GREEN ARROW
Realistic
- D1 to be +13 on hit to stop people from jumping out of pressure when hit!
- F2D1 to be safer on whiff. (Less recovery.) It should not be punishable if someone jumps, then lands, then attacks. That's too much time. (SMs F23 recovers faster than this on whiff)
- Standing 2 to have a slightly bigger hitbox so that it hits connects against cornered opponents after a blocked F3.
- For the 11 string to have a slightly longer hitbox so that it doesn't whiff. (Especially in combos)
- For his Super to completely go through during trades. (There's no sense that HQ and Ares got fixed yet GA didn't, plus 7% for 4 bars = Profound Sadness
)
- Ice Arrow does a damage % (since it scales so much even though it's a 0% move)
- Special Arrows do more than .7% chip (It's hard to counter zone when you're not counter zoning lol)
Fantasy
- Holding trait is special and Super cancellable
- Standard capacity of all special arrows to be 3
- Ice arrows speed is dependent on direction input (Like Zod balls)
- Neutral Arrows do 3% damage
- Safe slide (Like Killer Frost)
- Bow Spin to have a MB version to make it safe
- 33 Super lands on hit on everybody
- If GA shoots the ground with an ice arrow it forms a slippery puddle (like SZ from MK
)
Most of the Realistic one's were brought to my attention by @
Red Reaper but I definitely agree with him on those, and I added a few at the end. The Fantasy stuff was fun lol, hopefully with enough of these threads NRS might actually pay attention to the serious points and do something.....?