Buffs (Re-Do)

Discussion in 'Characters' started by Lightning, Apr 16, 2014.

  1. Lightning

    Lightning Ikesexual

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    Lets try this again. Only this time, you have to follow these rules.

    Rules:
    1. You CANNOT post ANYTHING offensive to one another.
    2. You CANNOT discuss anything that already has a topic. (e.g. Peach's Heart Power System)
    3. You CAN suggest new ideas and disagree with other ideas posted.
    4. You CAN continue disscussions from the previous topic, but
    5. You CANNOT bring the argument from the old topic here.

    I'm not here to babysit. If you're not going to follow these rules, dont bother posting.

    To start, I think Toon Link's grab should be sped up. I'm sure I mentioned it else where, but I'll say it here again.
     
  2. Gold_TSG

    Gold_TSG Can't stop The Dorf Train.

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    I'm iffy on speeding it up, since it has the lingering grab box. It would make that a moot point.
     
  3. 13131

    13131 New Member

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    i hope samus returns with a grab at least as fast as link's. it would just make sense. ancient iron clawshot technology vs age-of-warp-speed grapple...

    toon link's could be a tiny bit faster.. or the grab box out a little bit longer.. but it would be fine as is, especially if he's getting some other useful buffs.
     
  4. Bent 00

    Bent 00 Longtime Limit Breaker

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    You don't have to tell me that. I wasn't the one who started the flaming in the other topic...

    Agreed. Samus needs a lot of buffs, and some moves reworked entirely.
     
  5. Bent 00

    Bent 00 Longtime Limit Breaker

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    I think the following is relevant here. The less-relevant parts are hidden inside spoiler tags.

     
  6. Lightning

    Lightning Ikesexual

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    Bent, I never metioned your name in the first post. I simply created those so we don't have to repeat what happened in the BUFFS topic. :)
     
  7. Pin Clock

    Pin Clock Project Leader Minus Backroom

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    I shall respond once more.

    Neither YOSHIFOOT or Metal Mario are being removed. Someone must be spreading rumors...YOSHIFOOT is being adjusted, but not taken out.

    Captain Falcon is still (and always was) one of the best characters in Minus, and we're working on bringing everyone else to his level while bringing the more OP characters down to earth.
    If you can name a sitaution where Giant Mario is useful rather than a deterrent or joke, you'll get a cookie. Mortal Draw is being restored to its more taunt-like status (it was made practical without us really knowing until it was too late). Double Fireball is actually worse than just jumping and shooting a fireball, or even shooting one in place. The only real useful ones on that list are Gravity, Ultra Taunt, Power-Up Taunt, and possibly Wind Waker.

    Kirby has that ability due to all of his taunts having the utility of getting rid of an unwanted copy ability.

    Two wrongs don't make a right. If he was being rude, promptly ignore it.

    Actually it makes plenty of sense. it's like making a fist-pump when you walk out of a classroom knowing you got an 100 on the test. You don't do it in front of them, but you do it yourself to celebrate your personal victory. Also you're taunting the opponent, not their character.


    In addition, I will remind you that Falcon has little issues with projectiles and a projectile immune approach move in Raptor Boost specifically designed to address him getting zoned.
     
  8. Bent 00

    Bent 00 Longtime Limit Breaker

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    I've mentioned this before, but I'll go ahead and bring it up again here:

    Please remove the buff you gave to Sonic's Side B which makes it instantly obliterate stage elements on stages like Green Hill Zone and Shadow Moses.

    It's really annoying, and only useful in the Subspace Emissary anyway.
     
  9. Pin Clock

    Pin Clock Project Leader Minus Backroom

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    That is actually a feature, not a buff. If we take it out of normal stages, we take it out of SSE at the same time, so...yeah.

    If there were a way to have our cake and eat it, we totally would, though.
     
  10. Lightning

    Lightning Ikesexual

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    Why is another discussion on Falcon's taunt taking place?
     
  11. Bent 00

    Bent 00 Longtime Limit Breaker

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    Who honestly plays the SSE anymore? I'd much rather see it removed. Make it available as a separate FitSonic.pac file somewhere.

    Does anyone disagree?

    It's over now...
     
  12. NEWB

    NEWB New Member

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    I play SSE. Not a whole lot, but at least once after every patch to see if everything works right. I figure it's all part of the minus experience. I'm happy to say that we have something pm doesn't.
     
  13. Sammi-husky

    Sammi-husky Scientist #1 Minus Backroom

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    Currently, im doing a TON of groundbreaking research on SSE. so we may end up taking it out anyways if Minus uses my discoveries. You can check out progress here Right now i can link any two stages in SSE together through doors. Can spawn ANY item and enemy. can change the level type and game mode, amongst MANY other things.

    Anyone here ever mod NSMB? It seems that it will eventually be possible for me to completely rewrite the SSE, creating entirely new levels with new hazards new goals and new enemies. If i complete my research, there is little to no reason not to use it in minus if it was accepted by the other devs. Especially with Bero's new SDHC code that allows up to 32 gigabtye SD cards. :) This may just give you a reason to play SSE again in the future.
     
  14. NEWB

    NEWB New Member

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    Can you put the bosses from SSE into the bosses in boss battles?

    I thought it would be cool to remove easy difficulty and add a MAX difficulty setting to boss battles.
     
  15. NEWB

    NEWB New Member

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    Just to elaborate on that, bosses in SSE and bosses in boss battles are different in power and health, the SSE ones being stronger. It would be really cool to get this as a difficulty level.

    You would face each boss at intense SSE difficulty, but get to heal after every match. This would require looking into boss battles mode though, and you would need to manually buff master hand and crazy since they don't appear in SSE...
     
  16. Thor

    Thor Well-Known Member

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    And you'd need to speed them up or nerf Warlock Punch. On a whim I went into boss battles mode, I'd KO'd 4 bosses in like 15 seconds or something silly like that (probably faster than that actually) thanks to neutral+b.
     
  17. NEWB

    NEWB New Member

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    That is intended to troll one player modes like sonic and his boost.
     
  18. Sammi-husky

    Sammi-husky Scientist #1 Minus Backroom

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    To clarify, i can indeed change BOSS moves. If only a little. However im one of VERY few who has figured out how to do it :)

    And actually, the boss battles mode is actually an adventure stage that links to the actual boss fights from adventure mode. So making them independent is impossible. i would have to make the SSE and boss battles ones the same since they are the same fighter :/ Also, MasterHand and Crazyhand don't appear in SSE but their files are still in the same SSE directory ironically enough :p
     
  19. NEWB

    NEWB New Member

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    But that isn't true! The bosses in SSE on intense mode are faster stronger and healthier then the intense mode version in boss battles. See for yourself. I have already personally confirmed this.
     
  20. Gold_TSG

    Gold_TSG Can't stop The Dorf Train.

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    It at all possible to use bosses or boss stages in normal matches similarly to what was revealed for smash 4? In that the bosses show up once in a while and you can attack them or each other?
     
  21. Sammi-husky

    Sammi-husky Scientist #1 Minus Backroom

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    SSE files contain a file called EPSP which controlls the different AI behaviors relative to the difficulty level delegated in ADPM files also contained in the SSE file. Anywhos, i'd hate to maek y'all register on KC:MM or anything to discuss this, so i will prooobbbably make a thread for this :p as i don't wanna drag this off-topic too far. however, i will say that i MIIIGHHHHTTTT be able to make stages that can indeed spawn enemies. that would truly be ground breaking :p

    any particular BUFFS that you guys would like to discuss? im generally on here everyday so i can discuss with you guys these sorts of things
     
  22. NEWB

    NEWB New Member

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    Turn bite into fire fang for charizard. Basically add fire effect to the move and animate fire around his mouth during start up.

    ......

    Look, charizard's neutral air isn't flame wheel. It looks nothing like it really. Either engulf his body in flames during the move or reanimate the move to make it look like dragon tail. Actually, just add more fire to Nair. Animate his ftilt to be dragon tail. I think the move would just be blue and deal aura damage perhaps?
     
  23. Gold_TSG

    Gold_TSG Can't stop The Dorf Train.

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    Would it be legit to alter Falcon's up B to go the same distance back as he does forward the way he did in melee? Or is that too much?
     
  24. NEWB

    NEWB New Member

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    Also Sammi, literally play boss battles on intense and compare to adventure mode intense. There IS a difference in power, speed, and health.

    Maybe this only true for tabuu? He is what I used to test this.
     
  25. Sammi-husky

    Sammi-husky Scientist #1 Minus Backroom

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    There may be specific AI switches in the EPSP file that is only switched during boss battles, however the AI is still controlled by that file. I don't really know much else about how to alter them. The health would be independent however the rest is still controlled within those files. I've spawned bosses already in SSE stages with varying difficulties, and have also linked stages to the boss battles area :eek: they're all interconnected. The boss movesets are actually in a different file, which based on difficulty will upscale it's hitboxes and damage output

    EDIT: i'll get back to you guys on those ideas lol, haven't had time to fully think about them. kinda stressed for time atm.
     

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