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That looks more like he edge-canceled a dair and then walljumped.Is it possible to code Falcon's dash attack's momentum to carry over even when its done? Because Falcon was the only one who was able to instant wall jump out of it since the momentum carries him off the stage.
I just saw this while browsing for an example: http://www.youtube.com/watch?v=UjPmU-6TAC0 edge cancel to instant walljump
This is older now I guess but I'd like to toss out a few things for ZSS. I was never a great or frequent melee players but I understand the mechanics on a pretty basic level, so yeah here goes.In other words:![]()
So guys. What do you think should be done with a bunch of the Brawl characters? (This is a poor attempt to change the conversation topic from stupid crap)
This is older now I guess but I'd like to toss out a few things for ZSS. I was never a great or frequent melee players but I understand the mechanics on a pretty basic level, so yeah here goes.
- First of all, this might go without say, but her dair can't stay. Melee doesn't have stall-and-fall dairs and with good reason. They were a silly addition and serve as nothing more than really terrible laggy punishes. They have no place in a game like melee.
I belive it's already removed
If you give her the Brawl- dair it looks a little silly and isn't actually very good except as an off-stage spike which ZSS already has. I was surprised at how little use I actually got out of it in Brawl-, even though I was really excited to play around with it. It also looks pretty dumb. I don't like a drill for her because an l-cancelled drill won't really combo into anything but jab and dash attack. Her kill moves are all aerials or too slow and I don't see you guys messing with that in Project: M too much, although you might.
Do you mean with her whip?
My recommendation is that she be given a sweeping whip dair similar to MK, Pit Marth, with a speed somewhere in between the two and low lag. Maybe have the very end of the attack spike weakly or something, but it isn't necessary. The best part about this idea is that it gives her a real approach, which she doesn't really have in vBrawl. This might address her worst match-ups without affecting balance in any significant way overall.
- I suggest removing the momentum cancelling portion of down smash so that wavedashing is effective with dsmash.
That seems like it would be a really effective counterattack option...almost too effective...
- I'd like it if her Paralyzer Shot was more like Sheik's needles in that she can hold it an release it at any time or hold a charge by tapping shield. I'd also like it if she could jump while charging it (so that she can wave dash instead of finishing the charge).
THIS.
- A lower short hop would be cool. It's a little high right now. I can't imagine that translating well to melee-style gameplay but I might be wrong here.
Her high short hop is kinda her signature. It makes her unique.
- Suit pieces will be pretty lame in melee. You might want to tone these down or even eliminate them.
Maybe make it so they are thrown as fast as turnips? idk
- Side-b is too slow and kills too early, probably. I'm not even sure how well her current side-b would work in melee which is a more aggressive game. Side-b facilitates camping and encourages it, too. Maybe this move needs a more drastic change.
Make it faster and weaker would be a good idea, making it more of a GTFO move than a kill move.
- Can she either have a real standard grab? Right now her grab is really bad and it doesn't fit into her style of play very well in vBrawl or any Brawl hack.
I don't know, her grab looks more natural to me..her grabbing with her hands is kinda weird since she doesn't use her hands for any of her moves besides jab, and even then she uses the butt of her gun mostly.
- Her jab has caused nothing but problems and is a huge balance issue in every Brawl incarnation. In vBrawl, it's really terrible in fights where it doesn't connect and an instant equalizer in match-ups that it does (she wins almost all of them because a 1 frame escape option is insane). I'm recommending you change the start-up to 2-3 frames and have it only hit twice, similar to Peach's jab, but only if she has a better grab. Her boxing game has to have something. In Brawl+ you can literall just spam jab on some characters and win.
I don't think it needs to be slowed down. It should just be a little more escapable in between each hit.
That's it! Yeah I know ZSS has a small filesize. I'm just rambling.
Don't forget about the file size limit, it'll be looming over your shoulder =3 Recycle lines!Your suggestions are noted, but we already have a lot planned for ZSS.
Trust me, I haven't. I have to do the whole **** thing in a hex editor.Don't forget about the file size limit, it'll be looming over your shoulder =3 Recycle lines!
Very little so far, honestly.So what's being planned for Ike? Anything drastic or are you leaving his move set mostly intact?
Yeah, probably.Gotcha. DK is looking pretty good though. I imagine you have something to do with this?
It'd be easy to animate, but we aren't going to.I don't know how much has been done with DK, but I was thinking maybe changing his dash attack into the roll he does in the Donkey Kong Country games. I wouldn't know how hard that would be to animate though but I figured it could be an improvement over his current one.
It would be really cool though.It'd be easy to animate, but we aren't going to.
ah i see. hopefully he'll turn out to be more interesting than vbrawl ike where you jab and f air space until your opponent dies.Very little so far, honestly.
Oh he will. Don't worry about that.ah i see. hopefully he'll turn out to be more interesting than vbrawl ike where you jab and f air space until your opponent dies.
Can you share anything? Specifically her grab? It's like 84 frames of pain... =(Your suggestions are noted, but we already have a lot planned for ZSS.
lmao sweet. looking forward to itOh he will. Don't worry about that.
I wasn't talking about that. I was talking about Falcon in Melee. If you dash attack into the edge, even if you don't hit anything, you would carry your momentum over. As a result of this, you will fall off the edge and this is where you instantly push towards the wall into an instant walljump.Is it possible to edge cancel dash attacks?
EDIT: I guess it is (http://www.youtube.com/watch?v=mlLATxoCU0I), but in Brawl only.
That's exactly what it is. Its an edge canceled dAir into an instant wall jump.. I didn't say anything wrong lol. Unless you misunderstood me; the video I linked to wasn't the example I was looking for.That looks more like he edge-canceled a dair and then walljumped.
Actually, we haven't, and that's an interesting point. I'll keep that in mind.Can you share anything? Specifically her grab? It's like 84 frames of pain... =(
Other than Lucas (I think) she's the only character with a tether grab that lacks a zair. She has all the drawbacks of a horrible tether grab but none of the benefits. Hopefully you guys have already considered that though and I'm just preaching to the choir.![]()
I thought it was the example you were looking for. sorryThat's exactly what it is. Its an edge canceled dAir into an instant wall jump.. I didn't say anything wrong lol. Unless you misunderstood me; the video I linked to wasn't the example I was looking for.
Like I said, it's a tough issue. On one hand, she has very little in the way of grounded escape options without her 1-frame jab but on the other hand, a 1-frame escape option on the ground automatically makes her jab the best option every time, which is not interesting gameplay and is probably too strong.Actually, we haven't, and that's an interesting point. I'll keep that in mind.
As for the jab, how would you suggest fixing it?
The thing is, this is not necessarily true. If you have a window to punish something, you should be going for maximum punishment, not minimum risk (after all it doesn't matter how unsafe an option normally is if they're not in a position to punish it now). So it's possible that an uptilt might a better option than jabbing. It's not significantly slower and yields higher reward. It's still a very GOOD option, but not always best.Say someone is in front of you, and you have a window in which you can hit them with something. A 1-frame move is always the best option, because it is the safest option.
As I've explained above, in context moves that are normally unsafe can become much better options than her 1 frame jab. It's obvious that changing ZSS's jab will change how she gets out of situations, but the same thing can be accomplished by making her other options decent choices insteadThere's just not a choice to be made, and that's not fun (and is probably slightly too good).