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That ledge grab problem is likely a problem with the "turn" element rather than the cape in particular, but regardless, nobody has found a fix for it, so people will have to put up with the weird reverse ledge grabs for now.=My question of mario's cape was actually a ledge inquestion problem with some characters such as Falcon with all due respect to his epicness to somehow sometimes if your mario and you cape on the ledge that falcon I know for a fact grab the ledge from the inside. I noticed this happen alot in B+(R.I.P.) so I asked if it was fixed due to it was weird looking.
My question for lucas was simple does he still maintain his Tether for part of his alternative recovery?
Back grabs for ledges out of UpB's = Ftw
Shellshifting basically can't be as potent when you introduce other movement options into Squirtle's game. But that doesn't mean we didn't do something to make shellshifting extremely useful and to separate it from wavedashing...Is shellshifting as potent?
It doesn't pass back to Snake, but it may fall off randomly. I believe the devs said they may fix that later.So now Snake says something when puts a C4 into someone, better.
btw, does the C4 passes back to Snake like in Brawl? I hope not.
Someone needs to play Mother 3 D:Yeah there is! How can a toy snake grab a wall/ledge let alone support the weight of a psionic child?!?!
No. Complex input commands just get in the way of the real game. Take Street Fighter. Being able to perform a Dragon Punch doesn't mean anything, it's how you use it that matters. Being able to perform the moves is just mindless motor-learning that is required to actually get into the meat of the game.Where's the fun in simplifying it?
For me the "complex inputs" for wave dashing/l-canceling and other technical......... techniques make pulling off combos so much more rewarding. It's not just knowing how and when to utilize tech skills that gives the game depth, it's actually being able to pull them off. Knowing how to apply some beastly shield pressure with fox and actually APPLYING the shield pressure are two TOTALLY different things.
That game is Japan only man. I haven't played it either.Someone needs to play Mother 3 D:
You're really just arguing a futile fight here.No. Complex input commands just get in the way of the real game. Take Street Fighter. Being able to perform a Dragon Punch doesn't mean anything, it's how you use it that matters. Being able to perform the moves is just mindless motor-learning that is required to actually get into the meat of the game.
As for your last example, if you know how to but physically can't do it then it's probably a result of bad game design. Because in a well-designed game, you need to have an understanding and mastery of the controls and mechanics to know how to pull of advanced moves. Adding complexity solely for the sake of complexity is bad game design.
Yhere is a 100% english aptch by the guys from starmen.net :DThat game is Japan only man. I haven't played it either.
No more aldonite, for the sake of the thread.
Edit: Why do long runner threads like these follow patterns?
Like Sox said, don't blame the game if you're not willing to work for your skills. Wave dashing is technically not even supposed to BE in the game, so why would it have a simple input? And I fail to see how L-cancelling is bad game design, even with your examples.No. Complex input commands just get in the way of the real game. Take Street Fighter. Being able to perform a Dragon Punch doesn't mean anything, it's how you use it that matters. Being able to perform the moves is just mindless motor-learning that is required to actually get into the meat of the game.
As for your last example, if you know how to but physically can't do it then it's probably a result of bad game design. Because in a well-designed game, you need to have an understanding and mastery of the controls and mechanics to know how to pull of advanced moves. Adding complexity solely for the sake of complexity is bad game design.
Or you suck? That's how the game is played it bad don't blame bad game design...
The Complexities are part of what make Melee special and Streetfighter like every other game. It may have been among the first but I can think of at least 50 games off top that play exactly the same give or take a few things. It's a safe design game with simple mechanics. Press Down, Foward this to do a special back to block....etc. After YEARS the newest Streetfighter game is still a basic 2D fighter design with nothing special about it. The ability to block, Roll, Spot-dodge, Air dodge, Wavedash, and Waveland in a 2D world gives you a sense of limitlessness compared to most fighters. Even comparing the projectile game such as Fox's SH-double laser to simply back up and hadoken....idk you cant even compare it.No. Complex input commands just get in the way of the real game. Take Street Fighter. Being able to perform a Dragon Punch doesn't mean anything, it's how you use it that matters. Being able to perform the moves is just mindless motor-learning that is required to actually get into the meat of the game.
As for your last example, if you know how to but physically can't do it then it's probably a result of bad game design. Because in a well-designed game, you need to have an understanding and mastery of the controls and mechanics to know how to pull of advanced moves. Adding complexity solely for the sake of complexity is bad game design.
This isn't the game for you, then. Play Brawl.No. Complex input commands just get in the way of the real game. Take Street Fighter. Being able to perform a Dragon Punch doesn't mean anything, it's how you use it that matters. Being able to perform the moves is just mindless motor-learning that is required to actually get into the meat of the game.
As for your last example, if you know how to but physically can't do it then it's probably a result of bad game design. Because in a well-designed game, you need to have an understanding and mastery of the controls and mechanics to know how to pull of advanced moves. Adding complexity solely for the sake of complexity is bad game design.