zxeon
Smash Lord
Zelda needs all the help she can get and I don't think Nayru's love should be one of those useless moves.
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I disagree, I think she is already a good character.Zelda need all the help she can get.
Play against RyokoYaksa, he'll show you evidence. Sheik/Zelda is quite powerful right now.Show me evidence.
If I recall, they speed up the end lag when he ISN'T hit. Is there a way they could speed up the actual attack?to the post above mine, speeding up the animation didn't work, we've tried it before.
Zelda needs all the help she can get and I don't think Nayru's love should be one of those useless moves.
:VShow me evidence.
No, I'm pretty sure they sped up the attack, itself. But that change still didn't make that move above par, so they just took it out since it was taking up frame speed mod lines. But thinking about it, maybe they should speed both the attack AND the winddown lag, if they wanted to make it better.If I recall, they speed up the end lag when he ISN'T hit. Is there a way they could speed up the actual attack?
iirc, it said they changed the winddown lag, although I could be wrong. When I used it, there wasn't a noticeable difference in the speed in which the slide was activated but it did seem like there was less winddown.No, I'm pretty sure the speed up the attack itself. But that change still didn't make that move above par, so they just took it out since it was taking up frame speed mod lines. But thinking about it, maybe they should speed both the attack AND the winddown lag, if they wanted to make it better.
Winddown lag could be used to describe the non-hit winddown or the attack's winddown (but most of the time, the term is used for the attacking purposed...but that's because most moves don't have secondary winddown properties...). I remember people complaining about how people can shield his Double Team prior to the change. And I also recall trying to use it more due to the speed up to test it out.iirc, it said they changed the winddown lag, although I could be wrong. When I used it, there wasn't a noticeable difference in the speed in which the slide was activated but it did seem like there was less winddown.
Have you played a good zelda?Zelda needs all the help she can get and I don't think Nayru's love should be one of those useless moves.
No I have not.Have you played a good zelda?.
The whole point of the Side B refresh isn't to fix his recovery issues, rather just make it less stupidly easy to gimp. Yeah you can still footstool him, but why wouldn't you be doing a DJ+airdodge to avoid any possibility of footstools? The Side B just makes it so he isn't completely hopeless if he is knocked back off stage after using his DJ, similar to Ganondorf's Down B refresh.SideB Nonsense:
It seems like this would be a great recovery move. However, if one were to be footstooled, which is the situation this buff should be used in, it wouldn't matter. The lag from being footstooled to egg roll to getting out of it would be well pass the barrier or too low to recover. And while this does help his horizontal recovery, it does little to alleviate his recovery issues.
Well that's good. Uthrow is still worthless though lol.U throw is meant for damage only, nothing else. I have a slight rework on the B and F throws that may show some use. D throw will remain untouched.
I'm not asking to get rid of all footstools, just asking to get rid of footstools during super armor frames.Footstools will not be removed, its a character weakness, and you can always throw eggs or do a uair to help protect yourself. Just be ceative. We wont remove footstools just due to one character.
When did this happen? USmash is still a terrible kill move.For U smash I buffed the knockback growth on it so that it should kill sooner and this should be in soon enough.
Nair out of shield isn't a good OoS option? :3His sheild was sped up to a 2x release and is now not the issue, the issue is in fact that he has no good out of sheild options not in fact his sheild itself.
Taking out footstools for one character is kinda selfish, don't ya think? I don't particularly appreciate the footstooling mechanic currently in place, but there was certainly plenty of opposition to changing it when it was brought up not too long ago.Now Yoshi's 3 problems:
1. Footstools
2. Kill Moves
3. Shield
The first problem is simple, take out the footstools. It's obvious why footstools affect Yoshi, but many agree that airdodging through them is a safe recovery. If you know how to play against a Yoshi, you could easily fake going for a footstool and punish the airdodge that you know is coming, otherwise Yoshi will get footstooled. Without the footstool, Yoshi pretty much has control of how he recovers and can throw in attacks or just go through edgeguard attempts and only take damage, like how super armor should function.
Uair really kills at 150-160%? I thought it killed earlier than that... I know I've died from it in vbrawl before at 100%, and the gravity changes shouldn't cause it to kill that much later. Are you sure 150-160% wasn't just when you were actually landing it? Because sonic only has a medium amount of grav added to him, and there is no way that uair should be killing that late.Second problem, KOs. While playing Dark Sonic, I could generally not get a kill till about 140-170ish against Sonic. His fsmash, his "main" kill move kills till about 120-130 and is extremely risky. Usmash doesn't kill till about 180s-200s because of how much you can SDI the move and while the Dsmash buff is amazing, it only sets up an edge guard, which against characters with lol recoverys well sucks. Uair is the only reliable killer, which is easily linked from a dthrow, kills at around 150-160 on Sonic, a lightweight. There is also the problem of none of Yoshi's "kill" moves are at all combo'd into. The closest one is dthrow to uair, which could barely be called a link, and can even be SDI'd out of at late pecentages. It's rather pathetic. I would expect a psuedo combo character to kill at like 110-130, not vBrawl percentages.
Uh... yoshi's shield exit lag has been sped up 2x for a very long time now. It should allow almost instant counterattacks from dropping your shield...Third problem, the shield. Yes, the shield doesn't get penetrated, but is very limited to punishing after. Dsmash or jab are the only punishments to pressing r, and can be easily predicted and laughed at. Since Yoshi no longer has djc, I don't see the problem in making him able to jump out of shield, since the dj would move him far away from the scene and would at the worst, form a reset of position. Simple way to balance the djc would be to cause the shield to break slightly faster, to make up for the lack of penetration.
I don't know if you have ever SDI'd the move, but for some reason the SDI is ridiculous on it. Do it well enough, and you can pretty much go horizontal.Uair really kills at 150-160%? I thought it killed earlier than that... I know I've died from it in vbrawl before at 100%, and the gravity changes shouldn't cause it to kill that much later. Are you sure 150-160% wasn't just when you were actually landing it? Because sonic only has a medium amount of grav added to him, and there is no way that uair should be killing that late.
Also, I'm not really sure why you're complaining about SDI on his usmash. Even if the foe does SDI it, it shouldn't cause them to die any later by more than a couple percent. It's not like it's a multi-hit move that gets stopped in its tracks by SDI...
Like I said, Dsmash isn't that great of a punisher, nor is jab.Uh... yoshi's shield exit lag has been sped up 2x for a very long time now. It should allow almost instant counterattacks from dropping your shield...
I see what you did there >_>Give egg roll 2 frame start up so Yoshi can egg roll OOS and double the wind down of the move. :V
1) Side-effect of the SSS code? (Which I will be releasing a guide for, thanks to Yeroc)Don't know if this known, but currently picking 75m alternates between 75m, Test Room, and Wifi room when it comes up.
I have a concept idea which I'm not sure if people will like or dislike.Only problem with that is the Egg roll doesn't actually do anything till it starts moving. It's have to be pretty much an instant start up for it to do anything.
I would definitely support this idea your proposing for Yoshi Shanus :DI have a concept idea which I'm not sure if people will like or dislike.
Imagine this:
Yoshi requires an input *immediately* after being footstooled which will give back his ability to double jump.
It would work as follows:
Previous ID is footstooled, current ID is (for example example, air dodge), replace with actionID secondjumprefresh.
What this would mean would be that yoshi mains would have to buffer an air dodge from the footstool so that they enter air dodge immediately after the animation (that is, so they don't enter Fall1 state). As such, for this successful timing window, they will be able to refresh their double jump.
Of course, we could make it require no button input to give back the double jump, but that seems a bit too cheating and easy. After all, it is a character weakness we are fixing here, and I don't want to give a get out of jail free card.
You would fall the footstool tumble length, but as you are about to exit the footstool tumble, you hit air dodge. Basically, if you go into the fall state, you miss your chance to get your jump back.As soon as the animation happens, hit air dodge?
I still think it's stupid that Yoshi's super armor can withstand Crazy punishment, but if you tap his nose, he dies.You would fall the footstool tumble length, but as you are about to exit the footstool tumble, you hit air dodge. Basically, if you go into the fall state, you miss your chance to get your jump back.
We are also talking about speeding up the footstool tumble animation so it doesnt last as long.
Its solely dependent on actionIDs right now, and I would have to do a pretty ghetto fix for that to maybe work (99% odds it will fail though). Do you know how many frames from the start of his doublejump that he has his super armor?I still think it's stupid that Yoshi's super armor can withstand Crazy punishment, but if you tap his nose, he dies.
Would it be possible to make someone super jump when they try to footstool Yoshi during the super armor frames, kinda like when you jump off of someone attacking in mid air. The technicality is nice of the foot stool recovery, but like I said, footstooling super armor seems silly.
and when will this guide be available?1) Side-effect of the SSS code? (Which I will be releasing a guide for, thanks to Yeroc)
2) Why are you picking 75m in the first place?