`dazrin
Smash Champion
>Monktoast stream
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I thought I said that?And if he had falco options he wouldnt be safe on block lol.
I'm guessing that you don't understand how good his throws, jab, NAir, and tilts are.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.
yeah you did. I meant he WOULD be safe on block, my bad. edited itI thought I said that?
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.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.
Now there's an idea.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.
You must suck at Street Fighter.Yeah let's just not hit the opponent; it's a sure fire way to win.
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 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 agree with this idea, despite the fact that I am a Zelda/Sheik mainI 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?
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 atmthe 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 =[
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.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
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, 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?
looool Exactly. The window to punish transformation needs to be a hell of a lot bigger imoI rarely if ever get punished for transforming provided I'm not hit within the first few frames and the invincibility kicks in.
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.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 understand that. During a grounded transformation, my attacks don't seem to phase her as she is transitioning.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.