PMS | Tink-er
fie on thee
Could someone cut the bottom quarter of this for me? I just want the box about greninja.
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So lazyCould someone cut the bottom quarter of this for me? I just want the box about greninja.
I can't edit photos on my phone, and I haven't had anything else to browse the internet with in like 6 months.So lazy
Also,RIP Pit in PM.
— Adam Lindgren (@ArmadaUGS) January 10, 2015
Tried 3,5 for the first time today...... we had a good run Pit but it has been coming to an end
It would be cool if he tried out Peach.So...who is Armada playing in PM at Beast?Also,RIP Pit in PM.
— Adam Lindgren (@ArmadaUGS) January 10, 2015
Tried 3,5 for the first time today...... we had a good run Pit but it has been coming to an end
Praise Lucina. Thank you based Laura Bailey~ <3Could someone cut the bottom quarter of this for me? I just want the box about greninja.
Whoa, the PM Style looks a lot better that I remember. I don't recall the awesome purply background or all the transparency of everything else. D:
gee thanks smashboards, I'll think about it.
Says the guy who has a dumb waifu.ur all smelly nerds
See me at Apex.Burst appendix = most likely dead.
Get that surgery done ASAP. pls
Yeah, and DB is base trash.
You can try.
...You will fail.
What, you thought I was joking? Sugilite is literally the perfect theme for me.what trips me up the most is that they're still christmas themed
omg kaye actually does use sugilite!
that's so perfect
You could just get CFG USB, Homebrew etc and laugh at a scratched disc for all time forward. :/I just discovered the point in FE:RD that I couldn't beat because of a cursed priest caused by a scratched disc was chapter 1-6
I didn't even get near chapter 2...
Not a problem for mine. I can see it just fine.Sugilite is so hard on the eyes imo.
Touhou4U has pummel block, but we can't play-test your other concepts to analyze them further as promising as they sound; generally like others mentioned though do we want grabs and pummels to be drawn out?I think mashing is somehow unique and as long as there is no better alternative, it is OK, but on the other hand it is replaceworthy because there is no strategic element in it (even guaranteed combos normally have an element of reaction in it) and on the longrun it damages controller and hand.
I don't feel confident with making videos (never made one lol), but to explain my proposed method in a very basic way:
You give the grabbed player more options making it more of a mindgame thing, while balancing those options in a way that the average result will be similar to the results now.
I will try to explain it more clearly here. I have a bad attitude of making complicated sentences and grammatical constructions which make my points harder to understand. I will try to work on that.
Here would be one example of a proposed method, there might be others.
Options of the grabber (not including waiting):
PUMMEL: Deals damage.
ANY THROW: Functions differently and has different purposes depending on the throw.
Options of the grabbed player (not including waiting):
GRABBREAK: Initiates an animation, which, if it is completed, lets you out of the grab.
PUMMELBLOCK: "Shields" a pummel.
THROWCOUNTER: Has a few startup frames, followed by active frames.
Possible scenarios:
PUMMEL vs GRABBREAK: Pummel cancels the grabbreak animation and deals the damage.
PUMMEL vs PUMMELBLOCK: The damage isn't dealt. The grabbed player now has a frame advantage that could, depending on the timing, be enough to complete a grabbreak animation.
PUMMEL vs THROWCOUNTER: Pummel cancels the throwcounter animation and deals the damage.
ANY THROW vs GRABBREAK: The throw is executed.
ANY THROW vs PUMMELBLOCK: The throw is executed.
ANY THROW vs THROWCOUNTER: The grabbed player is released from the grab.
Additional:
Some of the grabbed players' option's frame data should be percentage-dependent so you can get more damage in at higher percentage, in average.
The throwcounter's startup animation is long enough that an instant throw after getting the grab cannot be throw-countered.
Advantages for the grabbed player:
The grabbed player can now choose between several options, and if he gets a read he can punish a greedy pummel or a mistimed throw.
Advantages for the grabber:
The grabbed player has to do someting to get out.
If you don't mess up, it is still always possible to get the throw of your choice when you grabbed someone.
Some more thoughts:
A third option (maybe initiated by pressing special) for the grabber might be worth considering. It could be designed in a way that it creates the advantage for the grabber at higher %s, so one wouldn't have to mess with the frame data of the other moves. After all, percentage-dependent frame data is a bit odd. One would need playtesting to see what works better. And if it turns out the grabber doesn't need the third option, I would try to keep it rather simple.
If you could shield during jump squat that would indeed sound excessive. I haven't developed a dislike for CC'ing yet.I also had visions about different defensive options, for example different types of shields that could be done by pressing shield in jumpsquat while holding a specific direction. Those shields could look different and have different properties, advantages and disadvantages... Won't be happening, also difficult to makes it not op if you have so many different options...
Implementing a CC-window with active frames and cooldowns similar to the tech window would also be interesting, I always find it a bit sad that jabs and a some characters' tilts are fundamentally bad, but CCing as a whole is worth keeping.
mail me your gfNot that it's a bad thing, but man you guys seem to talk a lot lol
What's a gf?mail me your gf
you like boys anywaymail me your gf
just throw themShe is out there Mad, I promise :'(
Speaking of grabs, is grab release a bad option for Falco? Normally you just do a horizontal throw offstage, U-throw otherwise. Possibly d-throw -> shine if they will miss the tech.
This is why I never come to your parties.just throw them