fraymakers if it was good
Full list of changes:
There is literally no way to remove ledge invincibility, so as of now the game pauses until it runs out to hog ;P
This basically just means that someone else can grab during these animations and it wont trump you off.
Idk why they’re so slow normally, their only use is ledge hogging which is lame asf.
It’s weird that you can just punish these before they come out, it’s like they wanted the only viable ledge option to be jump or smth.
Not final, may revert to normal fray shields if they make them not jank.
Also not final like above, but this seems fun from testing.
This just uses spot dodge for now, can be buffered out of hitstun tho.
This is to help make combos not as long, now are more of a neutral tool, and can help you get out of disadvantage with the very decreased lag on empty airdash.
Acts mostly similar to smash clanking, except that aerials can also clank but only with the same type of move. so 2 grounded moves can clank with each other, and 2 aerials can clank with eachother, but a grounded move will trade with an aerial one.
just uses grounded neutral tech animation, you can guess why these are here.
This is for weird cases like watcher and orcane, that fall WAY faster during combos and just feels weird, there’s still varied gravity during hitstun for different characters, but just to a lesser degree.
Once again, this is to make combos not last as long, and to make confirms not as free.
- Use the unused "shieldDamageMultiplier" hitbox stat to make your moves deal more shield damage. For example, if you wanted a shield breaker move.
- Check the stage’s exports to see if it’s being used on this stage, and change things accordingly.
if (stage.exports.frayifitwasgood != null){ //do stuff }
This is mainly for removing any custom shield or airdash stuff your character has and letting the stage handle it to avoid weirdness.