Skip to content

Teleport Mechanics + Zelda Mini-Special Rework and Normals Adjustments#2520

Merged
SkewedAskew merged 10 commits into
HDR-Development:pre-releasefrom
jaccob101:zeldano
Oct 10, 2024
Merged

Teleport Mechanics + Zelda Mini-Special Rework and Normals Adjustments#2520
SkewedAskew merged 10 commits into
HDR-Development:pre-releasefrom
jaccob101:zeldano

Conversation

@jaccob101

@jaccob101 jaccob101 commented Sep 16, 2024

Copy link
Copy Markdown
Contributor

Adjusts teleport floor-ride mechanics, corrects my previous mewtwo tp changes. Additionally mini-reworks Zelda's side and down specials while toning normals down.
Assets:delete this.zip
Hitboxes: https://imgur.com/a/lWq6dQP

General:

[/] Teleport floor-ride now functions more like old titles. Teleporting down while in the air will no longer change your direction forwards, allowing more control over re-appearance spots. Also, sliding off ledges while angled down will make you slide down past the ledge instead of riding an invisible floor. Affects Mewtwo/Zelda/Palu/Sheik(too short to matter)

Mewtwo:

Up Special:

[+] Teleport range matched to P+, roughly 20% increase? Momentum on reappearance also better matched.
[+] P+ NIL re-introduced
[+] Teleport framedata better matched to PM after more investigation. Startup: 1-8, invisible 9, invisible moving 10-17, endlag 18 - 28. Startup 1 higher than P+, FAF is 6 frames later. Previously miscounted invisible startup frames as moving frames and made Mewtwo move too fast, making reappearance act strange.

Zelda

Jab:

  • [/] Rapid jab window is now between the multihits and the finisher
  • [-] Hitbox Activity: 4/6/8-10 -> 5/7/11-13
  • [+] Damage: 1/1/4 -> 1.5/1.5/4
  • [-] Angles: 361/180 (finisher) -> 55
  • [/] BKB: 28/20 -> 40 (finisher
  • [-] KBG: 35/30, 25, 36/40 -> 20, 20, 88 (1/2 have standardized kb now, finisher matched to pm 3.02)
  • [-] Hitstun Mod: 4/6 -> 0
    overall works better as a stage 1 jab, and loses janky pull-in in exchange for a more usable launcher and better linking

Jab Finisher:

  • [+] FAF: 42 -> 39

Forward Tilt:

  • [+] 2/6 hitboxes removed, hitboxes realigned and slightly enlarged to cover the same space. Slightly less sweetspot coverage.

Up Tilt:

  • [-] FAF: 30 -> 31

Down Tilt:

  • [-] Angle: 80 -> 65
  • [-] BKB: 47 -> 44
  • [-] FAF: 22 -> 24

Dash Attack:

  • [/] BKB: 50/60 -> 60/50 (nerfs initial hit, buffs outer hit for phantom setups)
  • Up Smash:

  • [$] Launcher now uses the same flash effect as fsmash
  • [+] Hitbox Duration (finisher): 34 -> 34-35

Neutral Special:

  • [/] Check_pos_lr -> Check_pos_f (multihit launcher)
  • [+] KBG: 40/100 -> 45/111
  • [/] Hitlag Multiplier: 0 -> 0.75/1 (multihits, finisher)
    This makes nayrus meatier and no reverse hit adds a lot more utility in setups, but it's now sdi-able

Side Special:

  • [$] Now has a player colored arrow above it, and a ticking sound each pulse. Placement and spawn of dins also has different sfx
  • [+] Can now have 2 dins placed at a time, third placement still destroys the first dins to be out
  • [/] Releasing a second dins resets the timer
  • [-] Getting hit while holding dins gets rid of it
  • [/] No longer auto-releases when dins touches the ground, timer doesn't tick
  • [/] No longer requires AB Smash to release with Attack
  • [-] Land Cancel FAF: 5 -> 8
  • [+] Tech window: 1f -> 3f
  • [-] Maximum Size: 4 -> 3.8
  • [-] BKB: 60 -> 55

Up Special:

  • [$] Grounded cancel anim now is a sliding anim, should make cancel more reactable. Also different sfx.
  • [/] Now functions more similarly to pre S4 era teleport, touching ground no longer changes speed and direction to full speed horizontally. This makes angling it into the ground act more like a shorten, and makes ledge-slide offs go downwards. Overall gives you more control over your teleport but makes certain shorten setups harder or more risky.
  • [/] B-reverse appearance now reverses momentum
  • [+] Platform snap window adjusted to match P+ better
  • [-] FAF: 14 -> 18 (air to ground cancel)
    Also tried to fix buffered specials bug but might have gotten unlucky testing again

Down Special (Phantom):

Charge:

  • [/] Release input requires a down special input
  • [+] Can slide off ledge with release anim
  • [-] Can no longer platdrop release anim
  • [*] No longer can release and attack at the same time (due to rewrite) https://www.youtube.com/watch?v=VZDIFmWLcAM
  • [/] Phantom cancel (into charge) is only enabled upon the final hit of multihits, cancel added for rapid jab finisher. Realistically only removes shield mixups as it was very - onhit
  • [-] Manual phantom release now has 5f delay
  • [/] Can now cancel charge of phantom from frames 20-57 via a shield/special input. Always has 25f of lag. Allows for more specific setups w/o removing risk from phantom charge.
  • [+] Phantom being destroyed during charge (before frame 58) now always has 25 frames of lag (+ frames until frame 20).
  • [-] FAF: 66 -> 70 (full charge), 45-82 variable when build is cancelled (25 frames from cancel)
    Phantom:
  • [$] Now has a player colored arrow above it
  • [$] Releasing phantom now has a flash on her hand, and has sfx
  • [*] Dead phantom no longer has jostle
  • [-] Parrying now makes it attack again (towards zelda)
  • [-] Build stage timings: 15/20/28/38/45/50 -> 15/21/31/43/51/57 (stage 1, 2, 3, 4, 4 with shield, 5)
  • [-] Hitbox sizes of ground and aerial max charge windboxes swapped (easier to parry + less likely to gimp people)
  • [+] Rehit: 3 -> 2 (max charge windbox)
  • [/] Scoop hitbox on max charge now has set_vector_target_pos and is no longer flinchless, this decreases the blindspot while reducing/removing? scenarios where the windbox would kill people offstage.

@github-actions

github-actions Bot commented Sep 16, 2024

Copy link
Copy Markdown

Download the artifacts for this pull request:

@jaccob101 jaccob101 force-pushed the zeldano branch 11 times, most recently from 2540cb0 to 207193e Compare September 20, 2024 00:51
@jaccob101 jaccob101 force-pushed the zeldano branch 8 times, most recently from 42dfedc to b122378 Compare September 20, 2024 20:06
@jaccob101 jaccob101 force-pushed the zeldano branch 3 times, most recently from 208a750 to a62e192 Compare September 22, 2024 20:01
@jaccob101 jaccob101 force-pushed the zeldano branch 2 times, most recently from e9eb7f0 to 05019c4 Compare September 24, 2024 13:15
@Z-hime

Z-hime commented Sep 29, 2024

Copy link
Copy Markdown
Contributor

Overall, awesome PR.
Easily the most polished and fresh ideas on several mechanics.

Nerfs to normals make her a bit less obnoxious when you finally close in on her, and further emphasize getting sweetspot hits over soursspot normals.

Standout points:

  • Teleport - super clean, much more control and the reappear animation more matches her previous iterations of teleport cancelling.
  • Dins Fire - Feels great to use, and the additional fireball, along with the timer mixup and hold ability make this a much more interesting move.
  • Phantom - Everything about this rework is something I've been hoping for it to be. Amazing.

Been playing with this consistently every time I play HDR and think it's incredible work.
Great Job Jacob!

@jaccob101 jaccob101 changed the title Zelda Phantom Cancel + Tweaks Teleport Mechanics + Zelda Mini-Special Rework and Normals Adjustments Sep 29, 2024
@SkewedAskew SkewedAskew added the balance approved This change has been approved for balance label Oct 10, 2024
@SkewedAskew SkewedAskew merged commit 14492e2 into HDR-Development:pre-release Oct 10, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

balance approved This change has been approved for balance character change For working on general character changes includes assets semver:patch

Projects

None yet

Development

Successfully merging this pull request may close these issues.

4 participants