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Lol, yeah, I was thinking the same thing. Though you'd need to pick it up after it was thrown.Lol 10nanner spikes
To elaborate on that, most effort is going into making sure stages are the same size as Melee's. Besides FD, there's not been much effort on graphically restoring them to Melee.Hellll no to the B+ edits. We're gonna make them as close to Melee as possible.
The problem I see with this is that the entire idea is that you trip on bananas. It just makes sense. Even if you think the tripping animation is awkward, the logic still applies. To me, it doesn't make sense to walk in to a banana and slam in to the ground. I'm aware that realistic notions don't need to be applicable in every sense when it concerns a video game, but I think you understand the point I'm trying to convey.That's what I wanted to do with nanners. Why create a new mechanic solely for one item projectile when you can do pretty much the same thing with existing mechanics without using that awkward trip animation? All you would need is a downward angle with enough set KB to force tumble, instead of all this "let's making tripping techable!" nonsense. I'm pretty sure I've been outvoted though, so meh, it's not a big deal either way.
Those don't force a tech. Not on all characters, or at all percentages anyway.ROB's gyro or Peach's turnip?
What could be done with the banana is not make you trip but set the angle so that it hits you downward with just enough force to cause you to 'slam'. Thoughts?
Bah, no one even trips on bananas in real life.The problem I see with this is that the entire idea is that you trip on bananas. It just makes sense. Even if you think the tripping animation is awkward, the logic still applies. To me, it doesn't make sense to walk in to a banana and slam in to the ground. I'm aware that realistic notions don't need to be applicable in every sense when it concerns a video game, but I think you understand the point I'm trying to convey.
Not arguing for one method or the other, that's just my view.
I was only talking about thrown bananas actually. I don't care one way or another about bananas lying on the ground. I think it's perfectly fine for them to cause a slip.The problem I see with this is that the entire idea is that you trip on bananas. It just makes sense. Even if you think the tripping animation is awkward, the logic still applies. To me, it doesn't make sense to walk in to a banana and slam in to the ground. I'm aware that realistic notions don't need to be applicable in every sense when it concerns a video game, but I think you understand the point I'm trying to convey.
Not arguing for one method or the other, that's just my view.
Yeah, I agree with you 100% that thrown bananas shouldn't trip. (They should just act like regular projectiles)I was only talking about thrown bananas actually. I don't care one way or another about bananas lying on the ground. I think it's perfectly fine for them to cause a slip.
And the KB would hopefully be low enough that getting hit by one while recovering would be no different than getting hit by any other weak, momentum-killing projectile, i.e. it would just make you drop a bit.
I beg to differ, I actually slipped on one, it was on my front lawn and I ran outside full sprint because my cousin was chasing me with a blowdart gun trying to shoot me in the leg, I fell sideways...Bah, no one even trips on bananas in real life.
Then did you get comboed after your cousin threw one at you and it tripped you on contact?I beg to differ, I actually slipped on one, it was on my front lawn and I ran outside full sprint because my cousin was chasing me with a blowdart gun trying to shoot me in the leg, I fell sideways...
Looks like we need to alter the tripping animation itself so that you don't fall on your ***, but rather fall down sideways.I beg to differ, I actually slipped on one, it was on my front lawn and I ran outside full sprint because my cousin was chasing me with a blowdart gun trying to shoot me in the leg, I fell sideways...
If someone is bad at teching... he sucks... it doesnt matter if someone sucks. If someone is bad at spacing you can beat him with peach Dsmash only... soooo.Just a theory, but if throwing a banana made you slam to the ground if you dont tech that means jab reset. Which can lead to another banana. If someone is bad at teching or if bananas end up hard to tech, that would **** lol.
yeah everyone needs a broken characteristic, and some flaw. Diddy has nanas but bad recovery. Sheik has lots of things, but easily edgeguarded recovery etc etcIf someone is bad at teching... he sucks... it doesnt matter if someone sucks. If someone is bad at spacing you can beat him with peach Dsmash only... soooo.
Btw. I still dont see the problem about diddy naners. In a game with 1hko (rest) and broken Dsmashes (40%+) and broken Fairs (Sheik) and broken Shines... you really argue about the brokeness of naners?
You can still shield/grab naners etc. and if we would reduce the naners to 1 per time + maybe increase the speed of the trip animation, it would be already enough to "unbroken" it.
ROB's gyro or Peach's turnip?
What could be done with the banana is not make you trip but set the angle so that it hits you downward with just enough force to cause you to 'slam'. Thoughts?
Lol, yea i said that earlier (somebody likes my idea! YAY). It would be hilarious when Diddy first tosses the banana behind him over the side of the stage that it spikes someone.I must admit... The idea of recently pulled Nannerz weakly spiking people that they hit is awesome, lol.
Oh obviously, lol.^if that does get in, it has to have small KB....
You're talking about grounded nannerz... right? There wouldn't be much tripping at all then. Who on earth willingly walks into a nanner? It's rather situational, actually.i'm still uncertain if it would be best for thrown nannerz to trip or not trip a grounded opponent. (cuz thats where diddy's nanner shenanigans come in, but there would be alot of tripping, i still don't have a solid opinion on this)
To be honest, this is the kind of thinking that I absolutely want nothing to do with. Why you ask? Because this single-handedly takes the Diddy out of Diddy. I'm not sure why people pass this off as being okay. Diddy's entire metagame, and the entire fun of playing Diddy, is built upon using nannerz to trip your opponent. 90% of the time that Diddy actually trips his opponent it's thanks to a THROWN (mid-air hit) nannerz.in the air thou, they def. should not trip. They should act as a regular item (turnip).....period
Yeah, lol. It'd be funny. :DLol, yea i said that earlier (somebody likes my idea! YAY). It would be hilarious when Diddy first tosses the banana behind him over the side of the stage that it spikes someone.
Well, once you guys test the trip thoroughly I am positive you'll make the right choice anyway.Techable tripping is really just making tripping fit for a Melee world.
I also think it just makes plain sense.
When you trip in real life what do you do?
Fall on your *** like in Brawl or catch yourself right before you hit the ground and recover (basically a real life tech)?
Diddy's bananas are one of the things Brawl did well because of how complex and deep it makes Diddy's character (even a Diddy on autopilot is using more tech skill then like any other Brawl character). But the thing is, and that some people here might not see at first place is how tripping is in a Melee enviroment. As somebody who plays Diddy fairly regularly (not at the highest level or anything, but in friendlies) I can say first hand that tripping really disrupts the flow of the match and the autocombos from it look really out of place. The flow of the match is brought to a short halt as the opponent falls on their *** helpless, and that opens them up to almost any move from Diddy's moveset depending on his spacing. Making tripping techable would keep the fast pace of the game going as the opponent can quickly react out of it instead of being helpless, and Diddy would have to work for his Banana combos.
Bananas would still be REALLY good because forcing a tech puts you in a really good position, just not "lolucantdoanything" good.
I guess you could just make the banana have enough KB to force tumble, but in the end it's just going to be accomplishing the same thing. Though thrown bananas are already good at edgegaurding, I don't really think they need to have a very small spike on top of that.
LOL, how can you say that when you play Diddy that it really disrupts the flow of the match? You must do something wrong...As somebody who plays Diddy fairly regularly (not at the highest level or anything, but in friendlies) I can say first hand that tripping really disrupts the flow of the match and the autocombos from it look really out of place.
LOL, DONT GET HIT, again. Spikes also bring short halt to the match... but do we also need to discuss this? No, since the halt is small enough to ignore it. (I already said you could increase the tripping speed).The flow of the match is brought to a short halt as the opponent falls on their *** helpless, and that opens them up to almost any move from Diddy's moveset depending on his spacing.
Making tripping techable would keep the fast pace of the game going as the opponent can quickly react out of it instead of being helpless, and Diddy would have to work for his Banana combos.
DONT GET HIT. DONT GET HIT. DONT GET HIT. DONT GET HIT. DONT GET HIT. (Bananas would still be REALLY good because forcing a tech puts you in a really good position, just not "lolucantdoanything" good.
Haha, that's true. I don't know why I forgot about that.Thrown banana hitbox with grounded opponent only flag: Spike
Thrown banana hitbox with air flag: Normal
Unless there's no way of adding a hitbox it doesn't mean it'd need to be spiking people offstage too.