User:Ryxis

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Ryxis
Ryxis Ronno.jpg
Animated Deer Connoisseur
Character info
Melee mains Falco, Dr. Mario
Project M mains Pichu, Link
Other Project M characters Falco, Mr. Game & Watch
Personal and other info
Real name Corey Noel
Birth date (age 29)
Location Pittsburgh, PA USA
Miscellaneous info
Skill Other Scrub

I'm from north of Pittsburgh, PA. As of next Fall I will be attending Pitt for CS. Melee/PM. Top level scrub.

I got a job and I have college stuff now, so I probably won't be editing anymore. If I do make edits, they will be infrequent.

Project M Pichu

Say what you will, but I'd really like to see Pichu in a future release of PM. It completes the Melee set, it's by far the easiest character to add, and the archetype of an insanely mobile glass cannon who hits fast has yet to be filled. Here's a potential change-list/moveset (v15):

General

  • Recoil damage removed.
  • Two small mid-air jumps instead of one big one. Can turn around on mid-air jump.
  • Higher air, ground, and falling speeds.

Normal moves

  • Aerial overhaul (all with reduced landing lag):
  • Fair now only hits once as a kill move.
  • Uair is a very fast spin. Very low lag and weak knockback vertically. (Fast enough to waveland out of when shorthopped.)
  • Nair is a cloud of sparks. Good damage and high priority, hit multiple times.
  • Dair hits at a semi-spike angle. Still a multi-hit. In addition, it releases a shockwave like Pikachu's if it hits the ground. However, this shockwave launches vertically.
  • Bair is a sex kick like 64 Pikachu's.
  • New throws for combos and kills:
  • Forward throw is weak with low scaling for setting up gimps.
  • Back throw's power improved, kills at very high percents.
  • Up & Down are both good for starting combos, though at different percents and on different characters.
  • The launch angle of tilts have been altered for more utility. They all have increased knockback and increased range for starting combos:
  • Up sends straight up.
  • Down sends diagonally forward.
  • Forward sends horizontally (still angleable).
  • Jab can be canceled into tilts as well as jabs. Pichu can no longer be pushed back from hitbox overlap while jabbing. Knockback angle and SDI modifier adjusted to keep opponents in until they react.
  • Forward smash has improved range. It hits consecutively and chains toward itself, pulling enemies in for the last, powerful hit. KOs at mid percents, but suffers from long lag, making a miss punishable.
  • Dash attack is a single spiral with upward knockback, similar in animation to the old Skull Bash. Returns to dash after used and can be dash danced out of.

Special moves

  • Thunder Jolt has essentially all lag removed. However, it can only be put out once every 80 frames. Attempting to use it when it's not ready results in the animation playing, but nothing coming out. (Like trying to pull a second grenade with Snake.) This allows it to be followed up on, but not spammed (too much).
  • Thunder is slightly faster. If Thunder does not hit Pichu or the ground it continues down further than it used to. There is a one frame sweetspot around the cloud when it comes out which launches opponents vertically. During the majority of the move, there are repeating hitboxes around the bolt with upward knockback. In an area around where the bolt strikes and when the bolt disappears, opponents are sent up and away with fixed knockback.
  • Agility has less landing and start-up lag and moves significantly faster (faster than Quick Attack). It causes flinching and minor damage. Can now be Agility canceled (like a QAC), but only has one segment of longer length.
  • Skull Bash has been replaced with an airdash. It sends Pichu forward quickly without a hitbox. Anything that can normally be done in the air can be done out of the airdash. It does not need to be charged, comes out in only a few frames, and can be used once per airtime.

Final smash, just for giggles

A large cloud appears above Pichu (around the size of Battlefield in length). Any enemies in the cloud recieve OHKO knockback straight up. A moment of pause, during which Pichu lets out a demonically cute "Pichu~!" Repeated Thunders proceed to rain down from the cloud, striking all around Pichu. These could be normal Thunder projectiles, as enough of those would kill anyway.

  • Note: this is more of a list of potential changes than it is a whole change log. You cannot balance without playtesting, so maybe it would need more buffs, and maybe it would need fewer. Etc.

Other PM characters

Continue reading and you will find my shitty opinions on PM characters that I think need a change and that I care about. Chat with me on my talk page about them if you want to or something.

Mr. Game & Watch

  • Chef is not a viable projectile any situation. It should be made into a versatile combo projectile that can be used in conjunction with other moves. See these two posts.
  • Dash attack could be made into a more viable combo starter/approaching move if it could be canceled into grab/up smash with marginally more lenient timing and didn't have to hit to be canceled.
  • Removing its ability to reverse hit would also make it more useful for pretty much everything that it does. (Edge guarding, starting combos, leading into up smash/grab).

Squirtle

Garbage neutral game. Can we give Squirtle an actual projectile please? For how long the current one takes to charge, it doesn't do anything.

Toon Link

Right now, flame arrows stay in the ground with a minor damage only hitbox for about three seconds. What if they instead stayed for around five seconds and had a repeating hitbox with very low damage and slight knockback straight up? This wouldn't be significant for trapping opponents under most conditions, but setting up an arrow and tossing an opponent into it could lead to an easy follow up. They could also work for zoning and blocking opponents out. I like the idea of an offensive based character with good mobility who can also perform set-ups.

Ivysaur

I HATE the concept of healing in the context of Smash. I feel that matches are progressive and a race to rack up damage and get those four KOs. You should not be able to undo your opponent's progress by healing during down-time, even if it's not that much. This game goes forward towards your last stock, and going backward by healing slows everything down. I think they should remove all healing and make solar beam charge faster to compensate.

Diddy Kong

  • dACUS??
  • WHERE DID IT GO
  • GIVE DIDDY HIS DACUS BACK
  • !!!!!!!