Cubelarooso
Smash Lord
I, too, would appreciate not having to dig for the best stuff.
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WarioWare, Castlevania, and Jungle Falls are not neutral. They are CPs.However, I do think the amount of neutrals is a bit ridiculous and unecessary. Battlefield, Yoshi's Story, Dreamland 64, FD, FoD, Smashville, and Frozen Pokemon is probably enough (2 additions only from Melee). Warioware should be reverted to its shenanigan status along with any other battlefield-fied stage. Castlevania and Jungle are fine too, i guess, but maybe doubles only (swapping out with Smashville and Yoshi's for the doubles lineup) since they seem a little big.
Like a lot of people here, I'd rather see more interesting CPs than 100 neutrals.
Their platform arrangement leads to more polarizing match-ups than should be for neutrals. Rumble Falls also has uneven terrain on the entire stage.Why are those CPs? Unless I'm missing something, they seem to fulfill the melee criteria for being neutrals.
Excuse me?0.o
Keep us the **** out of his horrible ideas.
(Hate to reply to something old, but yeah... No.)
FD polarizes matches a lot more than a lot of so called counterpicks.Their platform arrangement leads to more polarizing match-ups than should be for neutrals. Rumble Falls also has uneven terrain on the entire stage.
Supreme dirt works on brawl minusExcuse me?
Completely hand-drawn (and really nice) animation, mechanics that don't suck, funny dialogue, and optimization for standard game controllers. To each his own.And more importantly, I wish the game offered something different from other fighters, otherwise I have no reason to play it instead of something I like more like Arcana.
Wouldn't saying that imply he's an expert on bad ideas, therefore the most qualified to call you out?Excuse me?
Coming from the guy that 'developed' dBrawl?
I wasn't trying to drag you into anything or make people talk about your ideas again, it's just your attitude when answering dirt bothered me.I'm referring to him saying that his own ideas were awful... And are obviously more awful than mine. Three jumps for everyone is the only thing I remember(ish) from his mod since he took all of that data away.
Also, don't get into the logical fallacies on me when everyone used them against me. Not exactly fair game if I can't use them as well (I hope that's another one).
I really thought we were done with this though. I was trapped into everything and I'm really not in the mood to debate it anymore. My ideas might've sucked, but you have to realize that they were forcing me to come up with them on the spot while not having anyone to consult over possible programming problems or other issues.
You don't need homebrew, you could go to the stage builder to play PM.So first thing. I've got my NTSC copy of barlw. For the sd card, it doesn't have to be a wii sd card does it?
Next, do I need to install homebrew? What about USB gecko(is gecko os the same thing?) pretty sure they are but gotta ask. Then I'm kind of stumped from there. I put the p:m stuff to the root of the sd card and boot brawl?
All you need is an SD card and an NTSC copy of Brawl. You don't need to install homebrew if your Wii can natively launch the NTSC Brawl.So first thing. I've got my NTSC copy of barlw. For the sd card, it doesn't have to be a wii sd card does it?
Next, do I need to install homebrew? What about USB gecko(is gecko os the same thing?) pretty sure they are but gotta ask. Then I'm kind of stumped from there. I put the p:m stuff to the root of the sd card and boot brawl?
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Nothing you mentioned sets the gameplay of this game apart from, for example, Darkstalkers. Combo limits are in place in Eternal Fighter Zero, IaMP, SWR, and Soku, while even those offer successively more and more unique gameplay quirks with projectile grazing, flight, whether, and a very unique super system in all of them.Completely hand-drawn (and really nice) animation, mechanics that don't suck, funny dialogue, and optimization for standard game controllers. To each his own.
I'd believe that whenever I see that. Perhaps I'm not looking in the right places. Would you care and refer me to somewhere where I could obtain one of those?You know they make $35-40 Sticks for people like you Kink, and to be fair, Skullgirls really was designed more in favor of the elites than the casuals. Basically everything bad you say about it is because the game honestly was meant to be approached from a more hardcore angle, which you clearly don't care for lol.
AAAAAAAnyways, for some reason I've started to look at DDD and thing I might want to use him, even though I was no DDD player in Brawl, and certainly wasn't interested in the character even a week ago. Something suddenly jumped out and said "MAN YOU SHOULD PLAY THIS CHARACTER"
I can do that with my thumb=)... go me=)...making stupid combinations like Square + Circle not impossible for pad players.
http://www.amazon.com/gp/product/B0032ISZL8/ref=ox_sc_act_title_2?ie=UTF8&m=A3OI2CVBA9DB25I'd believe that whenever I see that. Perhaps I'm not looking in the right places. Would you care and refer me to somewhere where I could obtain one of those?
On the subject of DDD, I'm probably going to stay the hell away from him. Not that he's a bad character in all, but he looks very menacing.
Last time I checked, my controllers had shoulder buttons, so that means I have 2 buttons I'm not using, which, in this game, can be set to anything.6 Attack buttons is really superfluous when almost no character even has many command normals, and it's especially jarring when there are only four face buttons on a standard game pad. It seems the game was almost made just to give a middle finger to players without a $100 dollar arcade stick, in favour of appeasing the small number of elite players, appealing to only those already invested in it rather than offering something more intuitive and reflective of non-capcom fighting games that play much smoother than the tired formula found in the Street Footsies franchise. Four buttons would have more than sufficed given the number of attacks each character has, with no one as a Makoto or Dudley, taking command normals for every punch and kick, and a six button layout is simply not made to be played properly on a gamepad. Hell, even a three button + one button as an effective "CTRL" key layout would be feasible, and work well with the absurd number of simultaneous button commands. As a bonus, for those who care about them (Which, without an arcade stick, you probably should), it leaves you with 4 buttons to assign shortcuts, making stupid combinations like Square + Circle not impossible for pad players.
Anyway, how's the utility on Ness's U-smash? Last I saw, it was an amazing Oki tool and set up combos decently, but was still rather unsafe.
Hitstun doesn't work like Smash64, so no.Certainly hope Link's boomerang and bombs have enough hitstun and knockback like they do in smash64.
Even when faced with undeniable evidence, I still refuse to believe someone has caused this statement to exist.What are the chances that you guys delay the release a day or 2? I really don't mind.
I never mentioned X+ Square being difficult, because it's not.http://www.amazon.com/gp/product/B0032ISZL8/ref=ox_sc_act_title_2?ie=UTF8&m=A3OI2CVBA9DB25
I bought this for 25 dollars on Amazon, plus 10 dollars for an adapter(pc+ps3).
Last time I checked, my controllers had shoulder buttons, so that means I have 2 buttons I'm not using, which, in this game, can be set to anything.
Also, X+Square, Triangle+Circle and any combination of the shoulder buttons with the face buttons is really easy. If that plus 2 macros is not enough, then I don't know what to say.
but for some reason some testers (sniper fox's stream) think that you cant jump out of hit stun as quickly as in melee, and that you fall too far. Not to mention that the melee players couldnt play fox, falco or marth very well, and that they all felt offHitstun is identical to both Melee and Brawl, yes.
If hitstun were equal to brawl there wouldn't be hardly any at all therefore making combos impossible no? Melee's hitstun was just the right amount to make combos possible. Yet not enough to make every combo a zero-death.Hitstun is identical to both Melee and Brawl, yes.
Which is basically every action...The only difference between brawl and melee's hitstun is that you can interrupt the hitstun with aerials or air dodges in brawl.