Haha I forgot about that post Viet <3
Glad to see that people want characters dying earlier though.
Glad to see that people want characters dying earlier though.
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yeah meatriding pros gets sh*t done
My initial reaction was to tell both of you to **** yourselves. Giving more weight to the opinions of the best player in the world, the best Kirby in vB and B+, and a top East coast Kirby... when they are all saying the same exact thing ≠ meat-riding.meatride the pros all you want because they'll help you make your game better
O_O nononononoMy initial reaction was to tell both of you to **** yourselves. Giving more weight to the opinions of the best player in the world, the best Kirby in vB and B+, and a top East coast Kirby... when they are all saying the same exact thing ≠ meat-riding.
Look, I'm not having a good day (girl+headache related). Saying I'm meatriding anyone is really insulting and I'd appreciate it if you would be a bit more careful with your choice of words.
If I could make M2K less smelly... yeah, definitely would.
Well we already failed on that front *looks at Marth mains*i was just paraphrasing the article
which said that you should ignore the screaming masses
Well we already failed on that front *looks at Marth mains*
(-170,180) (170,180)
(-170,-104) (170,-104)
Let's leave this for project M.That reminds me. Are we going to leave the ledge grab range as is?
Also, has anyone thought of implementing a less significant version of Melee's rolling edge guard? Like how in Melee, if you rolled back onto the stage from the ledge, the game thought you were still on the ledge until the animation was finished.
Many times have you tried to edgeguard someone and as you're in the middle of the rolling/get up animation from the ledge, they grab on even though you're still finishing the animation.
So I was thinking about a lesser version of Melee's version where its no where near as long, but long enough so that doesn't happen as often as it does in B+.
I thought that was one of the dumbest things in Melee. It meant you didn't have to actively edgeguard. If they were only just going to make it to the edge, all you had to do was grab the edge and press L and they had no chance of making it back. Now the edgeguarder has to at least time the edgehog or hit them back out. I think it's good the way it is.
Let's leave this for project M.
I actually agree with the ledge grab thing. It's a little intense for some characters. Not the roll thing.
Well, if its an infinite you're worried about, a logical step to take, if you're avoiding removal, is a limit. Maybe 3 refreshes, then it doesn't work? Its not that hard to set flags on PSA to read it. Then Yoshi needs to return to the wait animation or something for it to reset.Yoshi's side-b jump refresh and resulting egg-stall. DISCUSS! This is one of the last completely unsolved problems. I don't want the options to be: remove the jump refresh or remove its cancel on collision or do nothing, but if no better ideas surface here those are the only choices. Cape has already played around with the move not being cancelable on collision and says it f***s up the use of this move onstage.
Again, tonight lets get these last character changes confirmed and move on to testing and stages.
yeah, im partial to a limit of 2 refreshes until hit/ledgegrab/land - yoshi will never under any circumstances need more than 2 refreshes, ever. Hell, he'll almost never need 2 in the first place...Well, if its an infinite you're worried about, a logical step to take, if you're avoiding removal, is a limit. Maybe 3 refreshes, then it doesn't work? Its not that hard to set flags on PSA to read it. Then Yoshi needs to return to the wait animation or something for it to reset.
-DD
I agree. 2 super-armor double jumps is pretty amazing. Anyone who gets footstooled twice in a recovery attempt should lose their stock imo.I would prefer to bump that down to just one refresh.
Bionic is too good.The reason it effs up in low-weight classes was the fact that the smash move itself was sped up 2x in the last 16 frames, thus throwing off the knockback in general for that last 16 frames.
I was just going to ask about him. He needs to get involved here, its not like the sbr where... well...Just to let you know, THO is out of town so he probably won't be able to respond until like Monday, or something.
I still talk to him irl about most of this stuff but he needs to get on. . .I was just going to ask about him. He needs to get involved here, its not like the sbr where... well...![]()
Uh, well...how I've always killed with items is hit them offstage, then throw the item at them.Veril, what happens is that anytime you do Squall hammer and Nana is hit with a move like Falco's laser or MK's tornado or Pikachu's thunder jolt, they "fuse" together because of the hitlag of the attacks. Amazing Ampharos already sort of fixed this in his BBrawl thread, might want to look at it.
Edit: Also the more I think about fixed boundaries the more I realize that perhaps the boundaries for a lot of the stages in the game were made in mind with items being on, since items kill so crazy early in this game. A good example is to look at Smash 64, a lot of the boundaries for some of the stages have rather big boundaries (Peach's Castle, Saffron City, Sector Z, Dreamland, and Hyrule Castle all come to mind) however it is counter-measured by having huge hitstun and being able to still combo real well at higher %s. That game too had rather crazy early killing items.
So, I actually do agree with tweaking all the viable stages' boundaries so that people can't live above the 140%-145% mark unless you have really amazing DI.