i think you could do oddities like that in melee, too. i know you could make tethers do that type of effect if you got the timing right.
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Depends on region. Both Pirate Ship and Port Town have nerfed hitboxes on hazards which makes the more sane, but most people don't know that.I'm going to have to try Port Town now. I've tried every stage that looked like it had been changed, and a few others just to see if they'd been changed in any way. Port Town wasn't one of those, though.
Do you guys think Port Town could be used as a CP now?
That's a Brawl glitch.I have a bug report. I was recovering with Falco on WarioWare against a Mario who caped me. I expected to die like usual, but I grabbed the ledge backwards, and by that I mean I was in the ledgegrab animation, but Falco was facing the other direction with his back to the stage and his hand grabbing thin air. I have a picture of it if you want to see.
Doesn't Port Town still have a bunch of HUGE areas, including one that's close to a walkoff because it's so big?Try playing on Port Town for a while and see for yourself - I think it's more viable than Mute City due to the blast zones in Port Town being sane(though small).
Both should be a counterpick, they're too strange to be neutral stages.I'm not too sure about where Temple M and Rumble Falls M should go... I think Temple is definitely a counterpick. I'm not really sure about RF, but i'm leaning towards CP I guess.
A lip would certainly help, but making the platform solid would counteract that. Imagine people getting thrown under it as its going down...Someone managed to give the platform on the right proper collision data (grabable ledge) and I gave it a ceiling/lip, would this help?
*edit*
But that reminds me... I've noticed that characters rebound off of ceilings and instantly reach a much higher velocity than before they impacted with it. It makes for wonderful ko's when the frigate platform is at its highest... but it seems unnaturally fast.
Port town seem pretty legit to me. The cars were the main problem IMO, and now that the main platform has a lip, the only real legitimate complaint about it that I can see is that it moves, lol.I'm going to have to try Port Town now. I've tried every stage that looked like it had been changed, and a few others just to see if they'd been changed in any way. Port Town wasn't one of those, though.
Do you guys think Port Town could be used as a CP now?
I'm considering doing something like this for Bowser's Revenge, except probably swap out FoD for WarioWare.Smashville
Battlefield
Pokemon Stadium 2
Fountain of Dreams
Green Hill Zone
Are the stages I would have as the starters.
the only thing i'd want to change on pictochat would be to get rid of the wind mode. it's cool on green greens, but that might just be because it's always had wind. for whatever reason, though, it's just more annoying than it should be on pictochat, though...Pictochat seems much more like a CP stage too now, now that the bombs are gone and the line of doom doesn't actually get in the way. But on the other hand Dallas has always been fine with Pictochat anyways, lol.
What does a stage's weirdness have to do with it's status as a neutral? *Both should be a counterpick, they're too strange to be neutral stages.
i'm rather sure that the entire stage was affected by dreamland's wind, even in melee...Pictochat's wind sucks because it is the entire stage that's affected.
Final Destination is 171.1212 units wide.As far as size goes, how much bigger is RF (or castlevania) than FD? Anybody with a real, measured response gets a prize.
ganon's grabs are WAY better, and all of his aerials hit you "out". this changes the dynamic quite a bit. ganon has the luxury of camping the middle of the stage and limiting your shield use, while ike you can slowly steal ground and positioning adv from him by carefully advancing with your shield, partially because his grabs suck and partially because only fair/bair hit you out, while nair/upair hit you up. because you're trying to steal ground from him, all you want pretty much is for ike to SH and to grab/trap whatever he does before his move comes out. you can do this to ganon, but because of the positioning difference, you won't want to be in that position nearly as often.I am a bit surprised by what you said, though. I've felt like their movement and positioning was almost identical, and I know other people I've talked to feel the same way. Why is it that you think they're that different?
Strange as in they are significantly different than neutral stages.What does a stage's weirdness have to do with it's status as a neutral?
Ghz has the oddest platform in history
FD is flat. That's objectively weird.
Is that blastzone to blastzone or ledge to ledge?Final Destination is 171.1212 units wide.
Dracula's Castle is 161.1 units wide.
I'm not entirely sure about Rumble Falls because the collisions are weird, but it might be 198.60192.
Where's my prize?
Ledge to ledge. Did you want the blast zones too?Is that blastzone to blastzone or ledge to ledge?
Woah now, let's not get too crazy.Skyworld >FD
It's been a while since I looked at this stuff, and the new BrawlBox was showing me a bunch of numbers that I didn't remember being there, so I switched to an older one to find the right values that I was familiar with.i'd hope you're able to find the correct Dead#N values lol