kupo15
Smash Hero
I think that tech rolls are speed up too much anyway
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But Peach doesn't happen to be one of the lightest characters in the game. Since G&W is a feather weight, he needs to be able to kill considerably early to be viable.Being a peach main in brawl+ thats all i know is my opponent living til 150% lol.
It's probably because we actually play G&W so we have more of an understanding on what to expect to change in B+.It is funny how G&W mains have such an opposite opinion compared to the rest of the B+ community.
Yeah, bad people >_>.G&W was able to kill people in normal brawl with smashes....infact almost all of G&W kills in vbrawl are from smashes, so why isn't it happening in brawl+?
Maybe make his Dair a better meteor? I don't like playing spikeless characters much (i guess he can spike but even Ivy's is 5x's easier to land)
That would be amazing.You pretty much have to techchase into smashes or just mindgame the opponent into getting hit by one of G&W's smashes hoping they screw up or something like that.
All the more reason to turn G&W's Dtilt back into his Melee Dtilt.
That doesn't work on any character unless you guess which direction they are going to tech and start moving before they roll. Or if they spotdodge and you charge.Yeah that's what I meant, techchasing into an Usmash seemed to work. Even with a teched down throw...
Exactly, which is why I ask: If you could make one move your go to finisher what would it be? Why?That doesn't work on any character unless you guess which direction they are going to tech and start moving before they roll. Or if they spotdodge and you charge.
GW has pretty much no reliable finishers.
Replace that with a pivot d-smash. Or a double pivot f-smash (basically, pivot f-smash in the same direction your facing). I think it should work (though the tech speed increase might be more than I'm accounting for here).That doesn't work on any character unless you guess which direction they are going to tech and start moving before they roll. Or if they spotdodge and you charge.
GW has pretty much no reliable finishers.
Not sure yet. I would have to think about it before just saying a move lol. I don't really like guesswork.Exactly, which is why I ask: If you could make one move your go to finisher what would it be? Why?
Doesn't work, you still have to guess.Replace that with a pivot d-smash. Or a double pivot f-smash (basically, pivot f-smash in the same direction your facing). I think it should work (though the tech speed increase might be more than I'm accounting for here).
Ok.Please, forgive my ignorance -- help me to understand this.
A quick look at Cutters first post makes it look like his gains match or nearly match his losses in the transition to Brawl+
I don't think you are putting enough importance on how significant it is for GW to be able to be comboed so well considering he is the 2nd lightest character in the game(3rd if you count squirtle). He has NO longevity with combos. He just dies and can't kill nearly fast enough to make up for it.--Get's comboed
+Gains some "efficient" combos of his own
Is bair safe on block now? If you SDI out of bair will you still be in stun? Because bair isn't really that great considering you can just SDI out and punish GW while taking about 5%. On shields it's allright, but they can just roll backwards. In vbrawl they could punish bair OOS easily, not positive on how much shield stun it has in Brawl+. Reguardless, it's a very telegraphed move and pretty easy to avoid.+less lag on arials makes for even safer approaches, no decay
++Bair is the super good pressure tool we always hoped it would be
Actually it's pretty much impossible to techchase almost all the characters now.--Harder to techchase some characters, others may be impossible
All smashes could be used in vbrawl out of a dash with pivoting...Decreasing the cooldown time on GW's smashes is absurd considering his longevity, or lack therefor of.-Smashes have wind-down increased
+Smashes are safe on block, also all smashes can now be used out of dash with dash canceling
His recovery is much worse now...I don't know what you are thinking honestly. No autosweetspot means he has to go really far down to sweetspot, and is prone to edgehogging, and can't use his invincibility frames effectivly when recoverying for fear of being punished on the stage.Other unmentioned points:
In a game without sweet-spots, GW's recovery, which was previously difficult to punish as it was, is now even better, relatively.
What kill options did GW have in the first place? Falling nair to dsmash? Sometimes? He didn't have any reliable kill set-ups to begin with, and didn't really gain any either.Also, what kill options did G&W lose other than tech-chase U-smash?
You can do the same in vbrawl lol. It's not that useful. This is coming from someone who played competitve melee since 03. The spacing adjustments are not that significant considering the speed of the game.Don't forget that pivoting and dash canceling adjust your spacing extremely quickly. So even though techasing might not be as reliable, I can certainly think of how useful a pivot f-smash that's safe on block would be (it's useful for Sonic, that's for sure).
I will try, but no promises. It might be awhile, I have a huge tournament to attend this weekende(Whobo) and I will be there for 4 days >_>. Maybe I can get some B+ in with sethlon and record them or something.Hylian, you sound like you're very knowledgeable in GW+. I however, am not.
It would be very helpful to me if you got some fresh GW videos up that illustrated his new strengths and greater weaknesses.
To me this sounds absolutely backwards for GW. I'm not an expert, but with limited kill setups I tend to get a lot of my finishes over the edge, and undercutting my opponents with GW's recovery is one of his best moves in vBrawl. The godlike amount of time you could stay invulnerable didn't hurt either.Other unmentioned points:
In a game without sweet-spots, GW's recovery, which was previously difficult to punish as it was, is now even better, relatively.
?!! I have no idea how I could have been misinformed for so long on this. Oh dear, I feel like I n00b now...I'll go crawl in a corner and die...actually, what was I thinking? You can only Smash DI during hitlag...which no throws have...maybe it was normal DI? I remember when others wanted to speed up throw animations (glitches in our code prevented us from actually doing this), I just assumed this was to make Smash DI less easy, but maybe it was only normal DI, could someone explain why?I'm not pleased with your apparent lack of knowledge concerning brawl, considering you can't smash DI throws.
The problem with just speeding up his moves or giving them higher knockback from low %'s is you are immediately going to lose your combo game with said moves and encourage spamming / camping all day long with a character with a brick wall of disjointed priority. The simplest solution to this is obviously a few small move tweaks where you can just increase the knockback growth (not base knockback) significantly. However, I do think you are over dramatizing G&W's difficulties in B+ and he would probably only need 2 of these changes listed below to go from excellent to a whole new level.The panspike was a novelty move honestly. Nair, Dtilt, and Fair were better finishers for Melee G&W.
You guys need the understand the concept of a glass cannon. Glass cannons are characters that can barely take any punishment at all (just like how G&W can be comboed to erase entire stocks in B+), but in exchange their damage output and abillity to inflict pain on the other opponent is devastating.
G&W can deal all the damage in the world, but it's not going to matter too much when he would have to use his Fair to kill smart opponents. Fair is a mediocre kill move and it's definately not up to par for a glass cannon character.
In the mean time, this doesn't solve the problem of G&W getting comboed to hell and back in B+. In vBrawl, G&W would take 12-15% on average from one hit and no more additional damage. In B+, G&W will take so much damage from combos that he will already be in kill range in no time. Why is this fair (pun intended) for someone who cannot reliably kill until 130+?
Give G&W the options to kill at low percents, and with extreme reliability and efficiency. Giving G&W his Melee Dtilt (could kill at 110 off the top at frame 6), decreasing the speed on his smashes, and/or increasing the knockback on his Fair and Dair would go a long way to making G&W the glass cannon that we envisioned in the game.
When you say low percents I think 80%....that's a bit low for a character with all disjointed attacks to be killing at, if you meant low as in 100(ish) then yeah I can see that.Give G&W the options to kill at low percents, and with extreme reliability and efficiency. Giving G&W his Melee Dtilt (could kill at 110 off the top at frame 6), decreasing the speed on his smashes, and/or increasing the knockback on his Fair and Dair would go a long way to making G&W the glass cannon that we envisioned in the game.
Making it a better finisher but more punishable on whiff/block. I like this ideaWhy don't we allow him to combo into a finisher? You could decrease startup time, then increase winddown to prevent it from being spammy.
80ish is a bit ridiculous. 90-100 range seems better.When you say low percents I think 80%....that's a bit low for a character with all disjointed attacks to be killing at, if you meant low as in 100(ish) then yeah I can see that.
G&W in vBrawl could kill around 75-90%, depending on which smash he used, but he lacked set-ups, so he usually got off kills somewhere in the hundreds. It kinda sounds a little far-fetched for Brawl+, a more offensive game where racking up damage is easier. But I think he should be able to pull off a KO as early as 90.When you say low percents I think 80%....that's a bit low for a character with all disjointed attacks to be killing at, if you meant low as in 100(ish) then yeah I can see that.
We aren't really asking for much. We want a reliable way for G&W to kill. Relying on edgeguards isn't fitting for a glass cannon character.Gaw is a edguarding beast, I really dont think he needs much.
It is much less effective in vBrawl. The pivoting window is much, much larger now (to the point that you're actually able to dodge attacks and still be able to pivot), and dash canceling....exists now.You can do the same in vbrawl lol. It's not that useful. This is coming from someone who played competitve melee since 03. The spacing adjustments are not that significant considering the speed of the game.
I can pivot 100% in vbrawl. Small pivots, true pivots, anything. Making the window larger just makes it easier...that doesn't change it's usefulness.It is much less effective in vBrawl. The pivoting window is much, much larger now (to the point that you're actually able to dodge attacks and still be able to pivot), and dash canceling....exists now.
And this is coming from someone who has played competitive melee since 04. Spacing adjustments are extremely important considering the speed of the game. For characters who have decent range and disjointed moves, spacing is very important. The reason pivoting was not used so much in melee was because wavedashing gave the same benefits at only a small frame disadvantage. Dash canceling on the other hand was used quite often.
The only characters that didn't really rely heavily on spacing were characters with solid shield pressure games or high priority approaches (Fox's nairplane, Falco's pillar, ect.) Sheik and Marth rely heavily on outspacing those characters. Pivot grabs are a staple of any Marth's gameplay, not just for doing the chaingrab, but also for just grabbing characters out of attacks.