noted above, Kirby gets Fire Breath rather than Royal Rampage when copying Bowser.
- Yoshi's Egg Lay deals 7%, whereas Kirby's deals 15%.
- Giant Punch seems unchanged.
- Peanut Popgun seems mostly unchanged, but Diddy's peanuts do 8% if you catch them and throw them back at him, whereas Kirby's do 7%.
- Chomp seems unchanged if you land the grab, but if you only get the mouth closing hitbox, Kirby's deals 12% while Wario's deals 15%.
- As noted above, Kirby doesn't copy anything from Waluigi.
- Kirby still has all five of Link's arrows (normal, bomb, fire, ice, and light). They do the same damage uncharged, but when charged, they deal more damage and have less knockback.
- Nayru's Love seems unchanged.
- Kirby's Needle Storm charges faster than Sheik's.
- Warlock Punch seems unchanged.
- Kirby's arrows are identical to Toon Link's while in midair, but on the ground they deal 4% rather than 10%, and the ice arrows still freeze.
- Samus's uncharged Charge Shots deal 2% more than Kirby's. However, Kirby's fully-charged Charge Shot deals 35% rather than 25%, and annihilates Samus's fully-charged shot if the two meet.
- Kirby's uncharged Paralyzer seems unchanged from ZSS's. However, the charged version deals 7% rather than 6%.
- PK Flash seems mostly unchanged (including the semi-spike version, and the fact that it stays dangerous if interrupted). However, Ness's is more maneuverable, and can keep going downwards offstage, whereas Kirby's explodes on its own even if you hold the button.
- Kirby's PK Freeze deals a maximum of 18%, while Lucas's deals up to 19%. Otherwise, they seem the same, including the option to jump-cancel.
- Thunder Jolt seems unchanged.
- Rollout seems unchanged, including all the options for canceling it.
- As noted above, Kirby doesn't copy anything from Pichu.
- As noted above, Kirby doesn't copy anything from Mewtwo.
- Kirby's Water Gun does about half as much damage as Squirtle's, but the window for using the freezing version is longer.
- Kirby's Bullet Seed floats downwards in midair, but seems the same otherwise, including the two ways to cancel it.
- Kirby's Aura Sphere doesn't go as far as Lucario's. However, the uncharged version sends them upwards and slightly towards Kirby, while Lucario's just pushes them away.
- Kirby's version of Dedede's Inhale still deals damage while sucking them in, including continuous shield damage. Spitting them out seems unchanged.
- Meta Tornado seems unchanged.
- Fox's lasers deal 2%. Kirby's deal 3%.
- Kirby still shoots three of Falco's lasers at once, dealing 6%, while Falco only does 2%. However, Kirby doesn't seem to be able to fire more than two shots in a row. Also, Kirby can't switch to slow lasers.
- Kirby still shoots three of Wolf's lasers at once, dealing 9%, while Wolf only does 2%. However, if Kirby's blaster hits, the opponent can DI up to avoid the lasers, whereas if Wolf's blaster hits, the laser will too.
- Kirby's Shield Breaker can always be canceled into A-button attacks, whereas Marth's can only be canceled in midair.
- As noted above, Kirby doesn't copy anything from Roy.
- Eruption seems mostly unchanged, except that Kirby can use the self-damage version without first shielding to store it. Also, while overcharging the move, Kirby takes damage much slower than Ike does.
- Falcon Punch seems unchanged.
- Chef seems unchanged, though Kirby's version is much louder.
- As discussed above, when Kirby uses Ice Block, one of the two blocks is inert.
- As noted above, Kirby can spam Robo Beam, whereas R.O.B. has to wait a second or two.
- Palutena's Arrow seems unchanged.
- The fact that the Pikmin don't grab on makes Kirby's Pikmin Throw many times worse than Olimar's. Plus, the trajectory is higher and they move slower.
- Kirby's Hand Grenade is mostly unchanged except for one thing: pulling a Motion Sensor Bomb has no endlag. This means Kirby can do this.
- Kirby can't spam Homing Attack against shields, nor can he press down to bounce.
Rollout seems unchanged, including all the options for canceling it.
Kirby's Bullet Seed floats downwards in midair, but seems the same otherwise, including the two ways to cancel it.
Chef seems unchanged, though Kirby's version is much louder.
Kirby's Hand Grenade is mostly unchanged except for one thing: pulling a Motion Sensor Bomb has no endlag. This means Kirby can do this.
The fact that the Pikmin don't grab on makes Kirby's Pikmin Throw many times worse than Olimar's. Plus, the trajectory is higher and they move slower.
Kirby can't spam Homing Attack against shields, nor can he press down to bounce.
I understand that Lucas currently has the worse of the two PK Kids' Up B's because Lucas has the superior horizontal recovery, but in trying to use both Side B and Up B recovery options together, in rare situations the momentum of Lucas moving makes using Up B a hassle to use.
Down B- PSI Magnet should have similar frame data to Ness' in regards to when the move ends, when Lucas can act out of the move, and how quickly the move's hitbox is active.
The hitbox for Down B of course shouldn't be something too early like frame 1 because of the current utility that the knockback strength and angle already presents, but right now the move is just barely too slow to properly combo with and leaves Lucas in a very punishable state. It only acts as a follow up tool that doesn't always present further follow ups.
Neutral B- Reduce the travel speed of the PK freeze projectile.
The ability to jump cancel PK Freeze is awesome. It makes the option always safe in practical use. Unfortunately the move is more or less useless outside of throwing out a big hitbox and hoping someone runs into it. Very often the move can't be used combinaed with Lucas also approaching as the PK Freeze will fly off the stage. Reducing the travel speed of PK Freeze and essentially cutting how far it can reach all together would make it more potent tool while staying close to Lucas and applying additional pressure while he advances.
Rebalance pikmin. Buff damage from Purple pikmin. Nerf damage from latched pikmin (Blue,Red,White,Yellow)
Right now Olimar's Pikmin-utilizing-moves lose to most trades while Olimar is stuck in the animation of giving orders to the Pikmin, making him a free punish for the trade-winning move. This could be worked around by rewarding Olimar for confirmed hits with Pikmin, but not over buffing him too hard by nerfing the damage done from latched pikmin. I suggest Olimar's Up Air, Dair, Fair, Bair, UpSmash, DSmash, FSmash, and Side B all have damage increased when using a Purple, while the damage from other latched pikmin from Side B (Blue,Red,White,Yellow) is reduced from 2% to 1%.
Giga Bowser Super Taunt- Super armor added to Up Taunt.
This is a bit of an out-there suggestion, but I'd like to see a "Max Aura" type of super taunt on Bowser in which he transforms into Giga Bowser. Obviously this would need to be delicately balanced for it to be implemented, so here is my concept for it. To keep this balanced, the usage would need to be very situational by having the Bowser player go through a few conditions. If Bowser is above X% (a fair amount hasn't been concretely decided on yet), uses Up Taunt (Bowser roaring), takes damage during the start up animation frames before the roar comes out, AND the super taunt inputs (up taunt, down taunt, up taunt) are put in, Bowser then transforms into Project M's version of Giga Bowser. For anyone who is unfamiliar with Project M's Giga Bowser, he is completely reworked. In PM Giga Koopa is able to flinch, while taking regular damage and knockback. And the only differences to his kit are a shockwave on the ground for landing down b, weak hitboxes on his feet during his dash, and buffs to his throws. He is overall VERY susceptible to being combo'd by Project M's more combo oriented characters, so I imagine Minus' cast would be able to handle him fairly easily. This entire idea could potentially use more reworking to make it better suited for competitive play while keeping it fair and balanced, but I think while adding super taunt-like abilities to all characters is very unlikely, Bowser would be a pretty fun one to have.
With Lucas, If his PK Thunder2 hits a ceiling, he can cancel his falling momentum with a SECOND PK Thunder.
I always saw this move as a "GET OFF ME!" move for ending a combo
I feel it should be fast so it isn't predictable. Maybe give it a bigger blast radius at the cost of doing less damage.
I don't quite understant so let me see if I can clarify
...Sounds like somebody's been playing Brawl Zeus. Amirite or amirite?
At the same time, I don't think ultimate moves are needed for Minus.
By simply spamming B, Olimar!Kirby can completely invalidate Olimar, since Kirby's Pikmin go through Olimar's every time.
Refresh my memory. What are the options for canceling rollout exactly?
I know that you can cancel Bullet seed with Up B. I haven't been able to get Kirby to do that.
I don't want some form of ultimate moves implemented across the board, but right now Lucario's Max Aura is a little too good, and Giga Bowser is essentially an untouched piece of vBrawl that Minus has yet to touch up on, so putting two and two together I figured this would be an extremely cool way to implement a new "Minus-like" feature.
While I do agree that this could be seen as not really fitting his kit, it wasn't really designed with the intention of fitting his kit.
This is essentially what it is for, but I would like to see it have the dual utility of being a combo move and a combo finisher.
It's already a highly telegraphed move with a slow start up. It's rather predictable. The point isn't that you're expecting for it to hit, but having it actually stay relatively closer to Lucas so that it stays on stage would make it more of a threat for the opponent to be wary of. Just increasing the hitbox would not fix the issue if the projectile is still going to just fly off the screen.
I am suggesting all of Olimar's moves that use Purple pikmin (excluding Up B) have their damage increased, and all of the pikmin that grab onto opponents from Side B, should have their damage reduced from 2% to 1% to compensate. I don't actually know how much more this can be explained.
...As if to say Olimar's Side B or Down B are laggy. Down B can be cancelled into itself and Side B can be mashed to throw multiple pikmin in a couple seconds.Olimar's Pikmin-utilizing-moves lose to most trades while Olimar is stuck in the animation of giving orders to the Pikmin, making him a free punish for the trade-winning move.
Things you can cancel Rollout into:
- Jab
- Tilts
- Smashes (fsmash is hard, but possible)
- Aerials
- Specials (including Rollout!)
- Jump
- Shield
- Grab
- Sidestep
- Roll (either direction)
- Airdodge
Fsmash, ftilt, and side special can be done backwards. Specials can also be B-reversed. (Side special can be turned around and then B-reversed, allowing for wavebouncing.)
Other than that, none of these can be turned around. (For instance, this means no reverse aerial rushes.)
Things you can't cancel Rollout into:
- Walk
- Run
- Dash attack
- Walljump
- Taunts
All of this applies to both Kirby and Jigglypuff. All of this applies if you cancel Rollout before hitting someone. All of this applies if you cancel Rollout after hitting someone. Yes, I tested it.
With Ivysaur, you have to release B and then quickly press up-B. With Kirby, you can keep holding B, and just press up
Giga Bowser is already his final smash. This isn't really necessary. If you want Lucario's Max Aura to be removed then go for it.
...Moves need to fit with their already established kit or, at the very least, make sense for their character.. If we didn't follow this rule, then we would be free to arbitrarily give Jigglypuff a Kamehameha move or Mario unlimited vacuum properties that have his opponent always gravitate towards them.
But I don't know where your getting the idea that the move is soooo uncontrollable that you can't hit anyone with it.
This might be asking for a little too much. I mean, yeah. DK has a down special that can combo and KO, but with Lucas, why fix what isn't broken?
Ok. Ignoring the rude quip at the end, I can see what you are getting at.