Jinjo64
Smash Apprentice
My personal opinion is get rid of cutter dash and slightly buff his air mobility.
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They can always react to the throw animation and DI but that's why its the best one, there are like 10 more combos and 20 more strings or option coverages. If you master them all the situations pop up one after another.Guys i just did an F-throw to solarbeam on a ivysaur at like 50% which is kill percent for a solarbeam and won the match. Not sure if it's a true combo so i will have to do further testing now and i'll come back with the results later.
Edit:It only works without DI so we have to make sure they don't expect it but it works till like 150% but fast fall u-air to solarbeam works at like 40%.
Find someone who just destroys you and between stocks think about what went wrong and try to implement new ideas. Playing better people is the quickest way to get better.I'm think i'm starting to get a bit of tunnel vision. Every time I play some friendlies in PM it feels like i'm not getting any better at anything when I play a match because it feels like i'm doing the same exact things over and over. I need help before I turn myself into an obstacle.
I didn't like SS was a bunch of tiny stories. But I loved the gameplay and the challenge aspect of the game. combine that with the introduction of full movesets for the powers, of course people are going to say it was great. RtDL and TD are beautiful and the gameplay is great, I just wish they both gave more of a challenge.I wasn't a fan of Super Star's structure. Return to Dream Land and Triple Deluxe pulled it off better.
I liked air ride, but other kirby games are better. My favorite is still Kirby and the Crystal Shards. I really liked Return to dreamland too! I have the Kirby 20th anniversary cd :DMFW someone says Air Ride is better than traditional Kirby games:
Triple deluxe had themes remixed from 64, RTDL was good too :3Nah, Triple Deluxe and RTDL have the best music.
The rock and final cutter nerfs aren't really necessary. We need the jumps for the cutter.here is a google doc of the changes I want for Kirby. Im just gonna put it up here for the hell of it, I might still make a change here or there but the core of it is set in stone. Goal was to make him not underwhelming in the meta while keeping the "jank" at an acceptable level making it fun to play as, play against, and to watch. Also to increase his skill ceiling, and possibly skill floor a bit, so development throughout the years doesnt become stale; all while keeping playstyle freedom in tact.
I just made/really worked on the doc like not that long ago, so for some changes there arent exact BKB, KBG, range, etc. changes because I was too lazy to find them. I just say works like Samus' jab 1, or kills at 140%, assume the BKB and KBG were changed to match that as best as possible. Dont discredit the change because I dont know exact numbers. I got as much exact info as I could by looking around the boards, a lot from skellitorman's thread. I was also going to put detailed paragraphs for the reasons of the change but got lazy.
Hopefully PMDT can take a look at this and emulate this type of playstyle as best as possible; and/or create a PSA of these changes, try it out, and see how well it functions in the meta even with a few or so changes.