Megachuk
Smash Ace
you guys have got to be ****ing kidding if you think ANY brawl character requires more tech skill than jiggs, or any other melee character for that matter.
wow...
wow...
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random lurkerSupermodel, if your post causes another L-cancel debate im going to delete ZSS from the game.
Another thing, I'm planning on doing a test with Link's Bair that involves hurtboxes. However, I must ask something first: Are you already rebuilding or planning to rebuild Link's Bair into his Melee/64 animation? If that hasn't been considered, I'm going to go through with my test and decide whether that is absolutely necessary or just something I'd like to see done for the sake of visuals.
Requires more tech skill no, but at high levels more tech skill is incorporated into playstyles.you guys have got to be ****ing kidding if you think ANY brawl character requires more tech skill than jiggs, or any other melee character for that matter.
wow...
you wouln't do that even if it wasn't a jokeSupermodel, if your post causes another L-cancel debate im going to delete ZSS from the game.
As I said earlier: stop looking at L-canceling as an advanced technique. It's just part of an input or command. You have to be able to precisely input your aerial+L to outspeed disrespectful shieldgrabbing, similar to how you have to be able to quickly input 623+P to anti-air disrespectful jump-ins in Street Fighter. Fighting games are supposed to reward precision AND strong mental play. Not just one or the other.L-cancelling was dumb, with it's melee implementation. Now if L-cancelling had a potential down-side that made occasionally choosing to -not- L-cancel I'd be down for that.
I would. This has been overdone far too many times.you wouln't do that even if it wasn't a joke
Oh, it's questions time!I was going to come in here to answer some questions and then I didn't see any... awesome!
Bringing back stages is certainly interesting, and I believe that the people working on the stages are specifically skilled in that department; FroznHobo, GameWatching, etc. It's part of the whole package, and can be altered to fit competitive play.I was just thinking, you guys might not want to bother making so many stages, since for tournament play having a great deal of stages isn't necessarily a good thing, since counter picks will have a much stronger influence.
I'm just saying for your own sakes (I'm sure this stuff takes a crapload of time) you may want to focus more on characters who will all be used, rather than making tons of stages, only some of which will be used.
Also, like 10 pages ago you guys were talking about how you were sick of answering questions. You should recruit a person whose specific purpose is answering questions in the thread.
I understand that it's important to retain it's melee form, and I certainly agree that the mechanic is important to the project. However if we can manipulate the mechanic to add depth, it could certainly work for the better of the project.god dammit guys l-canceling will be the same as melee. what don't you guys ****ing understand about this? if you don't like it go back to brawl, that way you can't lag-cancel!!!!!
Turbo Ether's posts seem to be about the most intelligent I've seen in this thread by a person outside of the BR.
EDIT: Definitely agreeing here. Turbo Ether just made a ton of sense and delivered that argument far better than anyone could ever think to do.
Thanks. I pretty much love all things fighting game related and have been observing the mechanics and metagames of several of them(Melee really being the first) for a while now, so I have a pretty good understanding of the principles.Turbo Ether's arguments are very plausible indeed, makes much sense.
I guess that when L-cancel was included in the game, that reason may have been thought.
Or not, well, who knows.
L-Cancelling indeed does all TurboEther said. It needs no modification or altering. Humble, having a different kind of l-cancel than melee will NOT be the better for this project.As I said earlier: stop looking at L-canceling as an advanced technique. It's just part of an input or command. You have to be able to precisely input your aerial+L to outspeed disrespectful shieldgrabbing, similar to how you have to be able to quickly input 623+P to anti-air disrespectful jump-ins in Street Fighter. Fighting games are supposed to reward precision AND strong mental play. Not just one or the other.
It's gonna affect them the same way it did in melee.Oh, I have a question! With the addition of, as Shanus put it, "Z now triggers aerials instead of air dodge," from both a gameplay and a coding stand point, how will this effect characters like Toon Link or Samus, where their Z-Air actually DOES something?
Run-on sentence.
blue arrow to go to the post.Oh, it's questions time!
so i spent 3 seconds testing this in meleeOh, I have a question! With the addition of, as Shanus put it, "Z now triggers aerials instead of air dodge," from both a gameplay and a coding stand point, how will this effect characters like Toon Link or Samus, where their Z-Air actually DOES something?
Run-on sentence.
I figure that that is what the desired end result is, but I'm more asking (hence me saying "from a coding stand point") how their code effects it.It's gonna affect them the same way it did in melee.
Oh I see. In that case, Im gonna let the developers answer that one, since it goes beyond my knowledgeI figure that that is what the desired end result is, but I'm more asking (hence me saying "from a coding stand point") how their code effects it.
Basically, I'm being an *** and asking if they bug tested it with them. I could see a glitch happening if they made the code the way I THINK they did, though they most likely did not. I program games as a hobby, so I like to consider myself a clever bug finder.
so i spent 3 seconds testing this in melee
and it does there zair
edit: humble stfu. this is melee albeit 2.0, they aren't changing the core mechanics
1. No, he didn't need much changing to fit in, QD movement shenanigans with JC, L canceling helped him alot and he is pretty effective at utilizing WD to space his ridiculous range.I R Marf said:3 Questions (For now...)
1. How are you guys intending to handle Ike? Is he going to play out like Ganon with a sword or do you have something else in mind for him?
2. Additionally, have you guys considered changing Ike's neutral b to something he actually does in the game? A good option would be his long ranged energy attack. It could have set knockback and a recharge period to make it less effective as a killing/camping (due its already massive size and incredible speed) but rather more effective for limiting approach options or offense
3. What is Wolf's speciality in comparison to the other spacies (besides being able to pummel crazy fast)? Are you planning to do something special with his shine? Or will laser baiting then reverse wavedash to fsmash be his main tactic?
It might be changed to preserve momentum if it doesn't already(?) but other then that I think it's staying as is.Does anyone know what will be done with falco's up-b? According to the latest build, it hasn't been changed.
Its already single hit like melee, it just needs to preserve momentum at the end of it.Does anyone know what will be done with falco's up-b? According to the latest build, it hasn't been changed.
The momentum aspect was the one that I was asking about. Why it hasn't been done yet? It is difficult to program?Its already single hit like melee, it just needs to preserve momentum at the end of it.
Posting? 10wutsedit: nvm that part. question. will his melee upB be restored in both momentum and distance?
also, humble, what are you doing?