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What if we all recognized brawl tethers are dumb and we should have either melee tethers or none at all
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Are they able to make Olimar's up-b be something differentWhat if we all recognized brawl tethers are dumb and we should have either melee tethers or none at all
It is true that Lucario has no moves that can lock the opponent in shield long enough to guarantee the side B grab, but it is not true that you can always spotdodge side B.Hits into side-b on shield is also only ok. Lucario has ZERO moves that combo into side-b on shield. Every single one can be spotdodged or rolled out of(in fact, pretty much all of his shield pressure options are negative on shield even with ASC and can be escaped quite easily). Spotdodging lucarios side-b means he's stuck in an incredibly laggy and easy to punish animation. A lot of characters can even punish it out of a roll.
You're right, Lucario's smashes have more shieldstun than shine
And they can be canceled into down B to avoid shield grabbing.
It is true that Lucario’s smash attacks have more shieldstun than shine, and that down B will avoid shield grabs if canceled into from a smash attack. I’ll use downsmash for this example. Upon impact, down smash has 15 frames (including the frame of impact) to where the opponent cannot perform any action, and if Lucario inputs Down B frame perfect, then he becomes invincible on frame 20 due to the weird property of the attack cancels which I explain in the last section. Since there is a 4 frame gap, between when the opponent can move and the frame that Lucario is invincible, grabs will not be able to grab downsmash when canceled into down B. This also happens to be the case with the case with the majority of Lucario’s moves (not including jabs) when canceled into side B due to the weird property of the attack cancel.No..they can't lmao. Down-b has TWELVE frames of start-up. You can certainly shieldgrab it if misspaced. It does prevent WD OoS -> grab however.
Oh gee you can roll out of lucario's shield pressure?
Guess spacey's pressure is minus on shield too
No..Spacies pressure is much safer and they can punish you for rolling because they don't get stuck in laggy animations when they whiff.
The problem I see with defense options involving shield against Lucario is that Lucario has too many options and too many of them that overlap the possible counters. Canceling into down tilt (out of a dash attack) will beat grab out of shield, roll in either direction and if canceled at a certain frame will even beat all spot dodges. The only safe option is to shield, but if you shield, then you play the guessing game again. Furthermore it could have been a cancel into side B which beats shield.Watch a player abuse CC/spotdodge/roll against lucario pressure and watch it crumble.
Melee tethers are definitely preferred, but I dont think an "all or nothing" attitude is appropriate. Samus, Link, and Ivysaur not being able to use tethers at all for recovery is just...wrong.What if we all recognized brawl tethers are dumb and we should have either melee tethers or none at all
SHINES FOR EVERYONE!Why can't Olimar just throw Pikmin downwards to gain height as his Up-B. Then fix everything else what's wrong with him and ta-da, you have a character people might actually want to play.
Or just give him a shine AMIRITE.
..no?
*Collect 100 stars*SHINES FOR EVERYONE!
BOWSER REVOLUTION!
I suggested this idea a while ago:Why can't Olimar just throw Pikmin downwards to gain height as his Up-B. Then fix everything else what's wrong with him and ta-da, you have a character people might actually want to play.
Or just give him a shine AMIRITE.
..no?
I like brawl tethers a little bit. Characters with brawl tethers play an extreme risk reward game where they can edgeguard super super deep without worry, and cover a lot of options because they can snap to the edge quickly. In exchange, their recoveries kind of blow. Its really interesting to me--they become gimp->glass cannons.What if we all recognized brawl tethers are dumb and we should have either melee tethers or none at all
Why should Oli be punished for recovering? Or going in deep for the kill?I suggested this idea a while ago:
Olimar's upb becomes that he sort of footstools off one of his pikmin, sending them to their death downwards. This pikmin would also have a hitbox similar to Robin's upb from Smash 4. There may be a limit on how many times he can do this, and as he does it, he loses a pikmin each time (which is where the risk/reward relationship comes). It would also mix up olimar's neutral and punish game in an interesting way and could lead to some cool dair follow up punishes.
While that's true (although it might be a bit difficult to come up with something for Ivysaur), I simply cannot envision them not being able to use their tethers for recovery at all. It's what they do. It's part of their character. It would be like replacing Kirby's inhale with an entirely different move just because Kirbyciding was dumb.You can always give them something better designed to compensate
Ideally, this recovery type would give him more flexibility in his recovery (sort of like multiple jumps) in exchange for giving up his finite resource that he is trying to hold onto.Why should Oli be punished for recovering? Or going in deep for the kill?
rumor has it they were going toAre they able to make Olimar's up-b be something different
Unless the distance gained makes up for losing your everything (which, considering the direction PM has gone recovery wise, I highly doubt), it makes NO sense for Oli being forced to nerf himself for recovering.Ideally, this recovery type would give him more flexibility in his recovery (sort of like multiple jumps) in exchange for giving up his finite resource that he is trying to hold onto.
This is true. I compared Lucario’s mixup to Fox’s mixup because my argument is that Lucario’s mixups are more difficult to defend against.Technically you have to play the guessing game against spacies (fox/falco), too.
I could have gone more in depth as you did with Fox's mixup potential but I chose to start at the point that Fox hits with shine for a couple of reasons. Fox can't cancel any of his attacks and most of them either are unsafe on block (like every other character) or safe but not close enough to perform the shine mixup. Fox is only capable of hitting shine by itself or doing it after a jump attack. After a jump attack, Shine is generally the most effective option whether the opponent blocks or not. Although Fox technically can grab after a blocked aerial attack, players don’t choose to do so since Shine is just that much of a better option overall.And if you don't buffer roll, they can just grab off the aerial without shining, you could buffer the roll such that it's too late to come out before shine buff will barely beat grab, so the shine will hit your shield and the grab will whiff- but double shine will beat that roll after the first shine.
Fox’s frame advantage after an aerial can only be neutral at best so he is most likely going to be negative given that the Fox player would want to cover more options (doing it earlier makes it more difficult to counter hit) and change his approach as necessary. However, even if a nair was inputted at the peak of his jump arc, Fox can fast fall and recover fast enough to be -5 on block, so he can still shine afterwards to beat certain OoS options. This means that whether you blocked it late or not, shine is still going to beat shield grab and other OoS options unless they did it that much earlier which shouldn’t happen as you said (banking on their sloppiness).You basically have to know when they are either going to fail the first aerial timing so you can get a grab, or know when they will fail the multishine and be force to DJ, or you have to know when they will shine last before grabbing so you can safely roll away. The correct answer here is don't shield late aerials. Because otherwise you are banking on being a mind reader or banking on their sloppiness. Even knowing they aren't going to aerial late and shielding in advance requires a read. So it's safest to just not shield at all if they aren't throwing out bad aerials.
I first understood that as designing him so he could only recover with final smashs, and thought that would make the problem only worse.just make his final smash his recovery
..problem solved
Why can she still pick items? I find it so janky lolPlucking a pikmin now has a chance to produce either a Bob-bom, Beam Sword or Mr. Saturn. We gotta keep things consistant between fighers, so now peach has a chance of plucking a pikmin instead of a turnip
Beam sword hypeWhy can she still pick items? I find it so janky lol
Same reason for other "jank" from Melee sticking around as well.Why can she still pick items? I find it so janky lol
I think the reason for not having melee tethers is due to the way tethers were coded into the game. In order to make them work you would have to change walls of stages into ledges, which could mess up a lot of other things. Maybe PMDT could do a complete recode of tethers but that might be a bit unfesable. Plus there would be the MAJOR balance issue of giving an op character like Olimar the ability to recoveras much as brawl tethers are a little bit more free for samus i miss melee wall tethers for being a little bit more flexible.
Okay.@HungryHeadCrab hello, ganon player from my region. I want to play you at EpG, my tag is "pokepen".
And Kirby is 8 inches tall... we clearly need his duck to dodge more attacks.And Olimar is an inch tall. Clearly he'll get better if he's actually to proportion, cause who knows how long he's needed his tether to be only measurable in pixels