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Smash King
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PostSubject: Rayman Discussion    Thu Oct 02, 2014 2:15 pm


Discuss, share opinions, ideas, etc. about Rayman.
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HypeConduit
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PostSubject: Re: Rayman Discussion    Thu Mar 19, 2015 6:14 am

I always thought it was strange how Rayman has the Heavy Metal Fist but not any of his other powerups. I think it'd be cool if his D.Special cycled his N.Special to fists that would have certain properties.


  • Normal - Same thing as always, self explanatory.
  • Heavy Metal - Like his normal fist, but only travels ~half the normal fist's distance, and does more knockback than damage.
  • Vortex - A mini-tornado that shoots out, does multihit.
  • Shock Rocket - Would work pretty similarly to Snake's Nikita, but faster and less damaging.


Also, I feel as if Lockjaw should be his grab. It only makes sense.

His final smash is arguably the worst in the entire game. I don't understand why the projectile gives simple low-flinch knockback, and I don't understand why it should be so difficult to move on the Moskito. I would either update it or change it entirely.

Finally, for being the only character in the game with throwable, detachable limbs, his overall range is pretty damn poor. Maybe the new fists would help him, but hey, you know.
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C_Mill24
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PostSubject: Re: Rayman Discussion    Thu Mar 19, 2015 7:04 am

I agree with Hype. Out of all the characters in Crusade, Rayman is probably the one with the least amount of polish.
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TaXMaN
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PostSubject: Re: Rayman Discussion    Thu Mar 19, 2015 12:31 pm

HypeConduit wrote:
I always thought it was strange how Rayman has the Heavy Metal Fist but not any of his other powerups. I think it'd be cool if his D.Special cycled his N.Special to fists that would have certain properties.


  • Normal - Same thing as always, self explanatory.
  • Heavy Metal - Like his normal fist, but only travels ~half the normal fist's distance, and does more knockback than damage.
  • Vortex - A mini-tornado that shoots out, does multihit.
  • Shock Rocket - Would work pretty similarly to Snake's Nikita, but faster and less damaging.


Also, I feel as if Lockjaw should be his grab. It only makes sense.

His final smash is arguably the worst in the entire game. I don't understand why the projectile gives simple low-flinch knockback, and I don't understand why it should be so difficult to move on the Moskito. I would either update it or change it entirely.

Finally, for being the only character in the game with throwable, detachable limbs, his overall range is pretty damn poor. Maybe the new fists would help him, but hey, you know.

I actually like how Rayman plays overall. I suppose his range could use a little buffing in some areas. I can't really say I like the idea of a cycle D special to be honest. The current Heavy Metal fist (as well as the Lockjaw) grants Rayman some mobility. The only special that I feel should be changed is the side special (though I wouldn't mind either way) by replacing it with the Vortex Fist and moving the Lockjaw to Rayman's grab like you said. Also, I'll agree that Rayman's FS is pretty hard to hit with but it's not impossible. With some practice, you'll be able rack up high amounts of damage with the Moskito's stinger.
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Shiruza
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PostSubject: Re: Rayman Discussion    Fri Mar 20, 2015 4:47 pm

I agree with the above, mostly.

Keep N-Spec and D-Spec, but change S-Spec to the Vortex Fist and make the Lockjaw his grab, possibly even a tether. Also at least *buff* his Final Smash, it's godawful and ineffective.
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OmegaSteve777
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PostSubject: Re: Rayman Discussion    Fri Jul 03, 2015 9:41 am

I feel that we need to change the Rayman emblem to a lum instead of Rayman's head.

Also, we need to buff his final smash, it isn't strong and it's hard to hit enemies.
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TrinitroMan
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PostSubject: Re: Rayman Discussion    Fri Jul 03, 2015 10:14 am

I agree with those points completely.
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Dustination



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PostSubject: Re: Rayman Discussion    Tue Sep 29, 2015 11:52 am

Facebook Post Sept. 28 2015
Spoiler:
 
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TaXMaN
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PostSubject: Re: Rayman Discussion    Tue Sep 29, 2015 12:01 pm

Those are some awesome palettes!

EDIT: Only now I notice you guys fixed the casting shadows. Nice!


Last edited by TaXMaN on Tue Sep 29, 2015 12:42 pm; edited 1 time in total
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Shiruza
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PostSubject: Re: Rayman Discussion    Tue Sep 29, 2015 12:34 pm

The yellow palette... It speaks to me...
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VultureDuck
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PostSubject: Re: Rayman Discussion    Tue Sep 29, 2015 5:04 pm

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CesarFrutosX
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PostSubject: Re: Rayman Discussion    Thu Oct 01, 2015 12:28 pm

I think is very very Good,but the final smash needs to be changed..
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desu
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PostSubject: Re: Rayman Discussion    Thu Oct 01, 2015 12:35 pm

It is pretty good, i expect to every (or most) characters to get palettes Wink.
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TaXMaN
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PostSubject: Re: Rayman Discussion    Thu Oct 01, 2015 12:42 pm

CesarFrutosX wrote:
I think is very very Good,but the final smash needs to be changed..

Rayman's final smash is pretty unique when compared to other final smashes. Maybe all it needs is some improvement.
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Zange
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PostSubject: Re: Rayman Discussion    Thu Jan 21, 2016 10:18 pm

I'll be honest when I say I feel Rayman has the least amount of polish.  I was really exited to play as him (I voted for him in the ballot) but I just really don't like his current moveset or sprite art.  I decided to make a new moveset for him.  I doubt the Crusade team would completely rework a character, but I'd love if Rayman played the way I describe below.

(This moveset is heavily based off Rayman Origins and Legends. Playing one of those games would greatly help in understanding how the character could work.)

Neutral Standard: Three small punches that combo into a fourth extended punch.
Side Tilt: Extended punch. Move based of Rayman Legends, where pressing attack then quickly turning around will have him do a single extended punch.
Up Tilt: Similar to neutral standard, but straight upwards.
Down Tilt: Foot sweep. Can keep an opponent in the air for a bit, possibly a combo starter on lower percents.
Dash Attack: Rayman's hands fly around him, causing anyone close to get launched away upon hit.
(All standards and dash attack borrowed from Origins/Legends.)

Neutral Special: Rayman winds up a fist, releasing the special button will throw it out far with a bit of homing. Can hit on the way back. While charging, Rayman can move around normally, but cannot perform any other attacks until the fist is thrown out and returns, or he is hit. Similar to Rayman 1 and 3.
Side Special: Chargeable energy orb that can then be thrown. No charge makes it weak, but can be used consecutively. Non charged shots do no knockback. Fully charged shots cause good damage and knockback. 3-5 seconds to fully charge. Similar to neutral special, can move around while charging, but cannot attack until move is performed or is interrupted. Possibly allow orbs to bounce off walls. Based off of Rayman 2.
Down Special: Rayman plucks a Purple Plum from the ground. Moves slowly while holding it and throws slowly, but can cause high damage and has a chance to stick to opponents' heads to slow them. Only he can use it, cannot be picked up by others. Based off Rayman 1 and 2.
Up Special: Helicopter hair propels him up high, before allowing him to descend slowly. Able to damage others on the way up, and can attack to cancel the decent (similar to Sonic's up special in Smash).

Neutral Air: Extended kick that launches foes forward.
Forward Air: Air smack down that can spike others.
Back Air: Extended backward kick, possibly a kill move.
Up Air:Extended upward kick, similar to forward air but upward.
Down Air: Rayman plummets down quickly, crushing anyone on the ground and possibly spiking anyone in the air.
(All aerials borrowed from Origins/Legends.)

Side Smash: Wind up punch, not the same as neutral special. Range and damage increases with longer charge.
Down Smash: Ground punch. Range of hit increases with longer charge. Maybe anyone very close could get buried. Very similar to Project M Wario's down smash, but with more ending lag.
Up Smash: Wind up uppercut. Similar to side smash, but upward.
(All smash attacks borrowed from Origins/Legends.)

Grab: Current side special, but with more range.

Series Icon: Yellow Lum.

I also feel he needs a new Final Smash, or have his current one buffed. I could not think of a Final Smash for him.

I really hope the Crusade Team notices this, I'd be speechless if they used this moveset in the end.  To anyone that sees this, how is this moveset?  Anything that should be changed?  Please let me hear some feedback.
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OmegaSteve777
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PostSubject: Re: Rayman Discussion    Fri Jan 22, 2016 12:38 pm

I do agree that Rayman needs quite a bit of a "touch-up." This also applies to a lot of other characters on the roster (Saki, Mach Rider and others come to mind)

The game is not finished, so characters getting better movesets in the future is definitely probable.
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Bedoop Man
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PostSubject: Re: Rayman Discussion    Fri Jan 22, 2016 4:48 pm

Dustination wrote:
Facebook Post Sept. 28 2015
Spoiler:
 
That Globox Color on the 1st Image speaks to me on spiritual levels.
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MarioStrikerMurphy1994
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PostSubject: Re: Rayman Discussion    Fri Jan 22, 2016 4:52 pm

Rayman is one of my most favourite characters in this game. I like him by his moveset and comedic personality, which made me think why he wasn't added to SSB4, especially because it's so much senseless that are Trophies of him and his friends, if he isn't playable in this game; however, I'll not talk about this theme.

Only I want to say that the only change he needs is in making a bit more stronger his Final Smash, because it's hard defeating my opponents with it...

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Xalciss
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PostSubject: Re: Rayman Discussion    Tue Oct 11, 2016 12:35 pm

Rayman's moveset is pretty good imo, my only suggestion is he gets an alternate playstyle that changes his netural special from a fist throw to a chargeable silver Lum ball

and maybe change his recovery to this: (go to 0:30)
It could work where Rayman is capable of swinging idly for 3 full "back and forth" cycles before the link between his Lum and the purple Lum dissipates and he freefalls towards the blastzone. If he times it correctly however, he is able to angle his swing to launch upward, forward or fall at a downard angle, the same to how it worked in Rayman 2.

And I think his Final smash should be changed to how he rode the Moskito in Rayman Origins but that would be a bit clone-ish to Falco's final smash so eh

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