Krynxe
I can't pronounce it either
If you set the ap gain in a match to low or high, will parappa's jukebox move (down+circle) change at all with it?I dont know what you mean by this
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If you set the ap gain in a match to low or high, will parappa's jukebox move (down+circle) change at all with it?I dont know what you mean by this
Yes it does. It always gives 35 AP per box with normal gain, and it gives somewhere around 70 at high gain and 15-20 at low gain.If you set the ap gain in a match to low or high, will parappa's jukebox move (down+circle) change at all with it?
A new item, Medusa’s Gaze, has been added to the game
View Invites has been added to the Party Bar Menu
Voice chat icon added to loading screens
AI logic enhancements
Network performance improvements
Issue where players were stuck with a different character than the one picked has been addressed
Issue with matchmaking in regards to player skill has been addressed
Overall improvements to network connectivity
Sackboy changes
Level 1 Super - Increase cost from 100 to 150 AP
Level 2 Super - Increase cost from 325 to 400 AP
Level 3 Super - Increase cost from 600 to 750 AP
Jam Session (Neutral Triangle) - Reduced AP generation from 25 down to 10 AP
Cakeinator (Neutral Circle) - Reduced AP generation from 25 down to 20 AP
From what I've played 2v2 and FFA are the most enjoyable modes, especially 2v2, but 1v1 is fun too, as it allows you to better focus on combos. For example, it'd be harder to do some of Dante's cancel stuff if you've got people fighting around you. I enjoy the fact that characters can play varied roles depending on whether it's 1v1, 2v2, or FFA; it certainly adds some variety.Hi people. Coming back from inactive lurker-land. I'm considering picking this up early next year and was just looking for some opinions on how it stacks up as a competitive game. Comments on all of 1v1, 2v2, ffa are welcome.
I figured smashboards would be the perfect place to ask, but it seems this is the only topic about the game on the whole site. Any input would be appreciated though.
Sackboy is the only character in the roster who has obvious, glaring issues. His AP gain combined with his low AP super threshold is outrageous. Throws hardly do anything to remove his meter because they're based off a percentage of your real AP. He has the lowest super requirements out of the entire roster, which makes it incredibly difficult to stop him from getting a level three in teams or free-for-all. That's nine free kills right there. When it comes to other characters, there are some questionable design choices that are open to debate, but Sackboy is the only character that actually needs rebalancing at present.Wooow that's ridiculous
they're only nerfing sackboy?
Yep, he can. The highest I've actually seen for him is around 155 AP.Still haven't gotten this game yet. Just played the demo. Can Parappa still 100+ meter combo you in the final game?
Kratos is laughing his *** off right now.Sackboy is the only character in the roster who has obvious, glaring issues.
Even in 2v2s or 1v1s, Sackboy's zoning is easily the best in the game. He has little problem avoiding grabs and punishing whiffs with a quick 100+ AP combos. Grabs help, but only so much. Especially if they aren't just moronically tossing out cakes.People need to learn how to throw. I almost exclusively play teams so I always make sure my partner knows to throw sackboys/others going for level 3's, but I can see how this could be a problem in FFA where people hit you while you chase sackboy.
I'd agree if Kratos' level 3 guaranteed kills in the way that Sackboy's did.Lol, Kratos was just as bad as Sackboy, both were undeniably the 2 best. And Kratos is dumb in 2v2 and FFA cuz he hits so far so fast and is so safe, and when comboing in groups, his already insane meter build is easily doubled by catching more people in you massive chain swings. Sackboy and Kratos are both pretty even in overall dominance in FFA, Sackboy prob a bit better in 2v2, and Kratos noticeably better in 1v1 (and now with this Sackboy definitely isnt top tier in 1v1s anymore). Like, Kratos isnt broken (neither was Sackboy though), but those two were the best, no doubt.
Also, finished the first season ranked #31 :D
Sackboy needed some re-balancing, yes, but they did it the wrong way. They just made it more painfully difficult to get his still stupidly over-powered level 3, rather than just addressing the problem itself. Reducing Jam Session to a 10 ap gain, 2/5 of its original, while also increasing the numbers required for his supers, greatly hinders this move and sackboy's over-all range game. Sackboy is already mediocre at close-range, his best combo starter is a telegraphed and unsafe move, forward triangle, and his only other reliable way to get any solid ap besides grabbing is out of his down circle, but it's rare to land that on someone while also being close enough to convert it. Cakeinator is also one of his most prominent combo finishers, which upon nerfing, effectively reduces the ap gain from most of sackboy's combos.Sackboy is the only character in the roster who has obvious, glaring issues. His AP gain combined with his low AP super threshold is outrageous. Throws hardly do anything to remove his meter because they're based off a percentage of your real AP. He has the lowest super requirements out of the entire roster, which makes it incredibly difficult to stop him from getting a level three in teams or free-for-all. That's nine free kills right there. When it comes to other characters, there are some questionable design choices that are open to debate, but Sackboy is the only character that actually needs rebalancing at present.
Two different sets.Been wondering, you buy this game you also get the Vita version.
Do they share trophies, or 2 different sets?
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Alright then, guys. Let's talk about the elephant in the room. How would we adjust Kratos? I think they should make some of his moves easier to punish on whiff or block.Kratos
Yeah, those two moves are really good, I just have a problem repeatedly using moves that are subpar (do that **** in Brawl alllllllll the time) adding those more to my game helped. I'm definitely getting the hang of Sly and all the options he's got but I'm still a little lost with Spike. I mostly stick to his level 1 for kills, but not matter what super I use, I have a way hard time killing with Spike.Also, if you need any tips, just ask! But make sure you use tons of forward triangle and level 2 air down circle.
This is all I would change, specifically his neutral Square.Alright then, guys. Let's talk about the elephant in the room. How would we adjust Kratos? I think they should make some of his moves easier to punish on whiff or block.
For 1v1s those are exactly the same lol. But Id say probably stock cuz then it carries over to doubles as well. And theres been debate on whether or not it should be 2, 3, or 4 stock. 4 stock fits the game better, but matches will be waaaay too long in 4 stock. 3 stock is the least wanted as some characters get an instant win off of level 3, and 2 stock is liked due to shorter games and the fact that it nerfs level 3 insta wins by allowing wins off 2 lower specials (or in some cases a really good level 2) while still allowing level 3 to be worth it for some characters. Also, Time mode is really being considered as well, probably 4 or 5 mins.is stocks the standard? or kills?
Spike is insanely good at mid range, close range, and has an easy time getting in from long range, so in order to balance that they toned down his kill potential, which is his weak side. HOWEVER, there are ways to kill with him. His Air Down Triangle (aDT) is a free Level 2, and Level 1, although youll need to work on the timing to get level 1 as you need to get your aDT right before landing. You can also RC Cancel (I actually discovered this :D) Where you have to use your RC car in the air (aNT) then reactivate it immediately. If done right during a short hop, your RC will go off and youll land lagless, but the timing also needs work. Another thing you can do, is if you read an opponent or they whiff a move or super and you arent sure if you have time to get in and super, do a fully charged FC (Forward Circle), which you can follow up with any super. Also, if you use your Level 2 aDC close to the ground, and catch someone in it close up, they will get combod by all 3 bananas that come out, which is a free level 1 or 2. If you dont have meter for a kill, you can also throw out a aFS after the first naner hit, which will connect in between banana 2 and 3, then go DS > DT > NSSS which is a 135 ap combo (So basically aDS > aFS > DS > DT > NSSS). Be noted though, in order to get level 1 off a grounded opponent after aDS, you need to be FASTYeah, those two moves are really good, I just have a problem repeatedly using moves that are subpar (do that **** in Brawl alllllllll the time) adding those more to my game helped. I'm definitely getting the hang of Sly and all the options he's got but I'm still a little lost with Spike. I mostly stick to his level 1 for kills, but not matter what super I use, I have a way hard time killing with Spike.
Any help for that?
This game has a plethora of combos, I have no idea what youre talking about. You can name any character and I can give you at least one combo for that character that is 5 hits or more.They say this game was built with combos in mind but I find that unless the character was made to be combo-centric (Dante, Raiden), it's really hard to chain more than 2 moves together. The only one I can do consistently is Ratchet's side square into mash side Triangle.