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...You've been watching Luthien...And also Drake...3, the evidence of weakened knockback being caused by Move Decay is present in every. video. out there. People aren't dying to the same moves at the same percents while dying at other times, and it's not because of their DI.
And just what's that supposed to mean?...You've been watching Luthien...
Isn't that Ryoko's point? That istead of having a character with a bunch of good attacks, we got Zelda who can only fair, bair, and d-smash to get a KO, when 2 potentially great smashes are just sort of... sitting there mocking us with their lack of usability? If Zelda had a good f-smash/u-smash, people wouldn't spam it. Zelda would just have a lot more ways to KO, and she needs that due to her pradictable approach and whatnot. A Melee 1.0 f-smash could aid Zelda's game a TON.Ok, I'll run through some other videos where people spam attacks and see if there's a consistency that I haven't been paying attention to. If it's true then I approve whole-heartedly as this will force people to actually develop their characters instead of their 1 strongest move.
I think you merged topics. I was referring to the whole Move Decay thing which applies to all characters (but I guess especially Zelda) which forces them to utilize pretty much every single attack at their disposal. Which I think, as a general concept, is a great idea. Would it be nice if Zelda's smashes were 1 concentrated hit? Yeah, but that's not what we have.Isn't that Ryoko's point? That istead of having a character with a bunch of good attacks, we got Zelda who can only fair, bair, and d-smash to get a KO, when 2 potentially great smashes are just sort of... sitting there mocking us with their lack of usability? If Zelda had a good f-smash/u-smash, people wouldn't spam it. Zelda would just have a lot more ways to KO, and she needs that due to her pradictable approach and whatnot. A Melee 1.0 f-smash could aid Zelda's game a TON.
Don't forget Zelda's 1.0 Usmash in Melee. The sheer usefulness of Zelda's Usmash out of shield back then (which in Brawl is still faster than any shield grab) and the new sliding Usmash in the game was a great opportunity for Zelda to have a reliable Usmash again, but it was again totally wasted upon her.A Melee 1.0 f-smash could aid Zelda's game a TON.
You're a dead man, Luthien.Oh and before I forget, 3.
Casuals do not employ many of the skills that competitives do, and those that do certainly don't employ them to the same degree. Saying that if it's difficult to escape in casual play when most people are newbies and weren't even blips on the competitive Melee rader will be "not any different" from a true, hardcore competitive setting is the biggest fallacy I've heard all day.I agree with Drake
We could sit here and ***** about what we don't have, or we can accept the vast improvements that we do have. Personally I like the latter choice. Besides, her Fsmash doesn't suck. If it is difficult, or at least moderately difficult to escape from in casual play, then it wouldn't be any different in competitive play.
.. I never said that casual play was not much different than competitive play. I said that the physics used in the game are not much different in regard to competitive and casual play. Actually they're exactly the same.Casuals do not employ the many of the skills that competitives do, and those that do certainly don't employ them to the same degree. Saying that if it's difficult to escape in casual play when most people are newbies and weren't even blips on the competitive Melee rader will be "not much different" from a true, hardcore competitive setting is the biggest fallacy I've heard all day.
Let me say I absolutely love how you sum up in three sentences what I was trying to articulate in like a million. I'm so linguistically inept.What about 0:48? 1:13? 2:42? 3:01? 3:08? 3:13? 3:28? 3:34? 3:45? You're right, they'll get better at DIing it. But we'll get smarter about using it.
He only tried to DI the send itself, which does not result in escapes like it did in Melee unless you're a tiny character. Smash DI however, literally kills this move every time, which Gimpy was not aware of. *cough* he's too used to the easy hold-the-stick DIability of the move in Melee because he's a n00b *cough*...Yeah. He DI'd the charging, predictable Fsmash that was screaming "PLEASE DI ME".
What about 0:48? 1:13? 2:42? 3:01? 3:08? 3:13? 3:28? 3:34? 3:45? You're right, they'll get better at DIing it. But we'll get smarter about using it.
See, this is the divide right here. Most of you have the casual Zelda player's gut. They don't care how bad or how good Zelda is, because they will still play her and enjoy doing so, and you will ultimately not lose or gain anything of value for your efforts. You also feel "unique" because you are playing what appears to be a balanced or underpowered character. You don't want her in the top tier, because then everyone will flock to her for her goodness alone like Sheik/Fox in Melee. It is at this point where it shows that it is obvious that you have not had any important matches riding on Zelda, and that you have no true purpose for winning.I'm gonna have to join the "Zelda's still greatly improved" side. No point in arguing what they could've changed when she's already more improved than most of us would have guessed. Besides, if Zelda had no trouble connecting with all of her powerful attacks, she'd start leaning towards that "top tier" that nobody wants her on.
You can't get easy wins and claim that she's totally weak and requires immense skill at once. Thank Sakurai for finding a medium this time around.
Before I go further, might I quote that it was you in this very thread who stated "then [Zelda] would start leaning towards the 'top tier' which nobody wants her on."And I'm surprised that I'm suddenly considered casual and impartial. I like Zelda a lot, she's my favorite character to use, and I will enjoy her, regardless of her potential. Point is though, even in a competitive standpoint (I don't just play to play, I play to win) she's got far more potential this time, and regardless of how good or popular she may or may not be, I'd still use her because I enjoy playing her. Uniqueness doesn't factor in, if I liked the Starfox series enough I'd be playing Fox, I wouldn't resent a character for being easy or hard to use. My purpose for winning is the same for everyone else's, I want the glory of being a winner. Anyone who isn't betting their life earnings that thinks their reason to win is more meaningful than anyone else's is self-centered and wrong. Just because I'm not complaining relentlessly about a minor flaw doesn't mean I don't use Zelda to compete and try my hardest to win. The divide is that some people are willing to input more skill to balance out Zelda's flaws.
They are not better than their 1.0 Melee counterparts if they are escaped, so I don't know what they were smoking when they said this. Escapes will only become more frequent with better and better players.And Zelda's FSmash and USmash don't lower her potential, they just raise it very little. Last I heard from all of the people who've played Brawl, they're far better than the Melee counterparts were intended to be (because they wouldn't have altered it had they not wanted to).
Who is under appreciating? Did I not make that giant thread keeping track of all the changes made to Zelda this game containing plenty of praise from my end? I am fully aware of the silver lining. But for the 2nd time, adding vegetables, spices, and different noodles does not excuse forgetting the chicken. And in 1.0 Melee, Zelda had the "chicken," and trust me when I say that not having this "chicken" ultimately lowers what Zelda is capable of doing. So please do not pull that garbage on me about Zelda "not losing potential" because of these attacks being escapable for another 7+ years of our lives. From a game developer's standpoint I would be ashamed if I let something like this slip through the cracks, especially after spending so much **** time balancing everyone's attacks. In particular, messing up something as critical as 2 of a character's Smash Attacks.Sorry if I'm offending anyone, but there's a distinct lack of gratuity here, and overall, the developers deserve a lot for what they've done with Zelda.
What did I do?!You're a dead man, Luthien.
huh?@Zone: I can't exactly tell you what I mean without actually having the game and testing my theories out for myself.
Yes, but Zelda's Fsmash is fast when it doesn't hit anyone, and slow when it hits the shields. So pretty much you can't time ur F-smash so that the last part hits them. Because frankly it's up to your opponent to run into it.@Luthien: It's possible to hit someone with the last hit of Fsmash. And the attack only takes a long time if you connect with the others pieces (with or without DI).
That's what frustrates me the most, personally. What logic are they using which deducts "we should make Zelda's f-smash/u-smash escapable"?Stop saying they "let it slip by". If they purposely took it out and purposely left it out that doesn't mean they "let it slip by".
Isn't it more obvious? I can imagine Smash DI being hard to spot without normal DI, but they programed normal DI in. How could they not discover Smash DI if they've delayed the game for three months, and had six (more) years to test with Melee and incorperate it into Brawl.It means they know exactly what they're doing. But I'm not entirely sure if they've caught on to the whole DI thing yet. It's not exactly an obvious exploit like wavedashing is.
I know it's possible. It's just incredibly rare for me. And I play noobs. How often do you think a competetive player is going to watch Zelda charge an f-smash and then decide to walk into it a full second later (that's how long the move takes in Melee)? Mindgames, sure, but it will only happen once in a match. Twice if the Zelda gets lucky, and the opponent is sandbagging. It's still a pretty long attack without the first hits.@Luthien: It's possible to hit someone with the last hit of Fsmash. And the attack only takes a long time if you connect with the others pieces (with or without DI).
It's kind of logical think he didn't remove wavedashing per-se. For all we know, he just changed the air-dodge and the wavedashing disappeared as a side effect. But I doubt it. He's apparently been told about all these advanced techniques, and has commented his approval.Also Drake, for all we know Sakurai doesn't even know how far we broke down his melee game. Because why would he take out wave-dash when so many people enjoyed it? So him leaving/not leaving the upsmash and fsmash the same may not have been on purpose. It's really hard to make a game and not have 1 flaw in the physics or coding.
Then I guess they know about DI and decided to keep Zelda's smash attacks gimped for some reason. I was honestly just trying to envision a logical explanation for why they're the way they are. And since I can't, I guess they're just ********.I knew you could control whether or not you fly higher up or farther sideways after Ganondorf f-smashed me long before I ever came to smashboards or heard about advanced techniques. And I was a middle-schooler who should've been doing his homework. I truly doubt that a full-grown adult who did this for a LIVING could miss normal DI, explore it further, and discover Smash DI. Especially after another six years of having Melee out.
This one totally confuses me. The last hit of Fsmash can occur without charging.I know it's possible. It's just incredibly rare for me. And I play noobs. How often do you think a competetive player is going to watch Zelda charge an f-smash and then decide to walk into it a full second later (that's how long the move takes in Melee)? Mindgames, sure, but it will only happen once in a match. Twice if the Zelda gets lucky, and the opponent is sandbagging. It's still a pretty long attack without the first hits.
We don't disagree.No hard feelings, I just happen to disagree with you this time.![]()
Because wavedashing is an exploitation of his game. He managed to keep the air dodge and shorp hop and remove wavedashing. That takes a conscious effort.Also Drake, for all we know Sakurai doesn't even know how far we broke down his melee game. Because why would he take out wave-dash when so many people enjoyed it? So him leaving/not leaving the upsmash and fsmash the same may not have been on purpose. It's really hard to make a game and not have 1 flaw in the physics or coding.
I didn't mean it like that. It's incredibly hard to describe. Basically, the last hit takes time WITHOUT the first hits, too. If your opponent sees you using f-smash and they are a distance away, two things usually happen:This one totally confuses me. The last hit of Fsmash can occur without charging.
Very true. I don't know what I was thinking.We don't disagree.
Yeah. It's strange, though. Apparently, when he was confronted by the press about all the advanced techniques, he said he approved. But you can't believe everything you hear, huh?Because wavedashing is an exploitation of his game. He managed to keep the air dodge and shorp hop and remove wavedashing. That takes a conscious effort.
Yes. And that is exactly what is so frustrating. Basically, Ryoko is saying: "Then I guess they know about DI and decided to keep Zelda's smash attacks gimped for some reason. I was honestly just trying to envision a logical explanation for why they're the way they are. And since I can't, I guess they're just ********."And we know that Zelda's smashes were changed because of Ryoko's soup. Not only were they changed, they were kept. That's another conscious effort.
I was simply quoting other people. Check the "Zelda buffed... bad?" and other threads full of people saying they liked to play underrated, hard to learn characters. It's not my opinion, it's the general opinion.Before I go further, might I quote that it was you in this very thread who stated "then [Zelda] would start leaning towards the 'top tier' which nobody wants her on."
In that case, Zelda players will just have improve as well. The move isn't unable to connect properly or is so predictable that opponents can prepare for DI. If that were the case, the characters in the recent videos wouldn't be DIing out only on occasion. Use it sparingly and spontaneously and no matter how good a player is, they aren't always going to expect it unless you strategy is simple and obvious.And who says I'm not willing to input more skill just to play her competitively? I'm still one of the best Zelda users worldwide and I've trodden the top level competitive scene with Zelda in hand for years, and will do the same in Brawl. But honestly, what you believe to be a "minor" flaw will become exponentially more apparent as players improve at the game.
That's my point, they're better than the updated Melee's counterparts. Obviously they wouldn't have changed the moves in the first place had they not wanted to. If anything slipped by, it was Zelda 1.0's smashes, as they were the ones altered. If they deemed it worthy of change, I highly doubt they would change it back. Escapes were easy in the updated Melee, but despite their appearance, the smashes have plenty of differences. They're faster, have more range, and therefore are less predictable. It's not like her 4-second long Din's Fire of Melee, as long as it's quick and easy to use, there will be more difficulty in escaping.They are not better than their 1.0 Melee counterparts if they are escaped, so I don't know what they were smoking when they said this. Escapes will only become more frequent with better and better players.
Chicken? I've never considered Zelda's FSmash and USmash as the foundation of her moveset. In fact, I've become used to getting around their flaws. I've always considered Nayru's Love, Down Smash, and Lightning Kick her bread and butter, and I can imagine her being far more useless without those than anything. Zelda has a discrepency, but she isn't missing a chunk of playability. Not to mention, this is a new game, Zelda's chicken isn't necessarily those moves anymore. Din's Fire, DAir, UAir, FTilt, and UTilt seem to have far more uses than they used to, who's to say her smashes need to be stellar to make her playable? You know as well as I do she's already fairly balanced, and what you may consider a slip-up, they may consider part of balancing her. Zelda's got 2 mediocre moves, but how many moves did everyone who played Melee dispense? Not just Zelda players, everyone ignored certain moves because of their inefficiencies for nearly all characters. Zelda could have more potential, but from what I've seen in gameplay and what those who've played mentioned, Zelda's already got enough to manage.Who is under appreciating? Did I not make that giant thread keeping track of all the changes made to Zelda this game containing plenty of praise from my end? I am fully aware of the silver lining. But for the 2nd time, adding vegetables, spices, and different noodles does not excuse forgetting the chicken. And in 1.0 Melee, Zelda had the "chicken," and trust me when I say that not having this "chicken" ultimately lowers what Zelda is capable of doing. So please do not pull that garbage on me about Zelda "not losing potential" because of these attacks being escapable for another 7+ years of our lives. From a game developer's standpoint I would be ashamed if I let something like this slip through the cracks, especially after spending so much **** time balancing everyone's attacks. In particular, messing up something as critical as 2 of a character's Smash Attacks.
If you do complain about it, what are the chances that it will be fixed anyways? Like I've said earlier in this post, the developers probably a ren't looking at it as an error. And as far as replacing those moves, NAir is easily replaced by Nayru's, USmash is hardly any different than UTilt, other than lagtime, and Zelda still lunges forward with her FTilt, similar to the lunge in the FSmash, only FTilt has even more knockback, evidently.Finally, if I do not incessantly complain about it, what chances are there of this ever being fixed? The assets and applicable situations of Fsmash and Usmash are so specific and unique that they cannot possibly be replaced by any of Zelda's other attacks. But in the situations where you have the perfect opportunity to hit them and NEED them to hit, ie. a tough tournament where there is material incentive to win, they will not be reliable at all, unlike someone who has hit-one-and-get-it-over-with Smash attacks. This "minor flaw" only becomes more infuriating as the stakes get higher.
You have as much right to say she should be top tier as anyone that says she should be mid-tier. However, just as you say her being only decent makes zero sense, I don't see any sense in making every move of hers highly dependable and effective.Many of you have honestly given me an earful about how you liked Zelda the way she was in Melee and don't want people flocking to play her if she's "too good" or "top tier" thus losing your special spot as that Zelda player, which makes absolutely zero sense to me. I think it is only fair that I get to complain about hot Fsmash and Usmash will be completely unreliable in high-level competition, and how this does nothing but limit Zelda's top-end game.
I do not detect a competitive drive within you. Or rather, you have not seen what I have seen, so you probably don't understand why I'm infuriated.
And we know that Zelda's smashes were changed because of Ryoko's soup. Not only were they changed, they were kept. That's another conscious effort.
I'm not sure which one you're referring to, SmashA or WD, but if it's WD, it's definitely a conscious effort. Air dodging is still in the game, but its design was changed. How many other basic techniques were changed so drastically?How do you know it's a concious effort? all we can do is speculate if it was or not. There is no solid proof. I'm fairly sure he cares about his game, But i'm not so sure he cares about the competitive gamers. Why else would "Tripping" happen at random? Competitive players can't base their game on luck. If my tripping reason is wrong my bad. I got this source from taco that tripping can randomly happen.
Because I dunno if you noticed. quite a bit of players are saying "Screw brawl" because it may be not as good as melee competitive wise. All I know is I hope I can see things in brawl, and appreciate the hard work someone went through to master a hard technique. Like Moonwalking, and like when I first saw falco played like bombsoldier I was amazed. Hopefully there will be amazingly hard awsome things to do in brawl. So I can appreciate what I see. If it's all too easily executed, the only thing I can appreciate is someone outplaying someone else with a mind sweep.
That's what I thought you meant. Thanks for clearing that up for me.I was simply quoting other people. Check the "Zelda buffed... bad?" and other threads full of people saying they liked to play underrated, hard to learn characters. It's not my opinion, it's the general opinion.
In theory, yes. But like I read a short while ago, people can train themselves so that smash DIing a specific move is reflex. An example: in Melee, many players practice smash-DIing Fox's u-air so that no matter when he uses it, 95% of the time, they will dodge it. And I'm pretty sure you have less oppurtunity to Smash-DI out of Fox's u-air than Zelda's f-smash. Because you only have four hits to get through before the last one comes...>.> Who would train in such a way? Maybe a competetive player would.In that case, Zelda players will just have improve as well. The move isn't unable to connect properly or is so predictable that opponents can prepare for DI. If that were the case, the characters in the recent videos wouldn't be DIing out only on occasion. Use it sparingly and spontaneously and no matter how good a player is, they aren't always going to expect it unless you strategy is simple and obvious.
That's a very interesting point. But the question is: Why?! Especially considering Ryoko's discovery *see my previous posts*. Zelda needs good moves.That's my point, they're better than the updated Melee's counterparts. Obviously they wouldn't have changed the moves in the first place had they not wanted to. If anything slipped by, it was Zelda 1.0's smashes, as they were the ones altered.
They're not faster. When f-smash hits, the hit-lag is murder. Like I said, a little practice, and a good competetive player won't have any trouble at all.If they deemed it worthy of change, I highly doubt they would change it back. Escapes were easy in the updated Melee, but despite their appearance, the smashes have plenty of differences. They're faster, have more range, and therefore are less predictable. It's not like her 4-second long Din's Fire of Melee, as long as it's quick and easy to use, there will be more difficulty in escaping.
Once again, the new stale moves programming. Zelda's gonna need more than three reliable *cough* moves this time around.Chicken? I've never considered Zelda's FSmash and USmash as the foundation of her moveset. In fact, I've become used to getting around their flaws. I've always considered Nayru's Love, Down Smash, and Lightning Kick her bread and butter, and I can imagine her being far more useless without those than anything.
I dunno. That's true: nothing bothered me more than watching people play Brawl Zelda like Melee Zelda on youtube. I kept thinking: "You idiot! You don't need to set up for a fair any more! You were right there, a perfect dair setup! It's been buffed! TRY IT!!" So, yeah. We'll just have to wait and see, I suppose. Like I said: I'm not very good, so I'll leave stuff I don't know about to Ryoko/Zone/other good competetive people to argue.Zelda has a discrepency, but she isn't missing a chunk of playability. Not to mention, this is a new game, Zelda's chicken isn't necessarily those moves anymore. Din's Fire, DAir, UAir, FTilt, and UTilt seem to have far more uses than they used to, who's to say her smashes need to be stellar to make her playable? You know as well as I do she's already fairly balanced, and what you may consider a slip-up, they may consider part of balancing her. Zelda's got 2 mediocre moves, but how many moves did everyone who played Melee dispense? Not just Zelda players, everyone ignored certain moves because of their inefficiencies for nearly all characters. Zelda could have more potential, but from what I've seen in gameplay and what those who've played mentioned, Zelda's already got enough to manage.
1) I suppose you're right. Last time I checked, we were all just some guys (/girls) on a gaming forum.If you do complain about it, what are the chances that it will be fixed anyways? Like I've said earlier in this post, the developers probably aren't looking at it as an error. And as far as replacing those moves, NAir is easily replaced by Nayru's,
No, it does not have more knockback. That's the new stale move factor you're seeing, I think. But then, I dunno. I'd have to take a look.USmash is hardly any different than UTilt, other than lagtime, and Zelda still lunges forward with her FTilt, similar to the lunge in the FSmash, only FTilt has even more knockback, evidently.
Um.. It's not about expecting it. It's seeing it and countering with reflexes. To smash DI you don't need to know it's going to happen. You can just smash DI the second it happens to you. Same with edge teching, Taco is getting so good at this crap, I can't even downsmash to kill his falco from grabbing edges. Edge teching happens because you hit L when your hit and your char is touching a wall. Smash DI happens when you smash a direction with C-stick the second you get hit. I guess what i'm saying is, regardless of how often you use it or not. They can see it coming, and react accordingly.In that case, Zelda players will just have improve as well. The move isn't unable to connect properly or is so predictable that opponents can prepare for DI. If that were the case, the characters in the recent videos wouldn't be DIing out only on occasion. Use it sparingly and spontaneously and no matter how good a player is, they aren't always going to expect it unless you strategy is simple and obvious.
Just because they deem it worthy of change doesn't make it right. And Yes the upsmash and fsmash are pretty fast. When you miss. When you hit them or a shield, the animation goes a bit slower.That's my point, they're better than the updated Melee's counterparts. Obviously they wouldn't have changed the moves in the first place had they not wanted to. If anything slipped by, it was Zelda 1.0's smashes, as they were the ones altered. If they deemed it worthy of change, I highly doubt they would change it back. Escapes were easy in the updated Melee, but despite their appearance, the smashes have plenty of differences. They're faster, have more range, and therefore are less predictable. It's not like her 4-second long Din's Fire of Melee, as long as it's quick and easy to use, there will be more difficulty in escaping.
How do you get out of falco's double shine pillars then? When upsmash couldn't be DI'd out of, you could Upsmash out of shield against falco's pillar pressure. When upsmash is gone what do you got? You can roll away, with hurt shields. But rolling only works so much then it's a easy following game.Chicken? I've never considered Zelda's FSmash and USmash as the foundation of her moveset. In fact, I've become used to getting around their flaws. I've always considered Nayru's Love, Down Smash, and Lightning Kick her bread and butter, and I can imagine her being far more useless without those than anything. Zelda has a discrepency, but she isn't missing a chunk of playability. Not to mention, this is a new game, Zelda's chicken isn't necessarily those moves anymore. Din's Fire, DAir, UAir, FTilt, and UTilt seem to have far more uses than they used to, who's to say her smashes need to be stellar to make her playable? You know as well as I do she's already fairly balanced, and what you may consider a slip-up, they may consider part of balancing her. Zelda's got 2 mediocre moves, but how many moves did everyone who played Melee dispense? Not just Zelda players, everyone ignored certain moves because of their inefficiencies for nearly all characters. Zelda could have more potential, but from what I've seen in gameplay and what those who've played mentioned, Zelda's already got enough to manage.
It's very different. 1 Lag time is a major major key ingredient to a move not sucking. Why can't you use ganon's uptilt or neutral B? cuz it's too slow. Same for Falcon's uptilt. IF falcon's uptilt was cut in half you may find way more creative uses for it. The only true time in Melee that Uptilt was of any use is if 1.) Someone was combo'd into my uptilt 2.) IT traded hits with space animals that liek to double jump down-air. That's nearly about as often as you can use it. However when Upsmash was not lame, you could upsmash out of shield, and set up a nice combo.If you do complain about it, what are the chances that it will be fixed anyways? Like I've said earlier in this post, the developers probably a ren't looking at it as an error. And as far as replacing those moves, NAir is easily replaced by Nayru's, USmash is hardly any different than UTilt, other than lagtime, and Zelda still lunges forward with her FTilt, similar to the lunge in the FSmash, only FTilt has even more knockback, evidently.
You have as much right to say she should be top tier as anyone that says she should be mid-tier. However, just as you say her being only decent makes zero sense, I don't see any sense in making every move of hers highly dependable and effective.
And with this, I'm done with the argument. I am unable to see in your point of view, as I seem to lack the EYE OF THE TIGER.
that's not solid proof that's speculation. Wavedashing could only be gone because 1.) It's a new fighting engine. Which is why they had to recreate melee stages, instead of just copying them over. 2.) He may have intentionally took it out again speculation 3.) You can't aim your air dodge, i'm sure you know this. This is the #1 reason we know wavedashing is out. we don't know 100% solid proof that he did that to take it out.I'm not sure which one you're referring to, SmashA or WD, but if it's WD, it's definitely a conscious effort. Air dodging is still in the game, but its design was changed. How many other basic techniques were changed so drastically?
Yeah. This is what is killing us: http://us.wii.com/iwata_asks/ssbb/vol4_page3.jspYeah, tripping is completely random and there's been controlled testing of it.
Whenever you press left or right to do a dash there's about a 1/100 chance you'll randomly fall down and need to roll/stand/getup attack, and there's no way to cancel it or anything so far. Really limits the new dashdance and pivot since they now require 2 dashes for every one to do each movement. Pretty dumb from a competitive standpoint =/