Teleport Mechanics + Zelda Mini-Special Rework and Normals Adjustments#2520
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Overall, awesome PR. 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:
Been playing with this consistently every time I play HDR and think it's incredible work. |
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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:
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:
Forward Tilt:
Up Tilt:
Down Tilt:
Dash Attack:
Up Smash:
Neutral Special:
This makes nayrus meatier and no reverse hit adds a lot more utility in setups, but it's now sdi-able
Side Special:
Up Special:
Also tried to fix buffered specials bug but might have gotten unlucky testing again
Down Special (Phantom):
Charge:
Phantom: