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Well....That is absolutely abysmal amounts of landing lag. It better kill at 40-50% because that is just getting to the point of ridiculousness.
Comparatively in Melee it's 9 frames l-canceled, 19 frames without, and interruptible if the entire sequence takes longer than 35 frames. To put that into perspective, CF's landing animation in Smash 4 is just about the same length as the move+landing lag in Melee using the IASA frames and no l-cancel. Expect it to be a lot closer to the knee in Brawl.
if its a kill move sweetspot like zelda i can see the reasoning in it. or there could be some sweet auto cancelsWell....That is absolutely abysmal amounts of landing lag. It better kill at 40-50% because that is just getting to the point of ridiculousness.
You forget that zelda is bad in every version of smash besides project M.if its a kill move sweetspot like zelda i can see the reasoning in it. or there could be some sweet auto cancels
Melee knee wasnt that dumb it was based on the physics of the game and speed of falcon. He could follow people but generally falcon had to read his opponents for raw knees. Otherwise he would have to get a hard read with a down air, hit a very telegraphed side B, or do up air shenanigans which were very difficult and semi based on enemy position and percent. I would understand maybe 12 frames of landing lag. But 30 or more? Better instakill at most percents.To be fair, Melee Knee was really dumb (albeit awesome), so it's not unreasonable to give it some kind of downside if you're going to bring back that kind of power. We still don't know how much aerial lag it'll have, so offstage Knee could still be viable. Also, it isn't that big of a deal as long as Falcon has ways of comboing into it.
why dose the move have to used in short hops?Melee knee wasnt that dumb it was based on the physics of the game and speed of falcon. He could follow people but generally falcon had to read his opponents for raw knees. Otherwise he would have to get a hard read with a down air, hit a very telegraphed side B, or do up air shenanigans which were very difficult and semi based on enemy position and percent. I would understand maybe 12 frames of landing lag. But 30 or more? Better instakill at most percents.
We also need to know about any potential autocancel frames. He had them in Brawl, so it wouldn't be remotely surprising at all for him to get some here, because that is a lot of lag even for a kill move.I'm waiting to see how strong it actually is before making a judgment on the move's effectiveness. Either way, that's a ridiculous amount of landing lag. At the very least, nair, bair and uair look good.
Because falcon relies a lot on reads to land his knee. Predicting somebody's roll or where they will land on a platform and Kneeing them is part of his playstyle. The problem is that landing lag is not limited to just short hops. It applies to full hops as well because platforms exist. And taking out platforms is a terrible idea for competitive play because people do not want to play on the same exact stage all the time. At least a few types of variation.why dose the move have to used in short hops?
Well i guess the knee will just have to be used as a combo finisher and not an aggression move.Because falcon relies a lot on reads to land his knee. Predicting somebody's roll or where they will land on a platform and Kneeing them is part of his playstyle. The problem is that landing lag is not limited to just short hops. It applies to full hops as well because platforms exist. And taking out platforms is a terrible idea for competitive play because people do not want to play on the same exact stage all the time. At least a few types of variation.
You don't know what Falcon relies on in Smash 4 because you've never played him in Smash 4.Because falcon relies a lot on reads to land his knee. Predicting somebody's roll or where they will land on a platform and Kneeing them is part of his playstyle. The problem is that landing lag is not limited to just short hops. It applies to full hops as well because platforms exist. And taking out platforms is a terrible idea for competitive play because people do not want to play on the same exact stage all the time. At least a few types of variation.
Nah, so far the game greatly rewards taking risks. That's why the blast zones are so big...they want you jumping off that stage to knee.While this is a new game, it is still Smash. Landing lag will have an impact on what moves people use and when. Senario is right here. A rising Captain Falcon knee with lots of landing lag is a higher risk if a platform is involved. As players get better, the move's utility is going to shrink.
Don't take that as some positive or negative remark on Smash 4. It's just the reality of what happens in this franchise as the meta game develops. Expecting Smash 4 to change that is unrealistic. Got maybe a few weeks before players start optimizing and really punishing those that want to use their higher risk moves in the neutral game.
I remember people thinking similar things about Brawl around this time too. It's just way to early to reach any sort of consensus on the matter. Give it some time for people to figure out the game.Nah, so far the game greatly rewards taking risks.
I agree it's pretty early but these first impressions we all have are pretty strong. I'm open to the game being 100% the opposite of what it seems right now from all the gameplay we have now but I think we've reached a point where impressions have become pretty solid observations.I remember people thinking similar things about Brawl around this time too. It's just way to early to reach any sort of conclusion on this matter. Give it some time for people to figure out the game.
I'd be more inclined to believe that if momentum actually transferred from run to jump.Nah, so far the game greatly rewards taking risks. That's why the blast zones are so big...they want you jumping off that stage to knee.
This doesn't really hinder your ability to go off-stage at all so...I'd be more inclined to believe that if momentum actually transferred from run to jump.
Yeah. I will be updating sometime soon. Personal things have been keeping me occupied (been to the hospital last week), so I've just been relaxing recently.Will the first page be updated soon?
Brawl Falcon got nerfed pretty hard in Brawl, more than needed, but by the looks of the footage people took it looks like it kills pretty well but we won't know numbers til release.Just because something is a kill move doesnt justify that much lag. Especially when falcon was terrible in brawl.
I just dont see the purpose of doing this unless he has significant tools to make up for the lack of full air momentum being retained from ground as well as how strong stale move negation is in brawl and smash 4. I understand the intent of the mechanic but melee and its version were fine as people had to mix it up to do well. Like his signature downstomp combo, side B knee, gentleman knee, down throw or up throw knee, all would be really cool and make sense since knee is his signature. Like how marth and his dair is signature.Brawl Falcon got nerfed pretty hard in Brawl, more than needed, but by the looks of the footage people took it looks like it kills pretty well but we won't know numbers til release.
It hinders your ability to go offstage very far without using your second jump.This doesn't really hinder your ability to go off-stage at all so...
Hence risk.It hinders your ability to go offstage very far without using your second jump.
Most of them aren't as good as people think they are.That might be true if Brawl and Smash 4 didn't have such strong recoveries. Removing momentum based jumping never made much sense to me. Jumping just had a better game feel when when it carried over.