SpiderMad
Smash Master
- Joined
- May 6, 2012
- Messages
- 4,968
Does no more run and gun imply ZSS Blaster's dash cancel (the last remaining dash cancel I think, aside from Wolf's shine in early dev builds) being removed?Okay...now I'm confused. What's the point you're getting across exactly?
It's been in a few versions now, it could be a "mistake" in design choice (my opinion of/c) to remove it in belief of whatever reasoning.
As a Melee Falco main I'm all about my characters involving at least some kind of movement in tandem with the projectiles, Pit and Zelda actually both had options early on (1.0 Zelda AD, Pit in 2.1 had a shorter Arrow cooldown allowing an early SH Arrow to be DJ/WL/AGT'd after before touching the ground) both subsequently were altered to be more or less stationary during use so you just watch them stand there.. which still worked out to be a prominent strategy for any of the top Pits and such standing there to shoot arrows: it doesn't allow for the approach with it.
The projectile should kind of suck by itself and the movement option should be the thing that can make it good; but if they don't want to abide by that architecture for EVERY character like Wolf and Diddy's lasers/peanuts then I can understand. But this was the only dash cancel in the game, with the various specific things tied to that which Oro could pry go on about with how you can't retreat unless you dash dance back or dash roll and such. And to drop through plats you had to dash shield drop which never got around to be utilized by him or anyone)
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