Incineroar Adjustments + Air Alolan Whip Variants#2661
Incineroar Adjustments + Air Alolan Whip Variants#2661ryn9999 wants to merge 8 commits intoHDR-Development:pre-releasefrom
Conversation
…into pre-release
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Will do, o7 |
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This is just my personal opinion because I'm not in any hdr-related channels right now, but I saw this PR by chance. Statsseems like you're leaning in a bit to his slower attributes. slower run speed is not that big of a deal but higher friction will be felt in several different ways which I don't find necessary JabsYou can probably remove the restriction that incin cannot continue his regular jab sequence on whiff. This would do enough to improve his jab pressure such that it probably wouldnt be necessary to buff Jab1 startup. FTiltFAF buff doesn't seem necessary. I think it's more interesting as a risky high knockback move than a safe pressure button. DTilt is better for that kind of pressure anyways. FAir9F of activity is probably too much. Also, I wouldnt be too concerned about sourspots sometimes being better at low% than sweetspots (this is relatively common), not that I'm opposed to changing that in this instance. Alolan WhipAerial angled variants open the door to some weird interactions at the ledge and near platforms I would bet, which probably won't behave as intended. It's cool, but I don't think it's necessary and might even be unhealthy? Worth playtesting, but I am nervous about it Cross ChopSucks to take away DJ refresh (again). Probably limit to once per airtime since it's an actionable up special thing. In fact, it should probably not be actionable after the first time? Follow the standards set by other actionable up specials and it will probably not be a problem. RevengeOn the surface this makes me sad, but Revenge is a little silly. I would personally pursue other avenues first, like nerfing the framedata. Is the revenge buff cleared when an opponent parries his attack? |
I requested this to be reverted already
I am looking into it on my end
I agree with this
It is not |
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Thanks for the feedback Suddy.
That's fair, I was willing to accept a nerf to wavedrop and OOS to accentuate his archetype but could've gone too far.
I like this idea a lot and think I prefer it, even though the startup buff was meant to work in tandem with nair's improved shield safety.
I basically compared his ftilt to every other one in the game and found it most like Ganondorf's, who is a very similar character both in terms of attributes and certain normals. I thought I'd give Incin's more of an edge over Ganon's other than knockback since it has both worse startup (F12 vs. F9) and activity (3F vs. 4F). I'd be cool with walking the FAF back a frame to 35 but I personally would like Incin to be able to use this button safely a bit more often.
Agreed.
I really do think Revenge boosted moves do an unconscionable amount of damage but I'd be down to look into alternatives to rein it in. |
Changelog
Overall aim is to give some shine to Incin's close quarter moves to enable safer pressure when getting in, while reducing low percent frame advantage and the power of certain specials. Also adds a new tool in air side special variants.
General
Jab 1
+ [+] Startup: F5 -> F4Jab 3
Forward Tilt
Up Tilt
Down Tilt
Neutral Air
Forward Air
Up Air
Alolan Whip (Side Special)
Cross Chop (Up Special)
Revenge (Down Special)