smashkng
Smash Lord
Does the explanation mean DK can do guaranteed grab release combos on other characters or that he escapes even faster from grabs than in vBrawl?
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No. It won't recognize a SDHC, so you kind of need and SD card about 1 gig. Just go to wal-mart and get one for like, 15$.hey is there a way to install this with an SD card bigger than 2gb? It's the only one I have and I dont really want to go buy a 1gig one.
it means that when he releases an opponent it is faster.Does the explanation mean DK can do guaranteed grab release combos on other characters or that he escapes even faster from grabs than in vBrawl?
I thought they already realized that it still wouldn't autocancel in a short hop though...I got an idea for Ganondorf.
Go to SubAction 63 in PSA.
See that little thing where it says Synchronous Timer: frames=35?
Change that to Asynchronous.
kthnx.
Actually, that's wrong, MK still wins against Marth, only slightly less so, and it's for the same reasons that you were talking about.At any rate, I think the best character in this game is Marth, due to his combination of excellent safety and KO power. The main reason MK and Snake appeared to beat him in high level play was due to having more KO power, which has more or less become a more balanced playing field for Marth. DDD no longer wins against Marth either due to removal of CG.
Even if he had that, would you really place him in a higher tier anyways?And yes, Ganondorf still sucks a lot. Until he gets one move that can be used as a consistent approach, he's still bottom tier.
Who cares? Do it anyways. Anything would help at this rate, lol.I thought they already realized that it still wouldn't autocancel in a short hop though...
(f-air)
One timing change to Ganondorf would indeed make him rise at least a tier.Even if he had that, would you really place him in a higher tier anyways?
Ah ok. I thought that priority was independent of damage, because I seem to get beat out on clash of weaker moves all the time. It must just be the way the hitboxes are interacting.Don't forget, the simplicity of a mere change to damage % can be misleading. Damage directly influences priority (more % means it's more likely to power through other hits) and it directly influences knockback by a quite significant amount.
@MenoUnderwater:
Nice.
I wasn't aware that damage affected knockback that significantly. I don't know too much about the technical workings of Brawl, (plus I've been out of the competitive scene for a bit, though BBrawl is doing a good job of bringing me back to it) I just know that [x] move at [x%] is going to KO [x].Alondite, you kinda share my sentiment, but I must correct you on a few things.
Firstoff, it is important to consider that Wario's F-smash and U-air KO approximately 25% higher than they used to DUE to the damage nerfs (which means Wario should rely more on up-angled F-tilt for kills). At any rate however, he is definitely top tier with this broken mobility alone.
Yeah, I know that it's a pretty significant nerf, but despite the fact that it doesn't deal as much damage now (or at least not regularly), it still has incredible versatility. It eats through a ton of moves and transforms him into a huge, quickly-moving hitbox that is tough to avoid. It makes approaching safely very difficult.Also, it's important to not understate the nerf of Metaknight's Tornado. Metaknight's Tornado is a unique move in that it ignores the rules of poke wars. With its ability to trap eliminated, that alone makes Metaknight much more manageable since this means poking him back is a much more viable strategy. The reduced power of his Up-B and D-smash is pretty drastic, one of the most drastic knockback nerfs in the game overall, meaning he must rely more on aerials to get kills. Although yes, he's definitely still a top character.
Yes, but the same fundamental issue still applies in both match-ups, you're dealing with a situation where Marth should never be able to approach MK and gets counter-pick screwed on an otherwise very even match-up....you know it is harder for both of these guys to ultimatley get the kill on marth now, right?
actually, seeing Marth's nigh unparalleled ability to punish, him lasting longer in a match should mean he gets more chances to do things to MK or Snake, and potentially turn the tables in his favor even if MK and Snake still have stuff on him, Marth now has more oppertunities throughout a match to counter-attack this.Yes, but the same fundamental issue still applies in both match-ups, you're dealing with a situation where Marth should never be able to approach MK and gets counter-pick screwed on an otherwise very even match-up.
The fact that they kill later helps a little but doesn't deal with the systemic problems.
They hold true against Ganondorf, who has to place a bet on a 16 frame grab and PRAY that it works when his opponent shieldcamps him.Banana Locks are gone.
Systematic problems have never held through. After all, we're all human.
(Average reflex is 16 frames, kthx; mine is 12)
What do you mean, exactly, by 16-frame grab? Ganon's grab boxes show up on frame 6 for standing, and 10 for dashing. (9 for turning.)They hold true against Ganondorf, who has to place a bet on a 16 frame grab and PRAY that it works when his opponent shieldcamps him.
What Marth probably needs is a tiny nerf on the fourth hits of Dancing Blade. And then you give him a tiny damage increase on moves that he almost never uses like U-throw and B-throw.
Wait, I just remembered, doesn't Falco get 0-deathed by Marth?
Firstoff, you're not landing a shieldgrab or a dashgrab on ANYONE that doesn't screw up. They don't have enough range. Specifically Ganon's shieldgrab. His Dashgrab has OK range, but Ganon's run speed is too terrible to take advantage of it.What do you mean, exactly, by 16-frame grab? Ganon's grab boxes show up on frame 6 for standing, and 10 for dashing. (9 for turning.)
'Kay. I was only asking about the frame number really. I know Ganon has bad times grabbing, and I understand your points. I do think you underestimate the power of prediction, but I'll leave those arguments to people who are more a part of the competitive scene. I don't have a healthy supply of skilled opponents, so I doubt my skills are as high as the level BBrawl is designed for.Firstoff, you're not landing a shieldgrab or a dashgrab on ANYONE that doesn't screw up. They don't have enough range. Specifically Ganon's shieldgrab. His Dashgrab has OK range, but Ganon's run speed is too terrible to take advantage of it.
Also, add 1 to those numbers. Ganondorf's grabs all start 1 frame slower than average.
It takes 16 frames for Flame Choke to start up, and this is by far Ganondorf's most viable grab in terms of speed and range ratio. It's the most likely of his grabs to be able to punish a mistake. Read that carefully when I say "mistake".
You know something is horribly wrong when Ganondorf's best grab is easily avoided (and thus punished) on reaction.
In short, Ganondorf doesn't have any viable grabs. Well, his pivot grab isn't terrible, but again, you're betting on people making a spacing mistake.
The only realistic way Ganondorf can land a grab without his opponent majorly screwing up is by powershielding into a dashgrab, which is good, but not easy to do at all.