2-2
Smash Journeyman
Okay, I know there's alot of you out there who played Brawl Minus, and it's popularity is rising quickly. But the reason for this thread is just like the normal G&W threads: New match-ups due to character changes, different strategies and also, if possible, new ATs for the negative side of The Watch. If anyone has anything they would like to add to the thread, I would be more than appreciative of the thought. So far, not all the characters are done, but for the ones that are, if you have anything to contribute, add it to the thread. The only thing I can contribute now is the changes for those who don't know.
Aerials:
Nair: Melee Nair (parachute) w/ increased BKB and KBG
(Also, pushing A instead of holding A will give you Brawl Nair instead of Melee)
Fair: IASA Frames, made strong hitboxes longer, less landing lag
(Spammable)
Bair: Hits 7 times for 31% total damage
Dair: Always spikes
Uair: Larger hitboxes, windbox does 1% damage
Tilts:
Pummel: More damage, less SDI
Ftilt: less starting and ending lag
Utilt: Almost no ending lag, faster
Dtilt: More BKB, More KBG (Sort of like Melee's w/ less lagNot as strong as Melee's)
Smashes
Fsmash: Almost no ending lag
(Also spammable)
Usmash: Almost no ending lag
Throws:
Uthrow: a little less BKB, greatly reduced KBG
Specials:
B: Faster food, semi-spike
(The faster you tap, the faster food will come out)
Up B: Invincibility until parachute, more BKB and KBG
Down B: Can dump after 1 projectile, IASA if nothing is caught after 25 frames.
Judgment:
1 - Cape element, 1% recoil, 3% damage, breaks shields
2 - Flower element, trips, 5% damage
3 - Stuns, 90 degree trajectory, 9% damage
4 - Darkness element, 11% damage
5 - All hits spike
6 - More Knockback, 0 SDI
7 - Dizzy
8 - 15% damage
9 - Larger hitboxes
If anybody could manage to reduce the lag on Judgment that would be great, but the aerial Judgment's sub-routines make it very difficult.
Latest update:
More Run velocity and more traction
More air mobility and max horizontal velocity
Less floaty
Weight lowered from 75 to 60
Other stuff:
Less startup lag on Nair
Slightly more BKB on ^B
Glitch:: Grounded Parachute?
Aerials:
Nair: Melee Nair (parachute) w/ increased BKB and KBG
(Also, pushing A instead of holding A will give you Brawl Nair instead of Melee)
Fair: IASA Frames, made strong hitboxes longer, less landing lag
(Spammable)
Bair: Hits 7 times for 31% total damage
Dair: Always spikes
Uair: Larger hitboxes, windbox does 1% damage
Tilts:
Pummel: More damage, less SDI
Ftilt: less starting and ending lag
Utilt: Almost no ending lag, faster
Dtilt: More BKB, More KBG (
Smashes
Fsmash: Almost no ending lag
(Also spammable)
Usmash: Almost no ending lag
Throws:
Uthrow: a little less BKB, greatly reduced KBG
Specials:
B: Faster food, semi-spike
(The faster you tap, the faster food will come out)
Up B: Invincibility until parachute, more BKB and KBG
Down B: Can dump after 1 projectile, IASA if nothing is caught after 25 frames.
Judgment:
1 - Cape element, 1% recoil, 3% damage, breaks shields
2 - Flower element, trips, 5% damage
3 - Stuns, 90 degree trajectory, 9% damage
4 - Darkness element, 11% damage
5 - All hits spike
6 - More Knockback, 0 SDI
7 - Dizzy
8 - 15% damage
9 - Larger hitboxes
If anybody could manage to reduce the lag on Judgment that would be great, but the aerial Judgment's sub-routines make it very difficult.
Latest update:
More Run velocity and more traction
More air mobility and max horizontal velocity
Less floaty
Weight lowered from 75 to 60
Other stuff:
Less startup lag on Nair
Slightly more BKB on ^B
Glitch:: Grounded Parachute?