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Well, they currently go into free-fall. Canceling them into a jump sorta defeats the purpose of that. (Although their animations take so long you have to be pretty high to even notice)By the way, about tethers... even if you don't manage to make them stick to walls, will we at least be able to cancel them into a jump?
I have no chance since I don't have any vids, right? T_TI'd like to open the opportunity to accept a few more "SKILLED MELEE PLAYERS" into the mix for feedback. Please send me a PM with preferably some form of proof as to your level of melee experience (vids would be nice).
Progress is coming along very well.
He means from the wall. Like in Melee.Well, they currently go into free-fall. Canceling them into a jump sorta defeats the purpose of that. (Although their animations take so long you have to be pretty high to even notice)
Yes, that's what I meant. It's one of the things I loved most about tethers in Melee. I could either let it go or jump out of it, which made for some sweet ledge mindgames. Far better than its one-dimensional nature in Brawl, where you just grab the ledge.He means from the wall. Like in Melee.
Rest assured, the tether system will be balanced and deep. We haven't concluded what we're doing with it, though.
by skilled do you mean slightly above average? Or players that place top 25 in international tournaments? I think it's important that we get some top TOP pro's in on this. M2K status for instance. The Robot can figure out the exact frames and %s and such. Maybe some others like Scar or zhu maybe.I'd like to open the opportunity to accept a few more "SKILLED MELEE PLAYERS" into the mix for feedback. Please send me a PM with preferably some form of proof as to your level of melee experience (vids would be nice).
Progress is coming along very well.
They are still taking apps for this? I have vids and alot of exp vs pro players. I play eggm, hbk, and tec0 about every week. Teams vids vs mathos n watty from like vls so i've been in the scene for a while and vs armada and anolias from pound 4 in brackets. And i used to be on the NJ power rankings when it was active if that means anythingI have no chance since I don't have any vids, right? T_T
I'm good but I have no way to prove it. I can JC shine. :o
I'll PM you tomorrow, Shanus.
~ETWIST51294
Sonic's full recovery goes just as high and far as Rob's (side B->jump->up B). Both can recover from the bottom corner of the screen. Sonic's also cover's it's distance faster.ROB's recovery has no weaknesses. Unlike every other character, he can choose when to attack out of his up-B, and can stall in his up-B to mess up the edgeguarders timing. He can also recover from higher or lower than any other character could dream of.
Well ideally, both. But the part you highlighted for the "feel" is what I'm aiming for first.I think what Shanus is trying to get at is that he doesn't want "buff this/nerf that" feedback. He wants "this doesn't feel the same as melee, and the problem is X. Y is a possible way to fix it" kind of feedback. For that you'd at the very least have to be technically skilled at the game.
ROB's recovery goes much farther distance-wise. ROB has the best vertical recovery in the game bar none, and the best horizontal recovery excluding gliders and Jiggs which are essentially infinite. ROB can get from the bottom to the top of the largest custom map on 1 tank of gas if you know what you're doing with it.Sonic's full recovery goes just as high and far as Rob's (side B->jump->up B). Both can recover from the bottom corner of the screen. Sonic's also cover's it's distance faster.
FFed nair can get through most of what Marth has unless he times it extremely well. On top of that, ROB can quickly change his momentum and direction while he's falling with wavebounced gyro-cancels and bairs. And if all that fails, ROB can get a nice horizontal boost with side-B which is fairly safe and very fast if you only tap it once.btw, even if you recover high to go above Marth, you still have to get down. Peach and Ganon faced this problem too <_<.
You can still clash with it with a decent priority attack. I think things like this (and ROB's recovery) need to be tested in the mechanics of the game before preemptively nerfing them. I can see how it might end up being a problem but it should still be tested first.In Melee, Zelda's Din's Fire was so completely garbage and gross that most of the time it was just full-out ignored even against opponents who were recovering back on stage.
You know, the biggest thing that made Zelda's Din's Fire so futile as an off stage pressure tool was BAD. I don't think I need to explain much as to why.
So if you have Zelda's Brawl Din's Fire, with Melee AD mechanics...
I dunno, am I understanding this right? I think it's just late and I'm being tired.![]()
let's just say I have trouble believing any of this would work on melee Marth. It might work if the Marth player doesn't adjust his trap to include platforms, but other than that you're still trying to compete with Marth's range and trying to outrun him <_<.FFed nair can get through most of what Marth has unless he times it extremely well. On top of that, ROB can quickly change his momentum and direction while he's falling with wavebounced gyro-cancels and bairs. And if all that fails, ROB can get a nice horizontal boost with side-B which is fairly safe and very fast if you only tap it once.
what exactly do you mean by this? I main Kirby in 64, but I don't care much for him in Brawl. Do you mean the start up lag for his dair needs to be fixed? or? Sorry, but if you could explain what you mean, I'd appreciate it.His Dair should be uniformly distributed like in 64, and not this weird... lag in the beginning and then fast hit nonsense.
Perhaps, but all of the Melee characters are being buffed to their Melee selves (which are more than beastly, might I add). With that said, I don't see how bringing much closer to his Melee self is all that bad. Keep his 64 combo game in tact (at least the pillaring) but make it more DI dependent. That's all. Fox has a similar playstyle, that is, he pillars, and it's okay for him.let's face it Orca...Kirby was just beastly in 64. I do think he should be buffed, but not to his 64 extends
Actually, he was.He wasn't even the best character in 64.
oh okay. My bad. ;PPikachu has pretty much always been the best in SSB64. Kirby was 2 for a while though.
Oh I see what you're saying. I agree, better distribution would def. be nice.@Orca: in 64 the hits are individually slower but the amount of startup and endlag is equal to the space in between each hit. In Brawl, it has high startup but each hit is closer together.
Good point. I merely mentioned the sweetspot in fear that the idea would outright be shot down-- though I see little reason for why it should.Also, I don't think a sweetspot is necessary considering Falco's Dair which isn't even a meteor and is active for a retardedly long time.
Hmm, I'm iffy on the idea of SA when going into rock, or a wind hitbox upon landing. I could go back and forth on both ideas, actually. It'd make sense to have a wind hitbox on his transform hitting the ground, just like Toon link's Dair, but the thing is, Kirby can cancel his rock before touching the ground, thus making it arguably safer. So though it wouldn't be a bad idea, it may be too safe.Kirby should have super armor while transforming into a rock, and a "quake" hitbox when he hits the ground. Its considered a useless move, but it might have some use. It is never expected for someone to use the grounded version, it yields a bit of slide from a run, but a wavedash into it would be sexy in P:M, especially if it quaked (one of its issues was slow startup, but even then its hitbox is only on his rock body, making it laughably easy to avoid) it still wouldn't be a great move, but at least it would get pulled off more, and might even hit sometimes.
Triangle dash out of rock would be pretty awesome as well, so it wouldn't be ezpz guaranteed hit on kirby at the end of the move.
I agree with blank about a longer wavedash, so +1 for that.
at least it's not as bad as Zelda.I didn't like Kirby in all the smash games. He was too boring. Even in 64, although he can combo, it didn't require much mixups to make him better. I honestly have no idea how to make Kirby fun either. His movesets are kind of bland.