Fortress
Smash Master
He doesn't even have upper arms anymore. ****'s like Rayman.
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Or, you know, 'Highlands' as in literally mighty in height; you might say, close to the heavens... 'heavenly'. As if blessed by a god. Or a goddess. Or maybe three.So I'd be saying something close to "Highlands", no? That doesn't make sense, as Hyrule is located on the Earth's surface. As such, "Hill" seems like the more sensible way of pronouncing it, right? I mean, hills are a part of the grounded landscape, so logically, a land located on the ground would make more sense if pronounced using "hill".
who the hell are theyPretty sure Kat + Ana would be able to be the IC clone, if they want to do that. I would actually love to see that implemented.
yes he doesROB has no feelings (except when in SSE) so he doesnt actually care
Theyre from the wario ware serieswho the hell are they
are they even in brawl as a sticker or trophy or anything
mitebcoolTheyre from the wario ware seriesView attachment 4518
And they appeared as an assist trophy in brawl
mind.setStatus("blown");It's pronounced "High-Lee-An" or "High-Lee-In".
US/EU or JP remixes?Finding out that OC Remix is doing an entire soundtrack remix of Sonic CD is infinitely, infinitely, INFINITELY more hype than anything this thread has produced in a month.![]()
No I mean during the grab, not after.Couldn't you always sdi out of it?
both, their doing the past present and future versions of the songs of all the stages (and for stages that have very similar past present and future stages, they are remixing all three together). they also have a sax solo version of Sonic Boom and a nice mellow Toot Toot Sonic warrior/ you can do anything. I`ll probably edit this later to fix all the errors like lack of ,`s but it`s like 6 in the morning here and I`m to tired and lazy.US/EU or JP remixes?
Or both?
I really dont like US/EU lmao.
If this is really the case, then it's generally a useless option at lower percents. Just mash out, SDI, and you're in perfect position to cream the ICs. I could be wrong, but you might even be able to mash out of that at 50% if no wobbling related mechanic is implemented.Blizzard's only used once, and everyone's capable of holding characters. Why's it gotta be a new mechanic, couldn't it just be racking damage?
There is no "e" in Tidus to make it sound like "Tee-dus", but we all know that's the case.It's pronounced "High-Lee-An" or "High-Lee-In".
There is no e in Hylian to make it sound like "hill-e-an". Hyrulean wasn't actually an official term until the later zelda games, it had always just been Hylian before that as well.
wobbling requires hitting the opponent so that they can't break the grab (due to being in constant hitstun). grab-pummel+blizzard wouldn't work that way, i'm pretty sure, since there's too much lag between blizzards.So asking again...
Wasn't the grab+blizzard combo a type of wobbling? If wobbling was taken out, how exactly does this mechanic work now?
Well yeah, blizzards were never really necessary in wobbling and only made it harder. But grab pummel+blizzard worked because the blizzard also hits the opponent, sort of making it a pseudo wobble. When wobbling is banned, ICs like Chu Dat used this a lot.wobbling requires hitting the opponent so that they can't break the grab (due to being in constant hitstun). grab-pummel+blizzard wouldn't work that way, i'm pretty sure, since there's too much lag between blizzards.
Kinda late replying to this buuuuut... This assumes that when you jump, you're actually considered to be air born for a frame before you start moving, which I don't believe is true. As I've always understood it, you're considered to be grounded for one more frame before the jump brings you into the air (same reason its easier to short hop in project m than melee) and you can air dodge. This means that, as I said earlier, you are actually higher up when the air dodge starts moving you back to the ground.but both the momentum from the jump and the airdodge are delayed by one frame, meaning you begin the movement airdodge at the same height, but it happens one frame later.
it was my favorite ygo card before ygo got silly with its xyz synchros and other thingsAlso monk, why you having a change of heart?
I quite like both of them, myself; they each have their own charms. If I could, I would use tracks from both versions, because there are certain tracks on each that I do not care for in the slightest.I really dont like US/EU lmao.
A thread covered this topic before, you can see it here.Kinda late replying to this buuuuut... This assumes that when you jump, you're actually considered to be air born for a frame before you start moving, which I don't believe is true. As I've always understood it, you're considered to be grounded for one more frame before the jump brings you into the air (same reason its easier to short hop in project m than melee) and you can air dodge. This means that, as I said earlier, you are actually higher up when the air dodge starts moving you back to the ground.
Actually this raises an interesting point that I hadn't really put much thought into before. In order for jump timings to match melee, all characters should have 1 frame shorter jumpsquat animations in order to accomodate the extra frame delay in movement. This should result in the character leaving the ground on the same frame as in melee (though this doesn't solve the whole air dodge problem). But... That would also mean you have one LESS frame to input the short hop, yet its quite clearly easier to short hop in project m, implying a longer input window. Any devs have some input on this?
Hence why I called it pseudo wobbling. Blizzard also keeps the opponent in constant hitstun too.and it's not like wobbling, because wobbling is keeping the opponent in constant hitstun. if grab-pummel-blizzard is like wobbling, then grab-pummel-smash is like wobbling. they both add extra damage from a grab.
This doesn't answer my question. I'm not claiming that the fix to the one frame delay issue is to simply reduce jump startup, I'm saying that its impact on jump timing can be mitigated by doing so and I'd assumed that this had already been done. If that is the case, then it seems odd to me that short hopping would become easier rather than harder. I suppose more specifically what I'm asking is, has this been done to affect jump timings and, either way, when you jump are you considered to be airborn for 1 frame before you even start moving?A thread covered this topic before, you can see it here.
and then out of it, and the cooldown for blizzard, with the start up time for the next one, is much longer than the hitstun you get from a single pummel. so, it's not wobbling, since that's all about keeping them in a constant state of hitstun (which means you can't break the grab ever, in melee rules). it's just extra damage and potentially positioning.Hence why I called it pseudo wobbling. Blizzard also keeps the opponent in constant hitstun too.