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oooooooouuuuuuuuuuuuuuuuuuuuuuuuu wwwwwwwwwwwwwwwwwhhhhhhhhhhhaaaaaaaaaaaaaaaaatttttttttt tttttttttttttttthhhhhhhhhhhhhhhhhheeeeeeeeeeeeeeeeeeeeeee FFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCCCCCCCCCCKKKKKKKKKKKKKKKKKKKKKKK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!so, the devs nerfed the IC's grab range...
What devs? Are you talking about that WiiU smash or something.so, the devs nerfed the IC's grab range...
Someone was sick of being wobbledso, the devs nerfed the IC's grab range...
woah not cool.so, the devs nerfed the IC's grab range...
Someone watched Birdy the Mighty.so, the devs nerfed the IC's grab range...
What in the hell is the context behind that?so, the devs nerfed the IC's grab range...
In this stream: Neko forgets Samus is female =PShoutouts to those who lasted the whole discussion.
Hope it was informative. :3
Here is to another episode in the future.
Sure is babies ITT.so, the devs nerfed the IC's grab range...
What tools would I need for the in-game frame-advance mode?We don't have access to a Brawl debug mode, but with tools like Toomai's edit of Brawlbox and PSA, we can view hitbox stats/sizes/locations, animations, etc.
And we have a frame-advance mode in-game for testing.
I've got an idea for his mines although this is probably not gonna be implemented. The damage on mines varies by how long you take to plant it, so what if that role was slightly reversed so that the longer you charge it the bigger the blast radius? Players who take the time to fully charge a mine will be benefited with their mine having almost twice the range of an uncharged plant. I propose a KB nerf so that there is some type of balance. The KB and % would be the same no matter how long a person spends planting the mine, whatever that value is. So in short, instead of increasing damage, increase the range of the hitbox. KB and % stays the same.Yeah... so let's talk Snake and his bag of candy-coated tricks. Does anyone have any *clever* plans to secure stage control and / or set up high-damage combos / KO's? What about Snake's knife, Cypher, explosives, and neutrals -- has anyone theorized possible methods of optimizing them?
Dam Shadic nice video. You truly are the sexiest link around
This isn't a social thread. I don't really see how this is related to Project M.
consider it ideas for a new taunt for link....This isn't a social thread. I don't really see how this is related to Project M.
Then all ZSS would have to do is pivot grabs all day. Pivot grabs are already incredibly good against baited jump-ins--they don't need to be unpunishable if baited themselves.Have you guys ever considered making the tether based grabs snatch an opponent upon the retraction animation? Like let's say your ZSS and you miss a grab because the player side stepped, ZSS is still in the grabbing animation and is retracting her whip. Is there a way to code a grab box while she pulls back her whip? Could compensate for her laggy grabs imo