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Yeah, I had the same idea.Chain grabbing is dog as.
My solution to escape from a chain grab is to allow button mashes from being grabbed the first time to be carried over to the next grab. You will escape!!!
this. i want thisYou could fix it just by having hitstun stale the same way that damage and knockback do.
Moves already stale in this way, just for damage and knockback.If I can hit you with Falco's B-Air five times in a row, or if I manage to grab your predictable landing and throw you for it multiple times, why should I get punished for the opponent's being predictable?
I agree, stale moves is very much one of the many elephants in the room. Either they take it out, or replace it with a damage scaling system that doesn't affect knockback.The real problems that need to be fixed that lead to brawl's chain grabs are:
1) No/Weak nontumble DI
2) Stale moves
The lack of nontumble DI is pretty self explanatory. This makes chaingrabs fairly static, you can see a clear difference with the chaingrabs that are in melee. The stale moves mechanic is a huge problem that doesn't get talked about enough. Using the same move over an over results in it giving less knockback directly and indirectly because it causes less damage too which results in less knockback from the % system. This mechanic conflicts heavily with the % system. As you take more damage, you get knocked back furthur. But if you keep using the same move, the net result of staling knockback decrease and the % system increase is just a small increase. The staling move system is very counterintuitive. It does not promote variety at all, infact it probably promotes more monotony through all the chain grabs it enables.
I agree. Jab reset -> rest is much, much worse.Who honestly considers jigg's u throw rest a serious problem? They call it the spacey killer when it should be called the scrubby di killer.
Fixed and stuff.I agree. Kills against bad people who can't tech in Melee where you basically cannot **** it up is worse.
I agree with your opinion.When watching melee and brawl videos, the one thing that jumps out at me is that melee's "combo" game seems pretty similar to brawl's, with a few major differences:
1. Ledge snap mechanics make it much easier to continue strings in melee when you knock someone off the stage. You can punish a recovery and continue the string, in brawl they tend to just snap to ledges, which halts the string.
2. Global gravity makes tech situations more common in melee, which allows for more tech chasing.
While there is definitely more straight combo action in melee (i.e., up throw to a brief string of aerials) that doesn't even account for half of the "combo" game in melee, and honestly you could have brawl's airdodge and hitstun mechanics+melees ledge mechanics, gravity, and landing detection and you'd have a much healthier, skill-based string game without many of the abuse cases we see in melee (jigg's uthrow->rest, sheik uthrow chaingrabs, and so on).
IMO.
I wasn't even comparing to Brawl in the first place.Are you complaining about how easy it is for jiggs to kill with rest? Rest sucks, she gets a kill, then dies to her opponents the moment they return as long as they di properly. Brawl has way more broken things than jab reset to rest.
What does this have to do with nontumble DI?Hey, can't you SDI the jabs at any percent?
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