Shadic
Alakadoof?
Dair? No, it's tied for the laggiest landing move in the game, at 25 frames. Only Dedede ties it, with his Dair.
At least, according to what data you gave us.
At least, according to what data you gave us.
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"slaps"Complete overhaul plz. No moar floaties, mayhaps? :o (You may all now get ready to slap me for suggesting that).
Well, ****. you should of specified. How was I supposed to know you meant grabbing characters in air out of hitstun. <_<
Only Link, Samus, and TL have tether grabs that can't grab airborne characters at the same range as standing characters. These characters can in fact grab people out of the air, but it has to be at standing grab range.
If this were any other game, I'd be inclined to agree. However killing at such a percentage in B+ is actually considered above mediocre. I suppose Leaf's post regarding KO ability explains it well enough. If anything, it's something we should consider for the entire cast...increased KO ability.Yeah, a move that kills at 107% on a Mario without DI on Final Destination. It's... Slightly stronger than the good hit of a MK UpB.
Hmm, it seems to have worked on Marth or anyone around his general gravity settings. Or rather, it would have worked on Marth if he did not have a 5 frame string breaker. Also jabs have low growth (obv) and so does dthrow. You could chain this for a while, and I believe the angle has been buffed so you can't perfect DI like TL's, so DI doesn't absolutely crush this pseudo-string. Then at the last dthrow you can utilt I think. It seems to probably give Link a larger % advantage than vBrawl Falco off his chaingrab (for a comparison of % dependent combo/string leads).It doesn't seem to work on anybody other than a Fastfaller past 40% or so, even without DI.
And I don't see how you could want to nerf Link, with people at the same time complaining about Squirtle nerfs. Was Link even represented at BTL2?![]()
This. Lets make character die faster. And i mean buff EVERY kill move in the game. AND make edgeguarding better. Oh, and the uthrow change was dumb. Same with fair.@Squirtle discussion: I've actually felt that both the fair and uthrow nerfs were unnecessary. The fair's safety on block was already reduced due to the lowered shieldstun, which alone was a pretty substantial nerf to it. The uthrow nerf makes grabbing pretty much worthless for anything except a small amount of damage for a ~40% window or so. I'd have rather seen the uair have slightly nerfed growth, so uthrow -> uair would still combo once the foe got to higher percents, but it wouldn't necessarily kill so early.
@Alphatron: It depends on who I'm playing as and against, but usually at least once a match I'll live to 150%+, and I almost always live to 120%+, except when gimped.
"Brawl, where 78% is gimp." This still applies to brawl+ imo. Most characters only have one or two good kill setups, and if you can avoid those, you end up living for quite a while. Recoveries are generally good enough that your opponent will be edgeguarding you for quite a while if they want to gimp you (unless you just get low-percent spiked).
I don't think staying alive for a long time is all that difficult, really. Players should always be conscious of what their opponent is doing; the most important traps to avoid are your own.
...
I find this amusing. The reason squirtle had his uthrow nerfed was because he could kill at around 100% with uthrow -> uair if he got a grab. And this is considered "too good." In the same post, I talk about how characters live forever in brawl+. Perhaps squirtle is right where he should be... and it's the other characters are the ones that have a problem. Food for thought.
lol now I see why the BRoom exists.This. Lets make character die faster. And i mean buff EVERY kill move in the game. AND make edgeguarding better. Oh, and the uthrow change was dumb. Same with fair.
lol now I see why you are not in the BRoom and never will be.lol now I see why the BRoom exists.
If it's glitchy, then yeah, it's got to go. It doesn't make a huge difference anyway.But I definitely agree with dropping FFDT. It's not necessary, and it's actually a buff to the defensive game, when lowered hitstun already did that. Being glitchy on top of that just makes it a no-brainer to take it out imo.
Didn't we already do that once, and it was still one of the lowest % guaranteed grab-kill combos in the game?Landing a grab with squirtle now anytime between mid percents and oh... 130% or so, is now suddenly very unrewarding. It used to be that there was a small window in which you could neither uthrow -> uair or kill with dthrow, which was fine, but now it's pretty ridiculous. If you want to nerf uair's kill ability... nerf uair's kill ability. Don't nerf the uthrow.
I do agree the up-B was overnerfed. The only problem with it was how strong the hitboxes at the end of the move were.The upB was fine except for the vertical range being too big. So you decided to outright remove it and make it a worse version of the vbrawl upB?
Maybe it's just me but I found the larger fsmash tip much easier to land. I went from landing 1 or 2 fsmash tips per game to landing 5 or 6.Additionally, the fsmash tip increase was very minimal, and didn't actually make it any easier to land.
Someone came up with the idea of having ledge invincibility time decrease with successive grabs, but reset whenever you are hit or touch ground. I think this would be a better solution to planking than some arbitrary limit on ledgegrabs.Back then, there was an idea of making ledges only grab-able around 7 times before requiring one to land on the ground to reset it (like how Tethering or Ike's Aether is limited to the amount of times it can grab the ledge). Is that still impossible to do?
I would like to see all characters killing better in general. We could just take all the kill moves in the game, decrease the BKB, and increase the KBG, so they work about the same at low %s but kill better.This. Lets make character die faster. And i mean buff EVERY kill move in the game. AND make edgeguarding better. Oh, and the uthrow change was dumb. Same with fair.
This. 1.2x kb, iirc1. Light/Floaty Character
2. Ceiling isnt that high.
3. Extremely Terribad DI.
4. Toon Link Started to charge an Fsmash, and IIRC, you recieve more KB when hit when charging a smash.
having all these conditions are pretty ****ing uncommon and a move's potential should not be based of that.
Leaf said it wasn't any easier to hit with. I disagree. That's all. If you wanna make the tip bigger and match the animation better, that's fine, but don't pretend it's not a buff, because it is....Moves' hitboxes being adjusted to fit the animation normally means more success with hitting it. <_<
Like. The Fsmash never really needed it, as it was nothing but a graphical fix, but the common sense behind making things....work properly would normally mean that better results would be a side-effect you know.
When things dont work right = worse results
When things work right = better results.
Seemed kinda obvious to me.
I don't know, that would kill some characters' under platform game. Think of Bowser or Marth and utilt spam. Even other characters have setups off platforms because there isn't much room the other guy can move.We could try that.
I have played around with being able to roll off edges, it was pretty fun.
While I agree some characters like link need more ugrav some character's don't make sense like Pit and Sonic, why not just speed up the animation a bit to make it auto canceled, it wouldn't hurt right? Why fix something that was never really broken?Edit:
Changes that I feel could be made for useage of moves
Pit more Ugrav (Look into autocancel uair and nair)
Charizard more Ugrav
Ivysaur more Ugrav
ROB more Ugrav
Sonic more U grav (Just need to look at autocancel fair)
Link more U grav
Mario more U grav (Look into autocancel uair (but remove second aerial function)