SymphonicSage12
Smash Master
- Joined
- Feb 6, 2009
- Messages
- 3,299
Fizzy obv isn't a smash rookie
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Assuming this was lost in the debates earlier in the thread so I'm re-postingSamus doesn't bomb jump when her bombs explode on impact
D: why?
i have an idea. instead of messing around with IASA, lets make pk fire's pillar faster with higher SDI. its essentially the same thing except it wont feel unresponsive or easy mode. also make the first hit of it have 0.7x sdi so that the pillar still hits but escaping is easier if you SDI it. of course balance this so we can hit them if they dont DI out (and dont make that hell for them, but make it rather hard). and make the tail of pk thunder do 2%, while lowering the head to 6% (from 8) so that the tail has more hitstun and the head has less and doesnt lock samus.
that along with a slight fair or dthrow angle change (higher) and i'd be happy.
Yeah... right... just like that. ;pSFSDSFDFSDFS ARE YOU STUPID I AM WBR YOU WANT A BROKEN CHARACTER WE DONT HOW DARE YOU THROW IN INVALID NERFS
That's pretty much what Bowser does best, shield pressure, mind games, and edge guarding with his ridiculous ko power makes him a scary opponent. There really isn't much left for Bowser to be adjusted. The only thing i could possibly ask for now is fortress hogging, but I'm told that's extremely difficult, if not impossible to code. So Bowser is basically complete.Anyway, what is the goal for Bowser in your eyes cape?
I've found that sometimes you guys make changes to characters that encourage certain play styles, so what in your mind is the most valid strategy for Bowser over the course of a stock. From approach to his first hit to punishing and finally getting a kill?
When I say higher I mean closer to 90 lolAgree with TSon on pk fire. I can't speak on dthrow since that's my bias and if I wanted to tech chase, I'd simply play DDD. I already do and he does it better anyway.
Not the BEST idea...Okay, fine...
I think Falco should be able to jump-cancel his shine is all situations. Whether you use it in the air and land during it, whether you use it in the air and catch the reflector while still airborne and still have your double jump, or how it is now. It's just silly to have to suffer the whole 62 (?) frames of it if you use it in the air. It makes using it in the air pretty much useless, and often risky.
Yes, it is, I deleted it and the freezing stopped, what was changed from the common5.pac in GSH1? Maybe you could replace it with that one. I don't have it anymore, so I can't confirm that one would work, though I see no reason why it shouldn't.I was actually asking if it actually was the common5.pac making it freeze, but if it is, I may as well remove it from the server temporarily if everyone is having problems with it
HAH, I told you Ike > Pit!Good **** blind, getting 5th with Pit. =)
I'm really surprised a GnW got 1st though, I guess anything goes in b+ lol.
My only problem with it is that it is two moves with the exact same purpose. Side-b is slower to start but it moves and does more damage I guess (I haven't tested to see if Ganon's jab is guaranteed after D-throw either) but overall it just felt a little meh. I feel like there has to be better solution to his old D-throw. Overall that's my only major complaint with the set...that and Ike's f-air is stupidNot really liking Ganon's new dthrow.
Much more useful when you could pop someone up for an aerial.
If I wanted to start a techchase, I'd use side special.
Wow I didn't even notice something new about his dsmash. I just connected with it at high percents and I think it has set kb. Seems to be a setup move now. Yup went in training mode hit mario at 999% and he went no where. Interesting...that move is completely changed. About his fair, honestly it doesn't seem much different. Maybe a little range nerf, doesn't seem like a lot though.Hm...now that I look at it, Charizard's fair definitely feels as though its range has been nerfed...
although I like the faster down smash and more kb on up throw (but did down smash's kb get nerfed?)
Did you even read this thread prior to commenting on my post? Or at least about the Falco shine changes?Not the BEST idea...
If every move lasted less than 10 frames the game would be mad broken. Besides, it's more silly to have a game where you don't take risks, you do that a lot in Smash. I'd try a different buff, like refreshing s double jump.
Edit: Scratch the DJ idea, I just realized it's A LOT worse than the jump cancelling.
You should read from HERE! I'm sure the first two posts from that point on will catch your attention.Falco's down b doesn't seem to cancel if I try to jump out of it.....
that, or the cancel is just really late and not useful at all...
Other comments: is it just me, or do marth's aerials have more endlag? In GSH1, I could SDHF easily, but now I can't do it at all....
I'd appreciate it if you actually read and responded to my posts instead of just quoting one section near the beginning and replying with a witty comment (which you're wrong about to boot).In GSH1 there was also a multiplier change, but you tested one move and assumed it was all higher.
Way 2 Math
You can grab attacks and suffer damage in the process? This is clearly broken. Especially compared to melee, where the attack you're grabbing wouldn't even hit; the grabbox just plain outprioritized the hitbox. I admit it looks rather silly to get smashed in the face and still be standing there while holding your opponent, but the fact of the matter is brawl is actually harsher on the grabber than melee was.About easy throw--->kill combos.
The see your point leaf. But I disagree heavily.
Grabs in brawl are significantly more powerful then attacks. For a few main reasons.
-Super Armor (You can grab attacks)
-Can grab peoples shields
-Can running grab and pivot grab(some characters better then others)
-You can sheild grab
These are really strong offensive weapons. (Though sheild grabbing and pivot grabbing is heavily defensive). They are hard to punish, they aren't hard to pull off, and they change EVERYTHING.
Correct. This makes grabs much more reliable as a form of damage output. But it doesn't break them. The difficulty in landing a grab against someone who knows what they're doing keeps them balanced. Smash has always been more grab-centric than most fighters, but who ever said that's a bad thing?In smash, unlike other fighting games, there is no tech grabs. Meaning you can't tech someones grab when they are trying to grab you and it makes grabs an obscene and unfair offensive tool.
The fact that you can get grabbed multiple times in a match and barely take any punishment for it is scrub friendly. Grabs should lead to short combos at worst. But all throws to techchases are honestly unfair (some exceptions on a character to character basis). Grabbing someone to throw them into a move -> death is completely fair.The fact that you can grab somebody and effortlessly kill them at whatever percent is scrub friendly. Grabs should lead to tech chases at best. but all throws to kills are honestly unfair(some exceptions on a character to character basis). Tech chase setups to moves-->death are completely fair.
Except... not. "Easy mode" is the biggest joke to grace the smash workshop since... uh... actually, ever. It's even worse than the way people used "depth" as an excuse to get stuff in during early brawl+. "Easy mode" has essentially become synonymous with "anything that's guaranteed," as well as "anything that's effective." Which essentially equates to "anything I don't particularly like that another character can do because I haven't learned how to overcome the tactic."I have no problem with what you said, about characters having combo's out of grabs, with or without DI. But giving that to which characters is the real discussion.
Ganon's moves all hurt, a lot of them are kill moves. He is even strong enough to kill most of the cast at earlier percents then other characters. His move-set is like snakes, a lot of the moves kill.
Now giving Ganon a grab that leads to a hit, is basically guaranteeing a kill. Is it really necessary to give a character with so many kill move options a definite kill method rather then just landing a move ( fair/dair/any smash move/ bair etc etc etc ) ?
This promotes campy play no? "Smart" players will rack up damage, shield camp and wait for a grab, then kill, rinse and repeat. Rather then out smarting and outplaying the opponent, even punishing a missed move. This easy mode **** is what we are trying to avoid am i right?
Hitstun is the same from GSH1. It's probably being read by the game as .45, not .46, though.I understand and agree for the most part with the logic on no change list, but can we get official numbers for some of the following things (I don't assume any of them changed from the GSH1 but just checking)
-Hitstun
-Shieldstun
-The new frames for ADs out of tumbles
I feel those things are important enough to know, but people should be learning their characters
really don't reply to me if you're gonna say something like this. i know how to play the game. my problem with the move is that even if you avoid it, you cant really punish it since glair doesnt have any landing lag and he can just up b again/do whatever. the reason i worded my post in such a way was because i didn't wanna sound like a whiny ****** and to maybe get a response with some actual info on the move. info like "glair doesn't have any shield stun so you can grab" or just somethin that i didn't notice while i was playing. i even SAID that we only played a couple matches with mk so its possible that i missed something. i didn't wanna make any assumptions because (im going to repeat myself again) i didnt get much playtime out of mk and i dont have anybody to play with atm.^ avoid it and punish? It's okay to have a good move u know...
Definitely Port Town Aero Dive+! Somebody, please, fix the cars knockback somehow. Also, will hitstun making characters auto-grab the ledge be fixed, as well as Sky World's ledges doing that in general?More workable stages, good SSS, Brawl+ title screen, etc
SHOULD be in the final set. But I dont care about that or work on it. I just did the gameplay and balance.
What? Screw nerfing the cars knockback! Eldiran made a version of it without any cars at all! I even ported the textures for Radical Highway and Central Highway to it. Use THAT! XDDefinitely Port Town Aero Dive+! Somebody, please, fix the cars knockback somehow. Also, will hitstun making characters auto-grab the ledge be fixed, as well as Sky World's ledges doing that in general?
Also, again, NEKO, did you talk to Fow at all about his opinion on Brawl+? I saw you trying to chat with him on All is Balls.
That sounds cool too. =] But I think it'd fit better with weak cars. >_<What? Screw nerfing the cars knockback! Eldiran made a version of it without any cars at all! I even ported the textures for Radical Highway and Central Highway to it. Use THAT! XD
U smash had the IASA removed due to it being nearly unpunishable on block, hits on frame six, and being barely weaker than Fox's U smash. Disjointed hitbox as well (sword). The IASA removal added about six frames (I think). This makes the move a bit more thought provoking to use in most instances.So i played toon link a bunch, and i found his usmash quite odd. Seems like it has more cool down or something because i cant seem to nair afterwards or even follow horizontally.
The boomerang doesn't seem any faster or slower, but did you keep iasa frames for the arrows? they dont seem to come out as fast as they were when this first was implemented. So if i am right in both cases here, ( which i hope i am ) what was added to his boomerang, if anything?
The biggest change seems to be his fair, when i tipper it, it seems to send characters horizontally, rather then diagonally up. when i hit with it close or sour spot it, it still sends diagonlly and up.
cape, whats the word on these moves?