FrozenHobo
Smash Hero
could we get a buff on the IC's dsmash? it was **** back in melee and got nerfed to hell in brawl. if you want to nerf their grab game but buff some other stuff, make that one of the main points to change.
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Same with yoshi, they destroyed his old amazing Dsmash.........sadly.could we get a buff on the IC's dsmash? it was **** back in melee and got nerfed to hell in brawl.
Except Wobbling did not break the game. Wobbling was FAR from a gamebreaking tactic.My friend Bnzaaa uses IC's in brawl and he dislikes the idea of it being in Brawl+
This is our talk
This game is suppost to be fun, IC's are boring and IC's can now combo, so a combo into a infinite CG isnt good. Brawl+ is all about combos, having the IC's infinite CG make them uber broken. Its like in melee with wobbling. Its not easier for the IC players to get off the grab due to combos. Why let IC's have an easy 0 to death which ruins the game?
The combos into grabs are harder to pull off than you might think. Ice Climbers are very easy to approach now and much easier to separate. Ice Climbers are worse off then they were in vBrawl.This game is suppost to be fun, IC's are boring and IC's can now combo, so a combo into a infinite CG isnt good. Brawl+ is all about combos, having the IC's infinite CG make them uber broken. Its like in melee with wobbling. Its not easier for the IC players to get off the grab due to combos. Why let IC's have an easy 0 to death which ruins the game?
Its already been planned that if we remove the infinite that there smashes would be buffed. Downsmash would probably have its angle sent lower making it better for gimping, a bit of a knockback increase would be good too. I am not completely sure what to do with it. If you have any buffing requests for their moves, PM me and I can look into doing it.could we get a buff on the IC's dsmash? it was **** back in melee and got nerfed to hell in brawl. if you want to nerf their grab game but buff some other stuff, make that one of the main points to change.
I agree with most of what you say FrozenPopo, except for a couple things...
1. Popo shouldnt spike... Nana spiking is why she is important. Well, that and the chaingrab infinite. and damage. and recovery. but all those are "co-op" things. We dont want to steal the only thunder Nana has completely to herself. would be nice if sweetspotted dair (aka hit in first couple frames of dair) semi-spiked like 20-30 degrees downwards.
2. Uair doesnt need more knockback. It needs more knockback growth. Giving it more knockback would harm its comboability at low percents... however increasing knockback growth while SLIGHTLY decreasing base knockback would make it combo a little better at low percents and kill a little better at high percents.
Also... while i certainly wouldnt mind it... i think the dsmash changes are a bit overkill. I mean it IS the second most powerful downsmash in the game sweetspotted (40% damage if they are on top of the iceclimbers because hitstun holds them in place for both hits, otherwise 20%). Its not really meant for killing either... its a damage racker. So maybe a slight damage increase... but knockback is fine.
i like that idea.Just came here wondering how people feel about the blizzard not freezing until higher %s and having its knockback trajectory changed. It would be changed in a way that if the opponent doesnt DI it would very slightly pull the opponent towards the ICs. Bad idea?
As long as cooldown lag on Blizzard is decreased, because I feel a double Blizzard would be kinda punishable.Just came here wondering how people feel about the blizzard not freezing until higher %s and having its knockback trajectory changed. It would be changed in a way that if the opponent doesnt DI it would very slightly pull the opponent towards the ICs. Bad idea?
More knockback growth on uair would be better, IMO, because you can still juggle with it at lower percents but it'd kill better at higher percents, not that I think uair needs a buff.ok, so here's the list of requested buffs thus far:
Ice blocks do 6-7 damage and start freezing between 150-200%
Longer invincibility frames when getting up from the ledge (ledge attack)
up b has more knock back
uair has more knock back growth
squall has a larger re-sync range when using it (nana joins in at a slightly larger distance)
squall has less end lag/knock back during the main squall. same knock back with last hit
blizzard starts freezing around 120% (not sure what the current % is for freezing to start but lower than before)
blizzard pulls opponents in slightly
blizzard has less end lag
ice blocks/blizzard always freeze at higher percents
opponents don't get sent flying as far when they get frozen
dsmash has lower trajectory/pulls opponents in for all 4 hits
popo (main IC) spike
dair semi-spike if sweetspotted
uair growth would be fine. resyncing even when nana is on the ledge would be really nice. it might make them a little too broken, but as far as testing goes i'd like to see how well it could be implimented into the next release of B+. could actually make them able to survive gimps really well.More knockback growth on uair would be better, IMO, because you can still juggle with it at lower percents but it'd kill better at higher percents, not that I think uair needs a buff.
How about Squall Hammer and Belay resynch even if nana is on a ledge?
i can tell we'll be arguing about dsmash for a while....er... we agreed popo wouldnt get a meteor, only nana. also... i still dont want dsmash to have altered trajectory. And tbh, uair should do the same damage, at 0-50% do slightly less knockback for better combos, at 50% same knockback as current 50%, and above 50% do more knockback than it does now. or something like that.
Simply increasing knockback growth is different than decreasing BKB and increasing KBG. reducing BKB while increasing KBG makes it an even better combo AND kill move at the SAME TIME.i can tell we'll be arguing about dsmash for a while....
as far as uair goes, you sort of described what increased knockback growth is....
i don't know what BKB and KBG mean.Simply increasing knockback growth is different than decreasing BKB and increasing KBG. reducing BKB while increasing KBG makes it an even better combo AND kill move at the SAME TIME.
specifically which CGs are you talking about? alt grabs aren't DIable and neither is hobbling if its done right. hell dthrow with both ICs isn't even DIable. the only CG i can think that your logic allows to remain is the sopo dthrow chain, and people are now calling for that to be taken away too.There is a chance IC mains from vbrawl are too used to the old system, but if we can make a style not centered on INFINITES (diable cg's are fine) and make it easy to pickup then it could work.
Dthrow with one IC is fine IMO!specifically which CGs are you talking about? alt grabs aren't DIable and neither is hobbling if its done right. hell dthrow with both ICs isn't even DIable. the only CG i can think that your logic allows to remain is the sopo dthrow chain, and people are now calling for that to be taken away too.