justadood
Just a dood with ideas
New page dedicated to only posting ideas for existing characters, be they radical or benign.. post to your hearts' contents, and i'll continually update the list with the new movesets or move/mechanic changes
To start with:
To start with:
One other thought [I have] is for the full cast. In most other fighting games there are grab cancels that allow to thwart and opponent's grab. Most of the time it's just performing a grab at the same time they do to immediately escape the grab. I think it might work well in Minus and help to keep the game flowing fast. (-Momurderer)
Add a ground pound as a smash down air if possible to allow a quick spike interrupt from tornado without needing to change anything around.
Make F.L.U.D.D. a taunt instead and moving mario tornado to down B. when fludd taunt is activated:
changes Up B to an angled, semi-chargeable rocket blast
when down B is repeatedly pressed, the mario tornado will use hover water to push foes beneath you further, or trip grounded foes
when side B is pressed, will squirt water again (regular water this time though)
neutral B can be mapped to over charge instead of needing to recharge
when water is overcharged, smash inputs will blast the max spammed/charged, or just larger versions of the various B moves to cover more area and blast foes further. (-Dood)
maybe if he had the FLUDD out and he did his smashes, they also had some water-effects or water-blasting effects (like Squirtle's down-smash) to add some variety and active changing? (-Thanatoast)
Make F.L.U.D.D. a taunt instead and moving mario tornado to down B. when fludd taunt is activated:
changes Up B to an angled, semi-chargeable rocket blast
when down B is repeatedly pressed, the mario tornado will use hover water to push foes beneath you further, or trip grounded foes
when side B is pressed, will squirt water again (regular water this time though)
neutral B can be mapped to over charge instead of needing to recharge
when water is overcharged, smash inputs will blast the max spammed/charged, or just larger versions of the various B moves to cover more area and blast foes further. (-Dood)
maybe if he had the FLUDD out and he did his smashes, they also had some water-effects or water-blasting effects (like Squirtle's down-smash) to add some variety and active changing? (-Thanatoast)
What if Peach's walk-sparkles produced a small pop-up or at least jab-resetting hitbox? Peach combos would look swag as fuck on the ground. (- Valravn)
Up B= Barrel blast as up B in air, blast pad as Up B on ground
Down B= Ground Pound as down B in air, Ground slam as Down B on ground, and rainbow coin ground slam if held down and charged
Holding Neutral B (or holding shield and pressing B)= Barrel grab
Dash attack= If pressed will barrel roll, if held will "moon-kick-jump"
Air dodge and spot dodge always does the shrug taunt
Strong Kong invincibility and infinite barrel blast (up Bs) as New Final smash option if B is tapped rather than held (-Dood)
instead of taking out the silly-looking ones (because they are fun and silly-looking), instead maybe in the air, instead of simply having his down-B make him a big target, maybe have it a dodge/invincibility frames for a while, so that there is a reason to use it in the air rather than limiting the player from using another attack in the air. I can't think of many characters that are limited from using a special attack while in the air, so why have it only for DK?(- Thanatoast)
Down B= Ground Pound as down B in air, Ground slam as Down B on ground, and rainbow coin ground slam if held down and charged
Holding Neutral B (or holding shield and pressing B)= Barrel grab
Dash attack= If pressed will barrel roll, if held will "moon-kick-jump"
Air dodge and spot dodge always does the shrug taunt
Strong Kong invincibility and infinite barrel blast (up Bs) as New Final smash option if B is tapped rather than held (-Dood)
instead of taking out the silly-looking ones (because they are fun and silly-looking), instead maybe in the air, instead of simply having his down-B make him a big target, maybe have it a dodge/invincibility frames for a while, so that there is a reason to use it in the air rather than limiting the player from using another attack in the air. I can't think of many characters that are limited from using a special attack while in the air, so why have it only for DK?(- Thanatoast)
Spring Jump as Up B (all Kongs would use their pad abilities as up B's) instead of jet pack.. still charge to go higher, but arches a lot higher with drift
side tilt does BBB combo from DK 64: tail whip each direction, then spin for 720* (1 hit, 1 hit, 2 hits)
Down B in air is ground pound, on ground it's the chargeable rainbow coin ground slam, but not as powerful as DK's, and quicker.. if only tapped, just pats floor with trip hit box on where hands reach
Side B throws orange-nades instead of wimpy bananas
Peanut pop-gun fires two to four at a time if repeatedly pressed, each for 4 damage, with horizontal knockback
Side tilt does BBB combo from DK 64: tail whip each direction, then spin for 720* (1 hit, 1 hit, 2 hits)
Chimpy charge as new side-smash where charge animation is him spinning his feet along the floor before finally charging into his foes with a headbutt (think wario's side smash)
Jetpack FS, but with option to shoot multi-directionally with c-stick, and with option to do new Guitar string FS that gets larger and faster the faster you tab B before the strum runs out (-Dood)
up-b, perhaps make it charge faster or make him fly farther, or reduce how fast he falls when charging that attack. (- Thanatoast)
side tilt does BBB combo from DK 64: tail whip each direction, then spin for 720* (1 hit, 1 hit, 2 hits)
Down B in air is ground pound, on ground it's the chargeable rainbow coin ground slam, but not as powerful as DK's, and quicker.. if only tapped, just pats floor with trip hit box on where hands reach
Side B throws orange-nades instead of wimpy bananas
Peanut pop-gun fires two to four at a time if repeatedly pressed, each for 4 damage, with horizontal knockback
Side tilt does BBB combo from DK 64: tail whip each direction, then spin for 720* (1 hit, 1 hit, 2 hits)
Chimpy charge as new side-smash where charge animation is him spinning his feet along the floor before finally charging into his foes with a headbutt (think wario's side smash)
Jetpack FS, but with option to shoot multi-directionally with c-stick, and with option to do new Guitar string FS that gets larger and faster the faster you tab B before the strum runs out (-Dood)
up-b, perhaps make it charge faster or make him fly farther, or reduce how fast he falls when charging that attack. (- Thanatoast)
how about Sonic getting a dedicated attack at the end of his ground Boost? It could just be a slide animation like when you stop normal dashing but kick up sparks or a windbox or something and maybe be jump or shield cancellable at a certain point. It would slow down in between his Boosts with a purpose instead of just a 'you can't do this for a set amount of time because' type of thing.(-Momurderer)
if it looked like the sweep slide thing like in sonic games where you have to use the slide to duck and slide under obstacles as you run, it would be a good nod..
as a matter of fact, it would be cool if it was the drift slide, so you hold it down to slide and let sparks kick up as he turns around, and once you let go, if you drifted the full length without jump cancelling, you'd be able to slingshot and continue the dash in the opposite direction (-Dood)
if it looked like the sweep slide thing like in sonic games where you have to use the slide to duck and slide under obstacles as you run, it would be a good nod..
as a matter of fact, it would be cool if it was the drift slide, so you hold it down to slide and let sparks kick up as he turns around, and once you let go, if you drifted the full length without jump cancelling, you'd be able to slingshot and continue the dash in the opposite direction (-Dood)
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