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Tentative Changes for Game and Watch #437

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@SkewedAskew

Some changes I have tested that I believe can tighten Gnw's gameplay. I would really appreciate any feedback, suggestions, or tips.

  • Jab

    • Transition from jab 1 into jab finisher changed from pressing special to pressing attack
    • Holding attack after jab 1 will still continue the rapid jab
  • Up Air

    • Removed single-hit variant
    • KBG (hit 2): 95 -> 82
  • Up air's KBG has been toned down as it was extremely strong for vertical confirms

  • Chef

    • Raised travel arc of food
      • speed_y: 0.5/0.6/0.5/0.6/0.75 -> 0.75/0.9/0.75/0.9/1.0
  • Chef felt a bit lackluster as a projectile. The higher arc lets the food cover a bit more distance and allows for new pressure applications, especially on platforms

  • Judge

    • Judge 1
      • Added air-only hitboxes
        • Angle: 270
        • BKB: 50
        • KBG: 10
      • Self-damage: 12 -> 9
    • Judge 2
      • Effect: normal -> curse
      • SFX: shell -> fire
    • Judge 3
      • Effect: normal -> dark
    • Judge 4
      • Can be jump canceled on hit
      • Angle: 40 -> 69
      • Hitlag Multiplier: 1.0 ->2.8
      • SFX: cut -> heavy
    • The added hitlag should make it barely reactable for confirms
    • Judge 5
      • Angle (multihits): 75 -> 367
      • BKB (launcher): 40 -> 60
    • Judge 9
      • Damage: 32 -> 25
      • May be a bit over-adjusted, still reliably kills around 35-40%
  • The above changes are made with the goal of keeping Judge as a medium-risk medium-reward option while giving the lesser rolls a bit of utility

  • Up Throw

    • BKB: 100 -> 110
    • KBG: 29 -> 40
    • Endlag: 40 -> 48
  • Up throw is meant to be more for positioning now that Gnw has three very strong throw mixups. It remains solid for combos at lower percents and against fastfallers, eventually transitioning to a kill throw on midweights at around 190% with optimal DI

  • Down Throw:

    • Damage: 4 -> 9
    • Angle: 80 -> 270
    • Effect: normal -> lay
    • Slowed down last part of animation
    • Endlag: 49 -> 43
  • Down throw is now functionally identical to Snake's down throw with the difference of dropping the opponent behind Gnw and turning him around to face them after the throw. Frame advantage scales with hitstun similarly to Snake, being -5 at 0% and +6 at 161%. As Gnw's fastest option in HDR is frame 4, he has less of an advantage in the way of true confirms, but his other throws more than make up for this slight comparative disadvantage (and opponents still die at 161% from dtilt)

  • The later part of the throw when the opponent's stock icon lies on the ground has been slowed down to allow opponents a bit more time to react and prepare their option

  • Note: Down throw will drop opponents off ledges if grabbing very close to one, which makes them actionable immediately. Gnw is -7 in this situation, which may not be much of an issue

  • For labbing purposes, down throw is +4 starting at 127% (guaranteed jab) and +5 at 144% (guaranteed up special)

  • If there is a way to find the code behind the "FIGHTER_GANON_STATUS_WORK_ID_FLAG_EXPLOSION_SET_FALL" constant, this could be a lot closer to PM down throw

  • Up Taunt

    • Now plays the ledge attack beep to differentiate from the side taunt beep


Future Tweaks

  • Experiment with parachute nair or alter angles/kb
  • Enlarge/lengthen lower up tilt hitboxes to be able to hit opponents out of down throw
  • Add Joker's Snap and Pac-Man's Bell SFX to nus3audio to replace Judge 2 and 5 respectively

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