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Dude, that is not funny at all.Iblis is dead there was a car wreck.
Regardless, sw96, just trying to help you out dude.I have no ideas for ssb4 and half of the stuff i dont have a clue so i just troll.
BTW its me sw96 if you dont know that.
I have no ideas for ssb4 and half of the stuff i dont have a clue what you guys talk about i just troll.
I'm sure the theory holds true if any other FG does the same about Melee. I would know since I hang around both communities when I get the chance.If a melee fan bashes brawl in a forest and nobody is around to hear it, do brawl fans around the world still get butthurt?
Are we still going on about clones when there are other characters that need to be looked at? I will give you Ganon needs help, but the fact you compared Jiggly and Kirby makes me worry about how far are people going to say something is a clone.fixed.......
Tell me what's really good about discussion my man HootsSo am I. So confused by the sudden influx of newbies to the thread!
What's upWhere the hell is Iblis?
And then you woke up. The nightmare was over.Iblis is dead there was a car wreck.
-DEAD-
If you really have nothing to say about Smash Bros, yet still have nothing better to do than to post on a Smash Bros thread, I suggest checking out tvtropes.org. If reading isn't your thing (and I have a hunch that it might not be), then perhaps try reddit.com. You can thank me later.
@Star: It does have a SA2 feeling to it. I enjoyed Custom Robo to the fullest on the GC. Would the stage have to do with a lot of moving floors? Disappearing floors into virtual lava? That's what I can imagine. More reason they should add Ray to the Smash roster...haha
1. A crouch dash would basically be the new wavedash so to speak. It would be done with some input. The crouch dash, as Iblis mentioned, would have the distinct property of lowering the character's hitbox, allowing you to dodge high attacks and most projectiles. How low you go is character dependent though. Wouldn't make much sense for Bowser to go as low as Sheik.I guess I'll ask for detail. What do you mean by 1. and 3.? I dislike the idea of higher jumps. But, I guess the differences in jumps lend to character strengths and disadvantages. But in general, characters having higher jumps is not always the best idea. A short jump and a high jump is very useful depending upon the situation.
- Crouch dash
- High jumps
- Streamlining of DI
I like the way you think. You're questions were answered above. You know, though, I'm wondering if it's not exactly pressure sensitive for the attack inputs but rather your timing. This is just something I've noticed with Virtua Fighter. There are inputs where you may do forward+P at the same time, but another attack will call for forward held for a moment and then press P.
If we are going to high jumps, it will take away the double jump option if you use it right? I also think it should be a high acceleration jump so you could actually use it as a follow-up. With the no double jump but high acceleration I feel it gives it a good risk-reward ratio for balancing purposes in a basic move and concept. Also if you high jump you should float for a little bit at your peak. I'm just trying to make this balanced as possible so bear with me, haha.
It gets me thinking, high jump canceling, in the middle of your high jump if you push down, as if you were preparing for a smash, you psuedo-peak and then start your desent. Keep in mind you don't get a second jump. This is pressure sensetive so if you want to Dair (Down Air) while you are rising you can still do it. Just do it in a manner as if you were doing a Dtilt (Down Tilt) instead of a Dsmash (Down Smash)
Wow, I think that's first time I've been inspired to write something that serious in a while. Thank you
Well, I'm not saying Sonic should be in a Phoenix stance like Xiaoyu or anything that fancy. I think his "stance" should be him curled up in a ball like in the 2D Sonic games when you do the roll charge, except you don't hold down to maintain the stance, but you can press down twice to get out of it.@John&Kuma: Really? Stances? That doesn't fit Sonic as a character
I don't know the exact rules of faghaggery, and as much fun as competition for whom I should be their hag sounds, I'd be happy being a ***hag to both Shortie and DreamN. The more gay guys the better.By the way, it was faghag. I'm censor dodging for your convenience. It's when a woman has many homosexual friends. So Shorts would have wanted N3ON to have wanted to be his friend on the basis of his homosexuality, BUT because DreamN revealed himself as a fellow homosexual, Shorts then had competition for N3ON's friendship.
The dream may have arisen because I was visiting with my two lesbian friends for a week.
Ugh, my ex is a jerk. And perhaps I should start dieting again...N30N will be mine. We will have cyber sleep overs, and I'll tell her her ex is a jerk, and that we can both diet together. That will show our exes. Arcade and SSBF cannot compete with me because I'm the Strongayst.
Now, about that Smash Wii U.
Other than the dashing in crouch form, I think these needlessly complicates the game, then. Short hop vs full hop due to duration of how long you hold the button is simple enough and fits with smash simplistic design. Do you mean you'd like to not have access to two sticks? You do not exactly need to use both stick to DI in any manner. It simply makes it easier.1. A crouch dash would basically be the new wavedash so to speak. It would be done with some input. The crouch dash, as Iblis mentioned, would have the distinct property of lowering the character's hitbox, allowing you to dodge high attacks and most projectiles. How low you go is character dependent though. Wouldn't make much sense for Bowser to go as low as Sheik.
2. A high jump is done by pressing down and then immediately the up direction + Jump (if you have stick jump off). This jump goes higher than a normal single jump. The high jump "costs" two jumps so you lose your double jump for most characters and lose an extra jump for multi-jumpers.
3. Personally, I'd like to see DI go back to Smash 64's more simplistic SDI. Not only that, but I'd like to see it where I don't need to two sticks to DI in a particular direction.
1: I am the biggest DKC fanboy Especially DKC2. Best game ever.I agree wholeheartedly. When it comes down to K. Rool and Dixie there is NO contest. K. Rool is vastly more important, unique, popular, and INTERESTING. I am the biggest DKC fanboy(and even more specifically, a DKC2 fanboy) out there and I love Dixie, but I will admit that she does not deserve to be playable.
There are only two reasons why anyone supports Dixie.
1. She was in the "Forbidden Seven". This is automatically fallacious logic, since she was only considered as part of a Diddy/Dixie combo. NEVER on her own.
2. She's a girl. Also, fallacious logic. Sakurai clearly doesn't care about adding more female characters (although it would be nice), seeing how Brawl added NONE.
Let's be real. The Donkey Kong franchise will be lucky if it gets three reps, and that slot automatically goes to K. Rool. There is no argument there. If Dixie were to be playable, what exactly would she do? Every single moveset I have seen for her involves ridiculous and arbitrarily thrown together 'hair moves' that are the definition of grasping at straws. I've even seen people suggest stealing Tiny Kong's moves (which really shows the irony of their support). And tacking on Kiddy Kong? That just proves that she does not have the legs to stand on as a playable character!
If you hold up for longer amount of time couldn't do the same for high jumps? Making it not complicated. That's what we were going on the whole time.Other than the dashing in crouch form, I think these needlessly complicates the game, then. Short hop vs full hop due to duration of how long you hold the button is simple enough and fits with smash simplistic design. Do you mean you'd like to not have access to two sticks? You do not exactly need to use both stick to DI in any manner. It simply makes it easier.
Impressive response.The Shutdown Master said:I'm sure the theory holds true if any other FG does the same about Melee.
Hoots said:There are only two reasons why anyone supports Dixie
I am impressed with most of what Diddy had to say about the matter.Iblis said:Diddy you might want to research before you speak
Essentially this.Diddy Kong said:SURE THING, King K.Rool is a whole heap more unique than that, but I really cannot picture ANY OTHER character that comes close as the level of uniqueness K.Rool has so that's no point AGAINST Dixie
I don't like the idea just based around Iblis' response. I'm sure plenty of other characters could take on the qualities of what your suggestions, but I don't see it happening for Sonic.KumaOso said:I think his "stance" should be him curled up in a ball like in the 2D Sonic games when you do the roll charge, except you don't hold down to maintain the stance, but you can press down twice to get out of it
I see where you're coming from and agree for the most part; nevertheless there are plenty of Nintendo titles that have compelling storylines that don't conflict with the essence of gameplay.Phsyco said:Nintendo games lack of story helps them in some way.
This basically. I don't see nor have I seen in (expect that poor RPG Sonic Game) a Sonic game where he retains a stance for such a thing. His spin is holdable but he doesn't use it for counter attacks, and the closest thing you could possibly make an argument for Sonic and stance are the Light Speed Dash, and only from Sonic Adventure 1, he doesn't exactly hold a stance beside the 2 seconds you finish charging. Sadly, we begin to see that's the normal, steady myself, stance sonic takes after charging a spin dash and letting go it away without releasing it or sometimes after a jump but it only happens if you don't move after the landing.I don't like the idea just based around Iblis' response. I'm sure plenty of other characters could take on the qualities of what your suggestions, but I don't see it happening for Sonic.
Think of the dramatic difference it would make for his hitbox structure. There's a reason why Samus doesn't rely on that kind ability as a part of her moveset (morph ball stance)
I never said it'd be used for counter attacks. The point of a stance move is to have specific followups to it. In other words, if you combo into the stance, depending on the move, you should be able to combo into a roll followup.This basically. I don't see nor have I seen in (expect that poor RPG Sonic Game) a Sonic game where he retains a stance for such a thing. His spin is holdable but he doesn't use it for counter attacks, and the closest thing you could possibly make an argument for Sonic and stance are the Light Speed Dash, and only from Sonic Adventure 1, he doesn't exactly hold a stance beside the 2 seconds you finish charging. Sadly, we begin to see that's the normal, steady myself, stance sonic takes after charging a spin dash and letting go away without releasing it or sometimes after a jump but it only happens if you don't move after the landing.