Hey Pierce...
F*CK YOU
Now onto valid discussion, so when a character like let's say Ike can jab combo and then connect with a dash attack it's too powerful? Just increase the knockback on the third jab by enough that it only combos at lower %'s if that's your trouble. The fact is that everytime a Zero Suit Samus attacks on the ground using a move that's not her Side+B she's opening herself for tons of hurt.
So Pierce
WHAT ARE YOU SMOKING?!
If I were to change anything with her Fsmash it would be the hitbox behind her. Make it so it sends people away from her instead of up. That way it'll be valid roll punishment and with a decent enough knockback a relatively scary move to contend with.
<3 you Pierce, I'm just bustin' your balls.
Ike's jab is frame three, and you'll kindly note that he does NOT combo into the third hit of his jab, he simply gets a pretty solid reward for landing it. This WAS the same as Snake, and is similar to what I suggested for ZSS. Also, when I mentioned giving the Fsmash deflector properties, I specifically noted that this would be to help her in her more difficult match-ups, IE: the spacies, since she gets ***** by projectiles. The spacies, Mario, Ness, Lucas, Pit and R.O.B. have the best projectiles in the game, and this is accompanied by having reflectors. Even Zelda falls into this catergory. Link has a shield that automatically blocks projectiles. I don't see why Samus and ZSS are missing out.
She belong behind Mario, but that's because Mario is way underrated. In spite of her overall weaknesses, her match-ups are too good to fall TOO far from where she is.
Too true, but Zelda is really frikken bad once you fully understand her. I'm moderately confident I can beat a lot of competant Zelda's with Link, just because her design is so flawed. She can camp OK, but really gets too little reward off camping, since Din's should never connect. Fsmash is a nice wall, and frame 5 dash attack plus a good Usmash (which can be performed out of a shield or a dash) would create a solid approach game, but they screwed her over, because Zelda's grab is absolutely garbage. The hitbox has an unusual amount of active frames for a grab, but if memory serves me correctly it comes out on frame 13 or 9 or something really dumb and slow. Against Zelda, I can literally hide in my shield and hit spot dodge AFTER I see you throw a grab attempt. With no reliable aerial approaches either, she gets camped to death, and her anti-air game is subpar as well, so she can't even repel pressure. Sure she has Usmash to Usmash at which is fairly consistent against most characters, and she has dtilt into stuff and fsmash all, but it's not even close to enough, especially considering how utterly useless she is in the air. The ONLY saving grace on Zelda IMO is that since there's no hitstun in Brawl and frame advantage on hit on a lot of attacks is garbage, my little sister frequently punishes getting hit with sweetspot Fair or Bair (she's stupidly accurate with these moves, it's dumb). Still, it just took better spacing and this no longer happens to me. Marth vs. Zelda is still an 80-20 match-up IMO. Zelda has to rely on her shield far too much, and a really good Marth using Shieldbreaker gives Zelda no quarter. Anyone with any sort of good aerial mobility just trolls over her, and if your shield pressure game is good, she's done. She's got range, she's got priority, but she lacks speed and mobility to do anything with it, and she doesn't have enough coverage to make up for it. vZelda is fundamentally flawed in the exact same way as vGanon, it's just that Ganon is worse and doesn't have a project or reflector.
Yea, it is, but they can't ground people with the initial hitbox unless the entire thing spikes for whatever reason.
That just sucks, lol. Oh well, it's not THAT big of a deal. I guess I'll just stick to trolling my scrub friends with Ganon in vBrawl, and just leave him alone in this version. While I very much appreciate him and I like where he's going, it just seems like he's not going to suit my personal style. While here Ganon is being portrayed as a gimmick power character, I've always played Ganon as a trapping power character, with an anti-air focus. Giving him the useful quake, the utilt buff, and simply +2ing the ftilt with +1 on the dtilt, jab, and pummel might've done if for me. Ganon's main problem is actually that his frame data is so abyssmal that you can just throw **** in his face, and he can't do anything. Jumping takes too long, so you have to simply trade or beat your opponent, but despite Ganon's range, power, and priority, he's just too slow. He merely needs a way to say, "Get out my face, ho." If Ganon had D3's grab range, I'd call him high tier.
Ivysaur still seems too telegraphed to beat Marth (though I can't say I'm especially familiar with the match-up), and while Bowser definitely got a boost, he still seems to overall unsafe to really pose a serious threat to Marth. But we'll see.
Overall, seems like a pretty good etimate of Marth's functionality in bBrawl.
An extremely competent Ivysaur already does good against Marth, it's just that Marth can use a well place combo to 0-death Ivy, just because she really can't recover. With the given buffs (especially on Bair) and better recovery, Ivy will be giving Marth a run for his money. Let's not forget how easy Ivy can K.O. too, and that grab shouldn't be underestimated. Ivy isn't exactly slow.
Is there a way to make zelda's down air actually sweet spot while someone's grounded, causing something like ganon's?
This suggestion is win.
I'm wondering why no one has taken Marth and changed all of these aspects to make a reasonable Roy character...Or any new characters for that matter. With texture hacks applied, people can go crazy with it.
Oh and two questions...is this a combo:
http://www.youtube.com/watch?v=YqP0xuWhJhs
If so, has anyone done anything to fix it?
This is not a combo.
OH, I also second the motion for triple jump glitch to be removed. This is enough of a buff to Marth enough that I would have no complaints. TBH, I actually deal with it fine in vBrawl. However, I hate it when stupid stuff happens, like I decide to use a standing option, deciding to get rid of the lag later, and I get hit by something that isn't even life threatening, but it happens to just hit me lightly off the ground, and back onto the ground before I react, and for no reason, I have massive lag. It can potentially allow an opponent who knows about the glitch to exploit it for a K.O.. It's like, if I'm playing a Marth ditto, I can dtilt my opponent, who will barely leave the ground, but if the glitch is active, I can follow up with Usmash! wtf is that?