JOE!
Smash Hero
they do, its all about landing Uair though
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Dair says hi!Yoshi eggroll rocks, and essentially makes him be able to do to Mk what he used to do with the nado, none of the bat's moves do enough damage in 1 hit to stop the egg XD
Hm? We only touched nair, which I don't think is much of a juggle move? Am I missing something?Wolf: Still solid, as I said, but i think the increased KB on his aerials messed with his juggle game just a bit...
It does put them up and at her back, but so far away you really can't follow up with anything unless it's against Bowser or Ganon, and the only thign you can really follow up with is u-air or perhaps slide back a back and u-tilt but you're likely to get stomped by Ganon if you try that.If I'm not wrong, Jigg's dthrow put opponents on her up-back (that's what I saw on some playtest I had against CPUs, so I can be wrong), if that, then it's bad agaist MK...
Also, I'm really amazed how CPU's randomness makes them addapt to the new changes, CPUZelda Nayru's dash spam is odd, and CPU FalconKick followups are... meh...
I think you'd enjoy Brawl- more...Balanced Brawl is more about keeping the current matchup data in-tact while making it more bearable...Brawl- basically tears everything apart in the name of fun.I think every char should get a new attack or effect by using its taunts... some taunts are made for short power or speed ups... Link's fairy-taunt can heal some damage... Ganon can draw his sword (possibly too unbalanced) or make with his up-taunt some whirling wind finished with an explosion like a blast box... with Bowsers Side-Taunt he could bite the opponent really... creativity is needed :-) some Item-Effects would fit there.
In general... add more special effects like Bowsers Fmsash-Explosion and so on... It should be a mix between fun, useful moves, epicness and flavor took from the games, where the chars come from.
Gman.... you wouldn't be chance be a Fayz0n would you?I think every char should get a new attack or effect by using its taunts... some taunts are made for short power or speed ups... Link's fairy-taunt can heal some damage... Ganon can draw his sword (possibly too unbalanced) or make with his up-taunt some whirling wind finished with an explosion like a blast box... with Bowsers Side-Taunt he could bite the opponent really... creativity is needed :-) some Item-Effects would fit there.
In general... add more special effects like Bowsers Fmsash-Explosion and so on... It should be a mix between fun, useful moves, epicness and flavor took from the games, where the chars come from.
I didn't mean to give the impression that Ike's SH nair wasn't important. It is, by far, his best approach. However, if you look at his SH frame data, you'll see that nothing has really changed. Ike is only airborne for 38 frames in a SH. I'm not sure if this allows him to double jump in the 1 frame he has left while airborne as I do not currently have access to a Wii. The auto-canceling does help, I'm sure, but that's only when you hit someone's shield who doesn't have a decent grab range and even then, you'd have to space it perfectly which is hard to do because Ike isn't very mobile in the air. All this means that Ike still has to commit to a SH nair or else it doesn't auto-cancel. When you take into consideration how the hitbox on the move works, you should realize that this isn't what Ike wants to do. By frame 27 or so, the hitbox is no longer in front of Ike. This leaves around 15 frames (including shield stun and shield hitlag) before he gets his IASA allowing the opponent to shield grab or something. Trying to cross someone up with the attack doesn't change much. It just allows them to reset or shield grab while you're on top of them.Ike's SH nairs are legitimately important and beneficial.
Cause i like a funny AND balanced game i spoke about a mix between fun, useful moves and so on. I know the intention of brawl- and there is balancing too, but of course it is not the focus.I think you'd enjoy Brawl- more...Balanced Brawl is more about keeping the current matchup data in-tact while making it more bearable...Brawl- basically tears everything apart in the name of fun.
Do what I do, jump towards someone and charge SideB, and then hold shield and mash the A button. You will jump in buffering a shieldgrab, and most people are going to shield while you're charging this move anyway since spotdodging or dropping shield recklessly risks eating a pretty big hit.Actually, I'm finding that bonus of his to be rather useless... considering his skull bash from ground is virtually never a good tactic, even if you've managed to deceive your opponent into thinking you're planning to cancel it.
It's neat, but really, really not very useful... except against the characters who Pikachu already has an easy time with. (You know, the big ones and several of the fast-falling ones who he can easily dthrow>usmash.)
I think you raise a good point although their are other characters like Ike in this regard like vbrawl Jiggs-MK maybe Olimar-Ivy and they are getting good attention. BTW can you guys increase the Base knockback of Ivy's Razor Leaf so it actually feels like your legitmately holding them back at least a little.My biggest problem with vBrawl and BBrawl Ike is that there are characters that can do what Ike does in addition to other things. They also do Ike's job better than him. Snake's uair, for instance, has massive range, comes out in 10 frames, lingers like a sex kick, and has nearly as much, if not more knock back than Ike's uair without all of the ending lag. DK's bair comes out in 7 frames, lingers, sets up for more bairs, can be used for effective edge guarding, kills decently when fresh, and ends fast enough for DK to auto-cancel it in a SH or do two in a full jump. Ganondorf's fair auto-cancels in a full hop now, kills very early, can be used to edge guard well, and comes out in 14 frames. How is Ike supposed to compete with these other heavy hitters when all of them can juggle, kill, combo, and frame trap better than he can.
I think that what it really needs is more base knockback or less cooldown so that it isn't so unsafe on hit.The main factor is that the characters Jigglypuff gets the most mileage out of Rest against are the ones she already does well against (the guys who don't hit very hard), and the guys she gets the least mileage out of Rest against are the ones she does worst against (the super disjointed guys who don't let her get close).
There is also the factor that we generally don't want to make Jigglypuff a very Rest-centric character like in a certain other game; it's just not what Brawl Jigglypuff is. It was honestly my personal intuition to give the move a small buff (so it killed at ~60% instead of ~80%), but leaving it alone had a pretty firm logical backing. Making it ridiculous like melee Rest where it could kill at just about any% was never on the table; let's be clear about that part.