5ive
Smash Champion
Happy with the Pika changes, but still no Deadlands X_X.
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It was made 50% bigger in a tradeoff. It doesn't seem to be that big of a deal to me...What was wrong with PK Flash? I mean the speed buff, made it good. Without I would put the move below Melee Kirby. Seriously guys, when was this discussed?
i pretty much agree with that, but there are like 5 other nerfs in there... why not take it step by step?um, about luigi, his nair was TOO powerful. It had tons of hitstun, and killed at ridiculously low percentages. The power reduction is just making it less cheap.
It was ALWAYS 50% bigger. It also had a 25% speed buff. Which was removed without any discussions. Bleh. My motivation to use the move is complete gone...It was made 50% bigger in a tradeoff. It doesn't seem to be that big of a deal to me...
maybe its a typo and kbg is 70? i dont think an easier to land meteor is a good replacement for a strong meteor.-Dair meteor KBG to 7 from 100, BKB to 63 from 20, 1.4x size, Dmg to 8 from 11
isnt dthrow still the better combo move and upthrow thus kinda useless, or am i misinterpreting?Upthrow BKB to 72 from 70, KBG to 38 from 72, Angle 100 from 90
does that mean dthrow>uair is now a true combo?Ivysaur
-Downthrow angle to 85 from 80
No, you see sir, they get of out it way to early. (I had a cpu leave me at 10% from 0%!)how is PKF glitched? they simply smash DI out of it. That is no glitch.
PKF is deefinitely harder to SDI out, I haven't seen any glitch and played with it for a while today. Also, toy with the magnet more, I doubt you have seen its full potential yet.Eh back.
The new psi magnet is nice, but to justify a sizeable nerf to PK Flash (Speed!!!) and
PKT1 25% speed up?
Can a compromise be done on PK Flash? (smaller hitbox/faster speed)
Like it's, 25% bigger and 25% faster?
PS: Also PKF is glitched, and the opponent (even CPU's) can easily get out.
PK Flash is fine. The only speed ups to it were the startup and cooldown. Making it have less cooldown is useless, as it's suppsoed to be an edgeguard, and the startup buff wasn't very noticable, nor is it that gamechanging. Neither was the pkt1 speed increase.Eh back.
The new psi magnet is nice, but to justify a sizeable nerf to PK Flash (Speed!!!) and
PKT1 25% speed up?
Can a compromise be done on PK Flash? (smaller hitbox/faster speed)
Like it's, 25% bigger and 25% faster?
PS: Also PKF is glitched, and the opponent (even CPU's) can easily get out.
Well, you see let me describe it to you guys.PKF is deefinitely harder to SDI out, I haven't seen any glitch and played with it for a while today. Also, toy with the magnet more, I doubt you have seen its full potential yet.
The startup allowed it to get to it's second phase quicker. I hate it now that it takes longer to reach to opponent offstage.I've suffered the wrath of PK Flash from trying to Micheal Jackson him in vB. But it's still not something that needs to be changed considering how the move itself is probably only a placement higher than Melee Kirby. =V
If they were useless why were they removed?PK Flash is fine. The only speed ups to it were the startup and cooldown. Making it have less cooldown is useless, as it's suppsoed to be an edgeguard, and the startup buff wasn't very noticable, nor is it that gamechanging. Neither was the pkt1 speed increase.
Stop whining about PK Flash already
sry, but imo thats very wrong. not being able to kill as early isnt more depth, its a good old nerf (nair should still kill quite some percents earlier than uthrow. i cant test it though).ROB changes were for this reason:
D throw has more KBG so that D throw > Nair works on FFers and Heavies only at KO percents but U throw was given more so that it kills floaties easier.
Basically it forces you to consider your options considering your opponent. Not really a nerf, just gives him more depth.
Because if the move is harder to SDI, then why should it be that much faster? All of these notifications you ask for are us developing a nightly build. I also think you seem to have a freak occurence on your hand, as I'm pretty solid with SDI (as isTheCape), and the initial hit should hold in significantly better, and the later hits should be easier to pop out of. It builds up more damage than before, easily. It might not hold the entire time, but it for instance holds FF'ers so much better than before.Well, you see let me describe it to you guys.
Okay
N=Ness
O=Opponent
__=Stage
->=PKF bolt
II=The fire pillar
N--> O
N--> I0I
The opponent rises upwards and escapes the move quickly. I've only tested against CPUs.
and Shanus, why was a PKF speed nerf warranted, and why weren't we notified in advance?
It could be just me.
Oh Ho ho!!!
I completely disagree about your point about PK flash.
I'd agree with this if it weren't for the part that the move is laggy as **** anyway.
No need to change it.
The startup and cooldown buffs were amazing. Completely unnecessary to take out. Even Viet agree's with me.
The startup allowed it to get to it's second phase quicker. I hate it now that it takes longer to reach to opponent offstage.
The ending lag doesn't make Ness a sitting duck. Why was it nerfed Shanus?
If they were useless why were they removed?
I thought that were great additions to Ness movesets. It allowed PK Flash to be much more practical, and allowed PKT to be used to juggle (or semi juggled)
Edgeguarding with PK flash is harder, and PKT juggling is impossible. (not to mention the lag is annoying)
@ Cape. Removing things made Ness worse! I know it sounds brutish and sarcastic but it's true.
Yeah probably. I faced against Ivysaur only.Because if the move is harder to SDI, then why should it be that much faster? All of these notifications you ask for are us developing a nightly build. I also think you seem to have a freak occurence on your hand, as I'm pretty solid with SDI (as isTheCape), and the initial hit should hold in significantly better, and the later hits should be easier to pop out of. It builds up more damage than before, easily. It might not hold the entire time, but it for instance holds FF'ers so much better than before.
There are 2 possible reasons.Why was PKT1 slowed down? You can't do anything but recover(LOL) with it now.
Downthrow Nair is a legit combo on a substantial portion of the cast, and still is. The change was meant to make it so it was a bit less potent in that (he is clearly a top 10 character) where he has a bit more variety in throw options in his game. His f and bthrow are both good, but his downthrow was a pretty overwhelming option given its set ups to uair, fair, nair, etc.sry, but imo thats very wrong. not being able to kill as early isnt more depth, its a good old nerf (nair should still kill quite some percents earlier than uthrow. i cant test it though).
also, why was the angle of his dash attack changed? if u dont want to combo into itself (which i can understand) increase the kb, but rob's da was a setup for utilt>uair and for usmash.
and he basically got nothing in return...
Well...As for Ness, he is a great character as he is built now with a huge variety of playstyles while in the last nightly his playstyle was being pushed towards a few choice moves and actually lessened his depth. We tried to keep (and even increase) his depth with what we have here, while also making him a better character overall.
Thats why, with the knockback boost on Ivysaur for fire damage :-PYeah probably. I faced against Ivysaur only.
But you still didn't explain to me why PK Flash and PKT had to be nerfed. I really want the explanation...
Thats why, with the knockback boost on Ivysaur for fire damage :-P
PKT, alright. SO PKT1 endlag was cut in the previous versions due to removing the special fall animation. What happened was that the move normally functions as this:
Spammability is poor way to play but I more or less agree..PKT1 is actionID 11A. It then proceeds into 11B which has about 5-8 frames of lag which then goes into specialfall. (PKT2 also goes into 11B at the end). When we removed the specialfall type, we removed the entrance into 11B and had it go directly into normal fall. That is why it had like no endlag before, but has it again now. The move still has utility, but also is significantly less spammable than before as well. We give more options, and in exchange, made them less ridiculous.
I completely and utterly disagree. With the idea too. So if I think an idea's pointless, you just chuck it? I KNOW you had a reason for dealing with. My problem with it was that it was 25% speed increase, quite large, and it did feel different for me.PK Flash change was fairly negligible. I for one didnt think the speed change needed to be removed, but in playing with it, I actually didn't see much of a change. I believe only a few frames were added in that different actionIDs start between the startup and when the projectile is first visible. This means you, the end user, shouldnt see that big of a difference. Whatever utility it had before, it probably still has now.
The new PK Flash horizontal movement is slower.
But I digress, why was it removed? If you didn't notice a difference, why change it?
The user's who DID notice would still appreciate it. Your effectively screwing them (and me) over.
It just doesn't make sense to me.[
10 characters.
Because Mario can't walk.But I digress, why was it removed? If you didn't notice a difference, why change it?
The user's who DID notice would still appreciate it. Your effectively screwing them (and me) over.
It just doesn't make sense to me.[
10 characters.
http://objection.mrdictionary.net/go.php?n=3162166Because Mario can't walk.
Due to too many frame speed changes. Pointless ones need to be removed until we get the new engine.
So your saying that the previous update (which stated that it was 25%) was a lie to hid the fact that it was utter luck that we Ness mains got the buff?PKT1 is actionID 11A. It then proceeds into 11B which has about 5-8 frames of lag which then goes into specialfall. (PKT2 also goes into 11B at the end). When we removed the specialfall type, we removed the entrance into 11B and had it go directly into normal fall. That is why it had like no endlag before, but has it again now.
Throw mods were something we were planning for Lucas for a while now.whoah, lot of stuff going on in the new nightly.
few questions:
....
why the angle change on lucas dthrow? and is upthrow meant to kill now?
....