• 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!

Move Damage and Knockback Decay in Brawl

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
This is a topic to discuss move decay in Brawl:

On Luigi's mansion if you hit the lower Pillar with or U-tilt they gets weaker and weaker until it cannot weaken any more. This seems great for increasing the how long the U-tilt locks. The fastest Mario can refresh is a Jab->Jab->Crouch Loop against a pillar. Hitting with the same move while the opponent is recovering can also refresh Smash moves. This can help empty the move queue so that Smashes and Attacks attack better.

Any comments?
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
There is a minor problem with that...your opponent actually needs to be knocked up enough so that they don't get to shield in between hits.
 

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Ok.

^Interesting.

Perhaps a weakened Mario's Triple AAAs would be better as a setup N-air or D-air approaches. In general move decay seems important to comboing and KOing with Mario. The exact percents and distances each level of decay puts Mario's moves could have a big impact on KOs. This topic is just to discuss how move decay can be used in Mario's playstyle.
 

The Master of Mario

Smash Journeyman
Joined
Apr 28, 2006
Messages
229
Location
Atlantic North
Here's Some other stuff I found about Knockback:

"-All attacks refresh other attacks equally. If you weaken attack X through repeated use, 10 weak jabs will recharge it just as much as 10 fully charged smashes. Different hits of A combos count as seperate attacks, as do seperate throws and throw punches(!). However, repeated hits of infinite punches (like sheik, fox, etc) and drill attacks (mario's Dair) do not count as seperate. Projectiles are weird, too: only the first needle in Sheik's needle storm counts."

"Attacks must connect and damage the opponent (or object, as a destructible stage part) in order to be affected by the knockback decrease.

Also, more importantly, Mugwhump, being the genius that he is, crunched some numbers for us, and here is what he found. I think we all owe Mugwhump some thanks for the effort he put into this. And from his findings, it seems like weakening your attacks on purpose for more combos may not be incredibly effective because knockback resets on death, but it is still too early to tell. "

http://www.smashboards.com/showthread.php?t=141977&highlight=knockback

http://www.smashboards.com/showthread.php?t=156908&highlight=knockback




Apperently, Mario has his fast Jabs and Grab Attack to refresh his moves.
 
Top Bottom