JediKnightTemplar
Smash Lord
Prostitution? Hey, I understand. They don't call him Shagnus for nothing.Guys, I've been doing some really, really weird stuff for the sake of Project M. But the secret shall remain in the BR forever >.>.
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Prostitution? Hey, I understand. They don't call him Shagnus for nothing.Guys, I've been doing some really, really weird stuff for the sake of Project M. But the secret shall remain in the BR forever >.>.
So ike's quickdraw walljump is just like Mario's upB --> walljump. If possible try reducing the vertical height of the jump a little bit after each use until the player is unable to do it anymore. Upon reaching the stage the amount of jumps are reset.My only problem with it is how easy it is to repeat Quickdraw->Walljump up a single wall. We may do something about it in the future, we may not. Haven't discussed it, honestly.
The idea of being able to L-cancel Ike's fair gives me a boner.I'm actually really excited for Ike:M. Ever since I heard his side-b was jump-cancelable I was like :O
I laughed. Good work.Prostitution? Hey, I understand. They don't call him Shagnus for nothing.
The issue is with Quickdraw, not the walljump/tech. I'd explain more, but it's going to change anyways.So ike's quickdraw walljump is just like Mario's upB --> walljump. If possible try reducing the vertical height of the jump a little bit after each use until the player is unable to do it anymore. Upon reaching the stage the amount of jumps are reset.
cmart was suggesting this in a stream a while back, I think it's a good idea. Walljumps work like this in Melee, so I don't see why it shouldn't be the same for Ike's "special" walljump.So ike's quickdraw walljump is just like Mario's upB --> walljump. If possible try reducing the vertical height of the jump a little bit after each use until the player is unable to do it anymore. Upon reaching the stage the amount of jumps are reset.
Sounds stupid, one of the characters weaknesses is supposed to be recoveryI don't see how Ike's quickdraw is a problem since his recovery is still pretty bad. He's still very predictable: 1. get close and upb 2. quickdraw from far 3. get close and quickdraw walljump and continue so until you get close enough for upb (this one is situational because its stage dependent)
Is it five times as long or something?Olimar is entirely possible to code, he's just a pain to, and other characters have taken priority as a result.
The walljump isn't really indefinite to begin with. It'll give out after a while... just yeah, it takes a while. increasing wall jump decay is probably the best way to go.increasing wall jump decay wont nerf ike.
it'll only stop indefinite stalling on stages like FoD, SSE:J, GHZ, etc.
that's it.
Erm, Mario's solution was already made awhile ago lol. (Months ago)Leave my Mario alone. Do not want increasing wall decay there are other solutions anyway
lol this is retardedly arrogant NekoIncrease wall jump decay. Been saying it for a while.
And it's the only reasonable solution for Ike QD Walljump.
If you suggest anything else, you are giving a reason as to why you shouldn't be listened to.
At least it's not completely brain dead like most stalling tactics.I guess its because you can't pound forever. Ike's walljump out of quickdraw can technically stall "forever" if nothing interrupts him. I still don't see much of a problem with it though.
im not worried about it
neko is just dumb
i also can subdue bears now.But neko can wrestle sharks and tackle whales.