S2
Smash Lord
Ryoko, you ought to add a FAQ section to the start of the post, I'm seeing a lot of the same questions come up over and over.
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just a thought tho. If the amount of knock back is reduced greatly, that would also cause for a huge chance of a counter from the opponent. I know alot of people are saying combo potentials but I don't think many people are realizing that it also has many downsides too (aside from the already weakened attack).
Oh ho, it seems I was wrong before. Waddle Dees CAN hit other waddle dees (unlike Peach's turnips) if you throw them right. And they DO recharge attacks.are you sure? did you test this?
because waddle dees actually to take damage like any wall, you can only hit them so much.
so it seems to me that if you can recharge your attacks by hitting waddle dees, and you can recharge your attacks by throwing waddle Dees at people/destructable walls, why not hitting your own waddle dees with other waddle dees?
Each of the four throws count as seperate.I don't know if this has been asked already but...
Do the moves recharge when you throw someone and are throws affected? Are all the directional throws and the grab attack (where you grab someone and hit A to attack lightly) separate? If it is possible to chain throw, this could seriously either kill chain throwing OR make it effective.
Someone test that out please.
EDIT: I read that the attacks are counted as separate, it was in the thread already.
1. Right.A few questions:
1. Whiffed attacks still don't contribute to move decay, right?
2. Is move decay reset after a death, like it was in SSB64 and Melee?
3. This might be hard to tell right now, but does move decay also decrease hitbox lag?
Sorry if they've been answered before. I don't feel like reading like 27 pages.
This here is the true question.My only question (again) is does this impact spike attacks (when spiking) at all=??? It's not that big in the general term, but if it doesn't, spiking will be more of a focus then it currently seems. Definitely the best development with balancing and revolutionary gameplay we've seen SO FAR!![]()
Seriously, QFT. You could NOT DO YOUR SPIKE to rack up damage, or do a spike. You could abuse it for combos. SOOOOO MANY POSSIBLITIES! This can be pretty mind bogoling. This is another unique "strategy" in this GIGANTIC STRATEGY! Woaw, this just shows how HUGE one small detail can be. It can change the way the game is played inside out COMPLETELY! This could be the biggest thing since L-cancelling, even! o_OThis here is the true question.
If this move decay also reduces the effectiveness of spikes, that opens up a series of quick in-game thoughts too. Do you abuse your spike to rack up damage (since most actual Meteor Smashes are pretty strong - Mario's F-Air for example) and combo, or do you save it for that one-shot KO? If your character has multiple spikes, which one is better to decay?
Man. This basic mechanic actually does open up a lot of possibilities. People need to stop experimenting with flashy little 'advanced' techs and get to work on the depth of this very basic one. So many questions are waiting to be asked and answered.
what I want to know is how long the "decay" effect lasts, that's what really matters. Can I spam Zelda's fair, use another move to reset the knockback, then KO with it, or what? If it takes a good number of moves to reset the decay effect, then this will have influence, but if not, eh.
The decay effect lasts as long as you don't switch up your moves, or until you die and respawn (all your stale moves are refreshed)-An attack's power decreases on a curve after each successive use, first dropping sharply, then slowly bottoming out to a bit less than half the attack's max power after about 8 uses. You recharge your moves by using different attacks. It doesn't matter if you spam 1 attack, it will still recharge your other previously used attacks.
-Attacks that are bottomed out will recharge faster than attacks near max power. For example, if you use attack A for the first time, then a different attack, then A again, the second A will be weaker. However, if you weaken attack A to its minimum power, then use a different attack, then A again, the second A will be a bit stronger.
the influence seems to be enough to seriously consider a change of approach when deciding to go for the kill at 100% with a 2move stale KOing move or attempt comboing for 6-7 different moves to refresh and guarantee fresh knockback-The game remembers a lot of your attacks. I'm not sure if there's a threshold for the number of other moves you need to do before it forgets about a worn out attack and resets it (I know it remembers at least 12). I mean, I did 23% with Ike's Fsmash, did 8 other attacks, and my next Fsmash did 21%. It seems a max power attack will maintain its power with about 10 other attacks between each use, though.
No.
No.
The knockback reduction in Brawl is quite a bit more dramatic.
And the later response in that thread (I believe on the first page) states otherwise to that otherwise.The OP states otherwise.
Should've read more of the thread then, as you would have seen the same argument pop up and get debunked. Heck even the youtube comments on the video you linked to disproved that argument..just read the OP and thought to myself. "well that's completely wrong" and sought to correct it since everyone was believing it..
Exactly. He's not breaking the physics, he found out an interesting and important attribute of it that probably leads to greater depth and better gameplay.^^^ ryokos not breaking anything. hes jus point something out about the game that seems pretty useful to kno
I hope you're not referring to the thread topic...How is this an advance tech or breaking physics? This understanding the game mechanics. The scrub mentality will reject any intelligent approach to the game as blasphemy apparently.Yeah, I do find it rather funny how people are trying to break the physics before they even know what the physics are. Seriously, learn to play the darn game first. There's gonna be LOTS of time to learn all about advanced techs later on.
Err, no.*sigh* That video actually doesn't prove much. In Melee, knockback is calculated AFTER damage is totaled, so the "stale" move is just the damage decrease and the knockback decrease that came with it. Had he done the stale Fsmash to end in the same percent as the normal Fsmash, it would be the same knockback. In Brawl, the knockback is calculated for each attack is apparently partially separate from the damage percent (although obviously intrinsically related).
RyokoYaksa said:http://www.youtube.com/watch?v=YJ74srVgGRU - watch from 2:38 to the end as Zelda abuses her Fsmash on Bowser. And remember, once Bowser reaches the 130 damage threshold, a "fresh" Fsmash from Zelda will auto-ko Bowser here. But Bowser gets sent to 177% from Fsmash near the end, and survives! Easily! That Fsmash did 10 damage with all hits connecting. Zelda's Fsmash normally deals 17-18.
Should've read more of the thread then, as you would have seen the same argument pop up and get debunked. Heck even the youtube comments on the video you linked to disproved that argument..![]()