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tiny issue for me is jumping feels dumpy/swampy i guess
one frame shorter on jumpstart should "fix" it.
F-Air uses a set speed, so attempting to full hop > instant F-Air will just kill your momentum. It should just add to his current speed, imo.
I really dislike how his Up-B behaves, it's... quite bland, really. In one moment, you're falling to your doom, and in the other, you're already at where the star was. There's no animation, no hitbox, no endlag, no nothing. It's just "poof".
I also hate how you can only place the star in one place; you can't aim it upwards or behind you, or something. Another thing about Up-B is that on the startup, his speed is kept the same, and his gravity isn't low, so most of the time you'll die before teleporting to the star.
Lastly, Down-B isn't as strong as it looks like. Forsburn, at Air Armada's ground, didn't die from it at 125%, without DI.
2- Side B is quite inconsistent: sometimes it hits once, sometimes it hits twice and sends the opponent upwards, sometimes it hits twice and sends the opponent towards Clover (I'm going to assume this was the expected result.
3- Fair has some weird momentum proprieties, but somebody already reported that.
4- You should lower Clover's fall speed, when I try to edgeguard it's way too easy to self destruct since I reach the bottom blastzone before Clover's Up B is activated.
(This is more than a personal issue, do what you want with it)
(please don't overbuff Clover tho, this is one of the few Workshop characters which are actually well balanced)
-Let us start charging neutral b in the air, the move rarely gets used because of this.
-Give down-b a longer timer so you can combo into it easier, it'd allow you to get more creative with the up-b star thing and just make the character more interesting to play
-Let us jump out of up-b (teleportation) if we haven't already used one. It'd open up this character's combo game so much more and overall just make the character more fun.
Other than that this character is super fun right now, though I think these changes would help to make her even more fun. I can see the potential for this character having a much more creative play style with the up-b/down-b mechanics if it was just slightly tweaked.
And the second skin is also pointless. Just slightly darker default.
- Dsmash is pretty pointless. It doesn't do much damage, it's not very fast, and it doesn't kill at all.
- I think Bair's angle could stand to be more diagonal, it sends at a very awkward angle for combos at the moment and I think that if you changed it so that it sends up and out instead of just out, the character would have a greater combo game.
- Weak hit Fair's SFX should be adjusted, it's still quite a powerful hit and the sound effect sounds really weak
- Clover should get a greater vertical boost from placing the save point. They should also have the option to perform the jump boost as a recovery mixup even when the save point is present (similar to how Kragg is able to perform the pillarless upB even though he still has pillar)
- Clover's aerial momentum should be lowered/negated while performing their save reloading.
- Nspecial seems very committal and Clover being unable to perform it in the air nor cancel it mid-animation would limit its uses quite a bit. I suggest decreasing its startup animation by a few frames, allowing Clover to use the move in the air, and allowing Clover to cancel it mid-animation by performing a parry.
- Nair seems like a very good move, being able to combo at almost all percents because of its low knockback growth. I'd suggest increasing its knockback growth in order to make Nair strings stop working after low %s, and increasing the landing lag for this move a small bit. To compensate, the damage output from this move should be increased from 4% to about 7% in my opinion. This move will be a tough one to balance, for sure, but I think my suggestion is worth testing.
This character is really well done and I'm very much looking forward to seeing what changes you'll be bringing to this character!
I don't think people really know what dumpy or swampy means in this scenario. Can you elaborate?
Neutral B: Should be able to start up in the middle of the air. Currently it feels underwhelming and you can use so many more options.
Down Strong: For some reason this hitbox feels too big for catching people. Probably for properly catching people from Side B but I sucked someone up from Marth Grab range which seemed a bit jarring.
Up B: More ways to act after teleporting would be nice especially since you fall like a brick. People able to jump out of it easier would make it better in case your save point is still off stage and you need to use it. Maybe pause in the air when you warp to it to cancel the acceleration.
Side B: A little bit finicky, maybe something to make more accurate.
Down B: I'd like a bigger hitbox. If I want to use it aggressively as a safe trap option I'd like it to be more likely to hit an opponent. It doesn't really need to be stronger since the move seems mostly designed to not screw players who keep the savepoint off stage but yeah.
~~~
And I know people complained about FAir adding momentum or being gimmicky but I really like it an adds to to the character I feel. Really love this mod a lot and is currently my favorite along with Mollo.