User:Toomai/How to fix the clones
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What it says on the can.
Have ideas, but gotta compile them, so not complete. Will mainly contain my own ideas.
Luigi is fine.
Dr. Mario[edit]
- Side special: Doctor's Orders. Throws a pill sideways that travels pretty fast in a straight line. Acts like a Team Healer, though it can heal the user should it bounce off something.
- Down special: Viral Dose. Dr. Mario lightly tosses a random Virus forwards. With equal probability:
- Red Virus burns the target and does about 9% damage with medium, low-scaling knockback.
- Blue Virus freezes the target for one second.
- Yellow Virus inflicts the dizzy status for five seconds.
Young Link[edit]
- Up special: Ice Arrow. Fires an ice arrow diagonally upwards (angle can be controlled), which creates a temporary frozen platform as it travels and stops upon hitting and freezing an enemy or moving a certain distance. When used in the air Young Link flips over to fire the arrow, so he lands on top of the new platform, but he has to be quick after the landing animation finishes to get up before it melts.
- Final Smash: Lunar Crush. Uses Majora's Mask to summon the Moon, which appears in the sky. After a few seconds it falls through the stage from top to bottom (like a significantly fatter Snorlax), dealing 72% damage and acting as a one-hit KO meteor smash. Wide enough to fully cover medium-wide stages. Falls fast enough that it can be dodged with reasonable precision; after learning the timing, a competent player should be able to dodge it if unoccupied. Young Link will be able to act before the Moon lands to try and twiddle the opponent.
Toon Link[edit]
- Uses Grappling Hook for grab.
- Up special: Deku Leaf. Catches an updraft and floats down slowly for a limited time. Minor damage to nearby enemies during ascent, pushes things away from point of use.
- Down Special: Skull Hammer.
- On ground: After reasonable delay, bashes enemy into the ground. Buries and meteors.
- In air: Slightly faster horizontal swing (like Kirby's grounded Hammer). KOs early.
- Final Smash: Ballad of Gales. Covers the stage in a vortex that does about 60% no-flinch slash damage and dizzies everyone for 15 seconds.
Falco[edit]
- Instead of being able to cancel the Falco Phantasm, Falco can hold down the button to make his afterimages go first, at the expense of being able to deal damage. As a result he can mix up his timing instead of his distance.
- Up special: Homing Launcher. Fires an explosive diagonally upwards, which upon reacing its flight apex, locks onto the nearest enemy in front of it and blows up upon reaching them. When used in the air, Falco rides the shot, and he footstools the opponent it hits, but it does not lock on and simply travels parabolically.
Wolf[edit]
- Standard attacks are fine.
- Blaster is fine, just change the non-Japanese names to "Claw Blaster" too.
- Wolf Flash is okay I guess, but don't have it deal damage to things he passes through, only those he sweetspots.
- Up special: [no name yet] Does an aggresive leap upwards claws-first. Can be angled, but not down past 45 degrees. Hitting an enemy causes him to footstool off them while they're sent backwards (not downwards) for about double the distance, but a decent recovery move even when not landed.
- Down special: Rival's Roar. Takes a defensive pose. If nothing happens, nothing happens. If he takes a hit, he still gets the damage, but then he retaliates with a vicious claw slash that does double damage and is basically impossible to avoid unless you used a projectile, in which case the projectile does half damage, doesn't die, slows down, and gets deflected in a random direction (retains original ownership, does half damage to anything it hits later, still triggers the counterattack).
- Final Smash: Wolfen Charge. Acts like the Dragoon.
Pichu[edit]
- Pichu is kinda flawed in Melee, so let's fix him up in addition to uncloning him. Basic idea: Still ridiculously light, still hurts self when using electric attacks, but will KO you in ten seconds if you aren't ready for it.
- In general, Pichu only takes self-damage if the relevant attack misses. Hitting anything that can take damage means no self-damage.
- Forward smash: Same basic animation. Multi-hit hitbox does 1% per hit and gets smaller each hit, but has 0.1x SDI capacity, and the final hit does 26% damage and has the most KO power of any smash attack in the game.
- Up smash: Still a headbutt. Strong base knockback but not too good knockback scaling.
- Down smash: Semi-spikes and will KO you in the 60%s. Electric, does 2% self-damage on use.
- Neutral special: Charge. Holding the button builds up electrical power up to a certain amount. At max power, an electrical field surrounds Pichu (like Plasma Kirby); it cannot clang or flinch but will still deter physical attacks and damage projectiles (so they're blocked if they can be stopped by hitting them). After five seconds of not charging, the charge starts to fade at the same speed it went up. Using an electric attack when charged expends the charge and increases the damage and self-damage; a full charge has a 1.3x multiplier. Charge is retained through hit but not through KO.
- Agility should not do self-damage.
- Down special: Discharge. Shocks enemies (not stage destructables or items) within a relatively large range for no knockback and the Paralyze effect. Does 20% damage to one target, 10% each to two targets, (20/3)% each to three targets, and so on; targets count if they're hit or invincible but not if they're intangible. If the move hits no targets Pichu takes 5% damage.
- Final Smash: Zap Cannon. Fires an electric beam that reflects off stage elements and acts kind of like Aura Storm.
Lucas[edit]
- Let's keep PK Freeze but have it act differently. Tapping the button delivers a blast of ice to a zone just in front of Lucas. Holding the button lets Lucas move the zone freely around the stage indefinitely, so if you decide to leave him be he can freeze you from anywhere. Moving freeze zone marked by some special effect, but it's harder to see when it's moving slower.
- Down special: PSI Lifeup. Lucas takes a focusing pose and concentrates as the button is held down. Once the button is let go, he is healed based on how long he held it, at about 3% per second. No defined maximum, but the delay between letting go and receiving the heal is significant (the delay between getting the heal and ending the move is low).
Roy[edit]
- Change some standard move animations. Functions can stay the same.
- Some moves can have a small hitbox on the tip that acts similar to Mr. Saturn, doing basically zero knockback but reasonable hitstun. Or, have it deal slight knockback towards Roy.
Notes[edit]
- The "Dizzy" status is a new effect, shown with stars and rings around the target's head and possibly a few altered animations for standing and moving. When dizzy, characters:
- Cannot stand still; trying to do so for too long causes them to fall down.
- Are slower when walking and may randomly turn around as if reversed by a Cape.
- Always trip on dash.
- May randomly rotate slightly as they attack (say max 20 degrees either direction), making it a bit easier to miss (should probably not affect projectiles).
- Always tumble when aerial unless attacking (can attack while dizzy tumbling).
- Can't hang on an edge for very long, and must use their slow getups at any percent.
- Can crouch to make the effect go away at double speed.