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Platform Issues and Wake Up

ZexM

Smash Cadet
Joined
Oct 23, 2013
Messages
33
Location
New Have, CT
Maybe it's just me, but something that was in Melee, and if I'm not mistaken, in Brawl as well is the ability to phase through the platform from decent. Now, please don't misunderstand. I am fully aware that when you are stationary on a platform you may hold down to phase through a platform, HOWEVER, I have found it very annoying that whenever I want to peruse my opponent below me I need to land and then phase through the platforms which puts me in a position to be juggled in on which way shape or form. I remember being able to choose to be on any platform I choose to be on regardless of my aerial positioning. Ex: coming down after being thrown in the air and attacking your opponent on the stage level on the left/right side below a platform. You would fast fall (holding down, of course) and attack on stage level with no issue. That is no longer the case, and I personally find it to be a huge bother.

I also find the inability to air dodge out of unconsciousness very inconvenient. Once again, a tactic I would utilize would be to DI down if air borne, phase through the platform/s and air dodge near/next to my opponent predicting that they would go for the attack. I think this problem is more circumstantial, but certainly an issue in my opinion.

Am I the only on who feels this way about these two issues, has it been brought up already, or am I just complaining for nothing (which is totally fine). I just thought I would make mention of it so that way P:M could be that much closer to the competitive nature of Melee by giving you more offensive maneuverability like being able to phase through platforms freely and being able to air dodge out of unconsciousness.
 

TreK

Is "that guy"
Joined
Aug 27, 2008
Messages
2,960
Location
France
The only times you can drop through a platform are when you're shielding, standing, in the air not doing anything, or in freefall after an upB or something. It goes for melee, brawl and P:M btw. You've never been able to drop during hitstun (the term we use to describe what you call unconsciousness).

They probably aren't going to change that, because it would make it harder to juggle, which is a huge part of the pace of the game.

As for the airdodges, once again, they aren't going to change that. Being able to get out of combos sooner means there are less combos, and less combos means (Internet wars, and) slower metagame.

Both of the answers I gave you could be summed up by explaining the concept of the snowball effect. Look it up !
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
a tactic I would utilize would be to DI down if air borne
Just want to clarify, DI means something else. It's not the direction you press on the control stick while airborne. That's called drifting. DI occurs only the moment you get hit, it's not something that occurs once you fly away from the attack, nor any time inbetween attacks.
I wouldn't correct you if it weren't for that fact that this has a habit of confusing uninformed players, as I can see you were.
 
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Phaiyte

Smash Ace
Joined
Jul 6, 2010
Messages
932
It feels like you're talking about a million different things in every single sentence.
 

ZexM

Smash Cadet
Joined
Oct 23, 2013
Messages
33
Location
New Have, CT
Sorry to be so confusing. I just wanted second opinion. Your explanations make sense. I guess it's just as simple as improving the way I play (as well as just doing a bit more research so I can be better informed). Thank you very much.
 

Mera Mera

Smash Journeyman
Joined
Dec 1, 2009
Messages
372
Location
Neenah, WI
The only times you can drop through a platform are when you're shielding, standing, in the air not doing anything, or in freefall after an upB or something. It goes for melee, brawl and P:M btw. You've never been able to drop during hitstun (the term we use to describe what you call unconsciousness).

They probably aren't going to change that, because it would make it harder to juggle, which is a huge part of the pace of the game.

As for the airdodges, once again, they aren't going to change that. Being able to get out of combos sooner means there are less combos, and less combos means (Internet wars, and) slower metagame.

Both of the answers I gave you could be summed up by explaining the concept of the snowball effect. Look it up !
Don't forget tumble. You can't pass through a platform if you're in tumble which is probably what he's having the most trouble with. @ ZexM ZexM Tumble happens after hitstun if you are hit with high enough knockback (which is most of the time). In tumble you cannot air dodge and if/when you land you will be in a fall down animation or you can tech by hitting shield 1/3 of a second or less before landing (mashing doesn't work since hitting it early will cause it to fail). If you want to get out of tumble simply do any non-airdodge action like attacking or second jumping. If you are not doing an attack and are not in tumble or hitstun, then you'll be able to pass through a platform without landing. When I get hit up really high, I use my fastest finishing aerial to get rid of the tumble so I have this option if need be on the way down.

Also @ TreK TreK , you can drop through platforms during shield but it's sort of an advanced technique. Normally you spot dodge when you hit down during shield. http://www.ssbwiki.com/Shield_platform_dropping
 
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ZexM

Smash Cadet
Joined
Oct 23, 2013
Messages
33
Location
New Have, CT
@ Mera Mera Mera Mera thanks for that bit of advice. I'm actually going to test that out now and see my options to better recover. Really, thanks a lot!
 
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