\Apples
Smash Journeyman
I didn't say anything about that. It shouldn't be required that he be hit.Hitting Mewtwo out of teleport float already consumes his double jump, which is definitely not hard to do.
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!
I didn't say anything about that. It shouldn't be required that he be hit.Hitting Mewtwo out of teleport float already consumes his double jump, which is definitely not hard to do.
I think Samus will be fine. Her recovery with bombs is really slow and easy to predict. Maybe a slightly shorter tether, but she is otherwise easy to handle off stage as long as you aren't afraid to leave the ledge.other than changing up the limits on tethers, i dont know what they can do to hurt samus without making her recovery super bad.
Lets be honest, she's always been a good recover-er. With weight she survives. With bombs a decent double, floaty, and Screw attack and tether mixup she recovers. and that's melee.
The thing is, even if her tether got limited to 1-2, shed still make it back.
if her tether also got shortened, shed still make it back (though, it will take longer)
taking longer to get back isn't exactly 'upping the pace' of the game. reducing samus tether length = more time bombing = more recovery time. she'll still make it back just as much.
That's what i think too.I think Samus will be fine. Her recovery with bombs is really slow and easy to predict. Maybe a slightly shorter tether, but she is otherwise easy to handle off stage as long as you aren't afraid to leave the ledge.
Just so you know Charizard currently (3.02) loses his remaining jumps the moment he starts a glide. I think this was a change made in 2.6 iirc.I know it's not uniform that Charizard should get to keep his jumps after gliding and Pit doesn't. The reason I don't think Pit should is because of how fast his glide is. So I'm thinking more in terms of close range recovery than long.
Except for Smash64, where she has the worst recovery in the game, on top of worst everything else, poor Samus. Agreed on your points though. I think if we can't get Melee tethers it should be uniform for all z-tethers to only be one per airtime. Anything after that just tether fails, opening up the option to do a grapple boost once your tether is eaten.Lets be honest, she's always been a good recover-er. .
Take tether away, but she can fire charge shot down to boost herself up. Also coolest kill in the game. PMDT plz.yea, by 'always' i meant 'she was good at it in melee' =p
Melee tethers,, but you can aim them diagonally (like in super metroid) would be awesome.
i wish samus could aim her charge shot too =(
Metaknight's PM recovery is still amazing...definitely needs to be toned down. Aside from multiple jumps, he can recover with his up-b (which leads into glide), side-b, down-b, and neutral b.I don't think anything as drastic as meta knight's changes from brawl to pm is required on any character.
nah, keep grapple beam.Take tether away, but she can fire charge shot down to boost herself up. Also coolest kill in the game. PMDT plz.
THAT is a nerf, actually (turning an almost useless move in a total useless move)I hope they don't nerf Pikachu's recovery... but I recommend the following...
1. Reduce Skull Bash's range.
2. Make it impossible to grab the ledge with Skull Bash.
3. Increase the amount of time Pikachu is in a helpless state after using Skull Bash.
You'd need to name them for me then... Falco's is really really terrible, wosre than the few bad recoveries I can think of. Roy? Nah, got that side+b stall, sick angling of Blazer without charge time, and his has really strong priority [range and favorable hitbox] (pretty sure it breaks most CCs too). Ice Climbers? They can at least get back if they're hit back out once (good luck doing that with Falco if a jump was used). Belay is also somewhat more usable here than Melee. Toon Link's recovery is actually really good and full of mixups if one knows what they are doing, so he's out... Sheik. like ICs, has a chance of getting back on if hit back out again (Small but there) and can transform into Zelda, who can also actually hold her own, even if one is KO'd with this method, while Falco just dies if he is hit back out with no chance of getting back on stage.Why do people thing Falco has the worst recovery? He really don't. There are a least a handful of characters with worse.
No. Smash 64 Samus's recovery is not "the worst recovery in the game", that title proudly belongs to either Link or Captain Falcon, both of whom fall like rocks, have next to zero options to reliably extend it, and both of whom struggle to ever return against a Pikachu fsmash, while Samus can down+b to get some extra distance (it's not Melee but it exists) and who has a good enough sweetspot to where it's actually somewhat difficult to edgeguard her onstage. Her recovery isn't Pikachu's, but it's not Captain Falcon's either, which is something for Samus to be grateful for.Chevy said:Except for Smash64, where she has the worst recovery in the game, on top of worst everything else, poor Samus. Agreed on your points though. I think if we can't get Melee tethers it should be uniform for all z-tethers to only be one per airtime. Anything after that just tether fails, opening up the option to do a grapple boost once your tether is eaten.
I don't know enough about 64 to refute it, but I was obviously exaggerating a little. Screw attack goes like the vertical distance of DK's PM up-B. It's just sad. She is the worst character in the game though.No. Smash 64 Samus's recovery is not "the worst recovery in the game", that title proudly belongs to either Link or Captain Falcon, both of whom fall like rocks, have next to zero options to reliably extend it, and both of whom struggle to ever return against a Pikachu fsmash, while Samus can down+b to get some extra distance (it's not Melee but it exists) and who has a good enough sweetspot to where it's actually somewhat difficult to edgeguard her onstage. Her recovery isn't Pikachu's, but it's not Captain Falcon's either, which is something for Samus to be grateful for.
Ok, in ice mode, individual uncharged shots freeze people in place, then you can grapple off of them. Or stand on them, cheeoop.nah, keep grapple beam.
we need to aim up at an airborne enemy to latch on and swing off them.
Also make SA 3 jumps and smaller hops so theyre more like kirby jumping =p
Yeah, I play with a solid zard on the regular. I meant his recovery should be left unchanged in that post.Just so you know Charizard currently (3.02) loses his remaining jumps the moment he starts a glide. I think this was a change made in 2.6 iirc.
Sonic can't not use b moves after the up b or air dodge anymore...Sonic needs to stop getting so many spindash moves that he can use after his up-B. I feel like sometimes hitting him after his up-B actually helps him recover.
You know what, there was just plain too many characters who can act after their up-B and get to reuse it if they get hit out of it. If characters like Mewtwo, Snake, and Sonic don't get specialfall after their up-B, they should at least have limited options after using it, so they don't just have a risk-free recovery move that they can use at any point offstage. Also I would honestly bring back the thing from Brawl where Snake (and characters with similar style recoveries) don't regain their up-B if they're grabbed out of using it.
You don't have to hit him to consume his double jump. He already does it himself when he floats. Hitting him causes him to have to recover without his double jump, and he can't hover again until he touches the ground.I didn't say anything about that. It shouldn't be required that he be hit.
G&W can't.Any character who can attack out of their up-b can airdodge out of the IASA frames of the next move they use.
If the Falco player is patient and saves the double jump he can recover reasonably well. Fire Bird is short, yes, but he has a really high DJ. He is also good at recovering vertically better then other characters.You'd need to name them for me then... Falco's is really really terrible, wosre than the few bad recoveries I can think of. Roy? Nah, got that side+b stall, sick angling of Blazer without charge time, and his has really strong priority [range and favorable hitbox] (pretty sure it breaks most CCs too). Ice Climbers? They can at least get back if they're hit back out once (good luck doing that with Falco if a jump was used). Belay is also somewhat more usable here than Melee. Toon Link's recovery is actually really good and full of mixups if one knows what they are doing, so he's out... Sheik. like ICs, has a chance of getting back on if hit back out again (Small but there) and can transform into Zelda, who can also actually hold her own, even if one is KO'd with this method, while Falco just dies if he is hit back out with no chance of getting back on stage.
"If the player is patient and saves the double jump [s/]he can recover reasonably well."mimgrim said:If the Falco player is patient and saves the double jump he can recover reasonably well. Fire Bird is short, yes, but he has a really high DJ. He is also good at recovering vertically better then other characters.