MuBa
Smash Lord
shanus give me auth. to back room so I can check out what you guys did so far.
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I can't wait for those videos. Me and you had some sexy matches with falcon vs falco/fox :3Shanus, the thing about falco that didn't make it feel as fluid as melee was how it does a slight pause when the shine hits sort of like vbrawl and the way the SHL feels. Its weird, like the time window to fast fall is really strict or something. Also with fox it felt a little weird because of the pause and u cant FF his lasers or follow up after Uthrow but i understand its still a work in progress. I was wondering if you could maybe let me help with the testing, i would love to be a part of the team and I have alot of high tech skill friends who are pretty open to the project who i could show and we might be able to help make alot of progress.
Edit: I'm soooo hype to see the matches tho.
Wow, Falco sounds perfect. But I will miss my turn around shine fire bird to get on the ledge. Will this be making a return?He can pretty much do everything he can in melee except fire stall. I saved matches showing off alot such as shine bair outta shield, multi shining, basic dair to waveshine combos, shine wavelanding platforms, shine bair from missed techs. You guys should seriously upload a vid to counteract the moron who posted the random friendly of u guys not trying.
Oh yea.. small but memorable things were in like double laser from the ledge as well as foxes dthrow spike and falcons moonwalk looks sooooo much better in person. And DKs new bair is sexy.
in melee u jc grab and have more momentum than a dash grab from brawlI don't know if this has been asked or not. Sorry if it has been.
In brawl, if you get a dash grab on someone, you retain some of the momentum from your dash after grabbing them, causing both you and the character you have grabbed to slide a bit. In melee however, if you dash grab someone, both characters come to a complete stop. Will we be emulating the melee scenario, or does a somewhat minor detail such as this not really hold any interest? Just wondering.
I haven't played the code set obviously, but if some things are the same from before then my best guess is the morph ball's aerial mobility/friction is weird. Try bomb jumping in Melee and then in B+ (I can't say that it's the same in P:M as it is in B+). You have to control the morph ball a bit more unlike Melee where it sort of automatically slows down for you when you use the bomb. Plus, I feel that bombs don't fall as fast as they did in Melee (once again, in B+; don't know if gravity changes were applied to bombs).That, and bombs should also come out a tad faster. Bombs are awesome that they explode now, but something doesn't feel right about the ball form.
True true, I'm well aware of this. Just wondering. Its just because grabs in Melee FEEL a certain way to me.in melee u jc grab and have more momentum than a dash grab from brawl
Is it done differently or something? I tried alot but i couldn't get it to work.Sneak you can firebird stall, ill pm you more tomorrow
That's what I thought too.i thought that you couldn't view P:M replays properly due to the amount of inputs....is that still the case?
EDIT: or was the DSO footage recorded live? o-O
that is why brawl+ failed imo... people put thoughts in based on how good a tactic worked on them personally. If they lost to it, they called it overpowered or b1tched until their characters got buffed (ness mains) and many unnecessary changes happened. They wanted changes instead of just getting good at the game.I have one question for you guys. Why would you have it in closed beta? Are you planning on selling or it patenting it in anyway. You might as well tell everyone it isn't done so chill if there are glitches, and let everyone get their word on changes, glitches and the like...
Just a thought
That list would be way too long
The input limit is only really a problem for teams matches or reeeeally long singles matches. Standard 1v1s don't usually have any problems. So yeah, I just recorded the replays.i thought that you couldn't view P:M replays properly due to the amount of inputs....is that still the case?
EDIT: or was the DSO footage recorded live? o-O
Right now, Falco's ledge-grab box isn't quite right. He's coded to be able to Firebird stall, but the reason you can't do it like in Melee is because the area he can grab the ledge from is too low on him right now. I hope that made sense.Is [firebird stalling] done differently or something? I tried alot but i couldn't get it to work.
Let's say that he's gotten general improvements that take him beyond his low-tiered Melee level. Basically, like everybody else, he's been brought up to par with the other Melee-ified characters.What's being done with Ness?
Anything new, or are his B+ tweaks all he's gotten so far?
aka... Melee bombs were perfect and these aren't Melee bombs but should beI haven't played the code set obviously, but if some things are the same from before then my best guess is the morph ball's aerial mobility/friction is weird. Try bomb jumping in Melee and then in B+ (I can't say that it's the same in P:M as it is in B+). You have to control the morph ball a bit more unlike Melee where it sort of automatically slows down for you when you use the bomb. Plus, I feel that bombs don't fall as fast as they did in Melee (once again, in B+; don't know if gravity changes were applied to bombs).
lol everytime i think of u with melee involved i always remember that failure vs tag lmfaoaka... Melee bombs were perfect and these aren't Melee bombs but should be![]()
Good to hear. I may actually be able to play him in this and not have to default back to Falco or Marth.Let's say that he's gotten general improvements that take him beyond his low-tiered Melee level. Basically, like everybody else, he's been brought up to par with the other Melee-ified characters.
It still bounces. Some hidden function automatically points to the next change action for wallbounce, its very annoying.Good to hear. I may actually be able to play him in this and not have to default back to Falco or Marth.
Does PKT2 still bounce, ala Brawl, or can he ride along curved edges as he can in Melee?
You did save one of your Lucas vs (I assume) Ophy's Sheik. It was really good. You make Lucas look as fast as Fox.I shoulda saved some replays of my lucas... I dont remember if i did or not but it was beast. I was doing some pretty creative/technical djc combos. He really fits as well as zss.
Ah, ouch.It still bounces. Some hidden function automatically points to the next change action for wallbounce, its very annoying.
Probably something to work around. I really don't get it. It's the same thing causing issues with lucario, as an example.Ah, ouch.
Is it something expected to be fixable, or will we just have to work around it when recovering?
if you could find the code, could/would it be related to the angle of incidence (i)? So say if, i < 45 then you slide up the stage, however if i > 45, then you bounce off at angle r (where i = r )Probably something to work around. I really don't get it. It's the same thing causing issues with lucario, as an example.
Definitely odd.Probably something to work around. I really don't get it. It's the same thing causing issues with lucario, as an example.
It is also one of Ness' character traits, every character needs a downfallUm question about Ness's UPB in this version is it going to send him into special fall if someone purposley runs into his PKT? Just wondering because I know off of playing Ness in Vbrawl B+ and BB that was primarly his one downfall.