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Doesn't Zelda outrange Marth ground to ground. Fireballs on the edge annoyances, strong *** back throw, mad priority and grab range.I also agree with zelda, though i could see her having bad matchups with... someone. Marth perhaps? I'm not sure.
ROB should still be in hitstun or not in a position to (quickly) react if he's above you. Plus, his booster isn't "frame 1" fast.Also, 9k, if Rob is above you, can't he fly away left and right? That, and I'm not afraid of going under most characters now that I think about it.
Isn't TL supposed to be Link with shorter ranges and better recovery? I mean, the guy had one of the highest attack-up-b's in v-Brawl (meaning not counting Snake, Sonic, Rob and Pit). Why would you even pick a TL with bad recovery?Toon Link will always have a bad recovery as long as I have a say. Balls out.
yeah sorry on the ground was a better way to say that. But I swear Zelda's Jab and Fsmash are long as hell.Ground to ground? I'm unfamiliar with the term. If it is literally "on the ground" then I don't think so.
Also, 9k, the character unfamiliarity that I hear ever so often can only account for but so much. The same learning curve should apply to the efficacy of the player using them. After the 35th time that a character beats you, unfamilarity starts applying less and less.
posting from my wife's laptop.HOLY **** IT'S NEKO
yo son you still confirmed for jc's President's Day P:M fest?
also, seeing as how you're not posting from a phone... it's safe to assume that you finally have a new laptop, right? good stuff
ROB should still be in hitstun or not in a position to (quickly) react if he's above you. Plus, his booster isn't "frame 1" fast.
Toon Link has several attributes from Smash64 Link. His aerial UpB is one of them.Isn't TL supposed to be Link with shorter ranges and better recovery? I mean, the guy had one of the highest attack-up-b's in v-Brawl (meaning not counting Snake, Sonic, Rob and Pit). Why would you even pick a TL with bad recovery?
That last statement is about as universal as humanly possibleZelda's not too likely to get exposed by Wolf, but characters who can dash dance into and out of her effective Melee and projectile ranges will be able to take considerable advantage of her poor mobility. Characters with good KO power will be even more effective against the character.
Honestly I'd say this is about as important as game balance. Even if Brawl didn't have MK and Snake whomping on everyone, it would still be floaty, slow, and boring a good 95% of the time. If more Melee tourneys were like the Apex 2012 GF I'm sure the game wouldn't be as popular. At the end of the day, P:M needs balance, but it also needs wombo combos.which brings me to another topic: what will a character look at their lamest? with lots of money on the line, what kind of dreary, repetitive playstyle will be abuseable? it was always something kept in mind when i designed a character. i always felt like tournament games are popular because of the audience. without an interested audience, competitive games won't have anyone to watch it and garner the hype. if the audience is bored with seeing a certain character play, then your game will lose viewers. so i always took measures to try to make a character that the audience would love to watch. i almost never considered where this character would fit on the tierlist.
No non-jab or special move hits before frame 3.Second jumps jump on frame 1, and most sex kick nairs come out on frame 3-5ish at the latest (Luigi's comes out on frame 2 I believe). ROB's side-B doesn't even start moving until frame 6, has no invincibility, and costs him 1/3 of his recovery if he gets hit out of it that he can't get back until he lands. ROB also has fairly combo-able gravity (before Umbreon throws a ****-fit, this was a fairly recent adjustment) and his aerials cover his bottom side very poorly. He also has a mediocre shield (good shieldgrab range though).
word?Aerial Down-B causes Charizard to glide.
Wait Farore still has that end hitbox? Yeah that should go. It was beneficiary in Demo 1, but the current build doesn't need it and it only acts as another stupidly safe move for her.
That last statement is about as universal as humanly possible
They were also saying that her teleport shenanigans nullify her poor mobility.
For a character with as many options as zelda, I don't know how much of a problem dding would be if the zelda player was patient. She can even counter-mindgame your mindgame by teleporting 55-60% of battlefield and appearing anywhere doing anything at varying times.
Essentially, as long as her opponent isn't doing something punishable when Zelda does FW to get into a good position, she still has to guess what their response is to FW. The fact that Zelda has the option to start a mix-up from almost anywhere on the stage could be nerf-worthy, but then, it's definitely not the lamest thing in the game, either.Could you clarify, if possible?
LOL you're avatar goes hand in hand with thisword?
like...insta-glide or normal glide?
Why would you want to do that when you could use your invicibility to attack safely?Sorry to go a bit off topic, but a friend of mine suggested an interesting idea.
What if respawn invincibility was canceled by attacking? Similar to a first person shooter.
Opinions? Could this be created as an optional code or something?