Bent 00
Longtime Limit Breaker
Sounds good to me.1.) that's the idea. I already talked with the others about it before the beta was released. I intend to make it less free, because right now it's still basically a get out of jail free card for any situation that doesn't favor him.
Hmm. How about adding in a visual cue at the last moment, right before Lucario reappears? It wouldn't show up early enough to make it easy to see which way it's coming from, only barely soon enough that someone could catch Lucario with perfect timing. At the latest -- just a few frames before it reappears -- such a late visual cue wouldn't help Lucario's opponent any, but it would make the action more clear for people watching. "Look here, here's where something's about to happen." This same kind of visual aid on Zelda's ranged hitboxes might also help players who struggle to memorize where those normally invisible hitboxes are.2.) I probably won't end up doing this, as the idea of punishing DT should be to either jump out of the way or shield (but do remember it can be grab canceled now). I realize that it's hard to punish if you have no idea where he's gonna come from, but adding visual cue takes away any of the surprise of changing up your directions while facing an opponent. (you don't want an opponent to get a read on your habits and start punishing them, so changing directions is important). But with it being less free overall (see #1) then it should be less pivotal in punishing it.
Huh, it really is... I've been missing a word this whole time.3.) It's actually "It's not over" . I've not really given much thought into what to do about it, but i'll bring it up with the others and see what they think would be good.
If you could do something about "Y-y-y-y-y-y-you're too slow" as well, that would be great.
Somehow I just don't recall seeing an uppercut at the end of Close Combat... But it's been a while since I've seen it in action.CC is where he dissappears and beats you up then finishes with a nice uppercut, it only ever activated on the ground (it makes more sense that way). The aerial grab is actually just Force Palm, and sends them horizontally accordingly. Besides, aerial FP is much better for combo diversity and finishing those combos than CC (while in the air). Using CC in the air would kill absurdly early since your both off the ground.
It's not Lucario's jump height that bugs me, it's how slow it falls. It feels like it's submerged in water. Even his fastfall speed feels slow. When I tried it out in 4.0b, it was like I was playing floaty vBrawl again. Lucario takes too long to drop back down to the ground, and waiting for it to descend slows down the game. The fact that it can quickly go up really high with double Extreme Speed makes this a frequent issue. On the other hand, most everyone else gets back to the ground quickly, making Lucario stick out. I don't think it should be able to compete with Jigglypuff and R.O.B. for record amounts of continuous air time.Lucario weights 119 lb's but he is also only 4 feet tall he also is a combat based ninja of a mon, and canonically jumps extremely high. Not that cannon justifies changes in Minus, but rather that adjusting it too much now would really throw off alot of his combos and the ability to finish them. We may look into lowering his jump height or something a bit, but keep in mind that it would also hurt his recovery.
Thanks for the thorough reply!
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