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I felt that from over here.
God I hate the new fairHe just has so many spin moves that it's become bland and distasteful.
This doesn't get brought up a lot, but if you decrease the spin moves by too much you may end up losing one of the two things that make sonic sonic.
"sonic's new Fair... amazing"
Booooo
Unless you have a USB Gecko and can use it proficiently I doubt they could use you much given that the only other coding is PSA related (or I suppose updating the website, but the actual coding on that is probably minimal and/or easy). Don't quote me on this but IIRC they pretty much have all the PSA coders they need so even if you had time they probably wouldn't take you.I just noticed that SSBPD says I'm a better player than Yeroc (If you don't believe me, look at the NC region). Based on this and me being a CS major, does that mean I can join the PMBR?
Note that I'm too busy with undergraduate research to have time to actually do any work on PM, otherwise I would have applied as a coder already.
About the spins, I was only playing devils advocate. I don't really care what the attacks animations are so long as the moves work.Also why do you hate the new fair, leelue? Can you give some reasoning behind that? I personally like both his old and new fairs because it's really good for gimping (which seems to be sonic's main focus) and you can combo off the meteor really easily. However, I like his old fair as well because of its combo-ability. It was just kind of bland looking imo, and the new sonic battle one looks much more "sonic" to me.
Thats all really true. Sonic has zero priority on his aerials and it's super easy to camp him and throw projectiles out for days. I main toon link, and just putting an arrow on the ground covers the option that sonic could approach me with a spindash. It's kinda pathetic lol.About the spins, I was only playing devils advocate. I don't really care what the attacks animations are so long as the moves work.
anyway
The thing I dislike the most about sonic is his inability to go head to head with any move in the air. He doesn't really have a rar for bair so that's out, approaching with Uair isn't a good option most days, dair has uses (but sparingly), and nair flat out loses to everything.
http://www.youtube.com/watch?v=z2klOQHZUqo
Here, they get on my case because I'm f smashing a lot, but I'm using the move because I don't really have an option to get in on any of luigi's moves (ftilt, perhaps). This isn't a luigi-only problem either. Because of where old fair hit, it was a legitimate option against an opponent's walling (Which I've said is Sonic's critical weakness and why he shouldn't beat many characters piloted by players with experience against him. It's a fatal flaw that.)
The sheer weakness of the meteor annoys me to no end; It gives me an aneurysm every time I think about the 130%+ hits that didn't kill my opponent.
I find it odd that he has two weak meteors on grounded opponents (dair). The execution is different, but it's still odd to me. Not a big point.
The old fair made his grab game what it was. Down throw to fair off the ledge was insanity, and the current forward throw to old fair on the middle of the stage would be a great option as well.
More than anything, I feel offended that the move that really defined sonic for me up until I playtested the dev build before 2.0 was taken away. Stolen. Hoodwinked. I hate what the new fair stands for. I remember saying when I first played that dev build "Did someone who didn't play sonic do this?"
I was once told by someone that part of why the move was taken was because it and nair were too similar. And...
wait
What am i saying.
His current Nair could just be his old fair. I mean, you lose a mindgame but...
Hm..
Marginally weaker at low % because it was bananananas, and marginally more KBG to replace the good KBG on current nair. Done deal.
I'm working on a ToonLink ATs video right now with Frenum. Be patient! ^_^I seriously need help on how to do the AGT. I've searched for tutorials and I still can't pull it off, PM's regarding advice on it would be appreciated.
Yeah, I know. I was really only mentioning it as a joke, because Yeroc's way better at this game than I am (except when he isn't using a controller. I can beat him then), and knows way more about the metagame than me. Plus, from my conversations with him, he seems to have a very good idea about how game design works, which is something you definitely want when working on a mod like this.Yeroc's on the team mostly just as a developer. His skill doesn't really play into that. Even so, he's a gold mine if you want the perspective of someone who's seen how a Smash metagame develops over 10 years.
I don't have much of a comment about Up smash's animationI main toon link, and just putting an arrow on the ground covers the option that sonic could approach me with a spindash. It's kinda pathetic lol.
I was so mad when I found this out. I do think it's perfectly legit though.
I would be totally happy getting rid of current nair and putting old fair in it's place instead. Too many spin moves anyways. His bair really needs some REAL power/ priority though. Sonic needs to have at least one really solid aerial. Making it a sex kick would be even better, but for some reason PMBR hates the idea of giving characters sex kicks for some reason. >_>
Bair is ok. Slow, yes. Can't Rar into it (not the move's fault), yes. But still playable.
A sex kick is of course going to be great, but sex kicks are just such a cop out
But yeah new Usmash should be an uppercut from sonic:the fighters or sonic updraft from sonic battle. None of this super dumb "spin attack hurr durr sonic" stuff. He can keep it on his dash attack and of course his side b and down b, though. It's very fitting for those moves.
Lol I understand but it's worth talking about at the very least. I love melee as well so *shrugs*.I understand you, empathize with you, but I don't think the pmbr will touch it.
They kinda have a thing for melee
/back pat
lolwut? Bair is suuuuper disjointed. So is uair. Sonic has priority, it's just not that easy to use. But then you can just throw out side-Bs and homing attacks to beat everything.His bair really needs some REAL power/ priority though.
I think the concept of CC is a good one because it limits options at certain percentages, so for example you cant do repeated uptilts at 0%.Right..and that doesn't address any of my points. What depth does it add? The risk/reward is largely in favor of CCing. It's not like people just sit there crouching and you think "Oh he's crouching I should grab him or something!" It's more like you successfully bait him into something and use a combo starting move and they just react and press down as your animation comes out or as they get hit and you get punished -.-. The dynamic it adds isn't fun or rewarding and quite frankly shallow. You are also enforcing my point that at low percents the game because more campy and grab centric purely because of CCing(assuming players who use it correctly).
Also seems like to me that CCing has a much larger effect in many more match-ups than it did in melee.
The depth of knowing whether or not to crouch cancel and risk taking damage or even being pulled into a combo for the chance at punishing and/or starting your own combo? If that's not depth then I'm not quite sure what your definition of depth is. It's not a overly good for very many characters except for like maybe... Bowser, Peach, Samus and a couple others. Even for them it's not a fix all, because it's not appropriate at all times. And if the player is using them appropriately, then that kinda makes them a good player. If you're a better player you'll be able to respond appropriately unless you're hard-countered by their character. It wasn't shown to be broken in melee. What makes it more broken here?What depth does it add?
it would pretty much destroy any current balance that PM has: samus, bowser and all heavy characters would be worse and fox/falco/sheik would become even betterif it was removed samus would be even worse in melee
Only every time I visit Yeroc's place.Has there been any discussion on removing crouch cancelling? Just kind of seems like a silly mechanic to keep in considering you get punished for hitting someone :/. I've talked about this with several melee players and most of them agree that they don't really like crouch cancelling and are just use to it. What exactly good does it add to the game? Just thought it would be good to discuss.
However, the thing you are forgetting is that the vast majority of CC's use is not during the crouch action. I'd be willing to bet 75% of CCing is done crouch-less, because all the mechanism is as simple as SDIing into the stage when not on a downwards trajectory. With that said, crouching's knockback reduction helps with this, but still, just wanted to nip this in the bud.Only every time I visit Yeroc's place.
Usually, the response to the question, "Why is there still crouch canceling?" boils down to, "Because Melee."
Personally, I've been in favor of keeping something that resembles ccing during initial crouch frames, but making the crouch loop work like Brawl. That way you get the crouch cancel mix-up, but you don't drastically limit gameplay by holding down. Sheik/Jigglypuff is a lame match-up because Sheik has an absurdly small amount of responses to Jiggs doing something as simple as holding down.