BridgesWithTurtles
Smash Champion
Thanks for the commentary, Kat. Very thorough and much appreciated. It's the middle of the night and I can't sleep, so I can take this time to engage with some of your feedback.
I considered the idea briefly, but felt that they might overcomplicate the more basic playstyle I had in mind from the start. I always wanted the focus to be on the weird hitbox and frame data quirks as the core basis for the set, and I felt like the crates (and Crash's annoying to fight attributes) offered enough zaniness on their own without having to throw in even more on top of that. A set that makes use of the Crash 4 masks has a ton of cool potential, but what they offer is simply beyond the scope of what I wanted this set to be. I'm not one to regret keeping everything old-school, either!I was half-expecting the Quantum Masks from Crash 4 to be somewhere on Crash’s Specials to give him a big chunk of moveset potential
I went back on forth on how to translate the spin into a fighting game move. Making the hitbox more active was tempting, if to stay true to the source material more than anything, but ultimately, I found it more reasonable to restrict its active window in order to allow for the move's other characteristic traits to be retained. I knew it had to do a lot of knockback, and it also had to come out extremely fast. Together, those are both pretty annoying traits when shared by the same move, so making the move harder to connect with was a way to reign that in a bit. I feel like in the end, it still comes off as a snappy, kinetic attack, which is close enough to capturing the core essence.I didn’t expect this move to have such short active frames, as Crash’s spin lingers for a decent moment when you use it in his games, but it makes sense to give it short active frames to balance out its speed.
Certainly could have done this and I think it would've worked just as well. However, I ultimately decided to put it on Neutral Special because I actually wanted to put a little bit of restriction on how much momentum he could retain when initiating a spin. I wanted the player to have to stop for a moment in order to throw out a Spin, both as a way to sort of replicate the twitchy action of the source material as well as to place a slight restraint on how spammable the Spin is.design-wise you could be justified with making Crash’s Spin his Side Special. While Spin is his signature move, which is normally where Neutral Specials go, putting it on his Side Special would allow players to maintain their momentum when they go to input the move, which would match how Crash can spin while he’s moving around in his games
Not really sure what the best value would be, to be honest. I originally had it at 5%, but figured that Crash is prone to doing so much self-damage that 10% seemed fair (he'd probably earn it right back anyway). Especially since Wumpa fruit only have a 30% spawn chance from a single type of crate anyway. But maybe it'd be better to increase their spawn rate but have them heal less?Extremely minor nitpick: I wonder if Wumpa Fruit should have their healing cut down from 10% to something like 4%.
The intention was that bounce crates would be replaced when using the move again, but I might have failed to mention that or worded it poorly. I do agree in retrospect that it could be problematic in certain cases, though. Crash could just drop an iron crate at the stage's ledge to essentially cut off access for example, which I didn't account for until after posting the set. I will definitely address this particular issue when I make some edits.I think that aerial crates should disappear over a set time like other third party Smash recoveries that leave constructs, especially with the aerial iron crate as fighters can bonk their head on it. Might be annoying if a Crash player accidentally sets an Up Special crate somewhere where it’s difficult to dispose of or they have to go through the trouble of whipping out the ! crate.
You caught me red-handed. I couldn't resist getting playful with those attack names! It would have been a disservice to the source material not to.I’m a big fan of the attack names in this set. They sound exactly like level names from the games (like Crash and Burn, Droid Void, etc.), and I have little doubt that’s the approach you were going for.
The flip kick is from Skylanders, yeah. I'm not a fan of those games, but I do think the way Crash was implemented in that series was pretty faithful to the character (much better than what they did with poor Spyro). I wanted the set to be mostly rooted in the original trilogy, but I'm definitely willing to take inspiration from other appearances of the character if I feel like it fits the playstyle I'm going for, and Skylanders does give Crash a little extra material to work with that slotted into my blueprint quite nicely.Didn’t know he had that flip kick follow-up as a thing in his games - I’m guessing it’s from the Skylanders games?
I believe I did specify that Crash takes half the amount of damage from these crates when using Fsmash. I could be misremembering, though.I wonder if the TNT and Nitro Crates should deal less damage to Crash? Sure, it makes sense for them to deal him their full damage, but you could justify it as Crash taking less damage due to not being close to the blast compared to his opponents?
I am admittedly proud of the name on this one.D-Smash has a fun/funny attack name and animation.
Don't think too hard about it. The question was just meant to be a joke.“By the way, do yo-yos spin the opposite direction in Australia?” I don’t know - I don’t play with yo-yos, and don’t have any on-hand to test this (I also don’t know which direction yo-yos are typically supposed to spin in).
A good observation. Part of me wants to add this as a footnote in the set now.I could see Crash’s Down Air body slam being a good “tech chase” from F-throw if you choose to jump and end it early, as that leaves opponents prone beneath you.
Mission accomplished then. Thank you!I don’t need to tell you that this moveset perfectly captures Crash’s gameplay and character, just as you have done with all your sets recently.