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|Diverse Improvements on Character Cast!|| |
Despite the fact that the latest dev blogs have been thematic and focused on specific subjects such as an individual character, the game actually undergoes many small but significant changes and tweaks all across the board.
Graphics improve, character attributes are modified and attacks are edited in ways that don’t deserve one sole dev blog on their own. Today, we're going to highlight some of the characters who have changed in smaller ways to feel significantly different.
For Lucas, his Down Special was deemed as neither that fun, nor that adequate representation-wise and was therefore scrapped entirely. Fret not however, as the Down B input now corresponds to the fan favorite PK Paralyse! It has been made faster at the cost of range, rendering it a more reliable and accessible option.
On the other hand, the new Side Special is PK Freeze. It is a projectile that was heavily inspired by the talented developers of Project M and is fundamentally similar to Ness’s PK Fire, but with a few key differences. PK Freeze will always travel horizontally and cannot be shot diagonally in the air. It is also faster and easier to use in the neutral game. However, PK Freeze knocks opponents back a small amount on hit rather than trapping them in a pillar. Use this attack to control the pace of a long ranged battle, aiding your approach or forcing one!
Ness’s Down Special was also significantly improved as it can now be jump-cancelled, allowing for more options and greater flexibility overall. It even keeps it's upward hitbox, outward release windboxes, and of course projectile absorption!
In regards to their Up Specials, both have had the speed and control of their projectiles differentiated as per the console versions. Lucas’s is slower but boasts more control, allowing for tighter turns. The timing of angles to perform it have also been fully adjusted to match what console players will be most familiar with.
What is a witch without her potions? Ashley uses these malevolent implements in her Down Tilt. However, for extra believability, these will now actually fall if used over edges from higher ground! Use potions to shower unsuspecting victims that desperately try to grab onto the ledge!
But that's not all! When the bottle is tossed on solid ground it shatters, the pieces and contents remaining for a short period of time with an active hitbox! Combine this with her clouds from up smash and dominate the stage!
We've also tweaked Ashley's down air. Previously a lackluster display of offensive magic, it now summons a lightning spark at a set distance below the wand. Said spark sends targets towards the wand, greatly increasing the latter’s power!
We've also fine-tuned Ashley in other ways, such as less hits and duration for her overpowering hair twirling attacks. She's also been made floatier with an improved air combo game, and her recovery has had its distance significantly reduced.
Pichu has received some changes as well. Pichu's new special moves were meant to complement self-damage, with Side Special growing in power as Pichu accumulated damage and Down Special being able to tank any hit. However, they needed improvement in order to be further integrated into Pichu’s playstyle.
Side special will now travel forward, like Pikachu's skull bash. This makes the attack feel more familiar, buffs Pichu's recovery, and buffs the range of the attack itself. It won't travel as far as a charged skull bash, but the difference from before is nonetheless significant!
Down special has been given a special gimmick. If Pichu is attacked during the armored frames of down special, Pichu will gain a specialized buff! This reduces the startup of Side Special and also grants Pichu super armor for a set amount of time! Be careful how you attack this one!
Shadow’s Up Special has been somewhat re-purposed as well. It previously was a singular teleport of short distance, allowing for little options and creativity and overall being an underwhelming maneuver.
In an attempt to rectify this Shadow’s recovery has been revamped significantly as it now consists of up to 5 teleportations of shorter distance that can be performed in succession! The teleportations do not have to be performed one immediately after another, allowing the player to mix it up, making Shadow’s recovery harder to intercept.
Additionally, this special is further enhanced when Shadow is under the influence of Chaos Boost! When that happens, Shadow is capable of attacking once after each of the 5 teleportations! The attack performed will depend on the held direction whilst Shadow is re-appearing. Left and right determine facing direction, from which point onwards you can input Up, Diagonally (Up or Down) and Down for a total of 4 possible attacks - experiment and play around with these tools!
Shadow’s new recovery has a multitude of options that enable creative players to dissuade interception attempts. However, how well that works out will depend on you!
We've also been improving special effects and animation quality around the board. Characters and attacks look and feel better than ever before! For starters, Shadow’s special effects have been remade in an effort to adequately represent his chaos powers. This gives his normal attacks far more flair and personality!
Last but not least, we couldn’t leave out the one and only Captain Falcon! As you can see, the animations of Up Air and Forward Air have received a much-needed upgrade, now closely resembling their console versions! Styling never looked this good!
Full-Res image gallery: http://imgur.com/a/oAkR6
Excited to try out 0.9.1? Let us know what you think! Tune in next week to see how we've changed Ganondorf!