SymphonicSage12
Smash Master
- Joined
- Feb 6, 2009
- Messages
- 3,299
no, I just made sheik more of a fastfaller, speedy type. She's actually pretty slow, currently, for a supposed ninja..
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you mean yes. you did buff pretty much everything. the only nerf was jump height.no, I just made sheik more of a fastfaller, speedy type. She's actually pretty slow, currently, for a supposed ninja..
I haven't tested his Shiek changes yet. But what I can say is that you have to be more open. By and large people want to tighten gameplay, this entails physics, jump velocities... Heck maybe even other such speeds (like run/ walk speed). Ideally, if this happens, it will be done all at once, thought it's not bad to test a few characters at a time. I'm not saying what Sage did will be officially backed, but you may be seeing many changes like this in the distant to near future.you mean yes. you did buff pretty much everything. the only nerf was jump height.
Again, use your favorite autoupdater.
didnt they just reduce the number of frames for the airdodge? i cant remember startup being tampered with. Would support this if it worked lolInstead of NADT, couldn't we just make air-dodges laggier? As in, they take longer to start, and add more vulnerable frames at the end, so there's actually a punishment factor to it?
I know this has been done before, but making the nerfs stronger could help, I think.
Would that be because they're doing R+A? If so, they need to learn to press Z.Messing with startup also messes with SHAD approaches fyi which would also mess with Zair approaches that you oh so Link mains love (I see you guys ADing first and then doing the Zair soooo yeah).
Z is horrible for doing Zair... in comparison to R+A. And what Alphatron said.Would that be because they're doing R+A? If so, they need to learn to press Z.
The hitstun is .46...only two points lower than .48....Hmm i did some testing on GSH with my friends on friday(finally) and i found hitstun a little low. I liked RC1 hitstun better, maybe one in between works better? That's just my opinion. Other stuff worked great, no random freezes with puff like people say and the characters feel great.
The lower hitstun shouldn't be a problem after we polish up the physics.Hmm i did some testing on GSH with my friends on friday(finally) and i found hitstun a little low. I liked RC1 hitstun better, maybe one in between works better? That's just my opinion. Other stuff worked great, no random freezes with puff like people say and the characters feel great.
If you add 3 more frames to AD start-up, Zelda's dins (and other projectiles) will become unavoidable.would changing ad startup from 3 frames to 6 really wreck SHAD approaches? all you'd need to do is AD 1/20th of a second earlier <_< >_>
wait...why are you SHADing to approach marth anyways?yes, 3 frames would matter. That might the difference between getting faired by marth or not. :V
And I have no idea on the needing to get to the invincibility to be able to zair..... but I think that might be true?
THIS!!!!!!!! (People must listen to you more than me, I've tried saying this before)We're only trying to nerf the use of AD to escape combos/strings, not all its other uses. NADT accomplishes this, and at the same time makes it skill-based, since the more skilled player will be able to time the tap+AD better and thus escape strings better.
I suppose giving an AD out of tumble a ****ton of startup lag (so that tap+AD is still significantly better) wouldn't be a terrible compromise, but I feel like the only reason people even want that is because they're too **** lazy to do anything other than mash AD to escape strings. Actually, this might not be a half-bad idea, so you get punished for mashing tap+AD too instead of timing it correctly ... hmmm
Cmon people, it's not like NADT is some radical, never-before-seen game mechanic.
It's more like, "Tossing out general ideas." Thanks for playing, though.Next time you start really campaigning for a change, actually think about what it affects.
No, he's been adding this to the bottom of his posts for a few days now which is campaigning. "Thanks for playing"? Really? That's all you can come up with?It's more like, "Tossing out general ideas." Thanks for playing, though.
And as for general game mechanics ruining certain things/making others overpowered... Couldn't we just alter those?
Also, I don't see how 3 frames could make Din's Fire unavoidable, but okay.
DhuurrrrrSeems about as hard to implement as 64 taunt cancelling...having actions change under certain animations and all.
Don't forget you need a RA-Bit[200] clear in every damage subaction as well. As well as during a tech roll, normal tech, or a hit ground. Or etc, etc, etc. have fun copy pasting that one.Dhuurrrrr
Set RA-Bit[200] = true in tumble, after 4 frames of fall animation, Set RA-Bit[200] = false
If RA-Bit[200] = true in fall, 04070100 is set to 0.9.
Easy.
Add 3 frames to air dodge, and now, you have to start air dodging before the hit box gets to you. This will be a bait and punish situation.airdodge, or any aerial, fastfall, abuse horizontal velocity...yeah din's is pretty avoidable. Now, I won't say punishable, since a SMART zelda would be far away, but it IS avoidable. Not only are you wrong on all counts, you have to be a ***** to the people that simply don't agree with you. Talk about pathetic.
And yes, 3 frames is important. I even said that earlier...
Couldn't you anticipate Din's Fire?Reaction time is great, but good players anticipate moves, so the reaction time argument is meaningless.