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Gliding

Is gliding a good mechanic for PM?

  • Yes

    Votes: 16 39.0%
  • No

    Votes: 25 61.0%

  • Total voters
    41

KeithTheGeek

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I never had too much of a problem with Zard's glide, or Meta Knight's for that matter, but I do find Pit's to be a bit too good. There's 0 commitment into the glide and as it currently exists is a powerful recovery tool and approach option. I'd be entirely fine with keeping glides if they were weakened in power to keep in line with 3.5's stated goals.

Though, as a MK sub, I wouldn't mind gliding being gone at all. He has 3 other recovery options as it is, and the shuttle loop could be made into something more immediately useful for offense, like his Smash 4 up b that lets him kill off the top with it. And an air dash for Zard's aerial down b keeps the move more consistent with the grounded version's utility (i.e., chasing opponents to attack them) as well as giving him a nice little approach option reminiscent of ROB. Definitely something I'd like to see for both characters.

Don't have much input for Pit though, cause I've never really liked using him...I suppose an air dash would work well on him as well.
 

victinivcreate1

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Hold up

Aren't most characters already unable to challenge most high recoveries in the game ANYWAY?

Getting rid of gliding won't do much.

The air dash thing sounds cool tho. But I'mma miss MK's zero lag SL glide trick
 

shairn

Your favorite anime is bad.
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Hold up

Aren't most characters already unable to challenge most high recoveries in the game ANYWAY?

Getting rid of gliding won't do much.

The air dash thing sounds cool tho. But I'mma miss MK's zero lag SL glide trick
The problem is first in the distance that gliding covers - it essentially removes all the danger that being far from the stage brings. Moreover, the further you are, the more you can abuse the stupid momentum loophole that allows you to go higher with your glide. Second, once they get to the ledge, they're free to choose whatever option they want, high, low, etc which is really difficult to cover. Glide characters sent relatively high are going to get back on stage whatever you do, regardless of how far they are. They never lose any recovery options whatsoever, so long as they're not too far under the ledge.
 

victinivcreate1

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The problem is first in the distance that gliding covers - it essentially removes all the danger that being far from the stage brings. Moreover, the further you are, the more you can abuse the stupid momentum loophole that allows you to go higher with your glide. Second, once they get to the ledge, they're free to choose whatever option they want, high, low, etc which is really difficult to cover. Glide characters sent relatively high are going to get back on stage whatever you do, regardless of how far they are. They never lose any recovery options whatsoever, so long as they're not too far under the ledge.
So uh... Pit's glide is broken

Cuz that's what I read. Neither MK or Zard can reliably glide under the stage and up to the other side and land onstage. Also their glide landings are laggy.
 
Last edited:

shairn

Your favorite anime is bad.
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So uh... Pit's glide is broken

Cuz that's what I read. Neither MK or Zard can reliably glide under the stage and up to the other side and land onstage. Also their glide landings are laggy.
It's not about landing on the other side of the stage, you can abuse the mechanic to go over the ledge on the same side if you're far enough, or if you have a wall to goof off of. Zard, is pretty laggy, but with MK's incredibly fast glide attack you can't really call it laggy at all.
 
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