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Give a Dog a Bone !!

Would you drop Duck Hunt if he is untouched after next patch??

  • NOPE!

    Votes: 12 92.3%
  • YEP!

    Votes: 0 0.0%
  • Idk......maybe

    Votes: 1 7.7%

  • Total voters
    13
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Perris6

Smash Journeyman
Joined
Dec 29, 2014
Messages
220
Location
Florida
Alright pups, so as you know there is a patch coming our way soon and I was wondering what are some things you would like to see altered and improved. We all know the killing struggle our pacifistic Puppy has and how people can find themselves Electric Sliding out of our smash attacks.

Me personally, I think the only true BUFF we need is in regards to grab combos. If our pup had a "HOO HAH" so to say, that would jump him up a tier or two. We have a pretty strong up air and I never have trouble getting in and getting a grab on an opponent who finds him/herself shielding a Gunmen.

But what do you think? What sort of buffs do you think we should get in the next patch?? Or what are you hoping for?

 

TheWorstMuppet

Smash Journeyman
Joined
Jan 26, 2015
Messages
262
Location
Scotland
NNID
TheWorstMuppet
3DS FC
1332-8277-4239
More health on gunmen plez, also less endlag on frisbee. That'd be great, ta!
 

Joshua Flynn

Smash Apprentice
Joined
Jul 24, 2015
Messages
164
I've got a list of things that need to be urgently fixed:

1) All of the smash moves' slide glitch, forward smash A especially. This is a KO-killer and what would have been a KO becomes a slide.

2) Much better launchability in attacks overall. Tired of seeing opponents surviving up to 220% (Links will classically stay up until 170-180%).

3) Undo the roll dodge and air dodge 'tweaks' (which presently mean they don't actually 'dodge' because the invul time is so bad).

4) Less end lag on frisbee. Period.

5) Less end lag on forward smash A.

6) Making it so forward smash A's red cursor is also the point the attack starts (there's a delay between the first red cursor and the first hit, meaning players who move fast can get in).

7) An end to this 'everything overrides DHD's forward smash A' rubbish. It's slow enough as it is, making it get overridden AND cause a glitch, only to turn out it doesn't even KO the player due to poor launchability is criminal. Even the light rapid jab is better at blocking incoming attacks and that's the LIGHT jab.

Things that should just be improved overall:

1) Slightly more range on dash, forward air and back air. The number of times the beak is intersecting but nothing comes of it is bad.

2) Better hit detection on forward air and back air: the number of times I've hit someone with a forward air where the duck's neck is actually through them but the hit doesn't register (IE because it's in the tiny beak). Most other character moves encompass the entire limb - even if the rest of it is sour spot. Imagine if only the tip of Marth's sword did damage and nothing else... there would be outrage!

In a non-DHD light:

1) Sonic, Greninja and ZSS to either have some longer end lag on attacks, some sort of delay in movement, or less speed. Y'know, something to make them not extremely impossible to hit. Specifically, I'd like to see ZSS's homing down kick to have a longer end lag (so it can't just be spammed as a cheap quick KO move), and it shouldn't 'bounce' on being shielded but tumble.

2) Little Mac to be, a little less OP, specifically:

2a) A higher percent requirement for KO to work (50% was good. 12% as it stands is bad).

2aa) KO to be less regular (getting it twice because Mac survives up to 120% is just bull, man: Wario's fart takes a good whole life to charge).

2b) More end lag after failed attacks OR super armour to be less 'super' (IE it doesn't override smash attacks or explosions)

2c) Slightly more up-B air time at slightly less damage. To be fair, I think his air is really bad.

3) Ike to do less launching, or less damage, whichever of the two they prefer.

4) Less protection on King Dedede's roll dodge. Seriously, he's a giant, fat penguin, with a giant hammer... and his roll dodge is safer than a small dog? Heck, not even Donkey Kong gets that level of roll dodge protection. Sakurai voicing the character does not mean it gets a free pass.

5) Way less protection on Ness and Lucas' roll dodges (Lucas more so). They can roll dodge without getting hit for the entirety of the roll.
5a) Less down air range on Ness' attack. I mean, that radius is huge.
5b) Less forward range on Ness' dash attack. It reaches longer than even duck hunt's forward smash A (even half charged!) and I'd hate to imagine how the other characters are dealing with that. I get Nintendo wanted to buff but having him cover a quarter of the stage in a DASH attack is a bad idea, m'kay.

6) More end lag for boomerangs on Link/Toon Link in general - perhaps even a 10 second delay punish if it gets destroyed (like what Zelda, DHD, ROB get for theirs - guardian/gunman/laser). It's so fast some Links are using it as their main weapon. What happened to his sword? A Link not spamming boomerang is unheard of.

7) Much more end lag on Zelda's up-B and more on B move. There are Zeldas who will spam up-B to get a cheap KO, but because it doesn't entail end lag on finish, they don't run the risk of being KO'd themselves and thus spam it. The B move both reflects and does damage, and because it has nearly no end lag, there are Zeldas who will just spam it as a shield replacement. Ever tried to hit a Zelda with DHD's poor range dash attack as she does B? Yeah, DHD gets hit... Let's just use the proj... oh. Grab? Nope. Aerial? Nope. Well... I'll just use that forward smash A... SLIDE GLITCH? Fudge.


Other characters are fine, although any tweaks to discourage the horribly predictably mundane Bowser Jr Mecha koopa->Canonball->Side-B vehicle dash->up-B explosion->aerial attack, which as predictable and beatable as it is, is incredibly annoying, and to prove a point I picked Bowser Jr (who I had only used 4 times before) and used only A moves to beat a B-only Bowser Jr by pummelling him to death. It was an agonisingly long fight but I made my point.
 
Last edited:

WispBae

Tsundere Princess
Joined
Apr 14, 2014
Messages
701
Location
Orlando
NNID
The-Wispy
3DS FC
5343-7751-0954
1) Give less lag on everything.

2) Give sheik costume.

3) Change name to sheik.

4)Replace Doggy with Sheik.

Jk, Grab combos Hoo Hah fasion would be amazing. Also, fix his Smashes. Perhaps, less endlag on Clay, longer hitstun, but that would be a huge deal to me. Clay is nice but I think is pretty underwhelming, imo.
 

Perris6

Smash Journeyman
Joined
Dec 29, 2014
Messages
220
Location
Florida
1) Give less lag on everything.

2) Give sheik costume.

3) Change name to sheik.

4)Replace Doggy with Sheik.

Jk, Grab combos Hoo Hah fasion would be amazing. Also, fix his Smashes. Perhaps, less endlag on Clay, longer hitstun, but that would be a huge deal to me. Clay is nice but I think is pretty underwhelming, imo.
Clay is easily the least useful projectile, a buff could help
 

Joshua Flynn

Smash Apprentice
Joined
Jul 24, 2015
Messages
164
Don't downplay the frisbee. It's not about damage but the control over shot allows you to space it's interrupt timing so you can combo. Additional damage would be a plus, but DHD's problems are poorly calculated end lag, bad dodging, and dodgy smashes. If even those things were fixed, we'd be in with a good chance.

...But they're not. So, oh well.
 

The_Jiggernaut

Smash Ace
Joined
Jul 7, 2008
Messages
649
So it's not listed on the change list, but when going through the files Thinkaman noted:

Duck Hunt has no changes except for a element change on a windbox on (all 3) Can; no idea, didn't know this hitbox existed.
Any ideas on what this is and how the change could affect the can? My suspicion is that there is a constant wind box on the can that helps detect when it should blow up. If you are invincible and stand on the can, you can see a quickly refreshing hitbox clashing with you. So if anyone notices a difference on when the can detonates, that might be due to this change.
 

Joshua Flynn

Smash Apprentice
Joined
Jul 24, 2015
Messages
164
I wouldn't say the projectiles are even, so much as specialist tools.

Frisbee - good to stop rushing, sets up and maintains combos, interrupts most powerful projectiles.
Gunmen - good for blocking projectiles (Pikachu's lightning bolt and Ness' PK thunder are prime examples) and great for grab setups.
Can - great for surviving KO moves, KO'ing targets and psychological warfare.

Frisbees' power demonstrates itself when dealing with Bowser and Donkey Kong.
 
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