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Someone needs to stop requesting this every other post and be patient :-PSomeone needs to release a test build. Like, as soon as possible.
huh? what does this mean lolIn a few days, huh? Looks like I'll be skipping the next nightly.
I rarely get to use the computer. Even now, I'm posting from a psp.huh? what does this mean lol
XD I POST ON MY PSP TOO YO!! I only quote when I get on a compI rarely get to use the computer. Even now, I'm posting from a psp.
Google "Double Nagger" with A == ICan someone explain it to me?
Doctor robotnick and a Ness bomb.
You were never actually DI'ing to escape the Fsmash to begin with. It just threw you out, much like Zelda's Usmash.Look Im sorry ive been away and **** (work johns), My stance is that I want sheik to be a viable char, hell I use sheik sometimes, I wouldnt mind if her fsmash was made to work better but I do not want to take out the DI factor of it. It should have to do with how well the sheik player distances themselves and how good the defender reacts.
I only quote when I can stay within the text limit. lol 256 lines? On a psp, that would be golden.XD I POST ON MY PSP TOO YO!! I only quote when I get on a comp
I didn't say they should have been left alone, I just think that they should actually have to be spaced correctly to get all the hits.Matt, the escapes on Usmash were random and Fsmash was ridiculously bad.
Dude DK 64 Is the *****. Lucky man.Honestly, I saw this whole argument when I woke up today but had friends over the night before and I had to make breakfast for everybody (and get back to playing Donkey Kong 64 multiplayer, which was the ****) so I couldn't really say anything.
My first thoughts were exactly what Kaiser is saying. Raising how potent SDI is on the move with PSA would still allow it to connect perfectly fine with no action taken on the opponent, and assuming a reasonable enough value is used it would connect when properly spaced even if the opponent tries to get out. It would just make it possible to get out of a poorly spaced Fsmash, and most likely punish in the end lag.
I'm sure the same could be applied to a lot of the "EZ mode" complaints about multihitting moves. It's one thing to make them actually function, but if it gets to the point where even DI/SDI (more so SDI obviously) doesn't get you out of multihit moves then there is a problem. Raising how effective SDI is on the move = problem solved (at least in theory :V )
lolwut
Fox's JC Shine in BR testing, the possible replacing of Falco SHDL for DI/FF-able SHL, Relooking at multi-hit moves, and a secret new AT all say hi.if people are complaining about ez mode and the wbr actually intend to do something about it, then maybe there should be some technically difficult AT's in the game <_<
Prove to me that multi-hit moves are not supposed to be escapable. Because I might of missed it in the instruction manual. <_>
Shiek's fsmash as it is now is a reliable KO move that is neigh unescapable.
1. Reliable KO move is not a trait that Shiek should have.
2. The move is E-Z mod towards Shiek. We dont want E-Z mode towards shiek nor do we want it towards the person getting hit, thusly, it must be altered to not be E-Z mod towards anyone.
There is more going towards Multi-Hit moves should be escapable simply because DI exists and the move's flaw is that it inherently gives you multiple chances for you to escape or at least move away from the sweetspot.
What you're saying about Multi-hit moves being unescapable means that yes, we should make them single hitters, and Ill be ****ed if you can convince WBR to do such a thing, let alone majority of the plussers.
Hell, I dont even think you can come up with legit reasons as to why Multi-hit moves should be made unescapable at all times as opposed to making them hard to DI out of up with proper spacing. <_>
That wouldnt change the fact that people are still gonna get hit by mult-hit moves.if people are complaining about ez mode and the wbr actually intend to do something about it, then maybe there should be some technically difficult AT's in the game <_<
Which is why we're going to try and look at Multi-hitters so they aren't E-Z mode to either party.Whats this E-Z mode thing ya'll keep talking about? I mean isnt it E-Z mode to mash a direction on the analog stick and escape a attack that you got yourself hit by? Now why should mult-hit SMASHES be escapable? Just cuz you were off your game and got hit? Sheik's fsmash is so telegraphed too so what you're saying to me is "Why do they get a break just because they caught me?"
Doesn't mean it should auto-link, no matter what. <_>What's hard about blocking Sheik's Fsmash when you notice you're at high percent and are aware she has limited killing options? Sheik's Fsmash is really not reliable when DI'd, and it's easy to do that. You might as well complain about her Usmash, which is stronger and actually has setups.
Sheik's Fsmash is nigh unescapable, but it's extremely far from being unpunishable if at any point both hits don't connect cleanly. If it were indeed a spammable move that was safe to use and launched quickly to wreck the limitations of reactive DI, there would be big reason to look at it. None of that is true, though.
Is this a trade off or a straight buff for Fox? If I recall correctly, Fox is a fairly powerful character as is. (Then again, it's only for testing purposes)Fox's JC Shine in BR testing.
So we tailor the change towards high level play in which at such a level, it's STILL hard to get out but possible.Making multi-hits truly SDI-able just means they will be worthless at high level play where people SDI on a twitch.
I've also said that multi-hits moves already have several weaknesses that don't include escapability.
Trade off. Fox lost something in air ( I think it was the stall) and he can no longer dair to usmash which was his main method to kill too.Is this a trade off or a straight buff for Fox? If I recall correctly, Fox is a fairly powerful character as is. (Then again, it's only for testing purposes)
It's one thing if simple DI alone gets you out of a smash (that's something that shouldn't work). SDI isn't just some simple "EZ mode" thing though; yeah SDI is very easy on the multihit attacks with several hits (such as Pika's Dsmash, Rob's Dsmash, G&W's Bair, and etc.) but on something like Sheik's Fsmash it wouldn't be so simple as just mashing the control stick.Whats this E-Z mode thing ya'll keep talking about? I mean isnt it E-Z mode to mash a direction on the analog stick and escape a attack that you got yourself hit by? Now why should mult-hit SMASHES be escapable? Just cuz you were off your game and got hit? Sheik's fsmash is so telegraphed too so what you're saying to me is "Why do they get a break just because they caught me?"
In a high level of play, Single hit moves also lose the substance of their strength on Multihit moves. Being harder to DI matters much less since everyone at a high level can DI them just as well.Making multi-hits truly SDI-able just means they will be worthless at high level play where people SDI on a twitch.
I've also said that multi-hits moves already have several weaknesses that don't include escapability.
if people are complaining about ez mode and the wbr actually intend to do something about it, then maybe there should be some technically difficult AT's in the game <_<
1)Mult-hits arent ez-mode thats all im trying to get thru to you people. If you catch them then they get punished. Why is there a opportunityto escape if you catch someone in one? The opponent should just eat it. If its properly space. If not then the last hit wont even do the executer any good because the attack is most likely to miss. I never said anything about returning it back to normal either.Which is why we're going to try and look at Multi-hitters so they aren't E-Z mode to either party.
Once again, we aren't trying to return it back to what it was, so stop bringing that up as it's a tired reason now.
We're trying to make it so that it's hard to DI/SDI a properly spaced multi-hitter, not make it auto-link nor make it just do the work of DI for you.
Multi-hit smashes should be escapable because that's how their design is built. :/
That's their inherent nature. It's a design flaw in the move itself.
Doesn't mean it should auto-link, no matter what. <_>
I also believe shanus mentioned that you can't follow up a dair with a forward facing utilt. Reverse utilts would still connect though.Trade off. Fox lost something in air ( I think it was the stall) and he can no longer dair to usmash which was his main method to kill too.
Shanus says it's balanced, soooo I believe it's balanced. :V