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SSF2 Suggestions 
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Yoh, tone it down.


Sat Aug 30, 2014 1:15 pm
Something I really like is how Bomberman was that some of his moves were influenced by the Brawl PSA. It'd be really cool to make some characters have references to the community, kinda like how there's Dracula's Castle and Turbo Mode from Project M.


Sat Aug 30, 2014 3:06 pm
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Clubby Bear wrote:
Something I really like is how Bomberman was that some of his moves were influenced by the Brawl PSA. It'd be really cool to make some characters have references to the community, kinda like how there's Dracula's Castle and Turbo Mode from Project M.

Actually that's completely opposite with the Bomberman PSA. It was based on the SSF2 move set. Check the release date of the PSA.

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Sun Aug 31, 2014 2:01 am
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Currently Playing: Smash 4, SSF2, Terraria, Fire Emblem: Awakening
Mute button during a match.

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Sun Aug 31, 2014 2:16 am
TheRealHeroOfWinds wrote:
Clubby Bear wrote:
Something I really like is how Bomberman was that some of his moves were influenced by the Brawl PSA. It'd be really cool to make some characters have references to the community, kinda like how there's Dracula's Castle and Turbo Mode from Project M.

Actually that's completely opposite with the Bomberman PSA. It was based on the SSF2 move set. Check the release date of the PSA.

Actually, no.

First video of the PSA;
https://www.youtube.com/watch?v=b5M1dXwmPwg
Upload Date: April 12 2012

Bomberman was added to the game in 0.9a, which was released on January 14th, 2013.

EDIT: Also, the Bomberman PSA I was referring to was released July 10th, 2012.


Sun Aug 31, 2014 12:28 pm
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I suggest that in the replays, similar to the Trials HD replays, there should be a control layout on the bottom right hand corner.
*When the replay plays, the buttons on the layout will light up corresponding to the buttons pressed in the replay.
*Since the replay file is just the list of commands of each players moves, I don't think it should be too hard (then again i'm not a programer).
*Of course it should be optional and not forced on all the replays - just have a little check box indicating if it's off or on in the menu with the replays.
*Maybe have it so only buttons that are mapped on the keyboard show, so anything with "n/a" wouldn't be shown.
*Finaly, in the top left, the players of the match's heads are shown.
*Whoever is the nontransparent head has their moves shown.
*To change to see the other characters moves, just click their head and then the moves corresponding to that player will be shown.

I've even prepared some examples, with my basic photoshop skills, of what it would kind of look like.
(I used the head sprites from Saikyoshi's post btw)

Image

Image

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So what do you guys think. Is it dumb, interesting, gimmicky, etc.
Anything you would add/remove?


Last edited by Cyanradio on Tue Sep 02, 2014 9:55 pm, edited 1 time in total.



Tue Sep 02, 2014 8:25 pm
I really like that idea.


Tue Sep 02, 2014 9:36 pm

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I think Lloyd's kit could be touched up a bit (I'm not going to harken to his need to be canon, I already read that whole post, the whole thing was a mess so I'm not gonna start, nor will I harken to any Lloyd posts already made). I'm only making suggestions to help make him more intuitive and fun to play by giving some love to some very neglected areas of his kit. I won't go into too much detail so please, don't take this as a shallow squabble from someone who doesn't like him; I've thought out more than what's typed here.

I think his set needs a little more variety in the way it can be played. Currently, a lot of his quick, low knock back moves and his down-B and side-B make him rather campy and with some rather basic combo options. I have a few tweaks that I think will give him better kill conversions and make him more varied in how he's played... and played against.

-his up-smash and down-smash should be easier to connect, while beast has a reduced lingering hit-box to compensate. The up-smash really makes no sense the hit-box is so small.
-his side-B lingering hit-box needs to be diminishing. This is less out of need to nerf the move and more out of the want for logic. The idea is it's a thrust, but having it linger at such high strength doesn't make sense. It's unrewarding to play against and bait out.
-his forward-tilt is pretty much useless given how fast side-B comes out and it's longer range. I'd consider implementing a different move here that's more desirable
-his down-B is borderline anti-fun to play against. There's nothing intuitive about being on the other side of the map and being knocked up into combo just for being on the ground and out of shield. It gives him hidden range and power. Rather than overhaul the move, I'd suggest starting by giving it a range and a hit-box to the down-swing to compensate.
-his down-air is a bit too hard to punish, I'd suggest removing being able to land-cancel it or reduce it's priority so it can be met with strong aerials

I have some more but at this rate I'd be making a new character. I'd really just say touch up some of his bad options and tone down his good ones. His kit feels really one-dimensional right now and his lack of solid kill conversions is simply... bleh, that's really all I can say about that. Bleh. He gimps and side-B's all day, and it's rather boring.

Take this with a grain of salt, and remember that there's more thought behind what's typed here, so don't think I'm shallowly complaining. Thank you.


Wed Sep 03, 2014 11:43 am
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Playing with Lloyd: I love how much his side B lingers.
Playing against Lloyd: I despiiiiise how much his side B lingers.

But yeah, those are all valid points, Manta. I think the main thing that makes Lloyd a little one note is that his tilts are essentially useless outside of his utilt. Jab chasing and side B are much more desirable. Since most of his moves are low risk, Lloyd play (at least online) is very frantic and occasionally sloppy while still being effective. If he wasn't lightweight and had slightly better recovery, he'd be alone at S tier. As it stands now, I still think he shares that plateau with perhaps a few others.

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Wed Sep 03, 2014 2:06 pm
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Not sure if this should be posted in the speculation topic or if I'm breaking any rules by posting this here, but here goes.

I'd like to see a character play strategically. A character that can switch playstyles and strategies depending on the opponent. Taking from more Turn-Based games(Fire Emblem, Final Fantasy Tactics, Pokemon) and Tactical Strategy games(Avengers Alliance, Avengers Alliance Tactics, PoPolocrois), having a character that can change his/her approach based on the type of opponent you face(Speed based, Heavy Based, Combo Based). Slowing down fast opponents then coming in to flank the opponent with neutral combos; taking advantage of long range sword wielders or firearms with well timed defensive maneuvers. A character that can play more defensively against speedy or combo oriented characters, but can switch and play aggressively against heavy or balanced opponents. Using Tech/Magic abilities that can limit air movement with one or two moves for getting KO's, using standard attacks for more aggressive fighting and specials for more defensive maneuvers, and aireals as a mix between the two; or similar to Goku's Kio Ken, use his down special to instantly change styles. Making the character someone who can take it but can't deal it(or reversed) would also help balancing issues; also giving some attacks few frames so that some of his/her moves rely on perfect timing and giving start and end lag to surtain moves as well. He/She would play similarly to playing an actual Tactical Role-Playing game. As for who could play with a moveset like this is another story, I'm sure there are plenty of possible characters that could fit a moveset like this(I won't go into details on this part), but would surely be interesting to play with/against.

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Wed Sep 03, 2014 7:05 pm

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I definitely agree in giving him a better recovery and making jab--> dash attack --> side-B less desirable (in that you actually want to use his tilts, grabs, or smash attacks).
Probably the other big reason he's not S tier is that characters with good projectile game can keep him from camping, but even then he can get in-your-face with dash attack, jab, and tempest.


Wed Sep 03, 2014 7:08 pm
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His projectile isn't too shabby, either, and you can usually jump over other projectiles and throw down demon fangs. I don't even think a campy Lloyd is the way to go. Certainly you can mix in some camp, but you should also be aggressive because he has the tools to be.

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Wed Sep 03, 2014 7:16 pm

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Add some sort of countdown to Bomberman's bombs. It's a bit broken that on a small stage (Which seems to be most stages so far) he can shut down parts of the stage for the whole match


Wed Sep 03, 2014 8:45 pm

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On an unrelated note, Yoshi's forward tilt has way too little knock back growth. It's a bit silly how easily it chains into itself.

Also, Chibi robo's f-smash isn't disjointed which, considering how large of a move it is, doesn't make a lot of sense and is frustrating since the priority system is jank. A forward smash shouldn't lose to a dinky tilt ever, it's plain silly. It's a bit confusing when you f-smash and get popped up way away from the opponent because they hit the end your smash with a tilt as Chibi. Given his tiny range on d-smash and u-smash, f-smash is really his only viable smash for zoning (and it almost never kills) and it not being disjointed makes it have a weird hidden weakness.


Wed Sep 03, 2014 9:48 pm

Joined: Fri Jul 25, 2014 8:51 pm
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I think that the characters have way too much air speed. It makes doing aerials too easy, an gives almost every character an extremely good recovery.

Notable examples include Kirby, and Samus.

If you think halving everybody's air speed will ruin combos, it most likely wont. Melee top-tiers like Falco and Fox both have poor air speed, buy can pull off extensive combos.

What do you think? Is the extreme air speed a problem?

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Fri Sep 05, 2014 9:29 pm
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