941
Smash Journeyman
- Joined
- Nov 28, 2014
- Messages
- 448
I wanted to propose some changes to Ice Climbers, with the goal of improving the character's functionality, strength, and game health. I want the Ice Climbers to be a more viable character, as well as more intuitive to play as and against, so I'm going to propose a list of changes below in hopes that we can discuss potential modifications to the character and possibly have the changes considered by the Project M Development team.
*Disclaimer: I am in no way affiliated with the Project M Development Team (PMDT), and as such, there is no promise of any changes discussed being considered or implemented into any iteration of Project M. The goal of this post is too provide player feedback and nothing more.
Proposed Ice Climbers Changelist:
General-
Bugs and Glitches removed (duh).
Reduced Ice Block falling speed.
Ice Block damage slightly increased.
Forward Smash damage and BKB slightly increased.
Belay KBG reduced once Nana stops rising.
Belay no longer causes either Climber to snap to the ledge.
Only 1 Climber can occupy a single ledge at any given time.
Nana-
Distance required for Nana to become AI controlled reduced.
Nana no longer mimics inputs unless synced.
Nana "Vacuum" range increased.
Nana AI no longer intentionally moves off-stage.
When knocked off-stage, Nana always recovers toward the ledge.
When Popo is off-stage, Nana AI acts as a level 9 CPU.
Nana's throw direction when > 30 units away from a ledge is now random.
Nana immediately gets off the ledge with a normal get-up, or get-up attack if the opponent is in range (credit to @ Wibbles ).
Nana AI no longer uses Up-B.
Nana AI attempts to airdodge back to the stage when recovering.
Explanation of proposed changes:
I'm not going to go in-depth about the smaller changes, but I will take a minute to discuss some of the changes that might potentially be viewed as controversial.
Reduced Ice Block falling speed- A small change to promote the use of Ice Blocks when airborne and/or off-stage.
Belay KBG reduced once Nana stops rising- The hitbox should still retain the same duration, however, opponents should no longer lose a stock because they touched Nana while She was slowly descending.
Belay no longer causes either Climber to snap to the ledge- This would allow belay to be a more useful recovery tool, as it would allow the player to use Nana's hitbox defensively, as well as reward more precise timing and spacing for the player.
Only 1 Climber can occupy a single ledge at any given time- Allows for more edge-guarding options, and incentivizes players to be more aware of Nana when recovering.
Nana AI on longer intentionally moves off-stage- Nana staying on-stage forces the opponent to decide between fighting Nana or edge-guarding Popo, rather than just edge-guarding both of them.
Nana always recovers toward the ledge- Same thinking as the change above. The opponent is forced to commit to one Climber, rather than both.
Nana's throw direction when > 30 units away from the ledge is now random- More reward to incentivize handoffs and Nana grabs. Currently, there is too much risk in missing a mid-stage handoff when the reward is only the additional damage from D-throw.
Nana immediately gets off the ledge with a normal get-up or get-up attack (random)- Provides Nana with a ledge mix-up, while limiting Her ability to ledge-hog Popo.
Thanks for reading! Please feel free to discuss these changes as well as propose other changes in this thread.
Edit: Added Nana airdodging toward the stage.
*Disclaimer: I am in no way affiliated with the Project M Development Team (PMDT), and as such, there is no promise of any changes discussed being considered or implemented into any iteration of Project M. The goal of this post is too provide player feedback and nothing more.
Proposed Ice Climbers Changelist:
General-
Bugs and Glitches removed (duh).
Reduced Ice Block falling speed.
Ice Block damage slightly increased.
Forward Smash damage and BKB slightly increased.
Belay KBG reduced once Nana stops rising.
Belay no longer causes either Climber to snap to the ledge.
Only 1 Climber can occupy a single ledge at any given time.
Nana-
Distance required for Nana to become AI controlled reduced.
Nana no longer mimics inputs unless synced.
Nana "Vacuum" range increased.
Nana AI no longer intentionally moves off-stage.
When knocked off-stage, Nana always recovers toward the ledge.
When Popo is off-stage, Nana AI acts as a level 9 CPU.
Nana's throw direction when > 30 units away from a ledge is now random.
Nana immediately gets off the ledge with a normal get-up, or get-up attack if the opponent is in range (credit to @ Wibbles ).
Nana AI no longer uses Up-B.
Nana AI attempts to airdodge back to the stage when recovering.
Explanation of proposed changes:
I'm not going to go in-depth about the smaller changes, but I will take a minute to discuss some of the changes that might potentially be viewed as controversial.
Reduced Ice Block falling speed- A small change to promote the use of Ice Blocks when airborne and/or off-stage.
Belay KBG reduced once Nana stops rising- The hitbox should still retain the same duration, however, opponents should no longer lose a stock because they touched Nana while She was slowly descending.
Belay no longer causes either Climber to snap to the ledge- This would allow belay to be a more useful recovery tool, as it would allow the player to use Nana's hitbox defensively, as well as reward more precise timing and spacing for the player.
Only 1 Climber can occupy a single ledge at any given time- Allows for more edge-guarding options, and incentivizes players to be more aware of Nana when recovering.
Nana AI on longer intentionally moves off-stage- Nana staying on-stage forces the opponent to decide between fighting Nana or edge-guarding Popo, rather than just edge-guarding both of them.
Nana always recovers toward the ledge- Same thinking as the change above. The opponent is forced to commit to one Climber, rather than both.
Nana's throw direction when > 30 units away from the ledge is now random- More reward to incentivize handoffs and Nana grabs. Currently, there is too much risk in missing a mid-stage handoff when the reward is only the additional damage from D-throw.
Nana immediately gets off the ledge with a normal get-up or get-up attack (random)- Provides Nana with a ledge mix-up, while limiting Her ability to ledge-hog Popo.
Thanks for reading! Please feel free to discuss these changes as well as propose other changes in this thread.
Edit: Added Nana airdodging toward the stage.
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