MysticKenji
Smash Master
I'm eating dinner D:
Ask me again later.
Ask me again later.
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Ike can jab out of a landed Quick Draw and beat Mario to the punch now.Ike's QD is punishable on block. Mario can Fsmash Ike on block so it doesn't really need to be nerfed. Only the attack part was sped up and it is easily punished if you predict it with or without shielding.
*chucks a department store's worth of chairs at Sir 0rion*I might get a chair thrown at me for this, but I think Ike's successful Quick Draw (hit) animation should be slowed back down to normal spee-
They still have the worst ground break, but it doesn't matter very much. Bowser gets a few weak follow ups on them (like ground break to jab combo I think); otherwise they don't really have to worry. The Marth/Charizard chaingrab is very gone.Have Ness and Lucas' ******** grab releases been fixed?
Or is that even something you can fix?
Yep .Also, did Mario always crouch after using dtilt?
Even with the buff I mentioned his dash attack would still be a bad move. It needs a drastic overhaul to make it a good move and there isn't really any point in going that far. I did explain how it would affect his worst match-ups. Does DK really need buffs to be viable? Not really, but neither do Lucario or ZSS. Would said characters and DK be closer to balanced with thoughtful buffs than without them? I think so. It is a lot like Ike's Dsmash change. It is still a bad move in general but against Olimar the reward for landing it makes it worth using every once in a while.You should add this to the OP:
"When making a suggestion for a buff/nerf, tell me this: How does it help with this character's worst MUs and does this character REALLY need buffing?"
This isn't lets make every move good, this is lets make every CHARACTER good. there can be some bad moves every now and then.
This post was before the Genesis update, but I want to disillusion you about something. Din's fire can never, ever, ever force an approach. D3 destroys Zelda, regardless of what some people like to think. If you camp vBrawl Zelda, she loses. I think she's the 2nd worst character in the game personally. Her approaches consist of aerials, dash attack, Usmash, and grab. None of that is safe on shield except grab, so just hit R when she's approaching. If you see her throw a laggy grab or dash grab, you should be able to REACT with spot dodge before getting grabbed. Marth can probably shut down her entire game with DB1 if he's patient enough.EDIT: Also, I read about Zelda vs. DDD possibly being one of her worst match-ups. Do not even concern yourself with this. The match-up in standard Brawl is somewhere around 60:40 in her favor. Yes, his throws have become more deadly against her, but she still forces him to approach with Din's and she still holds a good fight to him despite being a pretty underwhelming character in general. So far, you've buffed nair and Dsmash, which may not do much for the actual match-up but it does make her moves overall better, so obv. I'd pick this one over the standard one. Once I see all of your changes for Zelda, then I will accurately critique her abilities.
This is just quoted for truth. I consider myself somewhat of an expert on Fox, and I'm impressed with your knowledge.I can't comment on anything else, but this is wrong. Fox is just difficult to use properly; he isn't a bad character. He doesn't have any blatantly obvious "LOL Spam me!" approaches (like G&W's Turtle, for example), but he has excellent mobility for superb cross-ups (both aerial and ground-based) and he has plenty of effective mix-ups. He just has a steep learning curve, so most people think he sucks; however, he is really quite competent. (To be fair though, he is not viable in vBrawl, but it's because of the Death locks, not a lack of good approach options.)
What's more, he does have moves that are safe on block. (Except against D3 and tether grabs, but Fox handles D3 well anyway and Fox does have some safe-on-block strings against tether grabbers.)
-SH Fair is safe on block. You can just hover backwards to avoid retaliation. This one is safe on D3 if you do it right.
-Spaced Nair is safe on block against non-tethers/D3. If it hits a shield (spaced properly) it pushes them back far enough that they can't shield-grab Fox. Most people don't know that so they try to grab anyway and it gives Fox a free punishment opportunity.
-SH Shine into buffer SH Shine on top of shield is safe on block. Landing afterwards should either be a cross-up to avoid shield grab or an auto-canceled Nair into Jab. (See next point.)
-SH Shine into auto-canceled Nair into Jab is safe on block. (Properly timed Nair into Jab true combos and beats out grabs.)
-Blatantly doing an auto-canceled Nair into jab on shield against tether grabbers (and Zelda, lol) is safe. The Jab beats out tether shield-grab attempts through sheer speed. If they catch on just mix it up, go for a grab. (Preferably a ground cross-up via a Boosted Pivot Wave Grab. It's harder to punish if the grab misses due to the extremely sexy distance that Fox slides during a PWG.)
By and large though, Fox is best off not mindlessly trying to attack the front of shields. Either laser camping and pressuring to force mistakes (which you then punish) or cross-ups are preferred. (I can't stress the cross-ups enough. Fox's cross-up game is fantastic.) When approaching, Fox requires a large number of mix-ups and the tricks I described above. He can't just mindlessly Dair shields all day and expect to get anywhere.
So, basically, you're wrong. Fox doesn't suck, and he has plenty of options. They just aren't readily apparent and Fox isn't an easy character to use well.
Refresh my memory on what Slash and Grass moves are.Fire: Ignites Blast Box, feeds Hothead, does not hurt Red Pikmin, more potent against Ivysaur, releases target from Freeze
Electric: Feeds Hothead, does not hurt Yellow Pikmin, extra hitlag
Darkness: Does not hurt White Pikmin
Slash: Makes *ting!* sound when colliding with other Slash elements
Water: More potent against Charizard
Grass: More potent against Squirtle
Ice: Causes freezing using complex formula and possibly a randomiser
I think the following are simply status effects:
Flower: Deals continuous damage until Flower is shaken off or falls off on its own, can stack to a point
Freeze: Completely immobilises the opponent until they shake out or melt
Coin: A coin that does nothing pops out of the target's head
Anything I missed? Do I need correction?
This is on purpose and it's better this way IMO. Yoshi can't be shield-stabbed. Now, I wish it were possible to increase the life of Yoshi's shield. In the meantime, just use more of your broken spot-dodge.I know this has already been put out (I'm assuming this is a work-in-progress), but is there anyway to change the fact that Yoshi is STILL the only character unable to jump from the shield? Or are we leaving that as is, or we know this problem but are unable to do anything about it? :o just wanted to know.
Quoted for falseness. Falco really doesn't need his chaingrab at all. His jab, spot-dodge, and lasers are what make him broken. He has AMAZING close range options, but doesn't ever need to put himself in danger while constantly pressuring his opponent. On top of this, he has broken escapes. Chaingrab is just the tip of the ice-berg. Consider dthrow-dash attack-usmash connecting twice deals the same amount of damage, and only requires one more grab. It's not like ICs, where Falco has difficulty getting the grab to reap rewards from it.What makes falco top tier is his chaingrab, not his lazers.
And it would be against this project's rule
This is personal, but can you go into these effects in minor detail? Just a sentence or explanation for each of them.XX
00 hit normal hit
01 none all none are not working
02 slash
03 electricity
04 Ice
05 Flame
06 Coin
07 Cape yes the tuning effect
08 Slip tripping
09 Sleep
0A none
0B impale DK side B
0C Stun deku nut
0E Flower
0F none actually gives hitstun, used in some B+ moves
10 none
11 slash 2
12 hit 2
13 Darkness
14 Stun
15 Aura only the blue effect, no scaling
16 Impale 2
17 Down snake Dthrow
18 No Flinch fox laser
While I agree that the Dash attack buff is good, you are incorrect about Luigi's ability to get in. Sliding while spot dodging is extremely good, especially considering Luigi's Jab range, grab mix-ups, and Bair range. Oh, and let's not forget that AMAZING downB. Luigi gets in fine, but dash attack is fine anyway.Well, the wonky throws are about to be gone. We are testing authentic throw changes now, and things look great.
As for Luigi's dash attack, I'm not sure I understand your complaint. It fits Luigi like a glove, because the slipping animation on the victim makes it look even MORE goofy! The gameplay reason for it though, was to cover that same weakness as the fireball speed buff: Luigi has poor approach. Dash attacks may only be good for approaching as punishment, but that's STILL better than what Luigi had. Since shielding always interrupted it, there was genuinely no use for that move, crippling Luigi's ability to get punishments in. (Of course, he is fine at punishing close...)
QFT. Din's fire ACTUALLY functions as a recover somewhat in normal Brawl, but the risk vs. reward isn't great at all. Considering how bad her alternatives are, she needs SOME help in this area, and this isn't at all broken. Noobs aren't going to get all happy because they can jump and still Din's.At low level play, your design for quick draw is FAR more broken than a din's fire that doesnt auto SD a zelda if she gets shoved off the stage due to her own animation. At low levels of play, yoshi and ganon grounding people is abusable as hell, at low level play, allowing diddy to have bananas at all is pretty unbeatable. I learned about glide tossing like 2 and a half weeks into import and figured it out in 2 tries. Low level play is exploitable as hell, din's fire is not going to put it on its head. At high level play, the change is wholly irrelevant and only serves to give zelda some cover on her way back to the stage that can be attacked through and neutralized anyway at the very most. The change serves no functional purpose aside from not causing zelda to SD should she screw up a high level technique like b reversing to momentum boost towards the stage. If your worry only affects the level of play where people dont know how to shield yet, it's silly to hold her back at any level above it because of something that lwo level zeldas wont be able to fully utilize anyway. It's logically unsound, I'm sorry to be so forward.
Wrong. Dins gives extra push forward in the air when you cast it. It's still a horrible projectile except in doubles, lol.The point is that it serves no purpose. The Ike change actually is beneficial for higher levels so it overrides lower level concerns. In this case, it's doing almost nothing so I don't see the high level concerns. Honestly, accidental suicide if you try to b-reversal (with Zelda having very little use for b-reversals anyway)? At best this is "why?" versus "why not?" with me feeling that "why?" has the burden of proof on them.
I believe Ike's counter is 10, while Marth's is 5, but for all effective purposes your point and example are sound.4 frames MAKES A DIFFERENCE, EX: Ike's counter is horrid because its 6 frames slower than Marth's which is excellent.
Interesting suggestion. I'm pretty sure instant DA combos out of Dthrow same as ftilt. I wonder how developed this is.I think DK's dash attack would be a lot more useful if it had a lower angle. With around the same angle as Ganon's Ftilt it would be a much better tool for stage control against Olimar and Ivysaur. His dash attack is unique because it is his strongest move at low damage but won't KO until like 550%. Currently it doesn't do much and isn't worth using since it is his most punishsble ground attack. Even with the angle changs it wouldn't be worth the risk in most match-ups but against those two characters (and maybe Snake) the reward would match the risk. Buffing the damage and knockback of the "meaty" hitbox would be nice too. Beating air dodge landings with it would be more practical if it did more damage and popped them up a little higher for follow-ups.
Well it doesn't have the same reach as his Ftilt so it isn't a combo on everyone. It is a combo for a good chunk of the cast though. When set up by a throw they have a huge window to DI the dash attack so if it becomes a new standard combo it wouldn't be too bad.Interesting suggestion. I'm pretty sure instant DA combos out of Dthrow same as ftilt. I wonder how developed this is.
Grass moves are Ivysaur's moves. They do less knockback to Charizard and more knockback to Squirtle. Impale (DK side b) is actually pretty interesting since it allows the move to ignore weight. DK's side b does the same knockback on every character at the same %'s. This is probably because the pitfall time is based on knockback. Most of the others like sleep are self explanatory (Jigglypuff's sing) or just special effects like darkness/coin. I think one of the slashes makes the move have MK's transcendental priority.This is personal, but can you go into these effects in minor detail? Just a sentence or explanation for each of them.
Well DK's jab has two hitboxes. His regular jab is kind of sucky and doesn't even combo into his second jab until like 25%. When you hit with the tip of his jab (I just call it a tipper jab) it knocks them up and towards you. His tipper jab is pretty good and actually combos into a lot of stuff depending on their %. It can already do what you asked for but only tipper jabs. The regular jab could use some knockback tweaks to makes sure it always combos into the second hit. That would help against Falco and ROB. I would just maybe add 1% damage to tipper jabs and make the regular jab have fixed knockback so it could always combo into the second jab and allow for some jab mixups if they aren't on their toes. Giving it the knockback it has at ~70% would be good.yeah, link is fun now! also is there any other characters that we are aiming at, at this point? hey Big O my suggestion on dks jab wouldn't that really help him in match ups like falco to make an option of approach rather then just dtilt?? if falco decides to get close he can react with something faster that would probably beat dk to the punch almost every single time if he chose to dtilt then jab. Just my opinion
Slash (i'd imagine) is like Marth, Ike sword moves like that.Refresh my memory on what Slash and Grass moves are.