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Only 4th? C'mon Ripppplllleeeeee.got 4th at a tournament yesterday.
lost to Rat (a dev) and tink.
It was sarcasm, haha.well, tink used fox/marth/sheik
rat uses wolf.
it's my 3rd time ever playing.
and the chicago guys basically play that instead of melee now so they had a huge advantage.
Lol cash battleStrong Bad cash battle me at SCSYN.
Probably the same reason why any wind above 6 (I think, 9 being absolutely ****-tier) is stronger than a full charge. #smashlogicSo is there a specific reason why dk's giant punch does 32% on the hitbox that starts behind him, where as the actual fist part of the move does 30%?
For frame of reference, that same hitbox does 18% both in melee and brawl.
Knockback-wise, dude. Is kinda weird, though.From my studies I've made today about that move, I'll have to say that what you just said is most likely false. I've found that both in melee and brawl, after 9 swings that the hitbox that covers his entire arm does 28%, and that the fully charge one is the only one that the hitbox behind him, the moment where he is initiating the punch, does only 18%.
Pm giant punch is different in that, even the lower swings like eight and nine, the hitbox behind him does 2% more than if you hit with the fist. At no point did I get a punch with a lower swing count to exceed the fully charged one in the 3 forms of smash I tested it in (melee, brawl, and pm). My methods might not be 100% accurate, so don't regard what I've said as complete fact until someone else that is credible can confirm this.
That being said, I think a legitimate reason still needs to be given for this odd trait that only the pm version has, because it seems a little inconsistent
that definitely threw me off at firstI don't like his aerial up-b mobility. (weaving ability)
To me it still remains inconsistent, because if you acknowledge that the shoulder hit being more powerful than the punch on the lower leveled swings didn't make sense design wise, then the fully charged one having that said mechanic would make even less sense, and especially so because the lowered leveled ones got weaker, rightfully so, and had their shoulder hitbox toned down, while the fully charged one got a buff. It completely defeats the purpose of the hitbox, which was to encourage you to space better, but it also made sure you got a little out of it, not too much but just enough. It just feels like too much of a reward when there isn't much risk to the move anymore, considering its so massive and doesn't put you in special fall anymore.the shoulder hit being more powerful than the punch hit is not inconsistent with other games. however, in other games, you wind up through 9 winds with the shoulder hit being more powerful than the regular hit and then when you get to 10 the shoulder hit is suddenly super weak. we found this inconsistent with the move's concept; exhaust time you could be spending gaining better positioning/defending yourself by charging up an attack and be rewarded linearly, with the most powerful hit being a fully charged one. this was fixed in PM.
note that he has always had a shoulder hit, even in uncharged punches.
I disagreeI don't like his aerial up-b mobility. (weaving ability)
it needs to be a little higher.
the distance is fine though
I use *NO* tap jump (easier to do uairs if I feel like doing up+A rather than C stick), X grab, Y jump, smash stick.Answer my questions youmonkeygorrilla lovers