Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Can't wait to see them.Got 5th today at a weekly. Feels like the first time I've played well in a long time, it's nice.
Played a bunch on stream, I'll post vids later.
Yeah that was a really rough set... Solharath's sonic is really safe and optimizedHe went for a Ganoncide last stock but his opponent spotdodged it and he died. rip.
Unfortunately not, I'm in Austin for the summer. I'm coming up for the arcadian, though!Yo @ Electric Tuba you gonna be at Bowser's revenge thus weekend?
I'm kind of the best Ganondorf of all time. In case you didn't know.I'm disgusted in the best way.
He doesn't .Quick, Seagull Joe and Pink Fresh are coming to my regional. What does Ganon do to beat Diddy and Lucas
Inb4 "he doesn't"
HELP HELP HE FOUND ME HELPHe doesn't .
don't let diddy get his banana in hand, the matchup becomes, like, literally 3 times harder. if you can hold the banana, ganon has a decent oos glidetoss, and you can try to keep yourself between diddy and the banana, forcing him to play as a normal-ish character or to try and force his way through you to get it. you can also catch peanuts, so you can, in theory, catch all of his projectiles. he has a decent combo weight going on, so you can do some work once you catch him, but that's easier said than done. i'm not sure if it still works this way, but previously if he charged upb more than just a few frames, he couldn't sweetspot at all, so you can force a shiek-esque ledge recovery game on him that way, because most of your aerials should beat out the rocket blast clean (uair would probably be the best overall option).Quick, Seagull Joe and Pink Fresh are coming to my regional. What does Ganon do to beat Diddy and Lucas
Inb4 "he doesn't"
The autocancel window is the same, it just doesn't autocancel while the hitboxes are active by virtue of the flub hitboxes no longer existing.I won't be able to mess with 3.6 til Thursday, probably. Can someone translat what's going on with the new Nair? It sounds like we lost the flub hitbox, but the strong hitbox isn't extended, so it's two 2frame long hitboxes, with the ac window pushed back?
A friend on fb was telling me that there's a 12 frame gap between kicks. That seems absurd ;xThe autocancel window is the same, it just doesn't autocancel while the hitboxes are active by virtue of the flub hitboxes no longer existing.
I was kinda just expecting the AC window to be pushed back, this change seems strange. It sounds like it might possibly result in whiffs where it looks like it should connect?
Guess we'll have to try it out to see, may not be that significant really.
Cape being functional sounds nice.
Wonder what happened that we ended up with light armour on sword taunt instead of medium. Not that it matters at all though lol.
Edit: Wait removing the flub hitbox means that each hit now last 3 frames, not 2. PMDT do you even math?
Okay no it is 2 frames. Thought it was just a mistake in the changelog but apparently not.Edit: Wait removing the flub hitbox means that each hit now last 3 frames, not 2. PMDT do you even math?
-Increased size of grabboxes a bit (3.185 -> 3.6), then moved them down/inward by the same radius. Result is that they have the same horizontal and upward range, but slightly more downward range to help grabbing in some odd scenarios, but still prevent grabbing against low-crouching opponents.
I'm a little confused. When you say "ledge drop," do you mean 'ledge-hop'?try to force him to tether and take the ledge, then punish the reel in with ledge drop bair (you can get it to cover the fallback or landing on the ledge, i think he can fall forward enough with a heavy commitment to escape bair). if he falls forward a lot, you can guarantee ledge drop fair and ledge drop aerial flame choke into [thing].
Were those really issues? Ganon is a high-damage character. His stomp does 20 damage and his usmash does 40 if you connect both hits (which isn't uncommon). Idk about PM, but I know in Melee, hitting with both hits of his 'breakdance get-up attack' did 20 damage. All of this makes sense for a slower character with slow-ish moves. The move being positive on block also isn't an issue when you consider those things. All of Samus' strong aerials are plus on block, as are all of Peach's aerials, and they have decent lock-down potential. Even with a +3 advantage, Ganon gets nothing guaranteed other than jab. To me, it feels like some frame advantage is a fair reward for getting in, even if the move has lenient execution. It is a little upsetting that such a good tool for dealing with projectiles was removed, but at least we have a better cape to somewhat make up for it.it feels like this didn't actually fix the big issues with nair (depending on how you looked at it, either the ridiculous damage you can land for both hits, or the fact that it's +3 on shield with a very lenient input). instead, we lost coverage on the hitboxes to help against projectile spam and people trying to force fast aerials into our faces in neutral, which didn't seem to be overbearingly polarizing aspects of the move. it's just a weird fix when they could've just pushed the ac window back 2 frames and kept the move mostly the same, otherwise...