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Post by Siegvar on Jul 2, 2011 7:06:30 GMT 2
Just tried Zack.
what I liked:
- DvJ, electromagnetic field? Definitely cool and interesting, my favourite move from zack, though the start up seems abit slow, but I guess that's an intentional opening for opponents to cancel the move? MP cost seemed high at first, but later realise its quite justified. However, its freaking annoying to pay the 80%ish mp cost at the start just to get it cancelled with a nicely timed dash kick. So I was thinking, since you can cancel the move halfway, and it lasts for awhile anyway, you could split the mp cost to a starting cost of about 50%, then drain the remaining 30% over time while the move is active and cancellable? Also, the lift zone is a bit too high? occasionally if the opponents are near the extreme reaches of the gravity effect, the opponents get lifted too high to be hurt by the electric field.
Lastly, it might be nice, though unnecessary, to allow him to use this skill while jumping or dashing. It only feels natural since the move forces him to elevate off the ground. However, this is purely my personal opinion, and I can imagine the intention could be specifically NOT to allow that, as it might make it a little bit TOO useful.
- D>J, blitz dash? Typical but also cool move. However, putting a sudden stop to the momentum right at the end of the move too quickly makes the motion feel unnatural.
After accelerating so quickly, and completing the move, maybe you should put Zack in a minor recovery animation, like he's sliding to a stop, trying to absorb the momentum. It balances out by increasing the recovery time, but also ensuring he's not a stationary target for enemies. Perhaps you can even put in an option to press D to roll out of the recovery slide for a tiny bit of mp cost.
- D^J, A, Discharging Drop? Powerful, yet fragile. This is probably Zack's most useful move, yet also strangely easily countered. Using D^J like Davis as the start up of this move makes it very static, very inflexible, and Zack doesn't even have the benefit of having it linkable from any of his other moves. I think its good that it can be countered with a well placed attack while he's midair, but because of the fixed direction and speed of the D^J part, its a bit too easily countered.
Perhaps it'll be better suited as a mid-air input move. like maybe Jumping DvA
- D>A, (no naming ideas. haha.) slow startup, even slower than Sorcerer's ice and fire balls. Could be your intention, I can't say for sure, but because of that I haven't found a good use for it yet. Although, the catching and launching of the ball is nice, makes for a good starter in a combo. Also like how its not rebound-able or freeze-able. Unblockable, so I guess it explains the slow startup and speed. However, the catching zones doesn't seem to be well tuned. blasts that deal with catching always have that issue. But considering the ball is already so slow, the degree of distance displacement that occurs during catching (About 1 character width) is absurd. I'm sure it could be fine tuned by shrinking the catching zone of the ball.
Well, that's just it for my first impressions. Pretty cool character overall, the individual skills are very interesting, but lacks abit of flow between them. There's a good balance there already though, so maybe improving the flow between them might make him too strong. But its a point to note for future characters.
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