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Sep 26th, 2016
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  1. Yuuka:
  2. Thorny Rose -- MP and HP versions are -6 and -7 (respectively) on hit, which is the same disadvantages as if the attack was blocked; LP version is -2 on hit.
  3.  
  4. Flowers in the Wind -- standing version is -13 if opponent tech recovers it, hold down version is -1.
  5.  
  6. Beauty of Nature -- givepower on both hitdefs 30,30 -> 60,60 (150 -> 300)
  7.  
  8. Twin Spark -- targetpoweradd value 15+15*(time>=120) -> 10+10*(time>=120) (900 -> 600)
  9.  
  10. Reflowering of Gensokyo -- currently gives the opponent either no or tiny amounts of Power, I was going to say it needs to at least give the opponent 300 Power, but because this Hyper has a considerably higher damage output than other level 1 Hypers, I was wondering if it should give the opponent something around 400 Power instead?
  11.  
  12. Original Master Spark -- Other than the angle glitch, I was having the same thoughts as Reflowering of Gensokyo in regards to how much Power it gives the opponent, it at least needs to give the opponent 6 Power every 3 ticks (for 606 Power total), but because of the attack's signficantly elevated damage output, I was wondering if it should give the opponent 7 Power every 3 ticks (for 707 Power total) or 12 Power every 5 ticks (for 732 Power total); additionally, I would go out on limb and say that the y velset in state 4052 would be better off as 3, and the y veladd in the same state would be better off as 0.135, so that the opponent is more in line with the centre of the beam when Yuuka fires it.
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