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But Dinock is BROKEN
Using an armored neutral special encases the enemy in a rock egg. Then, spamming fsmash, you can deal roughly 250%-350% while your opponent just sits there. It's insanely good, and you should just immediately fish for it because then you win.
Does Dinock like apples?
Aside from that bug, this is a really sick character, and a creative yet faithful way to put yoshi in rivals. The way that rock is used is a little confusing but once you get the hang of it, you can actually use it in really creative ways due to the armor on added moves.
I have a few suggestions to make the character a little better:
-decrease the skid after swallowing a rock. its easy to eat a rock and accidentally slide offstage
-allow players to use the armorless side B when they have armor points. sometimes the armored version offstage ends up making players easier to edgeguard, which dinock already struggles with. Just change it so one of them is a hold input
-fix the bug
Again, great character and I can't wait to see how you improve him!
5. Add a HUD over the player. It's super easy to do and makes tracking the armor points so much easier. A Hud like Ranno's poison or the Seed counter on my Character Glumpi (https://steamcommunity.com/sharedfiles/filedetails/?id=2541307662) . It just super facilitates the entire process.
Theser are just a few thoughts. Minor stuff like a louder double jump sound effect or a working uptilt 2 would be nice but not needed. Anyways I really like Dinock but he has a few minor problems which add up.
Here are my suggestions/problems:
1. Remove the upward input from second side b. It's unecessary and made me expect something else for downard and sideways inputs. As a bonus less people will complain on twitter
2. Make it so that On-Hit fair has really low endlag but high endlag on whiff. Just move frames from the penultimate window to the last window where you have "whiff_lag = true". This will reward risky play off-stage but also has a high risk/reward. Rn it's just not worth it.
3. Make the Tilts more coherent. Ftilt does more damage using an armor point (which is forced), Uptilt gains a second optional hit that can't connect because it's to slow (maybe add extra hitpause for the opponent) and Dtilt gains nothing. I feel like just making it so that all tilts gain an optional second hit for 1 armor point would be super nice.
Good first character though, would like to see a more straight forward gimmick if you do a different character.
It ends up feeling underpowered. I don't think he needs to be actually unfair, but bigger hitboxes and better frame data would go a long way
Kudos <3
anyways, these are just my 2 cents on the matter.
Forward Strong also feels a bit... stiff? something about the animation feels like he should move forward a bit (or at least like take a step? idk).
that said, i also like this equivalent of monkey flip (at least that's what it feels like when i use it) when you have no rocks on side special. gives him a nice movement option.
the lack of "traditional" recovery on him is weird but that's just Yoshi in general, so...
anyway, the rock mechanics are interesting to work with, and i'll definitely need more time to work with this character, but this is just first impressions.
overall, nice fun character, especially for someone who's never made one before (and coming from someone who's never made one before).
If you press upspecial while in this state then you get a large boost vertical boost of momentum. It will take all you're armor points so you have to use it right in order to not lose stocks.
BUT...Ther is no really good alts,and his recovery options are really poor
How about one rock gives you another jump? There are still 3 of them, and the extra jump is not restored after walljump