But it buries, so it doesn't have knockback... Why would you even want knockback bury is so much better.massive nerf to knockback upon successful side special
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But it buries, so it doesn't have knockback... Why would you even want knockback bury is so much better.massive nerf to knockback upon successful side special
He's talking about hits while they are buried.But it buries, so it doesn't have knockback... Why would you even want knockback bury is so much better.
Are you sure? Before the patch I could easily whiff the forward Smash. Now I can't seem to do it at all. There may be some hit box gap but it certainly isn't as big as it once was.fsmash hitbox gap is still there, and i notice no changes whatsoever aside from a slightly quicker wind up on punch. cargo f/b still useless
punch wind up still bugged
crazy fair landing lag still present
punch sourspot still present and awful
quick thoughts - dk got overlooked and they only made the punch take a second or so less. wow. lol
100%. it was always hard to reenact during training vs real time. turn the cp to control, and slightly walk into dk while using fsmash. it whiffs every timeAre you sure? Before the patch I could easily whiff the forward Smash. Now I can't seem to do it at all. There may be some hit box gap but it certainly isn't as big as it once was.
I see you are having them walk into DK huh? I've always been having the opponent at a stand still. Sonic was one of the ones that irked me the most but I used to put him at a stand still, get as close as possible and miss the forward smash way too much. Now though I can't seem to recreate it but I wouldn't be surprised if moving toward DK would make a difference.100%. it was always hard to reenact during training vs real time. turn the cp to control, and slightly walk into dk while using fsmash. it whiffs every time
its like finding 10 dollars on the floor. yea.. its nice... but its not going to do **** when your car bill and phone bill and rent come alongThat giant punch wind up speed buff is nice.
Dsmash and Giant Punch both have the same KB as before. Also the punch charge buff is pretty minor. It is pretty much like 1 less swing in time saved.I like the new punch, I think it probably takes anywhere from a second to a second and a half charge buff which IMO makes it perfect, and now the "10 wind" punch also gets there more quickly, And so far for me it's worked so much better than the old punch in the for glorys I was in...I'm happy. And fsmash doesn't whiff except against the slender characters while standing still. I actually wasn't afraid to use fsmash in the for glorys lol. Btw I'm not sure about this but I thinkkk that dsmash got a knockback buff. Someone else can check it out for me plz and thx.
Btw if it hasn't been stated: giant punch did get a very slight knockback buff.
??? No comprende señor.Neutral Special, Side Special and Side Smash seems having a very good "pushing away" against to normal shield. I think these moves are pretty safe on blocked now.
Either Mario weighs less, the CPU DI's differently (could be it DI's randomly too), or your testing didn't match the methods used to obtain the data.Someone who had data on prior patch said giant punch used to kill (Mario?) at 76% center stage, now it's 74.
Why would he need more kill power? He already has super punch the single best kill move in the game.Kinda confused why DK didn't get buffs similar to Bowser. An overall small buff to all knockback/damage seems appropriate. I've adopted DK as my 2nd main...been playing him a bunch since the patch especially. He's a blast to play although he really needs more love.
I think Bair needs a bit more knockback...and why is fair so darn laggy? Seems overboard to me.
Because as a heavy that's sort of his niche. I agree with giving him some buffed approaching options but he's supposed to have some clear weaknesses. To me, as a heavy that means being having a big hitbox that let's you get combo'ed easily. They can't balance characters by making them all the same...that would make all the characters too similar.Why would he need more kill power? He already has super punch the single best kill move in the game.
What would be useful for him would be better approach options, something to help him against projectiles, and something to help him not get comboed so easy.
If you simply increase his kill power it will become far to ludicrous, you don't want him 2 shoting light chars. I understand he's supposed to be different, that doesn't mean the solution to everything is more kill power... He has enough... Buffing his approach and helping him deal with projectiles will not make him to similar to the rest of the cast...Because as a heavy that's sort of his niche. I agree with giving him some buffed approaching options but he's supposed to have some clear weaknesses. To me, as a heavy that means being having a big hitbox that let's you get combo'ed easily. They can't balance characters by making them all the same...that would make all the characters too similar.
DK does hit fairly hard, but not as hard as Dedede or Bowser despite being pretty much the same in terms of mobility and reach. There's no way I think super punch is the best kill move in the game since you have to spend so much time charging it. Gannon and Bowser both have far better overall kill options in my opinion.
I think his approach options are unnecessarily bad as well....I don't see any reason for his fair to be so slow and laggy. I also don't see a reason for his vertical recovery to be so awful.
DK is so weird in that his bair is so good and his approaches so bad that you have to learn to play the game backwards, with your back to your opponent to do well.
Oh yes that'd be soooo sexyWALL JUMP.