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Yes he does distance wise. its just predictable.Fox has an amazing recovery.
There are multiple reasons behind why a match can last extremely long, and recovery isn't one of the more significant ones. I believe that I and others have explained why already. If you choose not to accept that, then tough ****ing **** for you -- it's not as if the project will die if people are under different impressions.It seems to me that you believe variables are a valid argument for deciding match length. That is true, but you must also realize that this doesn't disprove physics and recovery as being important to determining match length. The sheer fact remains that there are constants that state certain characters can be KO'd easier than others and these characters will have shorter match times.
I have very low tolerance for people who try to be right when they're wrong about something proven several times already... I'm sorry? It could've been worse considering my condition earlier today -- and even if I was "being so mean", what's stopping you from, you know, ignoring that?Good day, and take a break from being so mean, will ya?
The effectiveness of a recovery is an unfair argument for proving that recoveries have a significant impact on match length because every character has a different recovery option that can be edgeguarded; recoveries are inconsistent amongst the cast and thus a not fair when used as a standpoint, especially when physics are brought into play. Arguments like these can go on for a while if one party chooses to make it so. Until you bring solid proof to the table, there's no fathomable reason behind why anyone should support your argument.Recovery does impact match length. And whether you like it or not, playstyles and player skill are unfair arguments against recoveries having that impact when said argument is a variable. How to you explain characters with floatier physics and recoveries have longer match times than those who dont?
If a fox started recovering above the ledge, couldn't you just jump at him and attack? Once you are close enough to him, the distance he moves is negligible and any angle he chose wouldn't get past you. And if he was too far away, then you'd have more time to react to whichever angle he does end up choosing.Fox's recovery is not predictable, and he is one of the most successful characters on getting back onstage at high levels. Fox's recovery is so different between high level and low level play. Fox can start upb above the ledge and go straght to the ledge, go high to a plat, go straight up, or go straight at your face. If you guess wrong he makes it back. He can also sideb plat cancel, sideb to ledge, or sideb straight at your head. If you guess wrong he makes it back. Alot of people try to act like it is easy to edgeguard, but it really is not if the fox is doing it right (See: Kels). It is very difficult for most characters to cover more than one option at once. People think its easy to edgeguard because bad foxes just drop low and try to upb sweetspot, which is rarely the best method of recovery.
Recovery does impact match length. And whether you like it or not, playstyles and player skill are unfair arguments against recoveries having that impact when said argument is a variable. How to you explain characters with floatier physics and recoveries have longer match times than those who dont?Because I don't want to continue this (and because I can't have a drink tonight...), I'll just address the last notable paragraph of your post:
There are multiple reasons behind why a match can last extremely long, and recovery isn't one of the more significant ones. I believe that I and others have explained why already. If you choose not to accept that, then tough ****ing **** for you -- it's not as if the project will die if people are under different impressions.
Uh, maybe you should just try and express some kind of maturity? Whats stopping you from that? And I can't believe how arrogant you are. In what way have you "proven me wrong several times"? By using an argument that is incredibly player relative and has nothing to do with predetermined character constants such as physics and recovery options?I have very low tolerance to people who try to be right when they're wrong about something proven several times already... I'm sorry? It could've been worse considering my condition earlier today -- and even if I was "being so mean", what's stopping you from, you know, ignoring that?
You are not usually in the position to just go hit him, but some characters can. There is no simple solution to Fox's recovery and thats why its so good.If a fox started recovering above the ledge, couldn't you just jump at him and attack? Once you are close enough to him, the distance he moves is negligible and any angle he chose wouldn't get past you. And if he was too far away, then you'd have more time to react to whichever angle he does end up choosing.
Eh, I was just trying to prove that recovery does play a role in match length i guessYo, stop with the ****ing bull**** arguments please. Why are you arguing the cause of long matches. Not everyone has Jiggs or Peach recoveries anyway. I don't see the validity of any of these arguments, just headache inducing tl;dr's. You both admitted that the cause of long matchups is the inherit choice of playstyle between both players so why are you continuing to argue.
I'd like to see Lucas's Uair hit at a 50 degree angle and have little or no KBG. I'd like to see Ness's Uair hit at 90 degrees and have moderate knockback growth, enough to like, chain two uairs together on Battlefield and have the second one kill off the top at like 95%.
Make Sheik's **** bigger? I approvegive <insert character here> a fornication leg extension.
agree^Why wouldn't he be able to kill lower than 130?
Dunno, just seems to happen a lot ... On the streams. might be the playstyles of the streamers.Why wouldn't he be able to kill lower than 130?
not outright, but they put the opponent in a poor position where link can most often easily edgeguard. They may have been living longer because people are not experienced with many character's recoveries and how to deal with them yet.Fair, nair, uair, first hit spin attack, ftilt, fsmash(first hit), and usmash just don't get the job done with DI.
Your pit was looking good... Besides peef no one seems to play him and not get ***** hard... Across stage combos to arrow reset to more combos looks so fun.Heh. I'm always up this late. Just decided to see if people were talking about the stream at all (and to see if anyone paid me any compliments, lol).
I think Raqu got most of his kills with ftilt, up-b edgeguards and/or comboing into them, some lucky and not-so-lucky dairs and fairs.
He'd be a sex character. He has a permanent hitbox out at all times >_>Link's nair could be a character by itself.
doesn't matter what kind of game hack it is. Give me pit, give me 10-15 minutes to adjust, I'll give you a beastly pit.Apparently, spam_arrows' Pit is good. He was talking a little crap about mine in the chat, lol. Thanks, though. I try. And yeah, comboing across the stage with Pit is fun as heck. You'll feel free as a bird.
...So like Infinite Sword Glitch? *smirk*He'd be a sex character. He has a permanent hitbox out at all times >_>
Dude, I'm sorry, but you have one of the worst Link's I've ever seen, your use of clawshot and arrows are PAINFUL to watch
And how can you fail bombjump? I can do that forever without a single fail until the bomb kills me, put it this way, if you don't immediately fly off the screen, you should be able to recover with just 1 or 2 bombjumps, with it Link has a good recovery I've survived well over 200% doing that
I like your Wario though
But please, are there any videos of someone who is good with Link?