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I just want Squirtle to be a mini sheik that wears sunglasses that has a gun and sword. Is that too much to ask for?
This gives me hope. I'm playing him like he is now, but I think he could have a lot more. Thanks Reflex!Don't worry--I want Squirtle to be fun and interesting, too. We're doing what we can.
It's Squirtle by a long mile. ZSS is fine and has room to grow and for someone to truly refine how to play her. Squirtle is grasping for Air/Buffs.wait is squirtle the new underwhelming character? or is it still zero use samus? i haven't been keeping up sorry.
i just now saw this, im losing my ****G^W's Upb hitbox is pathetic, and Sonic can attack out of his +/ go for the airdodge. On top of an exemplary horizontal recovery, and stuff like Homing Attack being unbelieveably versatile as a recovering move if the situation is right... yeah go give G^W a measely airdodge out of Upb. It's the least we could do.
Alternatively, make Bacon in the air REALLY zoom G^W horizontally when used. Might open up his approach/zoning game, and could help his recovery. I will draw a picture of G^W in a NASCAR style vehicle, roaring way past 200 MPH and with a frying pan in his hand to further illustrate what I am talking about.
The only downside I can see, is giving G^W an option to cancel his upb on taller platforms with a waveland. That would be the only reason I would hesistate at all.
EDIT: Random 4 am fact of the day, I am the only person to like the first 100 posts of this thread.
you can never spend too much time on that stuff =P...I spent way too much time in Paint making that
At 0:57 Pichu crouches and falls asleep. I had forgotten about this wonderful, beautifully adorable Pichu... I had never actually wanted Pichu to be brought back into P:M until that moment. I'm genuinely a little upset about the Pichu tease reveal in the turbo mode video now. THANKS A LOT CALVO!
The biggest thing that makes me pause is character design. There's just so... much of it. Many characters are a blast to play but many are totally polarizing in that they seem like they're designed with such an overwhelming acknowledgment of combos that the characters reward mastering relatively static combos/punishes more than positioning (some melee vets don't seem to fare as well specifically because of this). So pretty much everyone starts to play like melee donkey kong. In many many instances the intricacies of the neutral game can be ignored in favor of maximizing punishes.
If I treat PM like a totally new game then this is much easier to swallow, but as a "successor " to melee it does bother me.
I don't know if the metagame is just too young or if I'm not playing/watching the right players, but to me it looks like so many of the characters have so many fantastic punishes so soon that melee spacing/neutral fundamentals are comparatively under-stressed in a huge way.
I dunno if this has been brought up before, but I wanted to hear what active PM players and devs think in relation.
so I've been messing around with PM for a little bit and feel... conflicted on the whole.
It's very fun and while the engine differences from melee are noticeable they aren't breaking like they were way back with like, the first demo. I'm realllly eager to feel out future improvements.
The biggest thing that makes me pause is character design. There's just so... much of it. Many characters are a blast to play but many are totally polarizing in that they seem like they're designed with such an overwhelming acknowledgment of combos that the characters reward mastering relatively static combos/punishes more than positioning (some melee vets don't seem to fare as well specifically because of this). So pretty much everyone starts to play like melee donkey kong. In many many instances the intricacies of the neutral game can be ignored in favor of maximizing punishes.
If I treat PM like a totally new game then this is much easier to swallow, but as a "successor " to melee it does bother me.
I don't know if the metagame is just too young or if I'm not playing/watching the right players, but to me it looks like so many of the characters have so many fantastic punishes so soon that melee spacing/neutral fundamentals are comparatively under-stressed in a huge way.
I dunno if this has been brought up before, but I wanted to hear what active PM players and devs think in relation.
I miss being able to up-B in the same direction twice
I wish I could like this multiple times.It's not about brokenness, it's about good design and fun gameplay. I feel like Ike is better in some regards than he was in 2.1, he feels more fun to me and he feels a lot more like a real character rather than just (fair fair fair fair side-bside-bside-b fair fair fair). I never thought he was one of the best characters in 2.1, I feel he's in the same place in 2.5 but more fun to play. I didn't have anything to do with the development of ike either. You are viewing things as black and white. It's not all about balance.
*rolls eyes*If people wanted wonderful smoothness we'd still be playing with the global physics of 2.1, where Pit and Lucas and everyone felt even better
I just want Squirtle to be a mini sheik that wears sunglasses that has a gun and sword. Is that too much to ask for?
This kind of talk makes me nervous. Squirtle already seams fun and interesting to me, just maybe slightly weak in terms of matchup spread. This sounds like you would be taking away the things that some say make him unique and others say make him "awkward", then replacing them with "sheik like" abilities they are more comfortable with.Don't worry--I want Squirtle to be fun and interesting, too. We're doing what we can.
I really hope you don't mean that changing Squirtle's design to be like a mini version of an already successful character would make him more "fun and interesting" than his existing unique design does.
Everytime I play Squirtle, I get that feeling he "could", and maybe even "should" be great, but something keeps him from being decent... idk what it is though. I'm def not the best player out there, but... I don't know, Squirtle's got great potential with all his movement options and quickness. But when it comes to certain things, he just seems to not get rewarded a whole lot for landing grabs, and his aerials down flow very well together.That's fine, I can accept the argument that he isn't as good as he could be, but I find descriptions of his badness from some people to be silly exaggerations, and I quite like his overall design as it is now.
I personally find him to be very unique and fun and I find that most people who call him ridiculously awful tier don't try change their playstyle to cater to his strengths. I think that may be why many people think playing as him is awkward, but to me that is more of a personal preference than anything that needs to be drastically changed. I think the current design makes sense and with slight tweaks could work in a competitive environment.
The logistic reason for why is because of the throw's super high release point. Squirtle puts them above his head, JUMPS, THEN they go upward while he goes throw the ending of the throw animation, back DOWN to the ground, meaning they are released far above his head with plenty of time to get out of hitstun. The design reason? Probably an oversight- a lot of this Squirtle's design seems to be a "public testbed."Squirtle just lacks a lot of goodies other characters have. Why can't he easily Uthrow CG a Spacie? He can usually regrab once, but it ends if they DI behind Squirtle once he has to dash in a direction to regrab. Even Luigi has an easier time, and he has to wavedash well out of it sometimes lol.
No one plays animal crossing, just go sell Red Snappers to Tom Nook. Meanwhile I'll be waiting patiently for Shin Megami Tensei 4 to be released.the **** are you guys doing, im trying to get new leaf friends stop talking about PM or ill beat you up >:C
He has bubble gimps instead i guess...I don't think it's that the opponent gets out of hitstun too quickly on their own. If the opponent does not DI, he has a legit CG on someone like Falco. For how long I don't know, but it works. The problem is that because he is stuck in the throw animation for so long, you get screwed trying to move back and regrab them if they use DI. They hit the floor and get away. The release point is fine sorta, but the end lag he has is atrocious. I mean, it's better than Sheik's Uthrow by a long mile lmfao, but it's still really frustrating. That's something that plenty of characters have on Spacies, to try and tip things in their favor, and Squirtle can't do it/well.