we are NOT remaking melee, and you have plenty of options instead of CC.
Hey, how's that huge smash scene in the Netherlands treatin' ya?
:D!
You are NOT contributing to this discussion in any way, shape, or form. We have our coders, we have our testers, and then we have you. GTFO.
I can't see this being implimented since it would have to be made from scratch. I absolutely hated that feature anyway. If I hit you, you SHOULD go flying
Oh, look! See this paprika? He's not being a douche! Learn from it, mangz.
It made sense to me, though. If you're planted firmly in the ground, you should be harder to budge. Plus, it made for some interesting tactics, partcularly against crap like Fox's dair. Plus, CCing MK's tornado would=You not being lifted, which means you could punish him for using it in stupid situations.
In theory, anyway.
I'm thinking about it, but I've got other things to get through first.
I would love you long time.
EDIT: Added stuff above the edit, lolololl
I'm sure I've seen people get grabbed out of their rapid jabs, so I can't say you're wrong. But, I think it's more or less of a toss up because at times going for the grab fails and you have to SDI out of the jabs.
It's true. All the same, jabs really shouldn't be so unsafe on hit, ya know?
I realize now that your speaking primarily of tick throwing a shielding opponent. I'm pretty sure your right about the shielder being at an advantage, but that might depend on the jab now that we have shield stun. I, however, was speaking primarily of actually landing jabs into throws, which I guess is more of an actual combo in this game as opposed to others since a lot of jabs pop you up a bit. That's what I meant when I said they were already good.
Yeah. When I say tick-throwing, I mean jabbing them, giving them like... 2-3 frames to get out, and then grabbing them because they guessed wrong. Pretty much just another mix-up.
It's more dependent on what shield stun we decide on, ultimately. I think that some moves should leave the attacker at disadvantage, whereas others should be neutral (jabs) or have slight advantage (better jabs). You can still side-step if you anticipate the grab, too.
I still think having jabs cancel into throws might make jabbing a bit too good, though. A character like Luigi who can combo jab -> grab on hit could then be able to do that even on a shield if it canceled, meaning your basically screwed if he gets inside. A character like Bowser could probably even get an infinite grab release out of it, since he can already jab most characters after a release.
I don't necessarily mean have them cancel into throws. Maybe make jab cancelling actually effective? Like... rather than remove 1 frame, make it so you can cancel the jab into smashes, tilts, grabs by pressing down, like it was with Melee. Yeah, I know we're not aiming for SSBM 2, but the game had some good things going for it.
I think we need to fix grab releases, or make a code that allows you to break grabs if you press Z within two frames of being grabbed. It would effectively hinder predictable CGs, and also allow for a way outta silly tick-throws. We could also put in CC if we're looking at the second option.
Luigi SHOULD be a character that, when he gets in, he can mess you up. There's a reason his traction is so terrible. It's because he should be on the offense almost all the time. Luigi's that ******* that everyone has to zone. They just don't realize it yet.