metroid1117
Smash Master
SCD was one of my favorite games as a kid, except I didn't understand what was going on and my computer lagged whenever there was a lot of stuff on the screen .
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The Christian Whitehead version for IOS and maybe android is the best one (US and JP soundtracks FTW)SCD was one of my favorite games as a kid, except I didn't understand what was going on and my computer lagged whenever there was a lot of stuff on the screen .
Dangit, I'm right in the middle of playing this game, lol.Hector is overrated. In addition to being kinda broken in FE7, he ends up dying to the "might" of a bunch of unnamed soliders.
http://www.twitch.tv/meleeitonme/c/3280989?t=113m25sLink pls. Pls plum. Don't deny muh dongers.
wow all i here is leave melee alone from these guys.............(in reference to pm)
Take`em or leave`em
But it made navigating the levels more pleasurable imo. Setting enemies up around ****ty level design is bleh.Homing Attack killed any clever or brutal enemy placements that game ever had.
Good Ending without the TIme Stones was a *****. Too much effort for the same **** as the bonus levels.
Hahahahaha poor metroid. Try and revisit it now.SCD was one of my favorite games as a kid, except I didn't understand what was going on and my computer lagged whenever there was a lot of stuff on the screen .
It's also on PSN, XBL, and Steam(I think?)The Christian Whitehead version for IOS and maybe android is the best one (US and JP soundtracks FTW)
I forgot about this case haha. Still it always doesn't work in the little guys favor.I understand that the current strategy is to just avoid Nintendo's legal dogs as much as possible, but this is useful information...just in case.
http://en.wikipedia.org/wiki/Lewis_Galoob_Toys,_Inc._v._Nintendo_of_America,_Inc.
This is unbelievably brain dead. Like Mango's AMA level...
"I saw a small clip of something I don't understand... I don't want to have to play against that!! Change baaaaad!"This is unbelievably brain dead. Like Mango's AMA level...
I feel like I'm missing something here..."I saw a small clip of something I don't understand... I don't want to have to play against that!! Change baaaaad!"
Just this sad event. I was mockingly paraphrasing Scar.I feel like I'm missing something here...
This is unbelievably brain dead. Like Mango's AMA level...
You are. Just click 'show ignored members'.I feel like I'm missing something here...
Thank you very much. I forgot about that.You are. Just click 'show ignored members'.
Yes. You're right lol.I think you mean "doesn't always work" GHNeko because it has been used to save cases before. It also helps that PM isn't sold, unlike the Game Genie.
Brawl and Melee get sponsor status though: PM does not (or did not last time) because of legal concerns Strife had. He's not gonna swap the cap, because sponsors want as many people playing in only the events they sponsor obv.Apparently i'm not the only one who thinks Brawl should be the game with a cap at Apex, instead of PM. As of right now:
Melee: 206 entries
PM: 161 entries
Brawl: 116 entries
And I think that PM's interest will greatly increase when people get their hands on 3.0. Sad that their are only 31 spots left almost 2 months before the tourney, even after a cap increase.
Well a lot changed imo (maybe not from Olimar's side, but the game doesn't favor what he does nearly as much). Melee pressure and approaching is 5x-10x better than Brawl: hitting his shield doesn't mean he gets a free grab or OOS Usmash anymore (factor in shield pushback as well, doesn't favor Olimar nearly as much). If his grab is like tethers, where he can't easily grab people who are airborne (sort of like this in Brawl but had janky grab properties), then he's gonna be sad panda. Same if he has higher than average frame data for grabbing or the mashing issue, which is definitely possible if the Pikmin travel similar to Brawl.They have legitimate complaints about Olimar's Brawl design, and from the trailer it's hard to say that anything has changed about what makes Olimar so bad in Brawl.
To be fair, I share their views on Olimar from what I can draw from nothing but the trailer.
For me though, somebody who already enjoys Project M, it's not enough to make me not want to play, but I can totally see how that kind of kills hype for somebody who hasn't really played.
They seemed to drain more slowly.sooooo has anyone been paying attention to shields? i haven't been able to see the entire stream so i can't say, but has anyone noticed anything different about shields? i would just like to know how shields are working in this demo
It`s still the whistle. Also, you REALLY seem to like picturing Pikmin as stairs don`t you? I personally love what they have done to Olimar and intend to main him when 3.0 comes out.I wanted to reserve judgement before playing the game, but Olimar was definitely my most hyped character I was looking forward to...and he looked terrible in the trailer. I was really looking forward to the BR attitude of "not just taking brawl characters and meleefying them, but really asking ourselves how this character should be, as if they were added in a smash game for the first time". Sometimes, how they should be is pretty close to their brawl iterations (DDD, Ike). But other times, like in the case of Olimar, Wolf, Toon Link, Wario, it's an opportunity to make a more complete and fun character.
Olimar should rely more on intelligently sacrificing and keeping pikmin alive rather than this "wherever opponent is, hammer them with pikmin in that direction". I wish his up b was a footstool where he jumps off a pikmin. I wish his backair was new (like he spinthrows a pikmin short range behind him, ala mario64 bowser fight...often leading to a dead pikmin). They could have taken a sort of pichu approach to Olimar, making it so his strongest attacks sacrifice from his arsenal (in pichus case, it was accruing personal percentage where as with olimar, it would be sacrificing pikmin that could grow to be flowers).
i love the idea of flower pikmin being stronger but they should have seriously redesigned his moves. Also, I hope downb is a unique move and not the whistle. There has to be a smarter way to switch pikmin involving taunts.
EDIT:
Actually, make his downair like a Pikmin footstool where he stomps off his pikmin sending them down fast at the opponent. This way, if he has more of them, he can apply a lot of vertical disjointed pressure, but each time he uses it, he puts his pikmin count at jeapordy. With these changes, his moveset wouldn't look nearly as boring. His bair would be a spin throw of a pikmin, his dthrow would be a pikmin stomp, his uair would be that cool multihit one, and his fair would be a standard pikmin wap to your face.
Whosoever is a part of the Oli dev team for P:M, please take this excellent idea into account. NZA has something amazing here, hear me out.Actually, make his downair like a Pikmin footstool where he stomps off his pikmin sending them down fast at the opponent. This way, if he has more of them, he can apply a lot of vertical disjointed pressure, but each time he uses it, he puts his pikmin count at jeapordy. With these changes, his moveset wouldn't look nearly as boring. His bair would be a spin throw of a pikmin, his dthrow would be a pikmin stomp, his uair would be that cool multihit one, and his fair would be a standard pikmin wap to your face.
I don't know anything about molding a character's attacks, so I don't know how much damage people prefer to have to put out to stop a projectile, but I was sort of thinking that attacks like Mario, Fox, and Link's nair could snuff it out easily. Well, maybe not a nair, since the attack would be coming at you from above, but because of that, I figured they'd be easy enough to stop, to give the defender a chance.1. How easy do you want the Pikmin in this move to lose out to other attacks? If you make it too easy or too hard, you'll be stuck with an unsatisfying move.
It'd be down and to the side for trajectory. Each Pikmin would only hit once, and they'd be stronger at the start of the attack, their strength waning as they become slower, and useless, over a short period of time. In terms of distance before they become useless, I sort of pictured the Pikmin d-air being useless at about the length that Charizard's fire breath fades. It's a bad comparison, I know, but I don't really know how to represent distance very well. Anyway, a limited range on the attack would mean that Oli wouldn't be able to sit up at the top of the stage and pelt his opponent while they were trying to get out of the scope, he'd have to put himself in some kind of danger to get something out of the attack.2. What angles does it send people at? Is it a meteor? Would it trap them like MK's Dair, or only hit once? Is it stronger the closer they are to Olimar, or does it grow stronger the further the Pikmin flies down?
I sort of figured he could throw the Pikmin down at the rate that Mario could throw his fireballs, but would get that ever so small boost upwards out of it to compensate for that time between tosses. It'd give the opponent some time to react, and prevent Olimar from simply falling to his own death.3. How quick can he act out of it? If he has too little or too much lag out of the move, again probably gonna be not fun. I can imagine Olimar with 3-4 Pikmin and an opponent stuck because he did 3 quick "waves" of Pikmin from offstage as he retreats it back onstage.
Absolutely nothing. You'd have to be the biggest dorklord to go out and throw something you don't have. Oli can't 'jump' off of a Pikmin he doesn't have (which is how I pictured him pelting people with them, booting them down... lol). BUT, The move would have a hitbox where Oli is kicking, and he could possibly get a big upward boost off off of that, with it being a meteor.4. What does the move do when he's out of Pikmin? Is the move consistent throughout all Pikmin or change a lot based on which one is used?
They'd travel at about the speed of Falco's lasers, and lose their hitbox after a short amount of time. They'd also have minimal hitstun, because it's bad enough to be pushed downward and be unable to do anything.5. How far and fast do the Pikmin plummet downwards with a hitbox? Do they keep one until they reach the boundary, or lose it after a period of time?
Being a weaker sort of attack with little knockback and stun, CC would be a pretty hard counter to the attack. But, Oli could be able to 'pick up' the Pikmin he throws onto the stage for a short time, if that's even possible to code. The 'no pikmin' version of the move would be harder to CC, and would work kind of like Ganon's dair in terms of trajectory, but not power.6. Onstage, if this doesn't meteor and instead knocks you sideways a bit, how susceptible to CCing is the move? If the "no Pikmin" version of the move is in a similar vein, how susceptible is that?
Yo DMGdmg blah blah dmg blah blah olimar blah blah dmg