n88
Smash Lord
- Joined
- Oct 10, 2008
- Messages
- 1,542
Therion by
SaltySuicune
Been really looking forward to this one - Octopath is a bit under-repped in MYM and while I don't love OT1 the way I love OT2, it's still a solid little game.
Being able to grab items is a fun little twiddle (I actually have also played with this a little before in old sets plus an upcoming WIP). It'd be a bit tough to time on defense with a normal grab. Could be eased a bit by maybe giving him a more generous window for item-snatching than his actual active grab frames? Maybe not worth worrying about too much if it's meant to be more of a novelty feature than a big focus though - sometimes it's tempting to make these things super relevant but it's fine for it to be more a funny lil option in the style of Piranha Plant's anti-footstool effect.
This feels like it's getting a little more ambitious than previous sets I've read from you, while still retaining a sense of down-to-earthiness. Like this is a sensible pitch for how Therion should work in Smash - captures the feel of the character well, has solid synergies between the key inputs. It's getting just a little bit frisky in places with some of the Boost mechanics, though, and has some cool ideas.
I think there's still further for you to go, some of the melee inputs don't totally explore their outcomes or use-cases as much as they could. There are also some cool concepts that the set doesn't explore building his melee around too much. A weight debuff f'rinstance has some pretty obvious applications that you were wise not to belabor (lighter weight = KO faster, duh), but I didn't feel like the set took advantage of how reducing enemy weight might interfere with Therion's combo game or what his shield pressure options might look like once he gets Armor Corrosive going. I think applying those two effects simultaneously actually has some pretty interesting implications; cracking the opponent's defense gets easier but comboing becomes a little more difficult, providing a bit of a trade-off.
Overall though, definitely feels like a solid step up from you, and I got a kick out of reading him.
Been really looking forward to this one - Octopath is a bit under-repped in MYM and while I don't love OT1 the way I love OT2, it's still a solid little game.
Being able to grab items is a fun little twiddle (I actually have also played with this a little before in old sets plus an upcoming WIP). It'd be a bit tough to time on defense with a normal grab. Could be eased a bit by maybe giving him a more generous window for item-snatching than his actual active grab frames? Maybe not worth worrying about too much if it's meant to be more of a novelty feature than a big focus though - sometimes it's tempting to make these things super relevant but it's fine for it to be more a funny lil option in the style of Piranha Plant's anti-footstool effect.
This feels like it's getting a little more ambitious than previous sets I've read from you, while still retaining a sense of down-to-earthiness. Like this is a sensible pitch for how Therion should work in Smash - captures the feel of the character well, has solid synergies between the key inputs. It's getting just a little bit frisky in places with some of the Boost mechanics, though, and has some cool ideas.
I think there's still further for you to go, some of the melee inputs don't totally explore their outcomes or use-cases as much as they could. There are also some cool concepts that the set doesn't explore building his melee around too much. A weight debuff f'rinstance has some pretty obvious applications that you were wise not to belabor (lighter weight = KO faster, duh), but I didn't feel like the set took advantage of how reducing enemy weight might interfere with Therion's combo game or what his shield pressure options might look like once he gets Armor Corrosive going. I think applying those two effects simultaneously actually has some pretty interesting implications; cracking the opponent's defense gets easier but comboing becomes a little more difficult, providing a bit of a trade-off.
Overall though, definitely feels like a solid step up from you, and I got a kick out of reading him.
- Joker type guy with PK Fire is vicious - I like it, but it's quite a strong move for this sort of guy.
- I like him being a bit weak in terms of recovery - feels like it has him leaning on HP Thief for survivability, seems right.
- HP Thief feels like it's not as good w/Boost as some of your other options... I'd consider just upping the heal amount above the canon half-damage instead of upping the damage a ton and keeping the heal at half what you deal. I dunno, 20% fast projectile isn't a bad deal at all but I think the move would shine more if the healing got amped instead of the damage.
- Boosted recovery seems a bit awkward since he has to shield to Boost, so he can't do it in the air. So the only time he can Boost his recovery is if he Boosts and then gets sent off-stage before he has a chance to use any other attacks.
- I think the debuffs in DSpec get pretty harsh at their highest levels, which is particularly a problem for Shackle Foe and its damage nerf; what it's doing at max boost is too strong unless it lasts for a very short time (assuming I'm following correctly and it's reducing the opponent's damage to 0.1x normal - seems intense even by the standards of spending BP).
- DSpec is missing info about how long the debuffs last, actually, now I think about it.
- I like the wrinkle that you start getting both debuff effects with enough boost!
- DTilt says it's a semi-spike that's good for edgeguarding but also combos into UTilt - I think realistically it's probably one or the other, he can't be pushing foes away from the ledge but keeping them in range of that knife swipe. (Though tbf chasing and tossing out UTilt would possibly work in a lot of contexts even if not strictly a combo)
- "I think that’s a poncho" - I too would characterize it as a poncho
- Soulstones are a neat part of OT, makes sense to play em up on the thief character.
- NAir damage is pretty chunky for this kind of input, might want to tone that down.
- "enemies are sent two training stages worth of distance behind you" - that's pretty low knockback, likely only barely outside of Therion's sword range. You'd have to amp that up a little bit if you're going for high base knockback.