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Project M Social Thread

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Kink-Link5

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Yeah, I used tongue in cheek humour when Monk didn't SDI the Halberd laser, then said I was being jovial; I'm not sure how that could possibly be taken as condescending since I specifically said I was speaking in a light-hearted, buddy-to-buddy way. Just like when I say Toaster has the best brstms because they are silly animu ending, op, and theme songs, I really mean Toaster has the best brstms because I like silly animu ending, op, and theme songs.

Also Toaster has Grazing Gazelle Under the Moon so that's always a plus.

Now Ike however; I can talk **** all day about how he has no OoS options and relies on QD gimmicks with his only strong fundamentals being fair and bair and ledge cancels.

Except even then I'm not 100% serious because I rarely ever am. I think the only thing I'm ever super serious about is my stage list actually, come to think of it.

And I'm almost serious about Charizard. Like "Haha, Charizard is so bad.

...

But really Charizard is kinda bad."
 

Kink-Link5

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I would really like that to be so, but I think even with Falco levels of options and combos he'd still be just absurdly unsafe on block. Like I think I'd rather whiff outright with Charizard than hit a shield since there is slightly less chance I'll get grabbed and take 60+ damage.

But my opinion doesn't get to matter and we'll have to wait until like Will says he's bad for it to suddenly mean more.
 

stingers

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im pretty comparable to will and I actually main the char so you can take my word for it...he just needs a few changes. And if he had falco options he would be safe on block lol. but you can be pretty safe with nairs and AC bairs u just have to stay in the air. hell even dair is pretty safe if it hits a shield. the real problem is his mobility is sweaty asscheeks.
 

metroid1117

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Now Ike however; I can talk **** all day about how he has no OoS options and relies on QD gimmicks with his only strong fundamentals being fair and bair and ledge cancels.
I'm guessing that you don't understand how good his throws, jab, NAir, and tilts are.

@'daze - Seriously nice TL, you have a new subscriber :).
 

`dazrin

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Yep. Zard isn't super terrible, just in need of some tweaks. He's really close to being a very solid character.

And Ike is a good character, but I don't want to start this discussion again. UmbreonMow might come back and write another essay

>.>
 

Shadow Huan

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just wanna say that i think Pikachu's down b is sorta weak... i was playing against a CPU pika yesterday as snake and a direct hit right next to Pikachu did not kill me at 180% damage. sure i DIed the heck out of it but i thought it would kill me... lol

:phone:
 

iLink

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I think it would be neat if charizard's aerial downb would make him drop faster then fast falling in order to reposition yourself better when you know you won't be able to continue your juggle after a certain hit. Although I wouldn't know what you would do to input a glide without downb.
 

hotdogturtle

Smash Master
Joined
Feb 15, 2007
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3,503
charizard isnt that bad

he needs a few changes is all.
There will be a Bulbasaur, Charmander, Squirtle, and Pikachu egg distribution for B2W2 at some point. All three of the Kanto Starters will come with False Swipe and Block as well as Frenzy Plant and Weather Ball for Bulbasaur, Blast Burn and Acrobatics for Charmander, and Hydro Cannon and Follow Me for Squirtle.

Let's give Charizard in this game Acrobatics. All of his attacks do double damage as long as he's not holding an item. That should balance him.
 

GunBlaze

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Slippi.gg
GBLZ#778
There will be a Bulbasaur, Charmander, Squirtle, and Pikachu egg distribution for B2W2 at some point. All three of the Kanto Starters will come with False Swipe and Block as well as Frenzy Plant and Weather Ball for Bulbasaur, Blast Burn and Acrobatics for Charmander, and Hydro Cannon and Follow Me for Squirtle.

Let's give Charizard in this game Acrobatics. All of his attacks do double damage as long as he's not holding an item. That should balance him.
 

Jonny Westside

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Alright so I was wondering if it is intentional for Zelda/Sheik to have full invincibility during transformation. If so isn't it a little odd for a great character (Zelda) to transform into an even better one (Sheik) without any risk?
 

Translucent

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I thought that Zelda is supposedly better than Sheik... But not that many people are playing Shielda right now. A lot more people are playing one of them individually.
 

Jonny Westside

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I thought that Zelda is supposedly better than Sheik... But not that many people are playing Shielda right now. A lot more people are playing one of them individually.
I understand that, but why is there a fail safe option to switch? I just don't like the fact that transformation is nonpunishable. Zelda/Sheik should be vulnerable during the entire transform animation. Both characters individually are already phenomenally developed, why give them an even bigger advantage?
 

GKInfinity

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I understand that, but why is there a fail safe option to switch? I just don't like the fact that transformation is nonpunishable. Zelda/Sheik should be vulnerable during the entire transform animation. Both characters individually are already phenomenally developed, why give them an even bigger advantage?
I agree with this idea, despite the fact that I am a Zelda/Sheik main
 

stingers

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the only thing wrong with separating them is that zelda will surely gain another rediculously broken special move in its place. theres nothing we can do =[
 

Jonny Westside

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the only thing wrong with separating them is that zelda will surely gain another rediculously broken special move in its place. theres nothing we can do =[
No I'm not asking for a new down B, I'm asking that the invincibility frames be removed. More recovery frames added etc. The pair(Zelda/Sheik) is just ridiculous atm
 

Comeback Kid

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No I'm not asking for a new down B, I'm asking that the invincibility frames be removed. More recovery frames added etc. The pair(Zelda/Sheik) is just ridiculous atm
I like the first idea, but remove the invincibility frames for the exact length of time it took to transform in melee and keep the invincibility for the rest of the move's length.

I don't like the idea of making the move any longer, it is too long as it is.

Both Sheik and Zelda are supposed to be balanced as in both high tier. Being able to transform back and forth for certain match-ups should be a winning strategy for them, just not so easy for Zelda perhaps.

If Zelda was just somewhat harder to play I think the balance issue would solve itself.
 

ph00tbag

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I understand that, but why is there a fail safe option to switch? I just don't like the fact that transformation is nonpunishable. Zelda/Sheik should be vulnerable during the entire transform animation. Both characters individually are already phenomenally developed, why give them an even bigger advantage?
You are locked into a fully predictable travel path during the switch, and doing so yields whatever positional advantage the opponent can get in that time. Unless your opponent is recovering, and takes a long time to get back to the stage, there's rarely a situation where transforming is a good idea, because you'll be punished for it with bad positioning.
 

iLink

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I rarely if ever get punished for transforming provided I'm not hit within the first few frames and the invincibility kicks in.
 

Jonny Westside

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I rarely if ever get punished for transforming provided I'm not hit within the first few frames and the invincibility kicks in.
looool Exactly. The window to punish transformation needs to be a hell of a lot bigger imo
 

ph00tbag

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Did the "bad positioning" part of my post get corrupted? I can read it just fine.
 

Magus420

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I like the first idea, but remove the invincibility frames for the exact length of time it took to transform in melee and keep the invincibility for the rest of the move's length.
That is already how it works. Sheik and Zelda's transforms have 62 frames of vulnerability in PM before going into the loading sequence, then they can act immediately when the load completes. In melee the whole entire duration of the transform into Zelda is 62 frames. You can punish it up until the 62nd frame. The same is true in PM, except all 62 of those are before becoming the other character instead of split between them.

Transform (Melee)
Total: 62
Invulnerable: 27-36
First frame of Zelda: 37

Transform (PM)
Total Before Loading Begins: 62
Invulnerable: n/a (63+ during the loading when they're not there yet if you want to count that)
First frame of Zelda: Minimum of 63. Varies with loading time.
 

Jonny Westside

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You are locked into a fully predictable travel path during the switch, and doing so yields whatever positional advantage the opponent can get in that time. Unless your opponent is recovering, and takes a long time to get back to the stage, there's rarely a situation where transforming is a good idea, because you'll be punished for it with bad positioning.
I understand that. During a grounded transformation, my attacks don't seem to phase her as she is transitioning.
 

KingBlaze777

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@Magus I've been wondering for a long time what the hell happened in that third gif you have (the one where Ganon Dair -> Fair Peach and she dies) Care to explain the "darkness" damage on that Fair or the INSANE amount of damage (111% to be exact) it made??
 
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