JOE!
Smash Hero
I'm in dedham, where you at? :VWe still need more playtesters in Massachusetts... *cough*
also, Shanus, this means you got 2 possible people to play with..
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I'm in dedham, where you at? :VWe still need more playtesters in Massachusetts... *cough*
Well, it could.its not really any different than falcons or ganons air grab they stall for a sec too it doesn't look weird at all.
So you start comboing from dash attack and dtilt.Fair loses it's ability to be combo'd into from Uthrow around 100% with good DI. 120%ish with no di.
I'm completely against giving Uair more KO power.So you start comboing from dash attack and dtilt.
Fsmash and fair are also both solid responses to a dsmash hitconfirm, as well. And you're going top hit a lot of dsmashes while edgeguarding.
I think the only change that could really be argued in the realm of KO power is increasing the knockback growth on uair just a tad. Otherwise, she's fine.
It's a really good combo move at around 80-120%, actually, depending on character and such. If they DI it anywhere but up, you can usually just do it into itself, so it's really easy to condition people to DI it up, then punish with fair. *****es sleepin' on dash attack.I'm completely against giving Uair more KO power.
i'd rather another move get stronger in the KO department.
Like Bthrow.
and lol how can i forget dtilt. my bad.
but dash attack? naaah. really? couldnt be.
That move is like a ****tier fthrow. :|
You didn't do that combo holding the controller up side down did you?Actually, it is just muscle memory. I did that for so long I just do it by instinct.
Glad you guys liked the combo. I think Lucario is the kind of character whose metagame will continue to evolve years even after the release. He has clear weaknesses, but his strength is in his combo versatility. It is very hard to know where you should DI against a good Lucario. and he has a tool for most situations.
I am not the best player in the BR, far from that, but I really want to make clear that if I can do this with Lucario, you should imagine what even more dedicated players could pull off.
Also Kaizo, I could not finish with n-air because I was too close to the ground and the frame would have been too late for me to pull it off.. ALthough if I had gone a tad higher, maybe it would have been possible.
You don't use a charge to use his sideB in the air like that. If you choose to expend a charge that you have with sideB, the angle and kb are much better for gimping them. Using a charge with sideB is meant to be a finisher.Lucario's airgrab looks really weird.
Using a charge to do that is kinda weak compared to Fox and co, imo.
Of course he did. That's how he plays. lol.You didn't do that combo holding the controller up side down did you?
Still, overall, felt weak compared to what I know the others can do. Heck if I assume Fox and co are still similar they have far stronger combos in terms of damage.You don't use a charge to use his sideB in the air like that. If you choose to expend a charge that you have with sideB, the angle and kb are much better for gimping them. Using a charge with sideB is meant to be a finisher.
Wait, that's how he normally plays? I just thought that it was how he COULD play. My mind has just been double ****ed.Of course he did. That's how he plays. lol.
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I'm assuming he's comparing Lucario to Fox and Falco. If that's true then I agree with Red Ryu. I still find Fox and Falco's pressure game much more overwhelming than Lucario's. The lasers and shines are just really good. They don't need to build damage to start shine combos and Fox's shine can kill early.You also have to realize he was able to start that from a distance with a dash attack and pressure his shield to poke through it and get the combo. That's more then what most characters have.
Still iffy on Dash attack. All weekend, no one DI'd dash attack in a way that allowed me to really combo from it, except for another dash attack. And I used that move a lot. :/It's a really good combo move at around 80-120%, actually, depending on character and such. If they DI it anywhere but up, you can usually just do it into itself, so it's really easy to condition people to DI it up, then punish with fair. *****es sleepin' on dash attack.
IMO, KO throws aren't worth having unless they're absurd, like Ness bthrow or Olimar blue bthrow. Not to mention, ZSS's bthrow is really good for tech chase/combo set-ups.
I think it's been fixed, but flthrow used to semi-spike with a good deal of knockback, and it destroyed space animals.
and by really weird, you mean a vbrawl animation?Lucario's airgrab looks really weird.
Using a charge to do that is kinda weak compared to Fox and co, imo.
I don't really feel this way at all. Throws that automatically ground your opponent don't give as much advantage as ones that flip your opponent into the air for a very short period. Compare Sheik's melee dthrow to Fox's. Which one is used more for starting tech chases? The one that knocks into the air, of course. Not only does Sheik have more time to respond after her dthrow than Fox, but the player can also take DI into account when reading the tech in order to look for patterns, and their opponent can be manipulated that way.I also meant to call Bthrow a ****tier fthrow. Bthrow pales in comparison to Dthrow for techchasing.
EX Up/Down B are nothing more than allowing interrupts when you want with w/e.Was Lucario's side b throw inspired by something? It seems awfully familiar to me... Maybe I used to watch too much dbz or something.
Anyway, is there an Ex version for every b special? Makes me wonder what could be done with down b and ub b.
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if you're comparing Melee to the P:M demo then, that's the problemPlaying melee after playing P:M for a while feels a bit awkward. The attacks feel lagged when I play melee (on the gamecube). Could this be TV lag? Because i'm not getting this slight attack lag on P:M.
Ah, the demo. So, being good at the P:M demo doesn't automatically mean i'm good at melee GC?if you're comparing Melee to the P:M demo then, that's the problem
Here we go again >_>honestly I think the Demo at this point is an insult to melee and project melee. Some kind of demo version 2 should perhaps be put into consideration soon.
Sheik's DThrow is certainly better, but Fox/Falco's DThrows still have great (albeit limited) utility on platforms since the opponent can't tech anywhere safely; it can set up for UTilt combos at low-mid %s and kills at high %s.I don't really feel this way at all. Throws that automatically ground your opponent don't give as much advantage as ones that flip your opponent into the air for a very short period. Compare Sheik's melee dthrow to Fox's. Which one is used more for starting tech chases? The one that knocks into the air, of course. Not only does Sheik have more time to respond after her dthrow than Fox, but the player can also take DI into account when reading the tech in order to look for patterns, and their opponent can be manipulated that way.
Heck, against fast fallers, a lot of Foxes use uthrow to start their tech chases. The primary reason dthrow is used is to catch one's opponent unprepared to tech the throw, because they haven't had to before in the match.
Not gonna happenI'm personally crossing my fingers for having it by November 11th, as I'm having lots of people over for the long weekend that used to play melee and quit smash because of brawl.
although, it would make a good christmas present as well.
It's too bad the PMBR havn't thought of it yet, though