imo changing Pound shouldn't happen anyway. You guys might get something else in the future...but nothing as radical as changing how your Pound works.h'hey
im saying it would set up without DI
any sort of DI would screw it up xD
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imo changing Pound shouldn't happen anyway. You guys might get something else in the future...but nothing as radical as changing how your Pound works.h'hey
im saying it would set up without DI
any sort of DI would screw it up xD
Punch me.....I am not quite up to date on this thread, so forgive me for being off-topic somewhat.
Can we discuss pit's dtilt? You can fthrow>dtilt towards the edge and some characters feel insta-gibbed by it (concerned with DK and Bowser, and weaker vertical recoveries). I don't mean to say, hey remove the spike, but it just seems too easy and too good to be able to just get a grab near the ledge, and GG without any real options.
I suppose its possible to DI out of it with most characters, i haven't had extensive testing, but I only recall getting out of it once with Falcon, and feeling a bit more helpless with DK. I speak only from some matches I've had. But I open this to discussion.
BlueFoxXT
Jiggs doesn't really need it anyways in my opinion.i want it to be able to place ppl directly above her (not taking DI into thought) so she can Down-B them xP
either way, it has to do somthing strange/special
other wise there is no point in calling it a "Special Move"
No. No "^_^". Emoticons = burned at the stake for us WBR'ers k.Pit's dtilt is being worked on. IDK about Link's. We're aware of the problem so to speak.
Err don't hurt yourself Swordplay. We all make mistakes. Acknowledging and fixing them is a step beyond, or something lol.
^_^ ?
If the frame data is right, current Falcon has Ganon's nair in that gif. Just looking at it hurts.If it's 2 frames per kick that's the same as what Ganon's n-air was before. The lack of duration on Ganon's n-air was a big reason the move was crap compared to CF's which gave him coverage the whole time his leg was sticking out and was a great spacing tool.
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I charge Ness's Yoyo, yo. You can already kind of get an upsmash off the edge if you run and charge it, but I should be able to just do it normally.Ness' Yoyo
Well....who charges Yoyos anyway.... but ugh I guess why not. It's Ness...he'll always suck LOLOL
You really cannot fix aerial moves to link. Even if you modify KB and angle of certain hits to make it link better it's still dependent on you connecting the move with a particular momentum and positioning, and the opponent not being able to DI/SDI out. Fall speed and size also complicate matters. Zelda's smashes, as stationary ground moves, are simple to "fix" as it doesn't contain these variables that aerial attacking does. You also can't SDI the small hits of her smashes by default which helps a lot, like you can with small hits of most aerials. The SDI capacity of a hit is not something currently editable.I was thinking falcons nair could use a "fix" same way zelda's smashes did but whenever I mention falcon everyone says "he's too good" so I don't even bother.
I paid you back with the same coin when you assumed that team footstools are detrimental and always run a lethal risk to your teammate in a snarky manner. From an objective standpoint you did not understand the full mechanics of footstool and the nature of the stun and I called you out on it. You can just say "I was wrong" for making such an assumption and not even look foolish, but yeah, whatever gets your ego to float I guess.Anyway, I only shoot back when shot at and saying and him saying I don't know what I'm talking about as if footstooling is some highly advanced pro-only technique that only he can fathom is pretty annoying...but whatever. I'm not on here for e-friends, YOU should know that by now.
I hate the move, you get punished for hitting with the move which is stupid, but really Wario doesn't need anything.oh, i noticed this in regular brawl, and it still happens in +, but warios down a smash stops dealing damage even though he's still spinning in the last few frames. someone could walk by him while he's doing this and would not get hurt. are there plans to speed this move up, or give it appropriate damage duration?
Its kind of crude right now. It is meant as a proof of concept really for Ness mains to test out. Right now it has some undesirable properties given its current implementation.Ness's DJ is like a mini Melee AD if you cancel it, but he can use his second jump again. It works, but do you plan to keep it like this?
You have a frame window during your first jump where if you double jump it cancels your upwards momentum.I love the new stuff with the others that I've tried out...but I don't understand Ness' DJC...how does it work?
it seems pretty awesome to me actuallyYou jump while rising from a shorthop or a full jump. In other words, jump twice quickly.
Initial impressions of it are......underwhelmed. Then again, I'll need more time to play with it and see what applications can come of it.
Hmmm. I figured I was doing it wrong. Oh well, back to training.it seems pretty awesome to me actually
certain charracters you can dthrow DJC uair regrab at low %s
DJC bairs at like a hair off the ground rapid fire are epic
you can do fairly epic footstool DJC combos too
Punch me.....
I'll take some blame for some of these d-tilt problems. They were a good idea when added as a temp fix and I did put some extensive testing in bringing this up a month or two ago when SPunit gave me the code.....but I never intended them to be so powerful. Especially now that the characters who have these were fixed in other ways that weren't so......1HKO.
I never intended these to be spikes either.....Meteors at best. And at the time, the characters who have these needed a high hitstun onstage move to set up for kills and it could possibly help edge guarding which couldn't hurt as the characters receiving these buffs were very bad at the time..............and this served that purpose.
So in theory and testing, I think these were good idea's but in practice, not so much.....
For that, Punch me as hard as you can because I should have done better.
The REAL way to fix this now that we have the ability to do so........Is simply remove the d-tilt spikes but with our new hitbox code, expand/move the size of the original meteors hitbox's for Links/pits d-tilt because before the hitbox was inside the character and even behind them.
I here the code is "broken" atm from Shell but I know the WBR kicks *** and is trying to right the ship.....I think we'll see in the next nightly.
Thanks for the fast reply...I get it now (and I understand what the others meant by renewing the 2nd jump by mistake...I wasn't paying attn to the fact that I was just doing that)You have a frame window during your first jump where if you double jump it cancels your upwards momentum.
So try this very quickly, jump jump nair, its like super fast shffls. or jump jump uair, etc
Actually no. Dtilt and ftilt should work, but the timing is strict (mostly on ftilt; I did dtilt without a care).ganons side b is all messed up, the only guaranteed attack after it is his jab