JCaesar
Smash Hero
MK will be balanced when he is unselectable 
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I'm pretty sure the invin. frames was removed already.landing lag on his upb and remove the invin. frames?
Oops, I apologize Magus. It's been so long since we've discussed Magus Cancel that I forgot its actual intended properties, in addition, the explanation of MC that sparked the topic mislead my understanding of MC. I'm not opposed to MC at all after re-familiarizing myself with it.What? The non-canceled landing lag would be the same or near what it is currently. It would be an additional option available, that slower characters would reap much larger rewards from than faster characters who gain little. The exact opposite of what you said would be true.
Yeah, I just realized that too. Oops.EDIT: nvm.
So basically the non cancelled landing lag would be like it is now, and l-cancelling would lower it even MORE, in the exchange for shield damage? I actually like the idea.
Don't forget the other option of turning the CSS into MK in 39 slotsMK will be balanced when he is unselectable![]()
Using g-air is not the only way to cancel the guide, though. It's possible to make g-air have a little landing lag, so that if you hit with it, you won't be punished, but if you don't, then you can be. And if you don't want lag out of a glide, then simply press B to cancel it that way and not get any lag, but also not attack.If your talking about giving landing lag to his G-air then that's a horrible idea. You completely destroy the move because it's insta punish against metaknight. His options are basically: Cancel with g-air and still get lag and punished or dont cancel with g-air and still get lag and punished.
Don't forget the other option of turning the CSS into MK in 39 slotsand Snake in the 40th slot :V
Pretty balanced cast if I do say so myself.
Brownie points to the first person who finds the picture of that CSS :V
Use that CSS and B+ is perfectly balanced <3
Actually, the line that is supposed to return the PK fire to normal speed was removed. Check for yourself, it isn't there.The speedup is not applied to the endlag, so it's as punishable speed-wise as ever, by the way.
Unfortunately, it's like one of the only things he has against a couple of matchups, but if you can suggest a better way for it to work, I'll listen.
Nah, that would mess up a lot of PK Fire usage, as it is right now PKF is great for punishing because if they miss techs/tech the wrong way they will get hit by it again and again till they do it right or you reach the edge of the stage.Actually, the line that is supposed to return the PK fire to normal speed was removed. Check for yourself, it isn't there.
Hmmm, you could speed up the endlag a bit and make it send at a different angle, or mess with the KB.
I don't have a problem with the move, I just hate how spammable it is. It honestly looks dumb. =/
Wow, who would have thought that there was a way to perfectly balance Brawl? Good work. =DPerfection.
I would just like to throw in that this sounds like a really cool idea that I would be down with trying at some point in the future, after we sort out all the other recent ideas like dodge nerfs, edge game changes, and lower hitstun + faster jumps (all of which I support). Looking forward to the next build a lot, keep up the good work WBR.Has anyone been thinking about implementing the Magus Cancel? Or has it already been decided against/ deemed too difficult to code?
For those who are unfamiliar with the idea, its an L-cancel that eats up your shield upon activation. So you can't just mindlessly cancel your attacks, and have to judiciously choose your combos.
I personally think it would be a great addition, so long as the shield's recharge time was cut down (just a tad). With the current growth, I think the risk/reward would be skewed.
SighI thought it was removed in the transition from melee to brawl....and like if jigglypuff hits you into the wall of fd with her fair, you can't tech it in vbrawl....
I think that some form of kb reduction would be neat just like 64 and maybe a reduced DI potency like we talked about earlier. But def not a melee clone because I hated thatI think its a good idea. Mcancelling would add more depth imo. And allow some characters more options (depth) for shield pressure. I say go for it. Choosing between one or the other adds depth to the game.
That bug was ID'd in the time since the 5.0 nightly was released. It's already fixed in the WBR nightlies we're assembling in preparation for 5.0 official.Actually, the line that is supposed to return the PK fire to normal speed was removed. Check for yourself, it isn't there.
Hmmm, you could speed up the endlag a bit and make it send at a different angle, or mess with the KB.
I don't have a problem with the move, I just hate how spammable it is. It honestly looks dumb. =/
i suggested that ages ago and everyone just laughedLet's make Down B actually worth something.
I think I'm the only MK who seriously uses that move outside of recovery in Brawl in general, let alone plus. :V
Right now, there is not enough stun from Shuttle Loop on the shield to actually "spam" it. You can roll away after Shuttle Loop hits your shield... hell you can even jump OOS and probably try to counterattack MK. Now, Glair is a different story. If MK Glairs your shield right now, he CAN chain that into a Shuttle Loop, but after that first hit, you can definitely roll away before he can Glair it again.@ cam: no I mean upb. it has invis frames and you can spam it when cancel it with a. I think when landing with it, it should lag like most upb's when they hit the ground.
Really now? Good to hear, it's probably the only time I'm interested in hearing about a character's nerfsRight now, there is not enough stun from Shuttle Loop on the shield to actually "spam" it. You can roll away after Shuttle Loop hits your shield... hell you can even jump OOS and probably try to counterattack MK. Now, Glair is a different story. If MK Glairs your shield right now, he CAN chain that into a Shuttle Loop, but after that first hit, you can definitely roll away before he can Glair it again.
There is the fact that, yes, you can spam it when it isn't on an opponent's shield. The move has been fixed in our set we are going to release very soon.
The point is, there is no need to talk about nerfing MK because he has gotten quite a few nerfs in this next build.![]()
I'm glad to hear that he's being further refined in the next build. MK is an interesting case when you think about it. He's spammy, has very safe off-stage options, multiple jumps, multiple recovery options, he's incredibly versatile. This versatility lends to the fact that it's easy to pick up MK and get good at him, requiring very little technical skill. Other characters, on the other hand, require tight combo windows, recovery limitations, and a wealth of tech skill to truly master. Yet, even despite the mastery that may go hand-in-hand with other characters, an MK player can easily out-match a refined player of another character, without having to master an overhaul of technical skill.The point is, there is no need to talk about nerfing MK because he has gotten quite a few nerfs in this next build.![]()
I have no experience fighting an.. experienced Bowser. With that said, I have no idea how good he can be, what his potential is in B+. I do recognize however that he gets reamed hard by combo heavy characters. You don't have to fight him much to recognize that. My friend, on occasion, will pick random characters to play for fun, and sometimes that's Bowser. Either way, despite Bowser's sheer power, he's really easy to combo, and that's no surprise. The problem is he's a HUGE target, and a faster faller, which makes him ridiculous combo bait. However, that's how the physics should work for him, he shouldn't be a lightweight, or floaty, nor should he be anything other than a fast faller. However, how can we put him on an even playing field with his size and psychics disadvantages?Also, when I complained about the falcon vs bowser matchup I was told to CP. I have done this, and ultimately I should have to CP him(though I still think the matchup is a landslide). My problem is with the fact that it seems I have to CP every character with someone other than bowser. When vBrawl first came out, and I was going to tournaments I mained Bowser. Every...single...match I had to CP with a different character than my main. It was incredibly annoying. I may or may not have won the first game, but the problem was there was always a better character to deal with my current opponent. I can beat DK easily with Bowser, but why bother if I could pick fox or someother light, fast character and absolutely smash him into the ground(or the air in the UP smashes case).
Think about it.
Also, think about releasing another nightly. We have been discussing things for a while back and forth and it would be nice to actually just try it. Then we could actually make educated decisions.
Hey, he made an educated, well thought out post, your not helping AT ALL. You don't know at what skill level he plays at, and until you actually know what your talking about or have something constructive to say, don't even bother posting.Proteinja- play better. No, seriously. Stop complaining and just get better.
Well put. How do you other Bowser mains feel about Bowser in Brawl+? How does he perform in comparison to his vBrawl doppelganger?Hey, he made an educated, well thought out post, your not helping AT ALL. You don't know at what skill level he plays at, and until you actually know what your talking about or have something constructive to say, don't even bother posting.
Oh, obviously not lol.Falcon MIGHT be OP against Bowser, but we can't nerf Falcon just because one person thinks so. And you might just be bad at the Bowser vs Falcon match-up.
We're talking about FalcoN, not FalcO OrcaWell put. How do you other Bowser mains feel about Bowser in Brawl+? How does he perform in comparison to his vBrawl doppelganger?
EDIT:
Oh, obviously not lol.
How does Bowser fair against Falco now that he has SA on crawl? I'd imagine this would help him quite a bit, as I main Falco... however, as one can infer from my previous posts, I don't fight Bowser regularly, or a good one at that.
I agree. I was trying to suggest per character changes, but some game mechanic changes might help. I wouldn't presume to know what exactly to change though.What bowser needs is the ability to get people off the stage quickly. Hitstun hurts him with how much it is. With the reduction of hitstun and a cleaned up ledge mechanics, Bowser should be better off. Maybe make some of his moves stronger. Don't try and turn him into a combo character like falcon because it won't work.