cookieM0Nster
Smash Champion
haha, ui got Ninja'dedit: ^ what he said
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haha, ui got Ninja'dedit: ^ what he said
D-tilt->u-tilt doesn't start comboing until some point well into the 100s (and when it does it's already a KO move), and is twice as fast as f-smash. If you're talking about after a trip that doesn't work and they have more than enough time to roll or whatever. Unless it trips them it's actually unsafe on hit until maybe 70ish or something.Luigi's dtilt can already link into fsmashes, why would you want to improve that. <_<
The aerial up-b is a bit weaker, but the grounded one is the same as it was only 1 frame slower. I don't think the grounded up-b needs to be better than it already is. As for the exact reason why the aerial up-b kept some of the nerf I couldn't tell you, but perhaps to further separate the legit combo ranges with DI and the KO ranges of d-throw up-b (it does still work on floaties for a decent while and is 'theoretically' unavoidable during a small range for KOing with impeccable reaction time and timing on the Luigi's part). Either that or maybe because you can sometimes n-air into it and could stand to kill a little later.i am all for the trade-off system, but u guys don't seem use consequently. like with luigi. he got two nerfs on his upb. one on aerial - i know, that its less now than before, but i dont really see a reason for it(=explain plz)- and the removal of jab>upb.
i know jab>upb was overpowered and had to be removed, but why not give him a buff instead? especially since luigi has some really buff-worthy things that won't make him much better(=broken) anyway, fi the landing lag of upb could be shortened now that it isnt as powerful anymore in order to keep the risk/reward ratio.
another thing that begs for change is the "plz spike me" position aka stuck in a wall after sideb. thats just utterly stupid (and still minor, since if u time sideb right it should only happen due to a misfire).
Every character in the game except Wario, Yoshi, and Kirby actually.jab > up B was overpowered because it was a legit combo on over half the cast, and jab > dsmash worked on half the cast.
I haven't tested Falco specifically, but given his physics that really should not be working on him at that range and he could have jumped out if the throw was indeed DI'd properly (away is good; away and slightly downwards is slightly better).And the up B was nerfed due to dthrow hitstun.
Just yesterday I saw Boss's luigi Dthrow to up B on Thunderhorses Falco, at like 90% on WW, and he even followed DI.
I dont use diddy or nothing, I just thought it would be a good idea. My bad >_>Well, you don't have to kick while using Diddy's Side B. If you don't press A or B while doing the move, Diddy will not kick, and then you can use specials.
Try it out for yourself :/
i don't think it's the latest nightly codeset. i was watching it, and mk's tornado had like no lag; link's buffs were not there, and tether grabs were still slow.Brawl+ livestream is up: http://www.ustream.tv/channel/brawl-smashfest
Currently in attendence: Blackanese (using the X_X tag), Basic Sausage (-.-), Silven, Khanti, Guru, and Shin.
Using the Latest Nightly Codeset.
I don't like to get involved in these sorts of wetworks, but I'm just going to mention that I was mashing jump like a madman. It definitely worked. I couldn't believe it either and I completely expected to get out of it as well, but it really did.I haven't tested Falco specifically, but given his physics that really should not be working on him at that range and he could have jumped out if the throw was indeed DI'd properly (away is good; away and slightly downwards is slightly better).
Okay so let me get this straight: You are basically admitting that G&W is unbelievably good on Green Greens, so much so that he's like undefeatable because of Chef; and you are also asking it to be buffed to have the same effect on all other stages. Why would we want that?Every time I play on Green Greens I can use Chef to my hearts content, and I certainly don't think its wrong to wish I could do that on any stage given the situation. If you've played G&W on Green Greens then you probably know how borked that move is on Green Greens (Don't ever play G&W on Green Greens <3)
G&W is high tier, a place that most characters in B+ only dream of.G&W is a viable character, but by no means among the best.
Every character in B+ has a weakness and bad matchups. This isn't vBrawl anymore, so I don't think we can realistically compare it as such.Look at vBrawl; he is just going to keep falling in ranks there because the top players know how to stop everything he can do.
First of all, the majority of characters have trouble against those matchups anyways. Marth, Snake, and MK in particular are just solid characters that most everybody is going to have a hard time against. If those are G&W's only bad matchups you should be thankful, not upset.Very few people actually have success with G&W especially considering his hardest matchups consist of some of the best characters in the game (Snake, Marth, MK and Diddy).
That's exactly what we're saying, he's already really good, why would you want to make this even worse?G&W in terms of straight matchups would rank in the top 3 easily
There are many characters with "no real projectile". Also, he doesn't always have to approach, he has the bucket which can absorb many projectiles and oil panic which is actually a projectile itself.No real projectile, so he always has to approach.
And you think he is unique in this? There are far worse characters with predictable approach options.All his approach options are predicable
Outplaying the opponent is a bad thing?G&W relies on initial shock value, or outright outplaying the opponent.
I haven't seen any "small tweaks" to good characters for awhile now. For the most part, when people come on the boards asking for small tweaks to good characters they are asked to make trade-offs.People laugh at the idea of buffing G&W, but in all honesty why? It isn't like small tweaks have been given to already good characters.
GoodI would even settle for the whole tradeoff thing
There are many "straightforward" characters in Brawl, and I'm sure some of them need help just as much or more as G&W. Also, with the trade-off system, you can make him a more complex character, albeit at a price.I think a lot of work should be done for G&W for him to truly succeed in B+, and the best way to do that is the addition of depth to such a straightforward character.
Perhaps he could use...some extra dimension?G&W does lack depth.
Comments in orange.Okay so let me get this straight: You are basically admitting that G&W is unbelievably good on Green Greens, so much so that he's like undefeatable because of Chef; and you are also asking it to be buffed to have the same effect on all other stages. Why would we want that?
I mentioned how I don't want the move to be at that freakish level of ****. Just saying how Green Greens shouldn't be the only stage the move serves a real purpose on. The layout of Green Greens turns chef into a wall that stops almost every approach in the game, while the platforms about prevent approaches from above without giving G&W plenty of time to react. If the move was like that at all times then it would be borked.
G&W is high tier, a place that most characters in B+ only dream of.
He his high tier until you figure out how to get around him. Being such a straightforward character means he has very few options. Once you get past the best options (like walling with Bair and Dtilt) he becomes so easy to ****. Its because all of his other options are so bad in comparison that it isn't even a challenge to get past those. The same can be said for Marth; get past his Fair and things become much easier. The difference is that it is much harder to get past Marth's few options than G&W's.
Every character in B+ has a weakness and bad matchups. This isn't vBrawl anymore, so I don't think we can realistically compare it as such.
True, though when a weakness has the potential to cripple a character at the highest level of play (his lack of any depth) then I think it deserves to be looked into. Some weaknesses should always stay, such as having poor priority, being a huge hurtbox, recovery issues or weight but depth is something that can be fixed without altering the problems a characters natural properties make.
First of all, the majority of characters have trouble against those matchups anyways. Marth, Snake, and MK in particular are just solid characters that most everybody is going to have a hard time against. If those are G&W's only bad matchups you should be thankful, not upset.
True, they are top characters because they have such good matchups, and having an easy time against weaker characters is great to a degree. But the viability of a character can largely be determined on how they compete against the most common and best characters in the metagame.
That's exactly what we're saying, he's already really good, why would you want to make this even worse?
See above comment in regards to his matchups
There are many characters with "no real projectile". Also, he doesn't always have to approach, he has the bucket which can absorb many projectiles and oil panic which is actually a projectile itself.
The bucket is very laggy and easily punishable. It can even be used against G&W by forcing him to either eat a charged projectile or bucket it and get punished for bucketing. Also, it can't do anything against a large portion of projectiles. Missiles, bombs, grenades, arrows, iceblocks, gyros, boomerangs and etc cannot be absorbed so can still be spammed as much as the other player wants.
And you think he is unique in this? There are far worse characters with predictable approach options.
Maybe there is, but the difference is that as a G&W main I want something done about it. If other characters have trash approaches and want to discuss with the WBR about how to improve the situation then they are free to do so as well. There isn't even a guarantee that anything will ever happen to G&W, but if we can work out a balanced system of tradeoffs then I am going to push for it.
Outplaying the opponent is a bad thing?
It shouldn't be the only way for a character to win. It's exactly why he is doing so poor in vBrawl. At the highest level of play we assume opponents are of equal skill, so there really isn't room to be the better player. G&W's tourney results in vBrawl show it. Yes I understand that vBrawl is a different game, but G&W's options have remained the same in the transition of vBrawl. His playstyle is different in B+ but his predictability is still there in full force. Predictability is making him harder and harder to play in vBrawl and the same is going to happen in B+ with enough time.
There are many "straightforward" characters in Brawl, and I'm sure some of them need help just as much or more as G&W. Also, with the trade-off system, you can make him a more complex character, albeit at a price.
G&W can definitely spare some nerfs here and there, and if it is going to give his plethora of useless moves a reason to be used then it will be well worth it. Whether its damage nerfs (17% Nair that links into itself like 3 times in a row? That can be nerfed in some way) Maybe give the last hit of Bair a less favorable KB angle. Startup lag on Dtilt, lessening Fsmash's lingering hitbox, or something along those lines. If it's going to give him depth then I'm all for it.
Wing
Yes, that's great and all, but you admitted yourself that G&W has maybe the 3rd best matchups of any character; if you make it so that the characters that can beat him start having troubles, then wouldn't that be overpowered?True, they are top characters because they have such good matchups, and having an easy time against weaker characters is great to a degree. But the viability of a character can largely be determined on how they compete against the most common and best characters in the metagame.
It actually works decent as an edgeguard. If you're using it on stage then it's crap. Use it in it's situation and you'll be fine. Glick dsmashes me when I misjudge my upb and it's pretty much death after that.. so yeah.n I have another suggestion, given the new hitbox code...could Jigglypuff's downsmash hitbox be made larger? Currently I find the move laughable.
Tourney results=Squirtlesquirtle should be heavier, I've mained squirtle and it seems that I die too easy. he's a beast offstage and has a good recovery but he should live longer so he can better than the other characters.
QFT.people need to realize that making changes just because we can doesn't make a balanced game, nor does it always make better options.
Something tells me Skip was being facetious...squirtle should be heavier, I've mained squirtle and it seems that I die too easy. he's a beast offstage and has a good recovery but he should live longer so he can better than the other characters.
plus thispeople need to realize that making changes just because we can doesn't make a balanced game, nor does it always make better options.
Ok, I get why buffing Weegee's down tilt and Yoshi's bair would be unnecessary; but what about Peach's Upb?
Explain how this would 'make her a more balanced fighter'?Wow, Clonehat, someone didnt read between the lines. I was trying to make one of Peach's more useless moves (as an attack) more viable, so that She would be a more balanced fighter. If you wanted a nerf to balance it or something, I would have no idea, but I could think of something. And this would make Peach more versatile and balanced.
>__________________________________________________________________________>
people need to realize that making changes just because we can doesn't make a balanced game, nor does it always make better options.
Falco and Zelda says sup again.QFT.
I do not agree to changing G&W in any way. Trade-offs or not, G&W at this point should stay the way he is unless he is truly proven to "suck" real bad. He may not be top, but, he's definitely high because of his ridiculous priority and range. There is no reason to change him, at all. You just want to because we basically can but, who says we're going to? We're not.
kthxbi.