Linkshot
Smash Hero
Pit has it, too, and it propels him pretty much all the way across FD.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I should point out, Mario's dash actually operates this way in other games. His run speed oscillates between different velocities. In Super Mario World TASes, timing jumps can fully abuse the top velocity of Mario's run speed since jumping preserves the run momentum that Mario had when he left the ground.is this exclusive to mario? sounds like a really weird thing for one character to have during one frame of their run...lol.
This X10. Ness to be seperated from the bros. He's just worse off than they are.Ness isn't as slow as the above characters, but isn't extremely fast or safe in any particular way to compensate for the fact his range is comparably bad to someone like Mario, Luigi, or Wario, which makes him a very mediocre character at consistently dealing damage reliably.
I'm quite certain Mario's Jab, F-tilt, U-tilt, B-air, and U-air have slightly more range than Ness's to be precise.Ness has more range than Wario and Luigi. Mario has a long fsmash and a few other things of note, but I would say Ness has more range on the whole as him as well.
Sorry, but, how this solve one of her "biggest problems"?Zelda's F-tilt buff is the kind of buff that this project should generally be trying to aim for on the characters that I think have problems. The speedup doesn't really change the way the character is played too much, but it does fundamentally address one of Zelda's biggest problems by giving her something that can be used viably as a poke.
One of Zelda's biggest problem IS in fact losing at midrange battles. Her mobility is bad, and her approach options are all terrible, and she really doesn't have a decent poke option that she can throw out when the opponent hovers in that range. By making F-tilt reasonably safe to throw out, you can now attempt to control that space and don't simply lose when the opponent tries to be extremely patient.Sorry, but, how this solve one of her "biggest problems"?
I'm still thinking that this buff was unnecessary, Zelda doesn't need combos (but the Farore's one, a big reward or a very punishable move), she just needed a better proyectile (no matter how it looks, Din's Fire is BAD) for bait an approach decently.
Also, this Ftilt can be DI'ed to her back, and any fast/ranged aerial avoid the combo (thinking on Math's Fair, which hurts); and at certain %, most characters can just Dair it.
As for a poke, it doesn't "adress her problems", just make her a little more competitive in mid-range battles, where she was already pretty even, but she is still struggling on mid-long ones (naming Marth again..).
Never said it was bad, but frankly it's not godly, and the thing is it's counterable with matchup knowledge.Bowser's side-B is a really good move, and it's hard to imagine how you can't see that.
The problem is the grounded version has a pretty terrible hitbox (with respect to the size of Bowser's frame). It basically sorta goes where the Jab does, but seems to have slightly less reach, and doesn't cover the air nearly as well, and 37 frames is in fact pretty significantly punishable on whiff. This is why I complain a lot about Ganondorf's Jab. In the high speed spacing wars that actually occur this game, you really can't afford to be stuck in one location for over half a second and whiff.On the ground it hits on f8 (faster than his normal grab) and only has a total duration of 37 frames (same as his ftilt, one frame slower than max speed jab1 -> jab2, and less duration than all of his other moves including his normal grabs, generally safe to whiff unless the opponent is really close).
I think a lot of high level players are going to seriously disagree with this statement. "useable" may be true, but being the best option generally only occurs when the opponent makes a glaring mistake. Generally speaking, you reeeealy are pushing startup limits once you get past 12-15 frames, which alone gives such moves questionable viability and generally demands infrequent use. Any slower than that, your opponent really has to screw up somewhere for them to actually get hit by something if you don't have a good setup.In the air f17 seems poor (though 17f is seriously not that bad; moves that hit on f17 in general are very usable)
F-air ends on frame 41, and autocancels after frame 36 (which is the length of a short hop).For one it has a total duration of only 43 frames which is a lower duration than all of Bowser's aerials and actually pretty decent in general.
In theory against an opponent who basically sits in one spot and shields and spotdodges like a nub, this is a very good tactic, but in reality, this is not hard to anti-air at all.For two, it adds only a single frame to his landing animation (3 frames total for a slower fall and 7 frames total for a faster fall). It's not quick to come out, but it is safe to throw out.
It's one of Bowser's better moves along with Jab and Up-B, but it really just falls short of being a staple move. Bowser really is just too big a target to be lingering in the air a long time, and combined with the awful startup and the fairly specific angle of the hitbox of the aerial Klaw, and the general limitations of Bowser's aerials, Bowser ends up leaving himself open from a lot of angles. This makes his approach very predictable and counterable.Also, in the air, Bowser can stay mobile via klawhopping. When Bowser is moving around that fast, it's actually pretty non-trivial to avoid as a part of the unpredictable movements klawhopping enables. He could just klawhop right on over and land one of the Flying Slams like that. He could also klawhop near, land on the ground (with only 3f of lag, basically a faster version of an empty short hop), and then do a Flying Slam from the ground or maybe a jab for even more speed or whatever Bowser wants to do (this is a mix-up situation so mix things up!). Also remember that this move does 18% damage which is a pretty large amount of damage. In general, Bowser can eat two hits per every one Flying Slam he lands and come out ahead percentage wise, and that's before you consider that Bowser's weight makes the damage he takes mean less than the damage his opponent takes generally. Flying Slam is not really hard to land in general, especially remembering that as a grab it is unblockable; that just makes it incredible. The suicide gimmicks don't even matter in the face of all that's awesome about this move; I'd consider them icing on the cake if anything.
Took a picture of it with my phone, as it's not entirely possible to screenshot without a capture card (which I don't have )Hey guys I just got finished a Title Screen for Balanced Brawl (Thanx to Mit). Unfortunately I couldn't post a screenshot. So here it is:
http://www.mediafire.com/?q2aez2nntzj
Tell me any problems/concerns or basically any feedback.
Oh and for those who dont know. Make sure the folders are in this hierarchy "private\wii\APP\RSBE\pfmenu2"
(if you dont have it, create the "pfmenu2" folder and just place the .pac file in there and it should work.)
PS: If anyone can, post a screenshot for the public
As A2 pointed out, it has jab1 range on the ground (just about the same range as a standing grab). In the air, it has massive reach. But, it's slow and Bowser has such laggy landing lag on his moves that it's pretty readable. As A2 said, it's right there between his jabs and fortress, but it's not amazing. And while not that big a deal, some projectiles hit him out of flying slam (Snake mortar, Link's bomb).Bowser's side-B is a really good move, and it's hard to imagine how you can't see that.
It's pretty cool.Took a picture of it with my phone
i think its an excellent design overall, the only thing i'm really not getting is this rainbow coloring. unless Balanced Brawl has some sort of subtle connection to homosexuality that im missing, i dont really see how it fits into the screen's composition as a whole.I appreciate the feedback, Ill try to work on it more and any ideas will help as well.
I don't know, that'd be pretty boring. I like what's in Lokee's sig:I think you should limit it to the colors used on the BBrawl Sig.
Whao! Luv that signature. Were can I get it?I don't know, that'd be pretty boring. I like what's in Lokee's sig:
If he actually made it just like the logo on the right, I think it'd address most critiques and still look good. The "Balanced" is more prominent, and the yin-yang/cross ball is easier to look at.
I'm okay with either yin-yang ball. I think I like the rainbow one a little more, just because it's more exciting I'm not sure where the rainbow stuff is coming from either, but I don't think it looks fruity in any way (atleast how it appears in his sig) and somehow even further conveys balance to me.
Also, did you try messing with the size of things at all Lokee? I know it doesn't seem like a good idea, but I'm curious of what would happen if you made the "Brawl" section bigger, and even shrank the "Super Smash Bros" section. If it works, it could result in a little bit better looking screen, but that may or may not be possible.
Basically make it Black/White tones Right?I suggest giving the frame of the letters in "Balanced" contrast. That will definitely catch eyes.
Also, instead of just a strip...what about a yin-yang Smash Ball in monochrome?
Here ya go http://fc05.deviantart.net/fs71/f/2009/358/3/3/BBrawl_Sig_2010_Edition_by_Max_Nohiro.jpgWhao! Luv that signature. Were can I get it?
Qf t. . .you Suck At Links.
He has URL tags around the image. Like so: [ url=http://www.smashboards.com/showthread.php?t=246327][ img]http://www.deviantart.com/download/147935305/BBrawl_Sig_2010_Edition_by_Max_Nohiro.jpg[ /img][ /url] Remove spaces of course.Question for Lokee.
I have it as my signature but I can't click on it like I can yours. Why is that?
I like the fiery Brawl text you've got going as well. If anything, I think the orange tone sets it apart from other mods and whatnot, and still looks very nice. And I say keep the Smash Bros. cross within the Smash yin-yang ball thing. The two examples of it in your sig look great, it's just the one on your Title Screen is hard to look at.Basically make it Black/White tones Right?
My biggest Beef with the whole color thing in generally Which kind?
Personally I would want to stick with the smash bros. brawl colors which are an assortment of Firey colors EX: red, orange etc. and often metal or grayish black colors as in the steel frame of where it says "Super Smash Bros." Perhaps I can replicate that with "Balanced"
How about "Brawl" which obviously attracts the most attention due to its bright nature I placed. I was thinking of toning it down a bit to make way for "Balanced" but It seems that Ive ran into the conclusion that it may not be so bad. I mean the point of BBrawl is to play like vBrawl so its kinda identifying itself or basically telling the player "Hey this is still Brawl"
Hmmmm....I got to think as do not want to interupt the character discussion with my babbling.
Here ya go http://fc05.deviantart.net/fs71/f/2009/358/3/3/BBrawl_Sig_2010_Edition_by_Max_Nohiro.jpg
I don't know, that'd be pretty boring. I like what's in Lokee's sig:
If he actually made it just like the logo on the right, I think it'd address most critiques and still look good. The "Balanced" is more prominent, and the yin-yang/cross ball is easier to look at.
I'm okay with either yin-yang ball. I think I like the rainbow one a little more, just because it's more exciting I'm not sure where the rainbow stuff is coming from either, but I don't think it looks fruity in any way (atleast how it appears in his sig) and somehow even further conveys balance to me.
Also, did you try messing with the size of things at all Lokee? I know it doesn't seem like a good idea, but I'm curious of what would happen if you made the "Brawl" section bigger, and even shrank the "Super Smash Bros" section. If it works, it could result in a little bit better looking screen, but that may or may not be possible.
I like Lokee's...it has some "lively-ness" to it....it actually catches your eye.Look up BB code, it'll help you in the long run
IMO
Meno's Sig>>>Lokee's Sig
Ironically Lokee's looks very toon link, whereas Meno's looks very modern and simplistic.
For example, everything in Lokee's is a different font, Lokee has no unified color scheme, etc.
Thanks, Mit.He has URL tags around the image. Like so: [ url=http://www.smashboards.com/showthread.php?t=246327][ img]http://www.deviantart.com/download/147935305/BBrawl_Sig_2010_Edition_by_Max_Nohiro.jpg[ /img][ /url] Remove spaces of course.
I like the fiery Brawl text you've got going as well. If anything, I think the orange tone sets it apart from other mods and whatnot, and still looks very nice. And I say keep the Smash Bros. cross within the Smash yin-yang ball thing. The two examples of it in your sig look great, it's just the one on your Title Screen is hard to look at.
And yeah, I forgot all the letters were separate That does make it ten times more annoying. I'd experiment with just the Brawl part first, though, and see what happens.
This made my day lolIronically Lokee's looks very toon link, whereas Meno's looks very modern and simplistic.