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Rapporter et oversættelsesproblem
Up Special - Hot Air Balloon. (Y'know? From his Mass Attack appearance?) Dedede jumps into a controllable hot air balloon, occasionally throwing bombs down that do decent damage, when the attack's over, he jumps down to the ground with an attack that's like Jump, but a bit faster and not controllable. Cannot float over the void. (MASKED UPGRADE: Dedede throws bombs more frequently, and his landing does a small explosion.)
It's okay if you can't code/sprite any of these, they're just random suggestions I'm throwin' out there.
I have a few suggestions for special moves!! (Two of these were already suggested by The Trippy Pyro, I'm gonna expand on those ideas lol.)
Down Special - Berserker Mode. Dedede's attacks become faster and stronger for a short time, but he takes more damage while it's active, so it's balanced. (MASKED UPGRADE: Dedede Tackle does a small explosion when he hits the ground. Same with Jump(?))
Side Special - Hammer Toss. Dedede throws a hammer that explodes on hit/when hitting the ground. Somewhat aimable (MASKED UPGRADE: Hammer gets bigger / Dedede now throws 2 hammers.)
Maybe make it so he can jump while using his Tackle? (Like, during the running part, not the attack itself obviously.)
It'd make him just a little less predictable
Also, another suggestion (if you can code it), make it so after a few off-stage bounces, Dedede forcefully returns to the map. Why? You can just kinda stay off-stage while playing him, this could be seen as VERY obnoxious when somebody finally gets him stunned and you just. Wait it out off-stage.
ANOTHER change; NERF Dedede Spin. I understand that it's MEANT to be broken(??? Is it??), but the fact that using it practically guarantees you take a stock just seems annoying for PVP. (I wouldn't know, it's just something I thought.) A solution would be to
1. Reduce the time it's active / reduce the knockback. Hell, increase the cooldown if you must.
2. Make you vulnerable for longer (preferably combined with the first one)
maybe pressing down+special would cause dedede to temporarily enter his "berserker" state as seen in dreamland 2 where his basic attacks are upgraded to be more explosive for a limited time.
side special could also be that unique exploding hammer toss move seen only in dreamland 2.
And as for the inhale glitch, by "just as they get sucked in," do you mean by a frame before they get sucked in?
And also, while I'm talking about it, their is actually another glitch with this move that involves a crash. It happens when the opponent lands after being freed and they don't tech and the crash message says something about dust effects not being loadable? I have an idea on how to fix this, but I dunno if it'll work.
@Chris Overlooked that possibility. Whoops.
If Masked D3 is hit with an ice freezing move during his topspin attack, the move will glitch and make D3 invulnerable for the rest of the fight.
If the opponent manages to interrupt D3's inhale move just as they get sucked in, they will become invisible until inhaled again and spat properly.
And adding more alts to the boss, while it's something I'd like to do, I'm not sure when I'll take the time to do it considering how hard it'll be.It's still possible even when all 32 color slots are taken (Springtrap and Freddy Fazbear are examples), but it requires the synced var which is already used for his masked feature.
shadow (triple deluxe), clone (planet robobot), mini (from dream course), monochrome (kirbys dreamland), nes (adventure) and d-mind come to mind.
also a couple ideas for funny special taunts.
up+taunt would be the ko animation but with the third sound effect varient (Chesto!) which was also mike kirbys 3rd yell. this would insta-ko dedede if the opponent lands a hit during this, otherwise will just act as dedede normally does when moving off-stage
side+taunt would be the roar seen in a few of the later boss fights, doesn't damage but does push the enemy back.