DungeonMaster
Smash Lord
That's a very accurate statement in my opinion. We never got to the play the pre-release Samus, the had adjusted the timings of hitstun and many of the training room combos just didn't work in real game.Buddhahobo said:In another, it's more like a regression of Samus's buffs
At the moment, the biggest thing is figuring out our damage combos. How to get from low to mid, then mid to high / kill percent for at the very least Bair, if not some sort of WT + Uair KO.
You're in a similar situation now, where you should categorize everything you have, similar to the complete combo thread for Samus and then go through the laborious process of figuring out what actually works.
It's going to require really dedicated player(s) to bring forth the new meta.
If I could suggest a template, we started by listing everything we could get to register in training mode vs. a specific target (for historical reasons it was ROB) with % ranges of applicability.
Only after a lot of tabulating based off of each combo starter did the big picture emerge.
SDI can only push so far, keep in mind. Yes it's rough, you went from very broad combos to having to find the sweetspots.
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