Sukai
Smash Champion
Modding Phantasm wouldn't balance his laser camping, it would take away one of many options he has while camping.
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He does not have enough time to tech chase. IIRC the first hit was sped up to allow for better connection.Does he have enough time to catch the opponent at the end of their roll? Unless TL's dsmash was sped up, I don't think so. I'll test it out sometime.
Unless you have a slow tech like Falcon, you can tech in place and grab him before he can do anything.although by the time you finish teching, toon link could just hit you again. :<
Maybe he would have won if he had used it more at proper spacing and at proper percents. He used it when Popo was at 128%. It's hard to combo off of any move at that percent, so don't use that instance as your example. Now for an observation that makes sense. Evidently Thunderhorse is able to hold his own against ChuDat without having to use his shine offensively, which means he was able to successfully approach using lasers and get within utilt/grab/jab/usmash/nair/dair range. Obviously, Falco is not a particularly bad character, and he has a load of options once he gets in range for them. So why was the shine buff necessary?I consider Thunderhorse a really solid Falco+ player. How many times did he spam the reflector? Once.
It doesn't necessarily combo, but I've seen it combo. In fact, the current implementation of it was only put back in because it has hitstun. So it was kinda put back in so you could combo. And don't think the ability to DI out makes it less of a combo move. Otherwise there would be much fewer combos in this game. It's why we distinguish guaranteed combos from DI dependent combos.As said ph00tbag, Falco's shine doesn't combo. It's follow-ups are just that: follow-ups.
IIRC, the Falco boards just wanted his combo game to not be so simplistic and dull (hence why the shine change didn't change any match-ups). The trade-off was his lasers did less damage and I think less stun (though IMO, I think for it to be a fair trade-off, more has to be done since the lasers are still ery effective).
The shine change has been put in, removed, then put in again. I can't see the Falco boards wanting this taken away again. However, I do see that as long as Falco has his shine trade-off, other boards will ask for trade-offs.
It's not a matter of "compromising" at this point. The falco shine change has been made, and it's done. You really think we can revert that so easily at this point without huge retribution from the falco mains? Falco players accepted a laser nerf for this buff. It's a fairly radical change to a character, and removing it would also be a radical change. There is really no point in trying to argue it anymore, since it's not going to be removed. Period.It doesn't necessarily combo, but I've seen it combo. In fact, the current implementation of it was only put back in because it has hitstun. So it was kinda put back in so you could combo. And don't think the ability to DI out makes it less of a combo move. Otherwise there would be much fewer combos in this game. It's why we distinguish guaranteed combos from DI dependent combos.
It does add another combo option to his already full game. If you watch the Thunderhorse vid, he doesn't just combo with utilt. He has one combo that goes something like dthrow -> bair -> dash attack -> dair -> tech chase. Basically, all this has shown me is that Falco mains aren't trying hard enough. Falco has a plethora of combo moves: jab, dtilt, utilt, dthrow, dair, dash attack, uair, bair, nair, usmash (on some characters)... He doesn't really need another, does he? I mean, that's a similar list to ZSS's list, and no ZSS mains are demanding buffs at all. Hell, there was backlash to the buff on her fsmash, which is far and away more useless than Falco's shine.
How about a compromise? Instead of having an angle of 120, change it back to 20, but keep the current knockback and hitstun. That way it becomes a sort of finisher/safe edgeguarding move.
it makes the game more fun imo when you have more options. i dont believe in trade offs maintaining balance but as long as what was given isn't instant **** in a can or just plain annoying, i don't mind. besides i read that they are going to nerf his forwardb, so just wait until everything plays out then voice out.It was a one percent damage nerf.
Did that honestly require some sort of compensation?
Considering how much damage falco could rack up by spamming lasers before, I'd say that damage nerf was actually a lot more substantial than you think. It takes a lot more lasers now to rack up that same kind of damage. We're also planning on giving a nerf to his sideB to make it easier to hit him out of it, so if the lasers didn't do it, this will.It was a one percent damage nerf.
Did that honestly require some sort of compensation?
Im done ranting about the shine. I still dont like it but there are things that some people will never agree with 100%What i find funny is that you guys are complaining about the shine and not sideB. In its untouched form the hitbox is actually in front of its hrtbox. A falco main can actually easily laser camp you and sideB through to keep camping. It can outprioritize a ton of moves too.
Now lets look at the shine change. It has double start uptime (8 frames now) for a
projectile with a range easily met with a fair. Its a an approach mixup and hardly abusable. Guess what, it also encourages approaches as well!
Strategic-wise, lasers always prioritized baiting or follow ups rather than damage building.Considering how much damage falco could rack up by spamming lasers before, I'd say that damage nerf was actually a lot more substantial than you think. It takes a lot more lasers now to rack up that same kind of damage. We're also planning on giving a nerf to his sideB to make it easier to hit him out of it, so if the lasers didn't do it, this will.
lol, im guess if IS relevant. it "is" the pal version too >.< ah wellThere are still problems with Samus causing sudden tripping on all characters in the PAL codeset. Is there a known fix for this?
I can't speak for all of the ZSS mains, but I'm not bothered by the Plasma Whip nerf, and I certainly didn't need the fsmash buff to compensate. Maybe I'm crazy, but I think this is a healthy outlook, and ultimately is one that Falco mains should look into adopting. I'm also really, really confused as to what the problem is with the laser nerf in the first place. That alone should have encouraged a more offense-based game, and given cause to explore Falco's combo game more. The fact that Falco players wouldn't accept it without a compensatory buff seems immature to me, and I don't think that's something that should be appeased.^I think that was the story (or some of since IDK about Side-B being OPed). The ZSS mains however wouldn't have that.
Well, that's a bug, which hasn't been discovered.hey yall, thought i'd mention a bug that i was struck with a day or so ago, i was shffing with captain falcon, when randomly, i landed in tripped over pose, from that point of, it was as if tripping had been set to 100% chance, even in my replays, lol, stayed like this until i restarted my wii, i don't know if this was a fault in the codes, my wii or even with gecko, hasn't happened since, but i thought i'd mention it.
oh, in case it's relevant, i was fighting a lvl 9 Samus bot on battlefield
EDIT:
lol, im guess if IS relevant. it "is" the pal version too >.< ah well
Given how we have no way to truly see it, its hard to say. But I think it does, its classified as a projectile even lol^Wait. So Falco's hurtbox shrinks during Phantasm?
Yes there is, he has an amazing onstage game and you should know that. The bad recovery balances him out much like it does for DK. If Diddy Kong gets a recovery fix, so does DK. Oh wait, that's not gonna happen because they're both GOOD ONSTAGE LIKE FOX.I very strongly agree with the complaint involving Diddy. There is no reason why he should be the only character that has to time his recovery perfectly just to grab onto the ledge.
If you are playing falco, you should know that you can do it in a way where DI is impossible to escape a hit. Unless you are using the shine incorrectly or the enemy is at very high %, Each way your opponent DI's you can do SOMETHING to them from the shine, it is an amazing combo starter. We have spent some time testing this...Shine is not OP, please learn to DI. Also, for the second problem, turn your buffer up to 100% (10 frames, Brawl's default).