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Zelda Tweaks + Teleports#2391

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WuBoytH merged 5 commits into
HDR-Development:devfrom
jaccob101:zelda_clean_wip
Jun 11, 2024
Merged

Zelda Tweaks + Teleports#2391
WuBoytH merged 5 commits into
HDR-Development:devfrom
jaccob101:zelda_clean_wip

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@jaccob101

@jaccob101 jaccob101 commented May 4, 2024

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Makes some things about Zelda cleaner (imo), minor buffs and a couple teleport changes.
Assets: dtaunt pr.zip

General:

  • [*] Teleport wallrides now preserve horizontal momentum if no longer touching wall
    Affects Zelda, Sheik, Mewtwo, and Palutena. Wall-touch check changed because it wasn't working on training stage.

Sheik:

Up Special (Vanish):

  • [$] Re-appearance changed to no longer have a flash effect, just a smoke effect. This better communicates that there's no hitbox.

Zelda:

Jab:

  • [$] Effects adjusted to be more simple and closer match hitbox

Rapid Jab:

  • [+] Damage: 0.4 -> 0.6
  • [+] BKB: 7 -> 5

Jab Finisher:

  • [-] BKB: 55 -> 40
  • [/] Hitlag Multiplier: 2x -> 1.2x

Down Tilt:

  • [$] Effects pulled in to match hitbox
  • [+] Hitbox activity: 6-10 -> 5-9
    Couldn't find the startup nerf in changelog and it wasn't done via motion rating so visuals were 1f off

Forward Aerial:

  • [-] Hitbox Activity: 8-11/12-16 -> 8-11/12-14
  • [-] Damage: 9/8 -> 8
  • [-] Angle: 38 -> 361
  • [-] BKB: 25 -> 10
  • [-] KBG: 89/100 -> 95
  • [+] FAF: 44 -> 41

Back Aerial:

  • [-] Hitbox Activity: 6-9/10-14 -> 6-9/10-12
  • [-] Damage: 10/7.5 -> 8
  • [-] Angle: 55 -> 361
  • [-] BKB: 10/65 -> 10
  • [-] KBG: 103/50 -> 95
    This makes sour kicks match P+ but with 10 more kb at all percents (~10% more down from roughly 20% more kb). Angles/dmg normalized for sour hits

Down Aerial:

  • [$] Ending motion slowed down

Side Special (Din's Fire):

  • [+] Dins recast despawns old dins upon placement of new dins mine, rather than frame side special startup.
  • [$] Flash effect scales more dynamically, matched to hitbox size a bit better
  • [$] SFX added 20 frames before explosion

Up Special (Farore's Wind):

  • [!] Reappearance now snaps to platforms
  • [!] Grounded re-appearance now reversible
  • [$] Effects shrunk on both startup and re-appearance
  • [*] Buffered specials on frame 0 slide-off removed
  • [-] Air stall end frame: 12f -> 9f (aerial teleport should be less floaty)
  • [-] Hitbox sizes: 13/8, 12.5/7.5 -> 11.2/7.5 (re appearance)
  • [*] FAF corrected by fixing cancel frame in motion rate formula. 1f extra lag than intended

Down Special (Phantom):

  • [*] Effects no longer play during win screen / game start, logic for added mechanics should be improved and more legible
  • [*] Platdrop mechanic now requires a fresh stick flick, no longer gated to frame 10
  • [-] Angle: 6 -> 25 (aerial max charge windbox)
  • [/] Grounded cancel position: 19u -> 18u in front of Zelda (matches non-cancel ver)

Forward Throw:

  • [+] Release frame: 30 -> 27 (less frame adv but better for dins traps)

Back Throw:

  • [+] Release frame: 31 -> 27 (rev)
  • [+] FAF: 51 -> 48 (rev)

Down Taunt:

  • [$] Now plays magic sfx

Hitboxes:
Up special reappearance:
Before:
image
After:
image

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github-actions Bot commented May 4, 2024

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@Z-hime

Z-hime commented May 5, 2024

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Good PR!

[UpB]
-Teleport fixes overall are very good.
-Makes the directional inputs more accurate and platform snap finally implemented is great.
-B turnaround adds some more mix up potential to the move, and gives her more opportunities to use her grab game. Probably one of the standout features of the PR.
-GFX indicator on teleport seems to be a bit large. Overall, I'm not really a fan of these types of "indicators" but if the rest of the cast is getting them, I guess it's okay. Would just reduce the size and maybe match the color of teleport so that it's less visually intrusive when using cancels for movement -- could actually become more distracting than actually aiding to the opponent.

[Jab]
-Jab changes are good
-Reduced hitlag is welcome on the launch hit, spacing is slightly better for short phantom cancel tech chase scenarios.

[Dtilt]
-Good, nothing really stands out. Seems to be fine change moving the active frames.

[Down B]
-Phantom Windbox change also very good as it was a lot of the time pushing when it really probably shouldn't have.
Was annoying for the opponent but now will actually function when used intentionally. Reposition on phantom cancel also good visually to match the regular grounded distance since previously adjusted.

[Throws]
-Both release frames feel more natural for trapping and acting afterwards

[Dins]
-Didn't notice too much of a difference in the spawn point, but makes sense visually

Taunt sound - Definitely. <3

@moklmaru moklmaru added character change For working on general character changes semver:patch includes assets for next beta This is for the next beta cycle, please do not merge labels May 5, 2024
@jaccob101 jaccob101 force-pushed the zelda_clean_wip branch 2 times, most recently from a5370f0 to e7f55ce Compare May 8, 2024 00:07
@jaccob101 jaccob101 force-pushed the zelda_clean_wip branch 3 times, most recently from 5c66783 to 4d08c03 Compare May 10, 2024 06:59
@moklmaru moklmaru removed the for next beta This is for the next beta cycle, please do not merge label May 15, 2024
@WuBoytH WuBoytH added the balance approved This change has been approved for balance label Jun 11, 2024
@WuBoytH WuBoytH merged commit 8034acc into HDR-Development:dev Jun 11, 2024
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balance approved This change has been approved for balance character change For working on general character changes includes assets semver:patch

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4 participants