Shadow Huan
Smash Champion
no worries he spells it differentAw crap, someone is using this tag? Maaaan. :/
Edit mcninja hardly anyone uses pit
and has been using that tag since '07
so if anything you're using his tag

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!
no worries he spells it differentAw crap, someone is using this tag? Maaaan. :/
Edit mcninja hardly anyone uses pit
It's an official 2.5 recolor, will be available along with the game once it's released.Hey JCaesar, can you post the Aerodactyl-colored Charizard that you had on your stream yesterday? The only ones that I can find on BrawlVault are edited models.
O_OIt's an official 2.5 recolor, will be available along with the game once it's released.
It's really not that bad. As far as recoveries that are relevant as recoveries (and not as measures of the characters off-stage/gimping game) go, the only one it really gets totally wrong is Falco, and even then, Falco's recovery is still, strictly speaking, not a good recovery.dear god that recovery tier list is bad
Awesome news!It's an official 2.5 recolor, will be available along with the game once it's released.
It's an amazing skin, I'm very tempted to main Aerozard when 2.5 becomes public.Hey JCaesar, can you post the Aerodactyl-colored Charizard that you had on your stream yesterday? The only ones that I can find on BrawlVault are edited models.
Mewtwo's stalling methods consists of sideB and bair. Hardly comparable to the wonder that is bomb jumping. Mewtwo's vertical distance doesn't compare to Samus's DJ > (rising) tether > upB. I'll give you the less lag out of upB, but at least Samus's upB has a (great) hitbox, as well as invincibility on startup.Mewtwo has much, much more vertical distance, better overall air control, stalling methods of his own, and more options once he gets into range of the ledge. Not to mention he has less lag out of his upb if he can't sweetspot.
He does have a harder time protecting himself because he doesn't really have exceptional forward hitboxes, and he doesn't get full height from his DJ if he uses an aerial until a rather predictable point in the jump animation.
I don't think this list is indicative of Melee's current meta-game. Falco's recovery is way too good to be the 4th-worst recovery in the game >.>.
So then why is Sheik's recovery so high? Sheik's actual distance covered by her recovery moves is shorter than Falco's. Falco has a higher DJ and more distance on his recovery specials. "Comeback factor"? If Falco hits you with his upB or his sideB, he can often turn that into a stock because of spacee BS. If you're unlucky enough that his sideB carried you right over Falco's landing point, I hope you like getting baired. Combos out of his upB are self-explanatory. Falco's recovery is versatile and can flip the tables completely if he hits the opponent with it. It's part of the whole 'stupid spacee' package.Falco's recovery is good when he's close enough to recover, but you also have to factor in distance gained vertically and horizontally while also factoring in how much of a comeback factor the recovery has after it's been hit. If Falco gets hit while he's in the charge-up portion of his recovery, he's pretty much dead. Same could be said for everyone in the Middle Tier of the list and lower, while others have a much better chance of returning, even after a gimp attempt.
I get what Shadow is trying to say. He's saying that in Melee, even with the hitbox gone due to the clank, Bowser would finish his get-up animation, thus maintaining all of the get-up's invincibility. In Project M, the get-up clanks and the clank resets Bowser to neutral, thus effectively removing all of the invincibility that Bowser was looking forward to when he executed the get-up attack in the first place.sorry i wasn't clear what i meant in the first post btw, typing in a rush sucks lol
Bowser wasn't vulnerable until after the move ended in melee since he was still invulnerable, i think he could upB pretty quick after that.
and i wouldn't mind his stopping so much if it didn't consistantly make it so that i was falling off the stage, since he usually keeps his momentum.
That might explain why we were getting more clanks in PM than we ever get in melee. I'm guessing it all goes back to how brawl inputs commands...I get what Shadow is trying to say. He's saying that in Melee, even with the hitbox gone due to the clank, Bowser would finish his get-up animation, thus maintaining all of the get-up's invincibility. In Project M, the get-up clanks and the clank resets Bowser to neutral, thus effectively removing all of the invincibility that Bowser was looking forward to when he executed the get-up attack in the first place.
Nah. If Marth counters an attack at the ledge, he can still upB to the ledge. Same goes for if he accidentally sideB's twice or uses nB at the ledge. Roy dies in all of those situations, though. Don't ask me why I know all this stuff. Stony Brook University, oddly enough, has an unusually large number of Roys who play Melee competitively. There are at least five of them. I don't know why there's such a large Roy following there.marth does that too, though...He can also die from countering an attack at the ledge. He just falls way too fast.
True, but the same exact thing goes for Ness. If he recovers high, he probably won't land, and he actually HAS lag upon landing. To make things worse, he can't even fight his way to the ledge like DK can.if he can land, that is...But DK can decide to muscle his way to the ledge or he can recover high and benefit from a lagless landing.
IIRC that is not Kage. it's Vwin's roommate using Kage's taghttps://www.youtube.com/watch?v=nsYexaCtjhA&feature=player_embedded
Anyone seen this? Is this actually Kage..? I don't remember him showing videos when he was describing his difficulties with Lucario.
These ones made my day. Good show 2007 scrub mentality.--5. Pichu
--8. Kirby
--14. Ganon
--15. Yoshi
--16. Marth
--17. Ness
--23. Falco
--24. Captain Falcon
[/collapse]
That's not kagehttps://www.youtube.com/watch?v=nsYexaCtjhA&feature=player_embedded
Anyone seen this? Is this actually Kage..? I don't remember him showing videos when he was describing his difficulties with Lucario.
I have three questions: Is Default Zard now the red team texture? Will Shiny Zard also be included in the official build? For the equivalent reasons, will Shiny Lucario/other PT Pokémon also be included?
Nah, they tried to factor in versatility, too; they just failed horribly IMO.I think that list is pretty accurate for what it is representing, which is distance from which you can recover.
It does not represent however what matters most in recovery, the amount of options you have.
Found the Melee recovery tier list I as thinking about. The list is based on distance and versatility. It hasn't really been disputed since 2007, but I do agree with this tier list.
Top Tier
--1. Jigglypuff
--2. Mewtwo
--3. Samus
Upper Tier
--4. Peach
--5. Pichu
--6. Pikachu
High Tier
--7. Ice Climbers
--8. Kirby
--9. Fox
--10. Link
Middle Tier
--11. Sheik
--12. Young Link
--13. Zelda
--14. Ganon
--15. Yoshi
Low Tier
--16. Marth
--17. Ness
--18. Donkey Kong
--19. Game and Watch
--20. Luigi
--21. Bowser
Bottom Tier
--22. Mario
--23. Falco
--24. Captain Falcon
--25. Doctor Mario
--26. Roy
Well, I'm already playing Pit, so shove off!Are a lot of people planning to play Metaknight or Pit? Call me a hipster, but i don't want to be too mainstream.
Soooo not true...Edit mcninja hardly anyone uses pit
Either you are wrong, or pal marth has more lag on counter...o
Nah. If Marth counters an attack at the ledge, he can still upB to the ledge.
Blue and orange skin is like the ugliest thing I've ever seen.keep red skin/white belly & blue skin/orange belly. Those are my other favs.
Pretty sure I've seen PAL marth drop of the stage with counter and make it back.Either you are wrong, or pal marth has more lag on counter...
![]()
That's the other thing I was wondering. I know that JC had Aerozard and Shinyzard on his stream yesterday, but I didn't pay attention to the other colors. Normally Charizard only has 5 colors. The PMBR already uses team-friendly R/G/B colors, and I wouldn't expect them to replace a character's default costume. Normally I would have assumed that JC manually replaced the two non-team colors with those two, but after hearing that one of them is an official skin now, that doesn't leave space for the other one... Unless...I'd love this to be coded as such. Let him have his three team costumes and two other slots for custom textures.
http://www.youtube.com/watch?feature=player_embedded&v=2M5twW63qDE ?but after hearing that one of them is an official skin now, that doesn't leave space for the other one... Unless...
I don't know what's going with PAL Marth, but in NY I'm pretty sure that, while sideBing back to the ledge, I've saved myself from edgeguard attempts by countering and then upBing to the ledge.Either you are wrong, or pal marth has more lag on counter...
It's quite simple. Put default Zard's texture+picture on red's slot, put a custom texture+picture over the original default slot, then change the order of the selection a la overalls Wario. This leaves all the team colors (with default functioning as red) and two extra colors.The PMBR already uses team-friendly R/G/B colors, and I wouldn't expect them to replace a character's default costume. Normally I would have assumed that JC manually replaced the two non-team colors with those two, but after hearing that one of them is an official skin now, that doesn't leave space for the other one... Unless...
Good point. I don't use many music hacks or stage hacks though.Yeah, let's make Project M so big that it won't fit on most SD cards without cutting down your stage and music hack options.![]()
My jimmies are officially rustled.Blue and orange skin is like the ugliest thing I've ever seen.![]()
It's actually simpler than that...It's quite simple. Put default Zard's texture+picture on red's slot, put a custom texture+picture over the original default slot, then change the order of the selection a la overalls Wario. This leaves all the team colors (with default functioning as red) and two extra colors.
Let me guess... Make the game load the default slot as the red team?It's actually simpler than that...
But like FireBall Stars said, just stay tuned for more recolour related info in the near future.
yes that was what i was talking about. it's something i think should be fixed if it's possibleI get what Shadow is trying to say. He's saying that in Melee, even with the hitbox gone due to the clank, Bowser would finish his get-up animation, thus maintaining all of the get-up's invincibility. In Project M, the get-up clanks and the clank resets Bowser to neutral, thus effectively removing all of the invincibility that Bowser was looking forward to when he executed the get-up attack in the first place.
could be, but what bubbaking said about the differences is the problemThat might explain why we were getting more clanks in PM than we ever get in melee. I'm guessing it all goes back to how brawl inputs commands...
This is what I was going to say was not possible... to my knowledge.Let me guess... Make the game load the default slot as the red team?