- Joined
- Feb 27, 2008
- Messages
- 26,560
LOOool you forgot me and InternetExplorer, and I'm sure some more.Monk, me, jcaesar, cmart, and yeroc afaik.
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!
LOOool you forgot me and InternetExplorer, and I'm sure some more.Monk, me, jcaesar, cmart, and yeroc afaik.
...So basically, they're nerfing Lucario's recovery in a huge way?I thought Lucario wasn't supposed to be able to wallcling out of ES anymore
They were referring to 2.1.Leaf is playing 2.1 and I can personally confirm that 2.1 Lucario can indeed wall-cling out of ES.
Edit: Or are you referring to 2.5?
You slick little bas****. I saw that edit.They were referring to 2.1.
Hold perpendicularly (not angled) towards the wall when you hit it during ES. Since you can't wall-cling in the middle of the move, you will be forced to go up or down the wall (usually down for me) until the end of the ES, at which time you will cling.I thought even in 2.1 he couldn't, or at least I recall them saying he shouldn't be able to so I never tried it.
Cauliflower.Yes I have a question. Are the recent rumors circulating true that you are advocating Ike's sword be transformed into Broccoli?
I really wish they'd just bring that back.Oh wow that's news to me, I remember trying to wall cling like brawl at least once and just fell so I assumed it just didn't work.
If the first part is true, then I would be inclined to agreeLeelue, im pretty sure that would also make you go into tumble if you tech and momentum takes you off stage. If I had to choose one over the other, I would take the current format just because what you are complaining about is such a preventable situation. It only happens if you are in general trying to cc tech, but to input that tech, you need to try to tech before you even get hit since you cannot tech during hit lag. Getting the airdodge basically means that you are spamming the shoulder buttons or something.
In my experience, these types of things happen unexpectedly. Like a move hitting you at close to a 0 degree angle quickly. it's a bit more difficult to spot when you'll hit the stage and you perform the action on reaction. If you happen to be late, you die.As am i since im not 100% on this issue. I just know that in general since you are on the ground already and trying to tech, and there is a 20 frame buffer window for techs as well as no teching during hitlag, it is the optimal idea to input the tech right before you get hit as odd as that sounds.
Assuming the grounded fall-off state is different than tech momentum carrying off (Which it doesn't; techs carry out as your character is "magneted" to the edge, and after the tech animation is over, the left over momentum is applied to their standing state), the only things tumble would prevent is a direct air dodge and AGT by association.On the tumble thing
I do not know exactly how this works, so correct me if i'm wrong, but aren't most of these whack accidental airdodge SDs the result of flying off the stage from a lying down state? I assume as much since you're missing a tech.
If so, what harm is levied on the general cast in making it so that you're sent into tumble if you're pushed off the stage while lying down?
Real question, looking for answer.
Just tested it with Lucas, Link, and Toon Link. No, you can't; it only registers the attack input, so you do an aerial.\Someone confirm if you can zair out of tumble with z alone?
This.Most logical thing I heard was "why should we bother representing your game if the backroom members won't."
Just air dodge then hit A, much more reliable than using Z.Um, guys, I think I found a problem. Sometimes, when trying to tether, I perform an aerial instead. Glitch?
You might be trying to tether out of the tumble animation (in which case pressing Z might do an aerial). The best way to get out of tumble is to wriggle the control stick, which saves a double jump.Um, guys, I think I found a problem. Sometimes, when trying to tether, I perform an aerial instead. Glitch?
Lolz, I just covered this topic. Going into tumble for sliding off the stage would definitely not be as good as the system we have now. Recap:On the tumble thing
I do not know exactly how this works, so correct me if i'm wrong, but aren't most of these whack accidental airdodge SDs the result of flying off the stage from a lying down state? I assume as much since you're missing a tech.
If so, what harm is levied on the general cast in making it so that you're sent into tumble if you're pushed off the stage while lying down?
Real question, looking for answer.
That would be horrible. In Melee, sliding off an edge while lying down allows one to attack the moment they slide off without having to jump or anything, which is very useful in a lot of tight situations. Going into tumble would force one to wiggle out insanely fast or waste their jump just to go back to his neutral air state. For instance, in Melee, Samus could instantly tether the stage if she slid off it while lying down, but with this 'tumble-inducing mechanic' that would be impossible. I'd rather risk the 'accidental AD' which should be completely avoidable with experience, anyway.
-1
@LeafBarret
Granted my post was a little confusing but it was 100% accurate. Sliding off the edge while lying down in Melee allows one to do whatever he wants because it puts him in his neutral air state. By definition, 'tumble' is NOT a neutral air state. It's true that one can attack or jump straight out of tumble (which, admittedly, my post seems to contradict due to its wording), but tumble is still not the neutral air state. In the neutral air state, one can air dodge (AD) which allows him to quickly position a tether. You can't AD out of tumble, hence why Kink listed it as a possible solution to accidental ADs. Yes, it would be a solution, but it wouldn't be the best solution. Believe me, it's almost always better to be in the neutral air state instead of tumble. The only times you'd want to send yourself into tumble would be if you sent yourself into tumble through a Rising Grapple Cancel.
Edit: Why are platform edge mechanics relevant in this case? Because it would be extremely difficult to create a mechanic that could distinctly differentiate between sliding off a ledge and sliding off the edge of a plat. If the rule was to 'enter tumble' from sliding off of a ledge, then that rule would undoubtedly be induced upon sliding off of a plat, and I think I've already covered quite extensively why falling off of plats in tumble is always worse than just falling off the plat regularly.More on the tumble thing. There are additional exemplary situations that show that being in the neutral air state is better than being sent into tumble. For instance, consider the situation where a character is standing at the edge of a platform. If that character's shield is hit so that he slides off the platform while facing towards the edge he slid off of, he will fall normally, as if he had just walked off, and will be able to do whatever in the world he wants. He can jump, attack, AD, or just land with his 2 frames of landing lag and be on his merry way. So if he wanted to, he could AD to avoid his opponent's follow-up (or waveland) or he could just land and perform some countermeasure on the ground to protect himself or gain better positioning.
Now, if that character's shield is hit so that he slides off the platform while facing away from the edge he slid off of, he will enter tumble. That character's actions are now MUCH more restricted. He can still jump and attack, but he can no longer AD to avoid the opponent's follow-up, and if he lands, he is forced to either tech or enter hard knockdown. As you can imagine, this is greatly beneficial to the opponent as he now gets a free tech-chase. Jumping out of tumble puts one at risk of being caught without their double jump (DJ), causing juggles, and attacking forces you to land with landing lag. All of those are usually worse than just landing or wavelanding (with an AD).
What is the moral of the story? It's practically always better to be sent into the neutral air state than into tumble and if something about being sent into the neutral air state is causing you to SD accidentally, then I suggest that you become aware of and comfortable with all the situations that cause you to be put into that circumstance. It's much better, from a competitive standpoint, to just get better at certain aspects of the game, which can actually be useful, than to change them needlessly.
No need to wiggleYou might be trying to tether out of the tumble animation (in which case pressing Z might do an aerial). The best way to get out of tumble is to wriggle the control stick, which saves a double jump.
EDIT: Ninja'd lol.
Well, since you can't AD out of tumble...
Do you see all these problems that tumble causes, Leelue? Best if things were left the way they were. This is one case where Melee didn't screw up.You might be trying to tether out of the tumble animation (in which case pressing Z might do an aerial). The best way to get out of tumble is to wriggle the control stick, which saves a double jump.
I believe any 'A' attack adds to Lucario's aura. Shielded hits give you half aura or something like that. Utaunt gives you 5% worth of aura so 10 taunts will give you a super.Okay, so do only Aura attacks contribute to Lucario's charges?
That one mechanic was cool. From the Melee trailer.Samus bombs should drop in one frame
This is a circumstance where Brawl style tethers have fringe benefits. Even if you AD offstage this way you can still Zair tether the edge if your character has one, even in situations where this still wouldn't have saved you in Melee.In my experience, these types of things happen unexpectedly. Like a move hitting you at close to a 0 degree angle quickly. it's a bit more difficult to spot when you'll hit the stage and you perform the action on reaction. If you happen to be late, you die.
Looks like I'm starting my own trend.
They can already do that..... I'm sure you mean tilts cancelled into bomb jumps, but that statement is obviously more for everyone else to read.That one mechanic was cool. From the Melee trailer.
With the bomb jumps canceled into aerials.
When would this not have saved you in Melee, lolz? In Melee, you can fall a little bit before you pass the window of time in which you can zair. I do this to save myself from ADing offstage all the time with Samus, especially on Yoshi's slopes. If I AD off by accident when trying to WD backwards, I just fall a little bit and tether the ledge. Also, as long as you tether the ledge, you can do it at point-blank range.This is a circumstance where Brawl style tethers have fringe benefits. Even if you AD offstage this way you can still Zair tether the edge if your character has one, even in situations where this still wouldn't have saved you in Melee.
My point? I'm preventing wrong impressions from being spread by Kink's incorrect 'facts'. The trailer showed Samus cancelling tilts into bomb jumps which isn't actually possible in Melee. Bomb jumps are already normally cancellable into aerials.They can already do that..... I'm sure you mean tilts cancelled into bomb jumps, but that statement is obviously more for everyone else to read.