NESSBOUNDER
Smash Master
Hmm, I wonder if there's some kind of cap for how weak the move can get? If so, it seems like the caps are much more extreme than they were in Melee.
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You actually had to hit and deal damage with other attacks in order to reverse damage decay on staled moves. How many hits you needed to make depends on how "staled" the attack was. Also, rapid jabs and other multi-hit attacks which consisted of a single input will only cause one count of move decay like any other attack. The passage of time did absolutely nothing to bring damage back.
Thank you.http://www.youtube.com/watch?v=YJ74srVgGRU - This matchup between Gimpyfish and an unknown zelda shows this effect really well, skip forward onto the last stock, the zelda player repeatedly uses the fsmash 5-7 times in a row with only an occasional hit between, by the end, the half-charged Fsmash is only sending gimpy at 170% barely off the screen. She then connects with as single ftilt and KO's gimpy pretty far off the top.
You're welcome, glad it helped. : )Thank you.
This is the exact video footage I needed to show that this effect is blatantly obvious in this game. For any idiot who still doesn't believe this is in, watch this video carefully from 2:38 to the end as Zelda abuses her Fsmash on Bowser.
As Ryoko said, attacks "lose" their staleness after switching up attacks, so having more lives isn't really a disadvantageWon't this be bad in a way?? Especially for good players. If the good player is winning and has a 2 stock advantage over the other player, then all his moves will most likely be way weaker and give the other player a chance to catch up.. IMO this is Sakurai's way of making brawl balanced between good players and new players.
I registered just to disagree with you.It's not more depth if you have to limit your use of certain attacks and go for inferior comboes to prefer the KO-ability of your best moves. It's less depth as now you have no choice but to use the inferior of two combos.
It's only useful for Stale Moving certain tilts to provide more comboability, but, heck, freeze frames and DI.
?...combos...stupidly long chains...chain ridiculous combos...from 0% to death!...crazy combo chains
Of course. And this can only be awesome XDLol, Brawl Fights are going to end up being "IMA CHARGIN MY LAZUR!" or "IMA DOWNGRADING MAH PH0W3R H!T$!" battles.
YEs. Basically, it'll be a game of "punch the face" until the time comes to hit with KO moves. I can see battles starting off with really strong attacks, then changing to a bunch of weak, soft hits, and then becoming strong again.Of course. And this can only be awesome XD
Some things now.http://www.youtube.com/watch?v=YJ74srVgGRU
For further evidence supporting the idea of this diminishing knockback, I found this video GimpyFish recently posted. Notice that around the 3:02 mark (and all the way to the end of the vid) Zelda hits Bowser with not 1 or 2, but at least FIVE forward smashes (and remember, Zelda's now actually strong).
Also notice that, while Bowser has considerable damage that goes up with each hit, his flight distance is roughly the same for every hit. Also notice that she doesn't hit with any other moves between the smashes, and only finally KO's when she uses a ftilt instead.
This video gives even more legs for this speculation to stand on, and really could mean a whole new level of metagame for Smash Brawl. It excites me quite a bit.