RPGgrenade
Smash Apprentice
- Joined
- Jan 20, 2016
- Messages
- 80
Hi guys. I'm working on a little something, and would like your advice if you have any (even outright saying I should stop is welcome). But perhaps it'd be best to introduce myself a little bit.
I'm RPGgrenade, and I'm relatively new to the competitive scene in smash. However, I've dipped my toes in just about all the games' competitive scenes, from 64, to melee, brawl, PM, smash 4 and even smash flash 2. I've been impressed and amazed by the skill, different possible combos and speed that each game provides in its own right when players reach the higher levels of play.
I'm also a software engineering student and aspiring game designer, so seeing how the meta of the games has gotten from something so simple to such complexity has been entrenched in my mind ever since I got into the competitive side of smash a few years back. However, I think I've found my preference in both Project M and Smash 64. But for some reason I've been drifting away from 64 entirely, and I wasn't sure why.
For me at least, it was about the imbalance. As I'm sure you all know there's a huge series of debates over which character is better or worse and whether the game is super unbalanced or more balanced than the others. While it's true it is far more balanced than say melee or Brawl, I feel it isn't quite as balanced as Project M, and Smash 4 is starting to catch up to that it appears. The reason 64 has remained as possibly the most balanced is simply because of a lack of a varied cast. The larger the cast, the harder to balance for competitive play. Project M excels at this because it was the main intent since they began to work on it until it had to stop, creating what most would consider a pretty competitively balanced game overall.
This imbalance doesn't sit well with me as a game designer and having a lot of nostalgic feelings for this game. The low tier players need a lot more work to catch up to the high tier players, regardless of skill level, and that seemed to be a bit unfair (as I'm sure many have complained about Kirby's utilt and such.) And that's why I started my little project.
I have two primary goals:
The reasons for these goals and rules may seem obvious to some and unclear to others.
For the first goal, I'm seeking to make the tier lists more difficult to establish, essentially making it so the tier list depends on the players rather than just the characters.
For the second goal, It is merely a consequence of the previous goal, as some characters benefit greatly from universal speed buffs, while other characters were barely affected. This goal however must be kept as a secondary consideration overall
I hope I have made my intentions clear and at this point no one is shaking their heads at me, so I will address what I believe to be some standard responses before stating what changed I've made :
I may have missed a few but these were the general remarks made when someone was against the ideas, each are valid, but highly subjective, or pessimistic, or simply red herrings that don't address what it is I want to do. So now I will share the changes (that are highly inspired from the GameShark Codes Collection topic) for which I have chosen. I will also disclose the ideas I've had in mind for the characters I believe haven't had enough changes to them or could be improved upon.
Universal ChangesChanges made to the physics engine of the game itself, generally allowing for harder to pull off combos for more escape potential, but also for more combo capabilities overall.
✓ = Already implemented in ROM
✗ = Not yet implemented in ROM
The design concept for Link was to make his disjoint an extra strength as the sword doesn't go as far as it seems like it should, as well as increase item game for the sake of neutral and combo game with a lot of zoning. Recovery needed to be buffed considerably for Link to still be a contender, but his recovery will remain very predictable, but he won't die like Little Mac.
The design concept for Ness was the increase of his djc options, to make use of his speed, and to allow for his specials to have some use so he has a few extra tools. Some of his aerials will be made stronger to allow for this djc power increase,as well as a new use for PK Magnet.
The design concept for DK was the reward of good spacing. To do this we need to increase his hitbox ranges and speed up his tilts, so he isn't as vulnerable being a giant sandbag for his enemies. Also allowing for better cargo throw followups.
The design concept for Mario was to increase his speed overall, but making his aerial game far more powerful. Sweetspot aerials will have greater kill potential than grounded ones. That way he doesn't need to gimp in order to kill with aerials.
JigglyPuff (The Eyes of Death)
The design concept for Puff was to increase her already great air combo game, with a few moves having larger range and giving her better jumps.
-------------------------------------------------------------------------------------------------------------------------------
I'm aware that you may not agree with most of these. But more often than not I'd just like to say "Don't knock it till you try it". It definitely takes a bit of getting used to, but overall it has resulted in far more enjoyable games for most who have tested it thus far. Testing is far more appreciated for feedback than theorizing.
HUGE THANKS to DannySsB for teaching me how to use the proper tools for editing, and basically testing changes and being encouraging throughout!
Due to the weird Legality of ROMs and distributing ROMs, considering I don't yet have a ROM patcher, distributing this for testing may be exclusive to PMing me. If someone could fill me in on what's legal and suggested, I'd greatly appreciate it.
I'm RPGgrenade, and I'm relatively new to the competitive scene in smash. However, I've dipped my toes in just about all the games' competitive scenes, from 64, to melee, brawl, PM, smash 4 and even smash flash 2. I've been impressed and amazed by the skill, different possible combos and speed that each game provides in its own right when players reach the higher levels of play.
I'm also a software engineering student and aspiring game designer, so seeing how the meta of the games has gotten from something so simple to such complexity has been entrenched in my mind ever since I got into the competitive side of smash a few years back. However, I think I've found my preference in both Project M and Smash 64. But for some reason I've been drifting away from 64 entirely, and I wasn't sure why.
For me at least, it was about the imbalance. As I'm sure you all know there's a huge series of debates over which character is better or worse and whether the game is super unbalanced or more balanced than the others. While it's true it is far more balanced than say melee or Brawl, I feel it isn't quite as balanced as Project M, and Smash 4 is starting to catch up to that it appears. The reason 64 has remained as possibly the most balanced is simply because of a lack of a varied cast. The larger the cast, the harder to balance for competitive play. Project M excels at this because it was the main intent since they began to work on it until it had to stop, creating what most would consider a pretty competitively balanced game overall.
This imbalance doesn't sit well with me as a game designer and having a lot of nostalgic feelings for this game. The low tier players need a lot more work to catch up to the high tier players, regardless of skill level, and that seemed to be a bit unfair (as I'm sure many have complained about Kirby's utilt and such.) And that's why I started my little project.
Super Smash Bros. Hex (Beta)
As Madao has so kindly provided us with his gameshark codes, and I looked into what has been made, I got the idea for this project.
I have two primary goals:
- Balance the gameplay by buffing up the lower tiers and reducing excessively powerful options of the top tiers.
- Changing some universal rules to speed up the game.
The reasons for these goals and rules may seem obvious to some and unclear to others.
For the first goal, I'm seeking to make the tier lists more difficult to establish, essentially making it so the tier list depends on the players rather than just the characters.
For the second goal, It is merely a consequence of the previous goal, as some characters benefit greatly from universal speed buffs, while other characters were barely affected. This goal however must be kept as a secondary consideration overall
I hope I have made my intentions clear and at this point no one is shaking their heads at me, so I will address what I believe to be some standard responses before stating what changed I've made :
"The 19XX hack already exists"
Yes, it does in fact exist. It is a great hack and was worked on extensively, and I think it deserves all the praises it gets. However it is a tournament/practice tool for stage selection and debugging, not a character and gameplay balance hack. They are not the same things and I'm just trying to make that difference.
"People have tried to balance the game before and failed"
I'm not entirely sure where I heard this exactly but it seemed to be the case that this was attempted at some point but was never full realized. I have yet to see evidence of this but it has been talked about. I guess the meaning behind this statement is partially due to having little faith it can be executed properly and partly because they believe the community wouldn't embrace any changes made. And I'm perfectly ok with both, actually. I don't expect smash 64 to suddenly change because I made a bunch of tweaks from a game designer's perspective. I'm merely sharing this for insight and for my own fun with my friends. Sharing is caring :3
Edit:I believe I have seen one of the possibly mentioned attempts at this, but they were never at this scale.
"Smash 64 is perfect the way it is."
If you believe this to be the case be my guest and ignore my claims, but I simply believe this game can be made to be much more fun than it already is without ruining what it already has, due to the fact that the time of its creation didn't have much in the way of testing what it is we currently do with the game. It can be improved upon without hurting it.
"The characters in Smash 64 are perfectly balanced, there's no need to change them."
There's no 'need' to do anything regarding the game if everyone is perfectly content with how it is. But from what I've seen, what I hear and from the statistics of characters used in tournament, there is something to be desired from just about every character, the lower the tier the more likely it is that they have something left to be desired. This is all subjective, and can be debated at length, but I think the current state of tournaments and character usage speaks for itself, as most all players I've tested this with have seen greater satisfaction from the changes I've made.
Yes, it does in fact exist. It is a great hack and was worked on extensively, and I think it deserves all the praises it gets. However it is a tournament/practice tool for stage selection and debugging, not a character and gameplay balance hack. They are not the same things and I'm just trying to make that difference.
"People have tried to balance the game before and failed"
I'm not entirely sure where I heard this exactly but it seemed to be the case that this was attempted at some point but was never full realized. I have yet to see evidence of this but it has been talked about. I guess the meaning behind this statement is partially due to having little faith it can be executed properly and partly because they believe the community wouldn't embrace any changes made. And I'm perfectly ok with both, actually. I don't expect smash 64 to suddenly change because I made a bunch of tweaks from a game designer's perspective. I'm merely sharing this for insight and for my own fun with my friends. Sharing is caring :3
Edit:I believe I have seen one of the possibly mentioned attempts at this, but they were never at this scale.
"Smash 64 is perfect the way it is."
If you believe this to be the case be my guest and ignore my claims, but I simply believe this game can be made to be much more fun than it already is without ruining what it already has, due to the fact that the time of its creation didn't have much in the way of testing what it is we currently do with the game. It can be improved upon without hurting it.
"The characters in Smash 64 are perfectly balanced, there's no need to change them."
There's no 'need' to do anything regarding the game if everyone is perfectly content with how it is. But from what I've seen, what I hear and from the statistics of characters used in tournament, there is something to be desired from just about every character, the lower the tier the more likely it is that they have something left to be desired. This is all subjective, and can be debated at length, but I think the current state of tournaments and character usage speaks for itself, as most all players I've tested this with have seen greater satisfaction from the changes I've made.
I may have missed a few but these were the general remarks made when someone was against the ideas, each are valid, but highly subjective, or pessimistic, or simply red herrings that don't address what it is I want to do. So now I will share the changes (that are highly inspired from the GameShark Codes Collection topic) for which I have chosen. I will also disclose the ideas I've had in mind for the characters I believe haven't had enough changes to them or could be improved upon.
Universal Changes
AI Buffs
Having better AI(at least mildly so) will greatly increase the effectiveness of solo training, though not by much. Delving into this area is a bit complex and I'd rather stick to balancing rather than AI for the moment. But for now some slight CPU improvements are pretty useful.
Fast fall aerials are fantastic for making combos hit more often, and ground game scarier, this will enhance the abilities of the cast, while extremely enhancing the power of those in the lower tiers with higher short hops overall.
Hitstun has been reduced in order to maintain a sense of 64's combos, but also not making them too easy, forcing more creativity in combos for success. This has the adverse effect of decreasing shieldstun as well.
The shields have been reduced in size overall, the purpose of this is to encourage better use of the shield positioning, increase shield pokes, which in turn decreases the chances for shield breaks, while still being doable.
Every character has a short hop, it is used in order to create faster combos close to ground. Those that had good short hop heights have it decreased for even faster combo possibilities (though some characters lose a bit in combo or pressure due to this), and it greatly increases the usefulness and combo game of those characters that had horrid short hop heights (Samus, DK, Luigi), while keeping the useful short hop heights of the original when standing still.
Having better AI(at least mildly so) will greatly increase the effectiveness of solo training, though not by much. Delving into this area is a bit complex and I'd rather stick to balancing rather than AI for the moment. But for now some slight CPU improvements are pretty useful.
(Continuous Recovery Attempts)
⦁ Value:1520 -> 2400
Fast Fall Aerials: (Might remove)⦁ Value:1520 -> 2400
Fast fall aerials are fantastic for making combos hit more often, and ground game scarier, this will enhance the abilities of the cast, while extremely enhancing the power of those in the lower tiers with higher short hops overall.
(Every Aerial Fastfall capacity)
⦁ Value:90e0 -> 9160
Reduced Hitstun: (Will be Removed)⦁ Value:90e0 -> 9160
Hitstun has been reduced in order to maintain a sense of 64's combos, but also not making them too easy, forcing more creativity in combos for success. This has the adverse effect of decreasing shieldstun as well.
(Hitstun)
⦁ Value:3ff0 -> 4000
Weakened Shields:⦁ Value:3ff0 -> 4000
The shields have been reduced in size overall, the purpose of this is to encourage better use of the shield positioning, increase shield pokes, which in turn decreases the chances for shield breaks, while still being doable.
(First Code)
⦁ Value:0010 -> 0009
(Second and Third Code)
⦁ Value:0037 -> 0028
Shortened Short Hop: (Removed)⦁ Value:0010 -> 0009
(Second and Third Code)
⦁ Value:0037 -> 0028
Every character has a short hop, it is used in order to create faster combos close to ground. Those that had good short hop heights have it decreased for even faster combo possibilities (though some characters lose a bit in combo or pressure due to this), and it greatly increases the usefulness and combo game of those characters that had horrid short hop heights (Samus, DK, Luigi), while keeping the useful short hop heights of the original when standing still.
(Short Hop multiplier)
⦁ Value:4210 -> 4199
(Still Short Hop)
⦁ Value:4110 -> 41d0
⦁ Value:4210 -> 4199
(Still Short Hop)
⦁ Value:4110 -> 41d0
Character Specific Changes
The main focus was to modify the viability of the cast in order to make sure just about any character could have the ability to win a major tournament with any of the characters (as most of the balance mods attempt to achieve). The majority of this has been fully implemented and there are a few changes left to do.
✓ = Already implemented in ROM
✗ = Not yet implemented in ROM
Luigi (Best lil Bro)
The design concept for Luigi was to make him not as terrible when it comes to movement, with it being his primary weakness. His air game will be increased by a better aerial finisher, and his grounded mobility will be increased considerably with an increased pivot and by increasing the power and usefulness of his ground options, making him a more ground focused fighter with decent aerial options.
Taunt Cancel✓
Taunt cancels are fun, but not all characters can do them. In a sense they're used as a method of tilting your opponent, but some characters just can't have that psychological strategy option.
(Switch texture change with voice fx)
⦁ Value: ac000003 -> 440001a8
(Switch double jump voice with jab voice)
⦁ Value: 440001a8 -> 440001a0
Pivot Distance via friction reduction✓(Switch texture change with voice fx)
⦁ Value: ac000003 -> 440001a8
(Switch double jump voice with jab voice)
⦁ Value: 440001a8 -> 440001a0
Extending Luigi's pivot distance signifies more coverage options for Luigi, it also makes him more mobile on the ground, and allows for greater attack options while reducing most shield pressure options on Luigi
(Friction)
⦁ 3f333333 -> 3e803333
Up-B Shoryuken✓(Friction)
⦁ 3f333333 -> 3e803333
Luigi's sweetspot up-b, while it is a very good kill move, doesn't kill easily from the ground. From the air it is far weaker, and is still hard to kill with. Both range of the move and their kill potential will be increased for some consistent kill setups.
(Up-B Grounded/Aerial Fist Hitbox)
⦁ Size: 140 -> 160
⦁ KBS: 80 -> 90
(Up-B Grounded/Aerial Arm Hitbox)
⦁ Size: 60 -> 80
⦁ KBS: 80 -> 90
Fireball✓(Up-B Grounded/Aerial Fist Hitbox)
⦁ Size: 140 -> 160
⦁ KBS: 80 -> 90
(Up-B Grounded/Aerial Arm Hitbox)
⦁ Size: 60 -> 80
⦁ KBS: 80 -> 90
Luigi's Fireballs aren't incredibly useful on their own, and in order to increase the usefulness of them, we should look to maing them better. Thus they will now be faster on the ground in light of Luigi's new emphasis.
(Grounded Fireball Animation)
⦁ Value:027B -> 025d
DTilt✓(Grounded Fireball Animation)
⦁ Value:027B -> 025d
Luigi's dtilt has been refashioned to be a useful combo starter/extender, the knockback it has is relatively low knockback growth and can be used to great effect to kill opponents with up-smash or up-B or other moves.
(DTilt hitbox 0)
⦁ BKB: 0 -> 50
⦁ Angle: 361 -> 100
⦁ KBS: 100 -> 20
⦁ Size: 90 -> 100
(DTilt hitbox 1)
⦁ BKB: 0 -> 50
⦁ Angle: 361 -> 100
⦁ KBS: 100 -> 20
⦁ Size: 130 -> 140
FTilt✓(DTilt hitbox 0)
⦁ BKB: 0 -> 50
⦁ Angle: 361 -> 100
⦁ KBS: 100 -> 20
⦁ Size: 90 -> 100
(DTilt hitbox 1)
⦁ BKB: 0 -> 50
⦁ Angle: 361 -> 100
⦁ KBS: 100 -> 20
⦁ Size: 130 -> 140
Ftilt needs more range for the sake of spacing, the hitbox range is all that's changed for this to happen. The speed will also be mildly increased for safer approaches.
(FTilt foot hitbox all angles)✓
⦁ Size: 110 -> 160
(FTilt foot hitbox all angles)✓
⦁ Size: 110 -> 160
Link (The Hero of Time)
The design concept for Link was to make his disjoint an extra strength as the sword doesn't go as far as it seems like it should, as well as increase item game for the sake of neutral and combo game with a lot of zoning. Recovery needed to be buffed considerably for Link to still be a contender, but his recovery will remain very predictable, but he won't die like Little Mac.
Taunt Cancel✓
Taunt cancels are fun, but not all characters can do them. In a sense they're used as a method of tilting your opponent, but some characters just can't have that psychological strategy option.
(Place Voice effect at start of taunt)
Up-B✓(Place Voice effect at start of taunt)
Link's up-b... sucks. It has good power in the air and OoS potential, but it's recovery capacity is basically nearly null. Boosting this about 50% in capacity is enough to allow Link a decent recovery along with Bomb Recovery.
(Up-B vertical boost)
⦁ Boost value:428A -> 42AC
Boomerang Throw✓(Up-B vertical boost)
⦁ Boost value:428A -> 42AC
Link's boomerang is an amazing projectile, but it's slow to come out and often can't be used to its full effectiveness, now it'll be able to be thrown out faster, but in the air it's a little slower than on the ground to come out.
(Grounded)
⦁ Value:80 -> c0
(aerial)
⦁ Value:80 -> a0
Bomb Pull✓(Grounded)
⦁ Value:80 -> c0
(aerial)
⦁ Value:80 -> a0
Link's bombs are an amazing projectile, but taking one out takes ages, and is far more dangerous than it needs to be, the changes allow for speedy use on the ground, and slightly slower use in the air, this way you can utilize them without fear and make the stage more of an obstacle course.
(Grounded)
⦁ Value:80 -> c0
(aerial)
⦁ Value:80 -> b0
Bomb Explosion✓(Grounded)
⦁ Value:80 -> c0
(aerial)
⦁ Value:80 -> b0
Link's bomb explosions are now made stronger for increasing usage of them off-stage as well as for bomb recovery.
(Explosion & Collision)
⦁ KBS:20 -> 52
⦁ Angle:361 -> 61
Nair✓(Explosion & Collision)
⦁ KBS:20 -> 52
⦁ Angle:361 -> 61
Link's Sweetspot nair can kill at high percents or off-stage.
(Sweetspot Foot Hitbox)
⦁ DMG:10 -> 15
⦁ KBS:100 -> 110
⦁ Size:120 -> 140
⦁ Sound Level:M -> L
(Sweetspot Body Hitboxes)
⦁ DMG:10 -> 15
⦁ Sound Level:M -> L
Uair✓(Sweetspot Foot Hitbox)
⦁ DMG:10 -> 15
⦁ KBS:100 -> 110
⦁ Size:120 -> 140
⦁ Sound Level:M -> L
(Sweetspot Body Hitboxes)
⦁ DMG:10 -> 15
⦁ Sound Level:M -> L
Link's uair can juggle better, can kill earlier, and has a bit more range on it vertically
(Tip Hitbox)
⦁ Angle:70 -> 80
⦁ Zpos:100 -> 130
⦁ Size:150 -> 180
Dair✓(Tip Hitbox)
⦁ Angle:70 -> 80
⦁ Zpos:100 -> 130
⦁ Size:150 -> 180
Link's dair now has a little bit more downward range, giving him greater chance of landing it, but also a slightly larger vulnerability from above
(Tip Hitbox)
⦁ Zpos:100 -> 150
Ftilt✓(Tip Hitbox)
⦁ Zpos:100 -> 150
Link's ftilt now has greater knockback growth on the tip of the sword to reward good spacing and give a better edgeguard
(Tip Hitbox)
⦁ BKB:0 -> 5
Utilt✓(Tip Hitbox)
⦁ BKB:0 -> 5
Link's utilt has been changed to have more range, and more low percent juggling capacity, great for combo starting and pressuring on shield.
(Tip Hitbox)
⦁ BKB:20 -> 25
⦁ KBS:100 -> 90
⦁ Size:100 -> 160
⦁ ZPos:240 -> 260
(Tip Hitbox)
⦁ BKB:20 -> 25
⦁ KBS:100 -> 90
⦁ Size:100 -> 160
⦁ ZPos:240 -> 260
Ness (Savior of Onett)
The design concept for Ness was the increase of his djc options, to make use of his speed, and to allow for his specials to have some use so he has a few extra tools. Some of his aerials will be made stronger to allow for this djc power increase,as well as a new use for PK Magnet.
PK Thunder✓
Ness' PK Thunder is both a hard to control recovery, as well as a hard to aim one, you stay vulnerable through it for quite some time, and even when doing it from a distance you aren't very safe. The idea is to make the process faster while controlling it that's good for getting out before the edgeguard. And increasing the time the ramming hitbox is active while decreasing the ramming endlag.
(Ramming Hitbox duration)
⦁ Value:9 -> 15
(Skip Ramming Endlag) (might be removed soon)
⦁ Value:0713 -> 068f
(Skip PK Thunder startup Air & Ground)
⦁ Value:070e;0711 -> 0712
(Shortened Landing Lag)
⦁ Value:3e2e -> 3e7e
PK Fire✓(Ramming Hitbox duration)
⦁ Value:9 -> 15
(Skip Ramming Endlag) (might be removed soon)
⦁ Value:0713 -> 068f
(Skip PK Thunder startup Air & Ground)
⦁ Value:070e;0711 -> 0712
(Shortened Landing Lag)
⦁ Value:3e2e -> 3e7e
Ness' PK Fire is a very good projectile, it can set up for throws or combos, edge-guards, and forcing DI. However, throwing it out takes a very long time, and takes a long time for the animation to end. The idea is to increase the animation speed of the PK Fire just enough so that it comes out at a decent speed and Ness doesn't suffer extreme endlag or punishes from throwing it out.
(Grounded PK Fire Animation Change)
⦁ Value:070c -> 06e5
PK Magnet✗(Grounded PK Fire Animation Change)
⦁ Value:070c -> 06e5
Ness' PK Magnet sucks, it is only useful against projectile characters and it's so slow on startup and endlag, its only use is for ledge-grab control, making it much faster startup, make the endlag shorter (or land canceled), as well as giving it a shine-like hitbox will be very useful
(New PK Magnet hitbox)
⦁ ID#1:0
⦁ ID#2:0
⦁ DMG:5
⦁ BKB:0
⦁ FKB:80
⦁ KBS:100
⦁ Angle:20
⦁ Bone:0
⦁ Xpos:0
⦁ Ypos:180
⦁ Zpos:0
⦁ GT:1
⦁ AT:1
⦁ SD:0
⦁ Clang:1
⦁ Size:210
⦁ Effect:Electric
⦁ Sound Type:Shock
⦁ Sound Level:M
⦁ After:2
Dash Attack✓ (will be changed)(New PK Magnet hitbox)
⦁ ID#1:0
⦁ ID#2:0
⦁ DMG:5
⦁ BKB:0
⦁ FKB:80
⦁ KBS:100
⦁ Angle:20
⦁ Bone:0
⦁ Xpos:0
⦁ Ypos:180
⦁ Zpos:0
⦁ GT:1
⦁ AT:1
⦁ SD:0
⦁ Clang:1
⦁ Size:210
⦁ Effect:Electric
⦁ Sound Type:Shock
⦁ Sound Level:M
⦁ After:2
Ness' grounded options don't need much of a boost, they combo well with his other options, making it unnecessary.
Dash attack is the exception, and giving the sweetspot greater power can make the difference.
(Sweetspot hitbox)
⦁ Size: 140 -> 180
⦁ Damage: 12 -> 15
⦁ BKB: 16 -> 20
⦁ Effect:Normal -> Electric
⦁ Sound Type:Normal -> Shock
Nair✓Dash attack is the exception, and giving the sweetspot greater power can make the difference.
(Sweetspot hitbox)
⦁ Size: 140 -> 180
⦁ Damage: 12 -> 15
⦁ BKB: 16 -> 20
⦁ Effect:Normal -> Electric
⦁ Sound Type:Normal -> Shock
Ness' nair is decent, but it lacks sufficient range to be useful, increasing the range allows for more combo ability and shield pressure capacity.
(Sweetspot foot hitboxes)
⦁ Size:120 -> 180
(Sweetspot body hitbox)
⦁ Size:130 -> 200
Fair✓ (will be changed)(Sweetspot foot hitboxes)
⦁ Size:120 -> 180
(Sweetspot body hitbox)
⦁ Size:130 -> 200
Ness' fair is his worst aerial, unnecessarily so. As a boost to his DJC potential, the range, power and usefulness of it will be increased, the sweetspot being a kill move, and the sourspot being a combo setup.
(Sweetspot hitbox)
⦁ Size:155 -> 225
⦁ BKB:16 -> 25
⦁ Damage:12 -> 16
⦁ Effect:Normal -> Electric
(Sourspot hitbox)
⦁ Size:140 -> 200
⦁ BKB:0 -> 8
⦁ Angle:361 -> 100
Bair✓ (will be changed)(Sweetspot hitbox)
⦁ Size:155 -> 225
⦁ BKB:16 -> 25
⦁ Damage:12 -> 16
⦁ Effect:Normal -> Electric
(Sourspot hitbox)
⦁ Size:140 -> 200
⦁ BKB:0 -> 8
⦁ Angle:361 -> 100
Just an aesthetic addition for the attack to seem more cool.
(Sweetspot hitboxes)
⦁ Effect:Normal -> Electric
(Sweetspot hitboxes)
⦁ Effect:Normal -> Electric
Donkey Kong (King of the Jungle)
The design concept for DK was the reward of good spacing. To do this we need to increase his hitbox ranges and speed up his tilts, so he isn't as vulnerable being a giant sandbag for his enemies. Also allowing for better cargo throw followups.
Grab✓
DK's grab is fairly good, but it isn't large enough to let him be able to utilize it when it is necessary.
(Grab box 0)
⦁ Size:165 -> 205
(Grab box 1)
⦁ Size:90 -> 130
Dash Attack✓(Grab box 0)
⦁ Size:165 -> 205
(Grab box 1)
⦁ Size:90 -> 130
DK's dash attack sucks, not only are the strong and weak hits of it the same, they're designed to combo into other moves, but last too long to do so. The strong hit will be changed to push players away from DK and the combo ability of the weak hit made better.
(Sweetspot hitbox)
⦁ BKB:0 -> 20
⦁ FKB:120 -> 0
⦁ DMG:12 -> 16
⦁ Angle:100 -> 361
⦁ Size:145 -> 180
(Sourspot hitbox)
⦁ FKB:120 -> 100
⦁ Size:145 -> 165
FTilt✓(Sweetspot hitbox)
⦁ BKB:0 -> 20
⦁ FKB:120 -> 0
⦁ DMG:12 -> 16
⦁ Angle:100 -> 361
⦁ Size:145 -> 180
(Sourspot hitbox)
⦁ FKB:120 -> 100
⦁ Size:145 -> 165
DK's ftilt is a decent move with decent power, decent use and decent length, but it puts him in more risk than is necessary. Increasing the range of the fist hitbox will let it be a little safer and help zoning for DK
(FTilt fist hitbox all angles)
⦁ Size:140 -> 180
DTilt✓(FTilt fist hitbox all angles)
⦁ Size:140 -> 180
DK's dtilt is a good zoning tool, it kills at a decent rate, and it's fast, but it's terribly bad range and uselessness to edge-guard makes it a hard move to use. It will have increased scaling, as well as range to compensate for the difficulty to use.
(Shoulder Hitbox)
⦁ Size:110 -> 150
(Fist Hitbox)
⦁ DMG:8 -> 10
⦁ Size:120 -> 180
⦁ Xpos:180 -> 200
Nair✓(Shoulder Hitbox)
⦁ Size:110 -> 150
(Fist Hitbox)
⦁ DMG:8 -> 10
⦁ Size:120 -> 180
⦁ Xpos:180 -> 200
DK's nair is a good move, it comes out fast, it combos decently, and it covers a decent range. Except his arms are left easily hittable and thus can be interrupted by any kind of interrupting attack, the range on his nair will be increased for the sake of safety in the move.
(Sweetspot hand hitboxes)
⦁ Size:100 -> 150
(Sweetspot body hitbox)
⦁ Size:120 -> 180
(Sourspot hand hitboxes)
⦁ Size:100 -> 120
(Sourspot body hitbox)
⦁ Size:120 -> 150
Fair✓(Sweetspot hand hitboxes)
⦁ Size:100 -> 150
(Sweetspot body hitbox)
⦁ Size:120 -> 180
(Sourspot hand hitboxes)
⦁ Size:100 -> 120
(Sourspot body hitbox)
⦁ Size:120 -> 150
DK's fair is a good move all around, it's problem being, once again, terrible range. The hitbox sizes will be increased for less interruptibility.
(Spike hitbox)
⦁ Size:120 -> 160
⦁ Xpos:220 -> 230
⦁ Effect:Normal -> Fire
(Arm hitboxes)
⦁ Size:80 -> 110
⦁ Xpox:80 -> 100
Dair✓(Spike hitbox)
⦁ Size:120 -> 160
⦁ Xpos:220 -> 230
⦁ Effect:Normal -> Fire
(Arm hitboxes)
⦁ Size:80 -> 110
⦁ Xpox:80 -> 100
DK's dair is an interesting move, that's both useful and large, but it's vertical range doesn't protect DK in the slightest, the ideas would be to bring some of the unnecessary hitboxes upwards so they protext him as well as function.
(Hitbox 2)
⦁ Xpos:-80 -> -260
(Hitbox 3)
⦁ Xpos:-80 -> -260
Up-B✓(Hitbox 2)
⦁ Xpos:-80 -> -260
(Hitbox 3)
⦁ Xpos:-80 -> -260
DK's aerial hitboxes on his recovery are decent, but can at times be interrupted from the side, the idea here would be to make it impossible to interrupt his recovery that way from the sides by increasing the ranges.
(Sweetspot Aerial Hitboxes)
⦁ Size:110 -> 160
(Sourspot Aerial Hand Hitboxes)
⦁ Size:100 -> 140
(Up-B Height)
⦁ Value:3d -> 3a
Charge Punch✓(Sweetspot Aerial Hitboxes)
⦁ Size:110 -> 160
(Sourspot Aerial Hand Hitboxes)
⦁ Size:100 -> 140
(Up-B Height)
⦁ Value:3d -> 3a
The charge punch is an invaluable move for finishing stocks early for DK, but the use of the charging itself is useful for aerial baits and turn around approaches. So on the ground it charges faster.
(Charging Grounded Speed)
⦁ Value:80 -> A0
Down-B✓(Charging Grounded Speed)
⦁ Value:80 -> A0
DK's down-B has few uses, it can be used to start some combos, and usually only at the edges of the attack, this change is to allow for spikes on the hitboxes closer to DK for edge-guards and tech chases.
(First & Second hit Hitbox 2 & 3)
⦁ AT:0 -> 1
⦁ Angle:90 -> -90
(First & Second hit Hitbox 2 & 3)
⦁ AT:0 -> 1
⦁ Angle:90 -> -90
Samus Aran (The Bounty Hunter)
The design concept for Samus was the increase in her special moves usefulness. They generally have low reward and high risk, also making her recovery difficult. Giving her an easy recovery with a slightly better combo game with the specials will be the focus.
Taunt Cancel✓
Taunt cancels are fun, but not all characters can do them. In a sense they're used as a method of tilting your opponent, but some characters just can't have that psychological strategy option.
(Place Voice effect at start of taunt)
Mini-Bomb✓(Place Voice effect at start of taunt)
Samus' bombs are nice tools, but aren't readily useable in a fight setting. Making them send upwards may lead to some interesting juggling scenarios
⦁ Angle:361 -> 90
Fair✓⦁ Angle:361 -> 90
Samus' fair has a lot of combo potential, but due to its knockback it can only be used to combo at low percents, the idea would be to have it be fixed knockback so you can always combo it into something
(Both hitboxes)
⦁ Angle: 361 -> 30
⦁ FKB:0 -> 50
Uair✓(Both hitboxes)
⦁ Angle: 361 -> 30
⦁ FKB:0 -> 50
Samus' uair is a good combo move, but after performing it, she's left vulnerable, so it isn't used much in isolation, the idea would be to keep her safer at the end of the move, possibly making it a kill move at the very end
(Both Final Hitboxes)
⦁ BKB:0 -> 20
⦁ DMG:4 -> 6
⦁ Sound Level:M -> L
Charge Speed✓(Both Final Hitboxes)
⦁ BKB:0 -> 20
⦁ DMG:4 -> 6
⦁ Sound Level:M -> L
Speeding up Samus' charge speed will give her more kill potential from far away and pressure, allowing her to have better neutral game
⦁ Value:14 -> 10
Grounded Shooting Speed✓⦁ Value:14 -> 10
The shot itself aside, Samus takes quite some time to make an uncharged shot. Now it can be released faster for some better neutral pressure.
⦁ Value:d464 -> d640
Aerial Mini-bomb Double Jump Retention✓⦁ Value:d464 -> d640
This is an odd one. Basically Samus normally loses her double jump if she uses the mini-bombs, the idea would be to allow her to keep this for a better recovery
⦁ Value:a219 -> 2400
Increased up-B height✓⦁ Value:a219 -> 2400
Samus' screw attack is pretty bad in terms of height, the idea is to increase it slightly in order for her up-b OoS and recovery better and safer.
⦁ Value:4278 -> 429a
⦁ Value:4278 -> 429a
Mario (The Mushroom Hero)
The design concept for Mario was to increase his speed overall, but making his aerial game far more powerful. Sweetspot aerials will have greater kill potential than grounded ones. That way he doesn't need to gimp in order to kill with aerials.
Aerial Mobility✓
With Mario's stronger aerial toolset, he'll need some slightly better aerial mobility in order to capitalize on it, as well as better aerial elasticity. This will make his air game far stronger than previous.
(Air Elasticity)
⦁ Value:3ccc -> 3d23
(Air Max Speed)
⦁ Value:41f0 -> 4209
FSmash✗(Air Elasticity)
⦁ Value:3ccc -> 3d23
(Air Max Speed)
⦁ Value:41f0 -> 4209
Merely a firey aesthetic change
(Both Hitboxes All Angles)
⦁ Effect:Normal -> Fire
Nair✓(Both Hitboxes All Angles)
⦁ Effect:Normal -> Fire
Mario's Nair is already very good, but a bit more power on its sweetspot for more kill power will allow for greater kill setups
(Sweetspot all hitboxes)
⦁ KBS:100 -> 120
Fair✓(Sweetspot all hitboxes)
⦁ KBS:100 -> 120
Mario's Fair is already very good, but a bit more power on its sweetspot for more kill power will allow for greater kill setups
(Sweetspot all hitboxes)
⦁ KBS:100 -> 120
Bair✓(Sweetspot all hitboxes)
⦁ KBS:100 -> 120
Mario's Bair is already very good, but a bit more power on its sweetspot for more kill power will allow for greater kill setups
(Sweetspot all hitboxes)
⦁ KBS:100 -> 120
Uair✓ (will change)(Sweetspot all hitboxes)
⦁ KBS:100 -> 120
Mario's Uair is great for juggling opponents, but not good for killing said juggled opponents. While making this a kill move would be too powerful, increasing the sweetspot's juggle ability while increasing the sourspots combo capacity will increase the usefulness.
(Sweetspot hitboxes)
⦁ Wait:3 -> 5
(Sourspot hitboxes)
⦁ Wait:7 -> 12
Fireball✓(Sweetspot hitboxes)
⦁ Wait:3 -> 5
(Sourspot hitboxes)
⦁ Wait:7 -> 12
Mario's Fireball is a good spacing tool, but for the sake of his aerial boosts, the angle of the fireballs needs to be changed, it should go lower for more aerial pressure, while remaining the same on the ground.
(Aerial Fireball Angle)
⦁ Value:bdb2 -> beff
Up-B✓(Aerial Fireball Angle)
⦁ Value:bdb2 -> beff
In order to further increase Mario's aerial game, the idea would be to increase the power of the final hitbox significantly for some interesting combos in the air.
(Final hitbox)
⦁ BKB:0 -> 10
⦁ Angle:50 -> 80
(Final hitbox)
⦁ BKB:0 -> 10
⦁ Angle:50 -> 80
JigglyPuff (The Eyes of Death)
The design concept for Puff was to increase her already great air combo game, with a few moves having larger range and giving her better jumps.
Aerial Jumps✓
Puff's stronger aerial toolset, they'll need some slightly better aerial mobility in order to capitalize on it, this would be achieved through better final few jumps.
Nair✓ (might be removed)
Due to the fact I'll be increasing the range on other aerial moves, Puff's nair must have its range reduced slightly, as it is incredibly disjointed for no reason. This may be reverted.
(Toe hitbox Sweet & Sourspot)
⦁ Xpos:120 -> 100
Fair✓(Toe hitbox Sweet & Sourspot)
⦁ Xpos:120 -> 100
Puff's fair is used for a variety of combos, but it's near impossible to space it due to it being so close to the body. To boost her aerial game further, making the tip hitbox bigger will allow for slightly safer combos to be done, and allow for less risky gimps.
(Foot hitbox Sweet & Sourspot)
⦁ Size:110 -> 150
Bair✓(Foot hitbox Sweet & Sourspot)
⦁ Size:110 -> 150
Much like fair, Puff's bair is used in many combos and "wall-of-death" scenarios, but isn't a great spacing tool, if the range is increased on the move, spacing, as well as combos can be much safer and her approach can be more effective.
(Tip hitbox Sweet & Sourspot)
⦁ Xpos:150 -> 180
Pound✓(Tip hitbox Sweet & Sourspot)
⦁ Xpos:150 -> 180
Pound is a nice move for combos and for recovery, but the hitbox length, while long, isn't enough to compensate for how vulnerable she becomes while doing it. To allow this move more safety and ease of combo use, the hitboxes will come out a little sooner and end a little later.
(Startup)
⦁ After:12 -> 10
(Duration)
⦁ After:28 -> 32
(Endlag)
⦁ After:30 -> 28
(Startup)
⦁ After:12 -> 10
(Duration)
⦁ After:28 -> 32
(Endlag)
⦁ After:30 -> 28
Yoshi (The Happy Dinosaur)
The design concept for Yoshi was to keep everything the same. He is a very well balanced character, making some of his slowest options slightly faster is the only likely change he'll get.
Egg✓
Yoshi's only strange move that could use some reworking is his egg toss. It is quite slow, and the egg itself is a bit too powerful. The idea would be to allow for more egg tossing ability with decreased endlag, while making the egg weaker so it's not an assured death when getting hit, but still decent
(Egg hitbox)
⦁ BKB:50 -> 30
(Speed)✓
(Egg hitbox)
⦁ BKB:50 -> 30
(Speed)✓
Fox (The Arwing Commander)
The design concept for Fox was to make his recovery a little bit easier with hardly any other changes. Fox is quite balanced and difficult to use so his hitboxes need no changes. His kill options may be reduced in power if he elevates in power too much.
Taunt Cancel✓
Taunt cancels are fun, but not all characters can do them. In a sense they're used as a method of tilting your opponent, but some characters just can't have that psychological strategy option.
(Place Voice effect at start of taunt)
Firefox✓(Place Voice effect at start of taunt)
Fox's firefox is his biggest weakness, and a great asset as well. His recovery will gain several boosts, small in nature, but making a big difference overall. First his firefox will take less time to startup, it will travel slightly farther, and the hitbox will be a bit bigger.
(Firefox Aerial Hitbox)
⦁ Size:90 -> 130
(Faster Startup)
⦁ Value:23 -> 18
(Farther Firefox Vertical and Horizontal)
⦁ Value:42e6 -> 42f7
(Firefox Aerial Hitbox)
⦁ Size:90 -> 130
(Faster Startup)
⦁ Value:23 -> 18
(Farther Firefox Vertical and Horizontal)
⦁ Value:42e6 -> 42f7
Captain Falcon (The Racing Legend)
The design concept for Falcon was to increase his bad recovery but making up for it with a nerf to his combo game and kill power, to essentially keep his original playstyle but make it need greater skill to pull it off. Standard combos being more difficult with a need for greater precision with shorter lasting hitboxes or decreased range.
Up Smash✓
Falcon's up smash is a good combo starter, but the vertical range it has is insane and it makes it impossible to approach him from above no matter what hitboxes you have due to its strange and unnatural disjoint. The range and size will be reduced in size to make it more sensible, less safe, but have the same combo potential.
("Fist" hitbox)
⦁ Size:190 -> 160
⦁ Xpos:160 -> 120
("Shoulder" hitbox)
⦁ Size:140 -> 100
Nair✓("Fist" hitbox)
⦁ Size:190 -> 160
⦁ Xpos:160 -> 120
("Shoulder" hitbox)
⦁ Size:140 -> 100
Falcon's nair isn't used enough, this is partially due to a not so fantastic range, but also due to a lack of kill power. Nair will be changed so that the strong hit will act similarly to the Knee of Justice at the foot, and the weak nair will have less range and powers to compensate for the increase in power of sweetspot.
(Sweetspot Thigh Hitbox)
⦁ DMG:16 -> 14
⦁ BKB:20 -> 15
(Sweetspot Foot Hitbox)
⦁ KBS:100 -> 130
⦁ Effect:Normal -> Electric
(Sourspot Thigh Hitbox)
⦁ BKB:10 -> 0
⦁ DMG:13 -> 11
⦁ Size:120 -> 80
(Sourspot Foot Hitbox)
⦁ BKB:10 -> 0
⦁ Size:140 -> 100
Bair✓(Sweetspot Thigh Hitbox)
⦁ DMG:16 -> 14
⦁ BKB:20 -> 15
(Sweetspot Foot Hitbox)
⦁ KBS:100 -> 130
⦁ Effect:Normal -> Electric
(Sourspot Thigh Hitbox)
⦁ BKB:10 -> 0
⦁ DMG:13 -> 11
⦁ Size:120 -> 80
(Sourspot Foot Hitbox)
⦁ BKB:10 -> 0
⦁ Size:140 -> 100
Falcon's bair is a great spacing tool he has, the strong hit is fine as is, except its range may be a tad excessive, the weak hit, however, has literally no difference except for hitbox size, therefore, making it too powerful. Reducing the power of sourspot bair can lead to some interesting combo scenarios, as well as balance out the edge-guarding abilities that Falcon tends to abuse.
(Sweetspot Fist Hitbox)
⦁ Xpos:180 -> 150
(Sourspot Hitboxes)
⦁ DMG:16 -> 9
⦁ BKB:10 -> 5
⦁ Sound Level:L -> M
Uair✓(Sweetspot Fist Hitbox)
⦁ Xpos:180 -> 150
(Sourspot Hitboxes)
⦁ DMG:16 -> 9
⦁ BKB:10 -> 5
⦁ Sound Level:L -> M
Falcon's bread and butter combo uses a lot of uair, to the point where it's called the Falcon Standard, it isn't a very good thing to have it be so powerful as people end up relying on this one tool and not really doing anything else, so to make it still usable, but more difficult, uair will be changed so that the first stronger part has more knockback, making the amount of uairs you can do less, the middle hitbox isn't much of a problem, but its knockback will also be increased, and the tipman's power will be reduced, while all these will have a reduced range.
(First Leg Hitbox)
⦁ BKB:10 -> 20
⦁ Angle:80 -> 70
(First Foot Hitbox)
⦁ BKB:10 -> 20
⦁ Angle:80 -> 70
⦁ Size:130 -> 120
⦁ Xpos:220 -> 200
(Second Leg Hitbox)
⦁ BKB:10 -> 15
⦁ DMG:16 -> 13
(Second Foot Hitbox)
⦁ BKB:10 -> 15
⦁ DMG:16 -> 13
⦁ Size:130 -> 120
⦁ Xpos:220 -> 200
(Third Leg Hitbox)
⦁ DMG:16 -> 10
(Third Foot Hitbox)
⦁ DMG:16 -> 10
⦁ Size:130 -> 120
⦁ Xpos:220 -> 200
Dair✓(First Leg Hitbox)
⦁ BKB:10 -> 20
⦁ Angle:80 -> 70
(First Foot Hitbox)
⦁ BKB:10 -> 20
⦁ Angle:80 -> 70
⦁ Size:130 -> 120
⦁ Xpos:220 -> 200
(Second Leg Hitbox)
⦁ BKB:10 -> 15
⦁ DMG:16 -> 13
(Second Foot Hitbox)
⦁ BKB:10 -> 15
⦁ DMG:16 -> 13
⦁ Size:130 -> 120
⦁ Xpos:220 -> 200
(Third Leg Hitbox)
⦁ DMG:16 -> 10
(Third Foot Hitbox)
⦁ DMG:16 -> 10
⦁ Size:130 -> 120
⦁ Xpos:220 -> 200
Falcon's dair is a fine hitbox, it's good for edge-guards, combos, and style points. However, it may be a little TOO easy to land it. Not due to range and the power makes sense in itself, but rather by how long it lasts, which is 18 frames with no weak hits. The time it is out will be reduced for greater risk and stricter timing.
(Hitbox Duration)
⦁ Wait:18 -> 8
Up-B✓(Hitbox Duration)
⦁ Wait:18 -> 8
Falcon's up-b is powerful, and a bit of a crappy recovery. The idea would be to make his recovery better in distance a bit, but also to reduce the active frames of his grab box so that it doesn't become something broken. It also will reduce the utility of Falcon Standard by a small amount.
(Grabbox Duration)
⦁ After:45 -> 30
(First and last Distance code)
⦁ Value:4c -> 80
(Second Distance Code)
⦁ Value:8c -> 80
(Grabbox Duration)
⦁ After:45 -> 30
(First and last Distance code)
⦁ Value:4c -> 80
(Second Distance Code)
⦁ Value:8c -> 80
Kirby (The Star Warrior)
The design concept for Kirby was to make him less easy to win with. Decreasing the range of many of his moves with insanely broken range while increasing the knockback of some of his combo tools will force players to not lean too much on the easy combos. To compensate the extreme nerfs to range, I plan to give him a useful uair for more option availability. However the nerfs won't make the old playstyle irrelevant, it will just be easier to escape from.
Taunt Cancel✓
Taunt cancels are fun, but not all characters can do them. In a sense they're used as a method of tilting your opponent, but some characters just can't have that psychological strategy option.
(Place Voice effect at start of taunt)
UTILT!!!!✓(Place Voice effect at start of taunt)
Kirby's Utilt is literally the bane of smash 64 at times, causing the imbalance and frustration that comes with it for many players. The knockback on utilt will be increased so the juggling lasts less, and the angle changed so that it's harder to keep up unless well positioned, as well as a reduction in range and hitbox size. The utilt will still be usable for the same purpose, but not for as long or as easily.
(Sweetspot Foot Hitbox)
⦁ Size:140 -> 100
⦁ Angle:96 -> 85
⦁ BKB:30 -> 40
(Sweetspot 'Magic Toe' Hitbox)
⦁ Size:160 -> 120
⦁ Xpos:200 -> 140
⦁ Angle:96 -> 85
⦁ BKB:30 -> 40
(Sourspot Foot Hitbox)
⦁ Size:140 -> 90
⦁ Angle:88 -> 60
⦁ BKB:20 -> 30
(Sourspot 'Magic Toe' Hitbox)
⦁ Size:160 -> 110
⦁ Xpos:200 -> 130
⦁ Angle:88 -> 60
⦁ BKB:20 -> 30
Nair✓(Sweetspot Foot Hitbox)
⦁ Size:140 -> 100
⦁ Angle:96 -> 85
⦁ BKB:30 -> 40
(Sweetspot 'Magic Toe' Hitbox)
⦁ Size:160 -> 120
⦁ Xpos:200 -> 140
⦁ Angle:96 -> 85
⦁ BKB:30 -> 40
(Sourspot Foot Hitbox)
⦁ Size:140 -> 90
⦁ Angle:88 -> 60
⦁ BKB:20 -> 30
(Sourspot 'Magic Toe' Hitbox)
⦁ Size:160 -> 110
⦁ Xpos:200 -> 130
⦁ Angle:88 -> 60
⦁ BKB:20 -> 30
Kirby's nair is fairly unused, but at the same time its range is a typical problem Kirby shows, but due to it not being so bad, the range and power will only be decreased slightly.
(Sweetspot Foot Hitbox)
⦁ BKB:30 -> 20
(Sweetspot Toe Hitbox)
⦁ BKB:30 -> 20
⦁ Xpos:120 -> 100
(Sourspot Foot Hitbox)
⦁ Size:105 -> 90
(Sourspot Toe Hitbox)
⦁ Size:130 -> 115
⦁ Xpos:120 -> 100
Fair✓(Sweetspot Foot Hitbox)
⦁ BKB:30 -> 20
(Sweetspot Toe Hitbox)
⦁ BKB:30 -> 20
⦁ Xpos:120 -> 100
(Sourspot Foot Hitbox)
⦁ Size:105 -> 90
(Sourspot Toe Hitbox)
⦁ Size:130 -> 115
⦁ Xpos:120 -> 100
Kirby's Fair is a fantastic move, but the last hitbox is too powerful, but making it too weak isn't the point. The idea would be to decrease its killing capacity off the ledge.
(Final Hitboxes)
⦁ BKB:10 -> 0
Bair✓(Final Hitboxes)
⦁ BKB:10 -> 0
Kirby's bair has too much range
(Foot Sweet&Sour Hitbox)
⦁ Size:190 -> 140
(Ankle Sweet&Sour Hitbox)
⦁ Size:180 -> 130
Uair✓(Foot Sweet&Sour Hitbox)
⦁ Size:190 -> 140
(Ankle Sweet&Sour Hitbox)
⦁ Size:180 -> 130
Kirby's Uair is his most useless move, and I'd like to make it into a tough to land vertical kill option, and on late hit can be used to start combos when close to the ground
(Hitbox)
⦁ FKB:100 -> 0
⦁ KBS:100 -> 150
⦁ Angle:361 -> 75
⦁ Size:105 -> 120
⦁ Sound Level:M -> L
(Damage Changes)
⦁ After:8 -> 14
⦁ After:18 -> 10
⦁ Damage:8 -> 4
⦁ After:30 -> 8
⦁ Damage:2 -> 0
⦁ Wait:16 -> 5
Dair✓(Hitbox)
⦁ FKB:100 -> 0
⦁ KBS:100 -> 150
⦁ Angle:361 -> 75
⦁ Size:105 -> 120
⦁ Sound Level:M -> L
(Damage Changes)
⦁ After:8 -> 14
⦁ After:18 -> 10
⦁ Damage:8 -> 4
⦁ After:30 -> 8
⦁ Damage:2 -> 0
⦁ Wait:16 -> 5
Kirby's dair is too easy of an edgeguard option, it's far too unnecessarily powerful. The knockback will be decreased, and the landing hitbox for it that is sometimes used will be reduced significantly.
(Hitboxes)
⦁ BKB:30 -> 10
(Landing Hitboxes)
⦁ Size:150 -> 60
⦁ Zpos:|150| -> |70|
(Hitboxes)
⦁ BKB:30 -> 10
(Landing Hitboxes)
⦁ Size:150 -> 60
⦁ Zpos:|150| -> |70|
Pikachu (The Thunder Mouse)
The design concept for Pikachu was to reward close up play, since most of Pikachu's strength resides in the ability to never need to get too close since his range is fairly large on most of his attacks, the idea would be to decrease these ranges so Pikachu players need to be closer to risk the damage to get the same results.
Grab✓
Pikachu's grab game is great, he has one of the few chain grabs in the game, and a good kill throw, but his speed, coupled with his grab range makes the throws a tad too powerful. Making it smaller forces players to get in close for their rewards, jab-grabs will need to be closer in order to work, too.
(Grab box)
⦁ Size:145 -> 100
FTilt✓(Grab box)
⦁ Size:145 -> 100
Pikachu's Ftilt is a good edge-gaurd tool, and won't be changed in terms of power or knockback, but for fairness, the range will be mildly decreased.
(All Angle Feet Hitboxes)
⦁ Size:140 -> 120
UTilt✓(All Angle Feet Hitboxes)
⦁ Size:140 -> 120
Pikachu's Utilt is a great move for juggling, but its juggle capacity is a bit too great for anti-air due to its speed and range, the range at the tip will be reduced in size so it's a little riskier and not as easy to anti-air or juggle with it.
(Tip Hitbox)
⦁ Size:150 -> 100
DTilt✓(Tip Hitbox)
⦁ Size:150 -> 100
Similar to Ftilt, the Dtilt is great both for spacing and for edge-guarding, but it's even safer still due to the disjoint of the tail, therefore the tip hitbox will be reduced in range for a bit more realistic hitbox positioning.
(Tip Hitbox)
⦁ Size:140 -> 100
Fsmash✓(Tip Hitbox)
⦁ Size:140 -> 100
View DTilt, but electric disjoint instead
(Tip Hitbox)
⦁ Size:160 -> 140
⦁ Zpos:750 -> 600
Dsmash✓(Tip Hitbox)
⦁ Size:160 -> 140
⦁ Zpos:750 -> 600
Pikachu's Dsmash is one of his few bad moves, not due to any lack of range necessarily outwards, but rather a lack of protection inwards, allowing it to protect Pikachu more would increase its usage for punishes.
(Body Hitbox 1&2 hit)
⦁ Size:90 -> 120
Nair✓(Body Hitbox 1&2 hit)
⦁ Size:90 -> 120
Pikachu's nair is a good combo tool, and kill move, this won't be changed, but the range of it coupled with the size makes it so that his body, except his head, is protected while using it for quite some time. Hitbox size will be reduced slightly
(Sweet&Sour Feet Hitboxes)
⦁ Size:120 -> 100
(Sweet&Sour Body Hitbox)
⦁ Size:130 -> 110
Fair✓(Sweet&Sour Feet Hitboxes)
⦁ Size:120 -> 100
(Sweet&Sour Body Hitbox)
⦁ Size:130 -> 110
Same as with nair, except it's only a combo tool for racking up damage more than anything. But it covers so much of Pikachu's body that it's near impossible to get past it or out of it with DI. Reducing hitbox size significantly will allow for the same use, but more risk involved.
(Head Hitbox)
⦁ Size:195 -> 130
(Body Hitbox)
⦁ Size:170 -> 110
Bair✓(Head Hitbox)
⦁ Size:195 -> 130
(Body Hitbox)
⦁ Size:170 -> 110
Bair is one of Pikachu's best off-stage kill options, and it has insane amounts of range. The range will be reduced significantly so it's at least more necessary to space it out a little bit.
(Sweetspot Foot Hitbox)
⦁ Size:170 -> 150
⦁ Xpos:100 -> 60
(Sweetspot Body Hitbox)
⦁ Size:150 -> 130
(Sourspot Foot Hitbox)
⦁ Size:155 -> 120
⦁ Xpos:40 -> 10
(Sourspot Body Hitbox)
⦁ Size:135 -> 100
Uair✓(Sweetspot Foot Hitbox)
⦁ Size:170 -> 150
⦁ Xpos:100 -> 60
(Sweetspot Body Hitbox)
⦁ Size:150 -> 130
(Sourspot Foot Hitbox)
⦁ Size:155 -> 120
⦁ Xpos:40 -> 10
(Sourspot Body Hitbox)
⦁ Size:135 -> 100
Uair is a great gimping and comboing tool, but its insane disjoint makes it impossible to contest with much of anything. Similar idea to other tail based attacks
(Tip Hitbox)
⦁ Size:140 -> 110
Dair✓(Tip Hitbox)
⦁ Size:140 -> 110
Similar to Fair, Dair has the same amount of size and protection, but lasts even longer and has kill capacity and gimping ability. Reducing the size will allow for it to be riskier.
(Head Hitbox)
⦁ Size:165 -> 110
(Body Hitbox)
⦁ Size:140 -> 90
(Head Hitbox)
⦁ Size:165 -> 110
(Body Hitbox)
⦁ Size:140 -> 90
I'm aware that you may not agree with most of these. But more often than not I'd just like to say "Don't knock it till you try it". It definitely takes a bit of getting used to, but overall it has resulted in far more enjoyable games for most who have tested it thus far. Testing is far more appreciated for feedback than theorizing.
HUGE THANKS to DannySsB for teaching me how to use the proper tools for editing, and basically testing changes and being encouraging throughout!
Due to the weird Legality of ROMs and distributing ROMs, considering I don't yet have a ROM patcher, distributing this for testing may be exclusive to PMing me. If someone could fill me in on what's legal and suggested, I'd greatly appreciate it.
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