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#1 make her forward air into Makoto's Tsurugi axe kick. Same hitbox/reach/frame data/mechanics just change the animation so she has every Makoto special move.
#2 make it so that when she grabs the crystal she can cancel the slam and throw the crystal in any direction. The slam has an AoE explosion, but if she throws the crystal she has less recovery, can use it as a projectile AND, most importantly, it would let her reposition the crystal.
Imagine if she could do something like be off stage -> side b to grab crystal -> throw crystal straight up -> use her air jump to get into the new crystal aura then dash cancel -> do down special dash and go from ledge -> mid stage with a semi high recovery. It would use basically all of her resources but be cool. She could also toss crystal at a downward angle off of the stage to give her some off stage options for gimping while being able to get back to stage. She could set up her crystal above the stage so she could do stuff like up throw -> up air -> dash cancel -> up air -> double jump -> up air -> up b as a combo or use the detonate option to have some juggle options when opponent is in disadvantage.
There are so many ways being able to use side b to throw her crystal could be useful. She could set it up over the edge then grab it and throw it straight down as a projectile against people trying to recover low. I think it would still be pretty balanced too because she ends up losing crystal in neutral AND there is still a lot of setup since she has to do neutral special then side special. Certainly better than the gimmicky mechanic of grabbing her crystal and slamming it, something arguably worse than just grabbing opponent most of the time.
More Mokoto is always a good thing for sure, but I do think they want her to use those big crystal fists as much as possible for the theme they set up.
I love the idea of moving/repositioning the crystal!! Especially the idea of throwing and hitting it around to do so.
If they wanted to keep her using fists I wouldn't be opposed to making fair her axe kick but then you make bair into a variation on Makoto's neutral jump heavy punch. If you don't know when makoto does 8HP in street fighter it's a chop that spins her around. They'd probably want to adjust animation somewhat otherwise mousekoto would lose range compared to her current bair, but conceptually it actually makes a ton of sense! Makoto's Bellflower makes her fully spin around. If you were to kind of reverse it so that Mousekoto (refuse to call her anything else :P) spins and chops behind her it would actually make the way it turns her facing direction a lot more natural feeling than currently. Just need to maybe make her less vertical and tilt mousekoto at like a 45degree angle and reach out a bit more when doing the bair.
Almost like a mix of Makoto's 8HP and an airborne version of her 2HP
https://wiki.supercombo.gg/images/a/a6/%28makotonjhp%29.gif
https://wiki.supercombo.gg/images/7/74/%28makotochp%29.gif
I would love those animations on Olympia, She needs more "chops" instead of "punches" that would also expand her lore as she's going to the dojo to train currently in the story.
the conclusion here is that we clearly need to be hired to work on the game. lol