leafbarrett
Smash Lord
Umm... Is Bowser's fsmash supposed to be so... alarmingly spammable?
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Yes.Umm... Is Bowser's fsmash supposed to be so... alarmingly spammable?
It's not scary, it's annoying. Also, fun fact, the fsmash actually does LESS total damage (fully charged = 35, as opposed to vBrawl's 42).Yes.
Lol all I do in AZ is go on and on about how I'm going to fsmash everyone's shield =)
Bowser is finally scary, don't try to make him a joke again =(
Theoretically, yes, but the biggest factors are the superarmor and the inherent spacing of the move (Bowser takes a step backwards and people (especially melee players) aren't prepared/knowledgeable/fast enough to react to it and when they attempt to punish they put themselves in fsmash range.Bowser's fsmash is spammable? Last time I checked it had like a second of startup and a second of cooldown. Sounds like plenty of time to punish, and plenty of time to react and avoid it.
DK has a f/bthrow CG on Link? (O_o) Also, have you tried DIing DK's cargo uthrow > fair behind DK? I've managed to avoid the fair when I do it perfectly, although that could actually just be the DK screwing up.....idk. I just know that no DI and DI in front of him never work, but I sometimes get away from him when I DI behind him.At low %'s DK can fthrow/bthrow chaingrab link into uthrow uair/bair/nair. One more grab after that it's uthrow ->fair which kills link around 70-80% and is unavoidable no matter the DI. The best you can hope for is to DI to get spiked.
I'm not sure how serious this guy is, but it seems to me like SDR is taking a lot of popularity away from P:M. I guess it's with good reason, too, for pure Melee enthusiasts. I really need to get that game myself and see what it's really like...Yes, Project M is pointless compared to SDR, sure it's more similar to Super Smash Bros. Melee than borlw was but in reality it just has a thousand differences from Melee compared to bwalr being different in a million of ways, and since a single difference makes the games 10 times worse than Melee then Project M is still ten thousand times worse (and it's also based on balrw, the antichrist of gaming). In fact, i'm gonna stop capitalizing the M in porecjt m because it's doesn't deserve that recognition.
And nobody cares about new characters or stages since they aren't Melee and therefore are the spawn of the devil.
But then again why create SD remix? Why would you change Melee's amazing character balance and its INCREDIBLY DEEP matchups? Super Smash Bros. Melee is God's gift to gaming and it is perfect in every way. Divine light shines bright on the disc whenever the game case is opened, and a chorus of angels can be heard across the world for the duration of every match. It's almost blasphemous. I hope Nintendo sues or something, because this is so wrong.
Wait, SDR added more stages?It's basically a balance patch to melee and in that, it's an improvement over vmelee (better character balance with a lot more fun to play former low tiers, more tournament viable stages and neat miscellaneous changes like default 4 stocks as rules, c-stick in 1P mode etc).
I wish people would stop saying this, because lots of players really don't feel like it is the case. I'll just be told "it isn't the case... yet." This is ignoring all the ignorant players who claim it is exactly, 100% like Melee. Every time I say, "No, it doesn't feel like Melee because _____" I am given a canned "they haven't fixed that yet" or "they decided to go a different direction."Project M is the true successor to melee with completely updated graphics, different characters, different stages, slightly different mechanics and newly introduced mechanics like RAR and longer AGTs etc.
I just lost all interest I had in SDR.PS1 doesn't transform
SD R already has a non transforming PS1, except it's called Green Greens.And Yerok, I don't even want to imagine why one would prefer playing on fire/rock transformation
Maybe we can make a PS1 that only changes between default and grass or sth like that
Melee at least right now is way better imo except for the fact that half of the cast is useless. I'm not sure if the PMBR will really be able to make a game better than Melee.I'm rather curious what's the point of a balance patch when there's already a nearly-done sequel.
Melee feels better imo. Try to play PM and then switch Melee, the gameplay/controls are defintely a bit different.One, PM isn't done (and neither is MSDR, to be fair), and two, how so? I don't see anything Melee does that PM does not (barring a few things that are being worked on, such as the soon-to-be-released ledge teching fix).
It only feels worse because it is harder to execute certain things. For example in PM you can fsmash by just pressing A and pressing the control stick to the side. In Melee you have to do it really fast, otherwise it's gonna be an ftilt.I feel completely the opposite. First of all, it's never hard to play Marth, period.
Second of all I think P:M feels much better than melee. I tried going back to melee and it felt a lot worse in terms of game mechanics.
Well, to be fair, a spiritual sequel doesn't have to be that close to the original subject. It doesn't even have to feel the same. It just has to have a similar motive that influences design choices. Sequels are allowed to shine and flourish on their own, separate of the game that they evolved from. P:M isn't Melee, and I don't expect it to ever be, but it's a good follow-up.I wish people would stop saying this, because lots of players really don't feel like it is the case. I'll just be told "it isn't the case... yet." This is ignoring all the ignorant players who claim it is exactly, 100% like Melee. Every time I say, "No, it doesn't feel like Melee because _____" I am given a canned "they haven't fixed that yet" or "they decided to go a different direction."
Which is fine and all, but Project M isn't some magical sequel to Melee. It really is it's own animal, for better and for worse. People put a lot of time and effort into making the mod and lots of people enjoy it, but it kills me that so many people are convinced this is what Melee was or that the design choices on characters are somehow similar to what would be in Melee at all.
I wouldn't say that. SDR seems better for those who want to stick more to Melee and wouldn't want to move on to something else that's truthfully very different. For instance, there are no (good) AGT's or RAR's in SDR, and those techs change gameplay enough that they could cause someone to prefer SDR over P:M. SDR also has Melee chars that aren't present in P:M, and some players want their chars that they used in Melee. Mewtwo mains can't really find anything like him in any other Smash. Doc mains, sure. Roy mains not really. I'm willing to play both a lot, once I actually acquire SDR.I'm rather curious what's the point of a balance patch when there's already a nearly-done sequel.
I don't have anything personally against the game, but it does compete with PM as a "like Melee but better" hack, and PM has a higher ceiling for the "better" part than MSDR.
I obviously said it's harder to execute things in Melee.On the one hand you say things are harder to execute in P:M and immediately afterwards say that P:M is easier to play.
Also, I don't see something being "harder to play" as a good thing.
Anyway, I've played both games extensively at high level. My conclusion remains the same.
So it is simply a matter of perspective. It seems 100% like a mental block to me. Whatever game you are most adjusted to currently will "feel better".
But there already IS a sequel to Melee. Brawl. This project undeniably has emphasis put on it to be "Melee 2.0." If your conscious design philosophies are supposed to so heavily weigh in towards embracing a game that you tout the melee top tiers to be identical to Melee... I mean don't you get what I'm saying? There is no "well to be fair" because the line is continuously drawn and stated that this is Melee but with MORE when in fact it isn't and is only agreed to be as much if pressed with specifics. The project could be totally happy as something entirely unrelated to Melee in name, as it takes many inspirations from all three titles, but the project benefits so much from the obvious perks of being pushed as Melee-centric.Well, to be fair, a spiritual sequel doesn't have to be that close to the original subject. It doesn't even have to feel the same. It just has to have a similar motive that influences design choices. Sequels are allowed to shine and flourish on their own, separate of the game that they evolved from. P:M isn't Melee, and I don't expect it to ever be, but it's a good follow-up.
The thing is I stopped really responding or playtesting further because I really felt like my opinions were not of serious interest to anyone besides something to mull over for a couple of minutes. Vietgeek was really the only person to respond at all, and I felt like when trying to open up a dialog to discuss the characters deeper I was met with a sort of silence. Part of the issue is that my design philosophies are different and my considerations are certainly different. That is to say that I don't think making all characters with the space animals in mind is a good idea, I think that keeping characters like Falcon and Marth in mind are much better choices and will likely yield the spacies still being maybe the best in the game, but with far more trouble matchups.I'd also be interested in what exactly you think are the issues with SDR, it is still in developement and because we don't have many skilled people playtesting (like I have no skill, so I don't think what I would design if I did anything would be great), you posting your concerns is greatly appreciated (at least per PM or in the SD Remix thread)
(Actually, I just remembered you already did that for some characters :D)