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Gooey*
The umbrella fits more, and is much less bland. It could also reflect projectiles.
~~LOVE~~ 1, 2, 3, 4, 5, 6, 7, 8, 9.
[Image: mousey.gif]
Thanked by: Ton
That is brilliant. Would it be a crime to discuss gooey's stats in this topic to?

I have a write-up on how runouw can possibly make him a more agile character. But not A agile character if you know what i mean.

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Sure, toss it up.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
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OK, so i have been working from yesterday, but here is the write-up.

Now i know gooey is supposed to be a slow character. But he is slow to the point of where his attacks can't link together nor can he truly be useful outside of the ring.


On top of that, his recovery bounces off of the wall easily unless you
angle it JJUUUUST right. If you have tested gooey's up b "Space Jump" If your timing is correct, i am unaware of the amount of frames in which the buttons have to be pressed and held down, than you will do a full circle around the edge. While testing the game i stumbled upon this and discovered that it was to hard to do. In short, gooey should be able to control his up b better. His down b should temporarily stun the opponent.

Now on to attacks. His umbrella would be better for a forward smash not only because he has more range but becuase he is safe from close ranged attacks. His U-air needs to have shorter frames of recovery so he can link them together easily. This is a HUGE problem because gooey can easily be punished from an enemy from above. The hitstun is the current build doesn't make him any better either. It is like they are moving with the same amount of hitstun as a jab. If the hitstun works more like it did in melee, he might not be getting punished so easily. If it is still unclear, than think of when they get hit to the point of twisting. That is the kind of hitstun that should be at low ranges. Knockback must be adjusted and balanced. The the knockback changes between two different percentages is too drastic. His Tilt up also need shorter frames of recovery. His back air needs to be hitting them up not downward. More hitstun on his slicer thingys. His Up smash needs nerfed damage and knockback. Down tilt needs less start-up frames. Everything else is perfect.

Now on to movement. Gooey's jump and double jump have WAAAY to many start up frames. And the fact that he falls downward slightly as he double jumps make him worse and completely unable to link anything. His jumps need to be NEAR INSTANT. His speed going up also needs to be sped up a slight.


Also a note on the actual game.

If there is no L-Canceling, then NO LAND LAG. This is the HUGEST problem with gooey. On top of him him slugging around everywhere, he has land lag so he cant even be safe attacking in the air.

I hope you enjoyed this read. If you have any comments on this write-up, tell me what needs to be adjusted and why so we can work around making gooey a good character.

Thanked by: Iceman404
Yeah, Gooey's just as agile and quick than Kirby is.
There's really no need for him to be so unreasonably sluggish.
~~LOVE~~ 1, 2, 3, 4, 5, 6, 7, 8, 9.
[Image: mousey.gif]
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(12-09-2010, 03:56 PM)Negative-Zer0 Wrote: OK, so i have been working from yesterday, but here is the write-up.

Now i know gooey is supposed to be a slow character. But he is slow to the point of where his attacks can't link together nor can he truly be useful outside of the ring.


On top of that, his recovery bounces off of the wall easily unless you
angle it JJUUUUST right. If you have tested gooey's up b "Space Jump" If your timing is correct, i am unaware of the amount of frames in which the buttons have to be pressed and held down, than you will do a full circle around the edge. While testing the game i stumbled upon this and discovered that it was to hard to do. In short, gooey should be able to control his up b better. His down b should temporarily stun the opponent.

Now on to attacks. His umbrella would be better for a forward smash not only because he has more range but becuase he is safe from close ranged attacks. His U-air needs to have shorter frames of recovery so he can link them together easily. This is a HUGE problem because gooey can easily be punished from an enemy from above. The hitstun is the current build doesn't make him any better either. It is like they are moving with the same amount of hitstun as a jab. If the hitstun works more like it did in melee, he might not be getting punished so easily. If it is still unclear, than think of when they get hit to the point of twisting. That is the kind of hitstun that should be at low ranges. Knockback must be adjusted and balanced. The the knockback changes between two different percentages is too drastic. His Tilt up also need shorter frames of recovery. His back air needs to be hitting them up not downward. More hitstun on his slicer thingys. His Up smash needs nerfed damage and knockback. Down tilt needs less start-up frames. Everything else is perfect.

Now on to movement. Gooey's jump and double jump have WAAAY to many start up frames. And the fact that he falls downward slightly as he double jumps make him worse and completely unable to link anything. His jumps need to be NEAR INSTANT. His speed going up also needs to be sped up a slight.


Also a note on the actual game.

If there is no L-Canceling, then NO LAND LAG. This is the HUGEST problem with gooey. On top of him him slugging around everywhere, he has land lag so he cant even be safe attacking in the air.

I hope you enjoyed this read. If you have any comments on this write-up, tell me what needs to be adjusted and why so we can work around making gooey a good character.
Why didn't you post this in the Character Tweaks thread? Character topics are supposed to be for graphics only, and it would be a lot more convenient in the topic that it was made for. :I
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(12-08-2010, 09:57 PM)Negative-Zer0 Wrote: That is brilliant. Would it be a crime to discuss gooey's stats in this topic to?
(12-09-2010, 02:23 AM)Tonberry2k Wrote: Sure, toss it up.

Tadah. After all, it'd probably be kinda confusing to break up the current conversation in the Character Tweaks thread with this, and this also ensures that those interested in Gooey see it, so that could be why he wanted to post it here.
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But the conversation in the Tweaks thread is over and done with.
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Holy crap John hale is Sploder!!??

I would help if the front page of the topics were updated regularly.

I don't think it should just be for the graphics though. These topics should be about the overall character. This would also be a more organized fashion of the tweaking, not to say that the tweaking topic is useless.

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(12-09-2010, 08:15 PM)Negative-Zer0 Wrote: This would also be a more organized fashion of the tweaking, not to say that the tweaking topic is useless.

The tweaks topic is actually to make tweaking more organised, and clearer for Runouw, and others, to see
Thanked by: Ton
To inspire & Motivate:

[Image: 2q8ccbn.jpg]
Intro + Idle [Finished]

Added and editted frames to connect and emphasize animation.
[Image: Intro_Project2_zpsa3f9d668.gif]
DAT INTRO ANIMATION. OH MY FUCKING GOD.
[Image: Bear2.png]
[Image: tumblr_ljk17tWfME1qd7kbno1_250.gif]
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Motivated & Inspired

1st 'Bored' phase done
[Image: gooey.png]
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Daaayum that intro is crazy good! Could you please put it into the sheet? Cute
[Image: guitarmaaan.png]

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Love the intro. as for the sheet itself, a few nitpicks before we launch into it again.

1) The umbrella still needs a topper. Tongue
2) The boomerangs need work. I say just use the ones from the old sheet.
3) The snowball taunt isn't really working for me. The concept with Gooey was to incorporate as many of the animal buddies into it as possible. That's why he throws Pitch and uses Coo in his air attack and had Chu-Chu in his down-air, etc. He needs that taunt with all the helpers.
4) The "giant ball" from his neutral (I'm guessing with someone in his mouth?) needs to be smoothed out.

That's it for now! It's fantastic otherwise!
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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