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Glubbfubb
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  • Um hey, do you guys think Bluesky is becoming a bit too hostile? Like I admit, I may not be as politically minded as most users, but I feel there is a large amount of contempt for anyone who steps out of line. I wish there was more peaceful social media. I feel this forum is the closest to such a want, so I guess I'll stick to this for the time being.
    I wonder, is there a concept of a fighting game where you have three attack buttons, your standard punch and kick buttons, alongside a special button that is unique to each fighter? You perform your light, medium, and heavy attacks not by using different buttons but by using your single punch and kick button while either pressing left for the medium attack, right for the heavy attack, or none for the light attack. Meanwhile, all your specials are performed via motion inputs on the species button, and by special I mean actually unique specials such as projectiles, not stuff like DPs or Tatsus as those would be command normals. Sounds like a weird control scheme, but I think a fighting game using that control style could work.
    KneeOfJustice99
    KneeOfJustice99
    I'm not exactly sure your more specific concept has been done elsewhere, but the idea of your attacks being performed with the joystick was something that was explored in Buriki One (which also had you move around with the buttons), and I think there are a couple of fighting games that have dedicated "special" buttons in at least alternate control schemes.

    Sounds like it could be interesting, at least. It'd need workshopping to feel ideal, but I'm sure you could play around with it in fresh ways.
    Do you think the Mortal Kombat guys are a bit too vindictive to the characters they hate, like i get it, Hsu Hao is low key lame, but I don't see why people can't reimagine him into someone cool. I kinda feel if SNK is willing to bring back K9999 and rework him into someone better liked, why can't likes of Movado, Moloch, Dhramin, Shujinko, and yes Hsu Hao get a second chance
    I'm confused, I thought Sony had exclusive video game rights to Spider Man, so why is he playable on Marvel Rivals, which is on Xbox?
    KneeOfJustice99
    KneeOfJustice99
    iirc sony's exclusive rights over spidey only extend to film, and are currently shared with marvel studios - it just so happens (basically) that spidey's higher-profile video game appearances like the insomniac games or his playstation exclusivity in avengers line up with sony, because they want spidey as a big part of their "brand". (i may be mistaken here though.)
    Janx_uwu
    Janx_uwu
    there is an exclusive Spider-Man skin on PS i suppose
    D
    darkvortex
    They don't. They just want you to think they do (which is why they paid for the avenegers dlc)

    I know there's some weird rules about which characters from spider-man and the x-men can show up, but I don't actually think it can effect spider-man showing up in other things
    Random thought: when you hear the words "kaizo chess," what do you imagine a game with that name to play like?
    KneeOfJustice99
    KneeOfJustice99
    every turn you draw a card that has some random effect on the board. there's 49 cards, which are as follows
    • 24x "all pieces on black tiles are removed from the board"
    • 24x "all pieces on white tiles are removed from the board"
    • 1x "all of your pieces are now knights"
    Is anyone using windows 11 here? The more I read about it the more it is starting to feel like a Windows 8 situation where no body likes it.
    MBRedboy31
    MBRedboy31
    I haven’t used it, but I’ve hardly ever heard anyone say anything good about it either (although admittedly I haven’t seen a lot of discussion on it in general.)

    Personally, I’m going to stay on Windows 10 for as long as possible. Hopefully patches will make it better by the time I’m forced to upgrade.
    Janx_uwu
    Janx_uwu
    I use it. It's fine. Though I guess I have nothing to compare it to, other than 8 which I used in elemantary and middle school (and used Chrome OS for a while in highschool until I got my own laptop, which is the only OS I've ever used that actively felt bad, and that was in no part due to the chromebook's lack of any power.)
    In managing to fix a glitch regarding my input buffer, I somehow accidentally coded how to B-Reverse my Special Moves. This is a property that differs from move to move; some Specials can B-Reverse, some can't; it's mainly based off if the move could logically B-Reverse. Most Up Specials can B-Reverse so you can manipulate the direction of where the attack goes to recovery, while a few other moves don't have this property.
    With how much of a dumpster fire MK1 has been according to the fanbase, I've actually been trying out the PS2 Mortal Kombat games, and Armageddon is surprisingly good; sure, I can definitely feel the imbalance in the roster, but I just think the 3D era needs a second chance. The idea of a fighter where everyone has 2-3 different stances is a cool and unique idea, and I think the MK style of special move inputs are quite intuitive in a 3D fighting game. Maybe with how much people dog on MK1, maybe they will give the PS2 era games a nice retrospective.
    I HAVE AN IDEA... for Sigma Busters

    So you know DACUS right, Dash Attack Cancel Up Smash, where you cancel a dash attack into an up smash to use the latter while keeping the momentum of the former, and I was thinking in my sleep about what would happen if you could cancel any attack from a dash attack, and that led me to a cool idea... Stamina Cancelling

    Basically, the idea goes that during the end-lag of certain attacks, you can press the meter button to cancel the end-lag into a new attack, whether that be a Tilt, Charge Attack, or even Specials, allowing everyone to have more advanced combo trees by default. Using Stamina Cancelling obviously takes away Stamina, which means you would have less Stamina to Airdash, Dodge, Superdash, Wall Slide, and Wall Jump, its a resource you need to manage to be effective, which can bring some unique wrinkles to gameplay. You can only Stamina Cancel once per attack, and if you run out of Stamina the cancelled attack will do reduced damage and have more endlag, so there are some innate nuances you have to keep in mind when using this function. But I think if properly balanced, this could be a fun, unique mechanic that could even out the power field due to its status as a universal mechanic. Tell me how this sounds; does it sound like a good idea, does it remind you of other fighting game mechanics (like Roman Cancelling or Kara Cancelling), and would it be something that would improve the fighting?
    Anyone tried those survey websites where you do surveys to make money? Are they an okay way to make a few extra bucks?
    KneeOfJustice99
    KneeOfJustice99
    General rule of thumb with these kinds of sites is that they're going to get more difficult to use the more surveys you complete, mostly because they ultimately don't want you to be able to withdraw. (Especially with "crashes" and "connection issues".) I haven't used them personally but my uncle swears by them lol
    ZephyrZ
    ZephyrZ
    I've tried it when I was broke before and tbh it's generally just not worth it. They just waste your time and don't pay you enough to actually buy anything.

    You're probably better off walking dogs or something if you need some pocket change.
    With Joshscorcher likely doing a top 10 2024 game industry fails list, what do you think will be on it?
    KneeOfJustice99
    KneeOfJustice99
    I have to imagine Concord's going to be in the top half, but... damn, there's a lot of stuff you could argue for, honestly.

    You could technically count Unity's "runtime fee", I suppose? It was set into motion in January of this year, and that absolutely shot Unity in the foot; to the point that Godot became genuinely decently popular as like, a large-scale "third-option" alongside UE5 (and maybe GameMaker or whatever.)

    I think there's an argument to consider "layoffs" across the board as a genuine contender for number one, especially in the long term; I've read somewhere that we're up to about 14,600 layoffs in the industry as a whole this year alone, coming off 10,000 in 2023. That's not exclusively a 2024 thing, but... it's pretty huge. (For a specific 2024 example, just look at Embracer's failed deal with the Saudi PIF.)

    There's some more nebulous stuff too. 2024's seen an absolute decimation of entry-level openings into the industry as a whole to the point that junior developers are essentially being stonewalled out of entering the industry as a whole - which, while arguably not a huge "fail" right now, certainly will be in around 5-10 years time.
    Cyborg Sun
    Cyborg Sun
    Dang, that's a name I haven't thought about in years... well anyways I haven't followed news closely enough to suggest anything lol.
    Glubbfubb
    Glubbfubb
    KneeOfJustice99 KneeOfJustice99 His 2023 fails did cover the Unity debacle alongside the layoffs, though if layoffs became extra wack then I assume an update will be included on the matters. Also yes, Sony as a whole will be on the fails, mainly due to all the boneheaded decisions they made this year.
    Do you think people just complain about Smash top tiers because they are the top tiers, I feel like they do sometimes
    Been trying to find a good partner for my team in MVC2, I'm currently maining Amingo and BB Hood, but I can seem to find a good third character to pick. Yes, I know those 2 are mid- to low-tier, but I think their fun, and I always welcome low-tier metas developing.
    Honestly looking as SF3 Gill, obvious brokeness aside, the idea of a fighter whose has a slightly different set of moves based on what side they are standing in, with one side having different elemental properties over the other side, is a genuinely cool mechanic/gimmick, and I think it could form a nice, high-skill ceiling character.
    I'm deleting my Instagram account. Not only are the comment sections a toxic political wasteland, not only is there a worrying rise of weird, brainrotting, or disturbing content, but all the accounts I liked are inactive, so whats the point anymore? Discord, BlueSky, Smashboard, Reddit, and YouTube are all the social media I need; why do I need Instagram alongside that?
    Why hasn't there been a new Tekken Tag Tournament game in more than a decade? That is something I just don't get, like why doesn't Tekken 8 have a tag team mode or something? More games should have that ngl.
    Looking at the history of Skullgirls and it is one of those rare beasts that seems to alternate between having a rise and fall every year, if you know you know
    Post a character that is... blatantly overpowered or top-tier in a fighting game but no one cares because they radiate pure hype energy, If you guys are predictable and pick the Melee top tiers, I will be deeply disappointed; they are hype, but they are too obvious choices
    I think I'm going to join BlueSky, I like their vibes, all social media have their pros and cons, and this site doesn't seem like the utter dumpster fire Truth Social is, so I feel safe in joining it and not make people see me as lesser for joining it
    How is Blue Sky the social media app, is it just another niche alternative app that will be like Truth Social and be a breeding ground for the ultra conservative grifters, or a genuine, well-balanced, community
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    Cyborg Sun
    Cyborg Sun
    All I know is that a lot of left-leaning folks are using it, probably because Musk is basically a conservative grifter himself.
    ZephyrZ
    ZephyrZ
    I think Bluesky is...okay. It seems to have a really positive art community at least (and unfortunately a lot of art theft).

    I've only been using it for a little while but after the election it feels like there's been a huge rise is liberal engagement farming accounts posting the same unfunny political cartoons over and over again.

    I'll take a liberal engagement farm over a conservative grifter any day but they're still really annoying. I think its too left leaning right now for it to swing too far to the right all of a sudden. Right now everyone is encouraged to block right wing trolls and bots which is making it hard for them to get a foothold.
    So how is Star Wars: Skeleton Crew, I never heard any complaints, and you know how much the grifters love to complain, so I want any thoughts on it
    Do you find it more natural to use Tilt Attacks using the right stick or by tilting the left stick alongside pressing a button? Personally, I find the former more comfortable, hence why I am designing my game around the benefits using Tilt Stick can bring, I will have the option to use Tilt Attacks the regular way, but using Tilt Stick lets you do some cool momentum cancelling tech I found. Don't know if that's a good idea, but let me tell you the controls are a bit unique, not bad or difficult to get used too, just a bit off what your expecting.
    Anyone find it odd how Mii Brawler had one of each of his special moves replaced from Smash 4 to Ultimate, and they were the only Mii to do that.

    Ultimate Uppercut became the Flashing Mach Punch

    Piston Punch became Thrust Uppercut

    Headache Maker became Suplex

    Foot Flurry to Counter-Throw

    In my opinion I kinda prefer Piston Punch and Foot Flurry over what we have in Ultimate. I felt Piston Punch has a cooler and more distinct move concept, while Foot Flurry is usable unlike Counter-Throw, being basically a multi-hit Falcon Kick/Wizard Foot. What do you guys think, do you think any of these Smash 4 moves should of be kept instead of what we got, or do the customs we have now work?
    Technical Smash Question - What is an angle flipper?
    I've been researching hitboxes of Smash Bros attacks, more specifically the angle each hitbox sends you. Recently I learned of a hidden mechanic called angle flippers that from what I gathered changes what angle an attack sends based on certain conditions. I am very confused about this mechanic since I feel the SmashWiki didn't do a good job explaining the mechanic, so could someone knowledgeable of the technical aspects of Smash Bros explain it for me so I can better picture the mechanic in my head?
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    A_Kae
    A_Kae
    Angle stuff can sometimes be hard to understand from text/without a diagram so let me know if this doesn't help.

    It's a hitbox parameter to make sure attacks send in the right direction, basically. By default and in older smash games, whenever you get hit with something, the game checks which side of the attacker you're on, and sends you in that direction. Usually, this is fine, Mario fsmashes you and you get sent the direction you expect. But in some cases you can be kind of inside mario a bit, or behind him and still overlapping the hitbox, and in this case you get sent behind him, which is kind of weird. More modern smash games introduced this parameter to force hitboxes to always send in the direction that the attacker is facing, so if mario is facing right, you'll go to the right, and never left. It can also be set to always send behind for moves where that makes more sense, like the back hit of a dsmash or something. Lots of moves still use the classic "based on position" parameter too. Something like, hmm, Roy utilt? If you get hit in front of him, the moves sends you up and behind him (98 degree angle). If you're behind him, however, it'll send you up and back in front of him. It uses this positional knockback.

    Just a consistency mechanic to make moves behave more predictably
    Glubbfubb
    Glubbfubb
    Hopefully this won't be a total pain in the butt to implement in Sigma Busters.
    Tbh I think I'm making this too complicated for my platfighter, if there is new issues due to changed mechanics like back tilts then the meta will adapt to accommodate, as long as the game is fun to play, so I'm back to my current pitch of having back tilts and enhanced specials, I just need to get the controls right because yes I admit it needs improvements.
    Here is my current plan for movement:
    • Your walking speed is determined by how far you tilt the analog stick. If your analog stick is over half strength, you perform a Dash Attack, and if it's under half strength, you perform a Forward Tilt.
    • Pressing the run button will allow you to run at a static speed faster than the base walk, but running consumes the stamina meter. Running is generally more slippery than walking but is your fastest ground movement speed. When you run, you consume a stamina meter, and if you run out of stamina, you will trip. Stamina recharges when your grounded, either through standing still or walking.
    • Walking is faster on average, meaning ground movement is faster on average.
    • Characters can shorthop and fullhop based on how long they hold the jump button during jumpsquats. Characters have a universal 4-frame jumpsquat and 4-frame landing lag.
    • In the air, you can consume stamina to either perform an air dash or a stationary air dodge. If you have stamina to spare, you can spend it to cancel the airdash into an aerial. Dodge and air dashing are performed with two different triggers, and if you press both, you can combine both functions into a stronger directional air dodge at twice the stamina consumption. Using too much stamina in the air will send the player into a helpless state, and since you don't regenerate stamina in the air, you need to balance your stamina consumption.
    • Airdashing into the ground will convert the momentum of the airdash into a wavedash; wavedashing naturally consumes stamina as well, but due to being on the ground, its less costly. If you hold the airsash button, you will perform a smaller baby dash, but letting go of the airdash button will give you a longer, more slippery wave dash.
    • During the few frames of a Dash Attack, if you input a Charge Attack, you perform a DACCA, or Dash Attack Cancel Charge Attack, being able to perform such a potent attack while sliding with the moment of the Dash Attack.
    • By pressing Charge instead of Neutral when performing a Dash Attack, you perform a Ground Command, a character-specific move that essentially acts as a fifth Special Move, one activated via Stamina. When the same input is used in the air, you instead perform an Air Command, which is a completely different attack from the Ground Command despite using the same input, so think of it like a Special Move you can only use in the air. If your out of Stamina you will either trip when on the ground, or be sent into freefall when in the air.
    • You can perform the Air Command while in a jumpsquat to perform a JCAC, or Jumpsquat Cancel Air Command, allowing you to perform an Air Command attack closer to the ground, though the effectiveness of such a maneuver is dependent on the Air Command itself.
    How do these movement ideas sound? Any feedback you want to give? I feel with these maneuvers the Stamina mechanic would have more depth and be something genuine and interesting to implement. Do these mechanics remind you of any other platfighter?
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    Janx_uwu
    Janx_uwu
    Can i be honest? I personally disagree with making the ground movement dependent on how far the stick is tilted. In a real match you're not gonna have time to only tilt the stick some.
    Glubbfubb
    Glubbfubb
    Isn't micromovement a key aspect of competitive play? You have essentially 3 gears of speed; just the 1st and 2nd gear have varying speed lengths in between, while the 3rd gear is a static variable that consumes a resource. Keep in mind that walking at max speed is on par with a standard Smash Bros. run; you can just go beyond that by consuming stamina.
    I think I found a good alternative to Back Tilts in Sigma Busters. Instead of Back Tilts, there is a Dash Charge and Air Charge. Dash Charges are done while pressing the Charge button while running, allowing you to do a stronger but more committed burst movement tool, but naturally having higher kill power. This will make standard Dash Attacks less laggy, letting them be more solid combo tools, something Dash Attacks in other platfighters often don't do. Air Charges, meanwhile, can be aimed left and right and offer both movement mixups for recovery purposes, while offering an aerial that can offer different purposes based off each character. Some characters just have chargable aerials, while some Air Charges offer a mobility tool like Terry's Crackshoot, or some offer new methods of mobility like a Knuckles-esc glide. I wonder if I can improve this concept to make my game more distinct from other platfighters. How can I flesh it out and make it a really cool mechanic?

    EDIT - After some time, I feel it would be better to describe these moves as sorta a divide between neutral attacks and specials. Specials in Sigma Busters are able to be enhanced with meter to become Hyper Specials, while yes these Charge moves are character-specific; they aren't meter-enhancable, so there's a middle ground between tilts and specials.
    Okay, having some struggles, one of my goals is to implement a "Back Tilt," much like everyone's having a Back Air in my game Sigma Busters. But I am struggling to implement the move correctly, through both the inputs and usage. I wouldn't mind implementing it like Terry's Crackshoot, where hitting the attack button in the opposite direction lets you use a unique attack forward, but I don't know how to differentiate from Foward Tilts, Charge, and Dash Attacks, since now you will be able to use 4 different attacks in one direction. Any ideas for gracefully implementing this mechanic? I don't want to cut it since its one of the more unique things in this game, but I acknowledge I want to make the game's mechanics more accessible.
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    Glubbfubb
    Glubbfubb
    I really don't want to cut it, since that is one of my main factors making my platfighter unique. I don't know if it's too minor of a mechanic to cut. This is the difficulty in making a unique platfighter, since you don't know what to compare.

    One thing I could do is replace the Back Tilt with a Dash Charge, i.e., give each character two Dash Attacks based off if you want to input the Charge Attack or Neutral Attack button. Dash Charges are naturally more committal, but they are generally more beefy and/or offer different mixups compared to standard Dash Attacks. Regardless of Dash Attack, the first frames of a Dash Attack can be cancelled into a DACUS, keeping the momentum of the Dash Attack while transitioning into an Up Charge, and since standard Dash Attacks are overall less committal than Dash Charges they would be the preferred option to perform a DACUS with. How does that sound?
    A_Kae
    A_Kae
    Yeah, it can be easy to get lost when comparisons are hard. But it also makes it really cool too, since you can do anything you want to.

    Hmm, is it the input that's unique or the functions you want to have on back tilts? Re-reading your first post it seems like you weren't sure how to make them unique, but in this post you want to move them to a different input. I think that's the best course of action if the back input isn't absolutely essential for some reason. Would spitting things between a light and heavy attack button work for your game? Two dash attacks seems cool, too.

    What's the input window for your DACUS implementation? In brawl it varied between characters and some chars (maybe just falco) had a dash attack that could still be canceled into the usmash after the dash attack became active.

    edit: minor thing but how would the charge dash attack be input? double stick tap?
    Glubbfubb
    Glubbfubb
    A_Kae A_Kae In my game, you have a separate button for inputting tilts and a button for Charge Attacks, Dash Attacks and Dash Charges would be inputted by pressing their respective buttons while walking quickly/running. Same input styles, different buttons. DACUS' are honestly dependent on character to character, so I can't really answer that question.
    Would you say Terry's Crackshoot "Back Special" is difficult to input, or rather easy?
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    Glubbfubb
    Glubbfubb
    In my game Sigma Busters there is a Back Tilt, to mirror the Back Air, and I'm still trying to make the inputs just right. A strafe button would likely be healthy for my game, so I'll look into that.
    Janx_uwu
    Janx_uwu
    What would happen if someone rolls behind me and I want to forward tilt in the opposite direction and I have tilt stick on?
    Glubbfubb
    Glubbfubb
    Hmm, that may be an issue, but then again I'm aiming for a different genre feel from Smash Bros, so some mechanics will be differently naturally enough. I don't want that to be a cop out awnser though, but I'll keep it in mind. Do you think back tilts are innately bad ideas, or is there a way I can improve them?
    What do you think is the most objective, accessible, and accurate way to make a community tier list in a competitive fighting game?
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    A_Kae
    A_Kae
    As roster sizes tend to increase while the overall balance of games improves, it becomes very difficult to make actual assessments of strength. I don't think there's any true foolproof, perfect, objective system but the best we can probably do is focus on the actual data (high to top level usage and results), and then within that framework try to make predictions on under or over valued characters as corrections.
    Did you know Terry was tied for 8th heaviest fighter in Smash Ultimate, the same tier as Samus and Bowser Jr. but higher than Ike, Wario, and Ridley. Crazy, am I right?
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    E
    E-Solz
    Phat
    A_Kae
    A_Kae
    Most of the DLC is a bit on the heavy side tbh. It's been a sort of conspiracy theory of mine that they just add +5 weight to them once they finish design, and funnily enough it was actually terry being 5 units over ryu/ken that made me start thinking that.

    Edit: Actually, I think it was when Roy came out for S4 being 5 units heavier than Marth (when in Melee he was 2 units lighter!) that it first came to mind.
    In Smash, would you rather have a quick aerial that kills but only if you line up a small sweet spot, or a more laggy aerial that kills more consistently?
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    A_Kae
    A_Kae
    How small and how slow? Will depend on the rest of the move's design and tuning as well as the whole character context of course.

    Speed=flexibility and so long as the sweetspot isn't super small, you're likely to have consistent combos/setups into the move, or just have an easy enough time finding places to use it raw. But I'm assuming that moves are roughly equal aside from speed and a sweetspot. In ultimate, we see plenty of characters with slower killing aerials do very well, becuase the move and character is designed around that. So their setups have enough hitstun that the slowness doesn't matter or the aerial itself is so big you can control a lot of the fight with it despite its speed. etc, etc, there's lots of different things going on of course.
    Janx_uwu
    Janx_uwu
    Even a quick aerial with a kill sweet spot should only come out quick, and have a lot of lag on the end of it, or vice versa, slow startup but sooner actionability.

    Zelda's Lightning Kick is a good example of this done right.
    osby
    osby
    (Zelda main voice) The former
    What are your guys' opinion on Dancing Blade, Marth/Lucina's Side Special, mainly from a mechanical standpoint
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    Janx_uwu
    Janx_uwu
    I don't play swordies. My only opinion is that I think it's funny how Marth/Lucina/Roy/Chrom players are conditioned to use the down-angled Dancing Blade to build up damage at lower percents, because I have tough guy and can punish them for doing the objectively correct attack. Smash Ultimate is a funny game.
    A_Kae
    A_Kae
    I once had a conversation on dancing blade that lasted over 2 hours. I probably don't have the mental energy to do that right now, but if there's specific details you want to talk about I can totally do that. Mechanical standpoint is kind of a broad topic so if you could narrow down what you're looking for me that would help.

    Edit: But sort of broadly speaking, I think it's a move that's never lived up to it's potential despite big changes every game. But it's a difficult sort of move to get right since mechanically it's basically a glorified jab combo and it runs the risk of overshadowing the rest of a character's grounded kit because of that. See brawl db.

    Also multihits are always going to be kind of jank and sweetspots are always going to be kind of jank and the intersection of them is always going to so much harder to have work right.
    I changed my opinions a bit on wavedashing in platfighters; my original issue was that it felt slapped on at times with no reason for its inclusion, just a crutch to attract the melee fanbase. Wavedashes should be included if they bring something to the table that other movement options don't, such as a need for micromovement. In my game, I am actually testing out how a grounded airdash would feel, and it has a nice wavedash feel, so I am deciding to flesh out that part of the mechanic to make it more good to use. But it's unique since wavedashing, like air dodging, running, and air dashing, costs stamina, meaning if you use too much you get penalized, so its a balancing factor. I think with this nuance, the concept of wavedashing would be distinct from the likes of Melee or Rivals of Aether. What I am trying to say is that add wavedashing if it feels natural with your game's physics.
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