Stealth Raptor
Smash Legend
i dont think pikachu got overbuffed. he had been slowly falling behind with what was done, this should help him to keep up a bit.
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Yeah, I did a huge double take when I asked Linkshot you test it and he said "You mean like brawl-?" The crazy alternate Bowser I made is also vaguely similar to what they did I think. In both cases though, what you see here is a drastically more conservative, restrained version of their shenanigans.As I've mentioned before, and not that it should matter, but Peach Bomber cancelling has also been implemented into Peach-...
Well I have a few ideas for some neat DK tricks.I'd really like to find something cool yet usually useless for DK, Diddy, Lucario (Double Team?) Marth, G&W, and Snake
DDD is a GREAT example of a change that is really awesome yet mostly useless.
Whoops, I forgot Pikachu's main change. Not a big deal though.
Giant punch has super armor, huge range, and like no cooldown, **** would be broken as a committed recovery attack.1) Giant punch has no fall special
Not really. You probably don't know this but it has significantly less range (and knockback) in the air. If I want to force an air dodge I could just Bair, which has more range, speed, and less cooldown. It's about as slow as his Dair (when fully charged) and it must be fully charged to have "like no cooldown". When not fully charged it is as slow and laggy as his Fair (about the same range too). You also forfeit all aerial control during the punch.Giant punch has super armor, huge range, and like no cooldown, **** would be broken as a committed recovery attack.
I'm willing to bet you know this already, but you can set up the ability to interrupt moves into specific specials. Specifically, using a Change Action to the proper special with requirements of if B is pressed, and if a certain direction is pressed.Also, if anyone wanted to know we can't IASA into specific moves, including specials--only categories like "aerial specials" or "footstools".
Good read! I can really see the thought process behind these drastic changes... I am filled with equal parts excitement and apprehension to try them out. Excitement because now these characters will have counters to the things that previously shut them down, and apprehension because I can foresee some really drastic changes to playstyle (like Falcon may start to drastically revolve around Falcon Kick shenanigans).Also, Thinkaman means Falco's bread. It's an easy point to get confused on.
Also, I know some people are concerned about this direction of design. I have written a piece on the topic that will hopefully put some minds at ease.
http://balancedbrawl.net/?p=48
Peach Bomber not being able to touch shields is a GOOD thing for Peach.You can't cancel Peach Bomber after it hits. You cancel before it hits (but after you start flying forward). The reason the move is probably impossible to powershield is because it is in fact impossible to block... and it is largely not a good thing for Peach. The attacking explosion of hearts and love simply never comes out against a shield. If you Peach Bomber into a shield, Peach just passes through the shield as though the opponent weren't even there; it's like using an attack with 0f of shieldstun.
All of them actually, She can U smash directly out of it and even use it twice in a row with minimal lag, Zelda likes enemies above her anyways. Fresh Naryu's love to U smash does 29 damage and that's pretty nice.On Zelda: I was hoping Naryu's Love would be safer. Something like a bit more invincibility during the startup. The freezing effect is cool, but I think it goes against the 'do no harm' rule of BBrawl. It's just too drastic. Ice never figured prominently into Zelda's themes, and this in particular only seems somewhat effective. What matchups or gimps does a freezing Naryu's Love help her with?
Holy crap, we have awoken the mighty gimpy from his slumber :othis is all quite interesting
ah. that's ok then, i thought it was either-or.Crazy "Bowser the Relentless" has 1% heavy armor for every 20% damage he takes, up to a maximum of 8% armor at 160% damage. At 10%-12% armor, he would become nearly impossible for part of the cast. I mean, just think for a moment about the MK matchup and what options MK gradually loses as the stock goes on. Note that this file includes the f-smash change.
You could do what I did and have 2 private folders. One with all of the old stuff in it and another with the new BBrawl stuff. As long as the names aren't the same (I named the old private folder private1) you can keep both. Switching between which one loads with the gecko is as simple as renaming them.Wait, is the new version out? Which link?
also, about what Joe said. I've been collecting a whole lot of music/texture files on. wouldn't overwriting the data with new stuff cause them too delete?
Actually, the reverse Falcon Punch is much easier to land than the regular Falcon Punch in most situations. The reason being is that the reverse Falcon Punch allows you to regain aerial control, allowing you to actually actively space the move. It's possible to bait airdodges with a reverse Falcon Punch...I've done it before. As you implied, it's actually landable in singles.Falcon Punch is actually fast enough to be a fairly worthwhile move in singles. You would really be surprised some of the places you can sneak it in. Warlock Punch, on the other hand, is largely too slow for that, but the true super armor and amazing hit properties make it an excellent move in teams play. That's what I've found at least.
Also, from what I've found reverse Falcon Punch is largely relegated to very rare surprise status since the dramatically later armored frames and slower start up make it mostly a lot worse, but reverse Warlock Punch is pretty close to equal to the viability of forward Warlock Punch. The two moves really get a lot of identify from each other in this release.