IYM!
Smash Lord
dont worry my friend, i was just explaining a little thing about DK and his problem with his giant punch in melee,IYM English plz thank you
you can lose it if an enemy interrupts any of your specials
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dont worry my friend, i was just explaining a little thing about DK and his problem with his giant punch in melee,IYM English plz thank you
Te entendí en ingles, pero me quedó la duda si era siempre o era al azar durante cualquier especial. En general me pasa volviendo con el upB, no usó los otros 2 especiales.te lo explicare en chileno :D
si tienes el puño cargado, es normal que lo pierdas si se interrumpe el golpe, el problema, es que la carga tambien se elimina cuando interrumpes cualquier ataque especial de DK. esto es muy problematico, ya que el puñetazo es un gran movimiento para matar.
EJ: el hace su up B para volver al stage, (ten en cuenta que DK tiene el B cargado) su tu le arrojas una bomba, inerrumpiendo su upB, la carga se elimina.
DK is a realy fun character, i like the green DK, and i am getting better with him. the new dash attack and the Spike in his Fair is a great change, i am wondering if P:M team also speed up the Fair
It's not going to be sped up nor is it sped up. The whole point to making Fair a spike is to actually make it rewarding (no chance of coming back at all) and differentiate it from Dair even if it is a small difference. Speeding it up would make it stupid and in fact, it's actually already better than the old Fair anyway. Secondly, the dash attack is extremely useful and helpful so there is no real need to suddenly make Fair ridiculously good when DK wasn't even that bad in Melee. He was Mid Tier (at least last I checked...), his main issues were his shield, his grab range, and his hitboxes which are all basically fixed anyway. Everything else we've done so far are just adding onto it to give him that edge that he needs to be a high tier.I would hope the only thing other than them making it a spike would be to speed it up. But heres hoping melees data import actually does that .
Is it sad about a third of the reason I come to these boards is to practice my Spanish?Te entendí en ingles, pero me quedó la duda si era siempre o era al azar durante cualquier especial. En general me pasa volviendo con el upB, no usó los otros 2 especiales.
Is the fair unchanged other than making the meteor part a spike?
Usted, CaballeroTemplarioJedi, ha fracasado... lol JkIs it sad about a third of the reason I come to these boards is to practice my Spanish?
ok then thanks I didn't know.It's not going to be sped up nor is it sped up. The whole point to making Fair a spike is to actually make it rewarding (no chance of coming back at all) and differentiate it from Dair even if it is a small difference. Speeding it up would make it stupid and in fact, it's actually already better than the old Fair anyway. Secondly, the dash attack is extremely useful and helpful so there is no real need to suddenly make Fair ridiculously good when DK wasn't even that bad in Melee. He was Mid Tier (at least last I checked...), his main issues were his shield, his grab range, and his hitboxes which are all basically fixed anyway. Everything else we've done so far are just adding onto it to give him that edge that he needs to be a high tier.
i like when people start to speak in spanish, desearia que este foro fuese en españolUsted, CaballeroTemplarioJedi, ha fracasado... lol Jk
Yes, she can missile cancel now. I edited her back air animation quite a while ago so it was closer to melee. However, I'm no animator, so it's definitely not the best job. hahaWhat about Samus? She can do MC like melee now? i guess yes, because Ld ws fixed.
and her Bair have the melee animation?
and then it never happenedI may try and stream tonight. <3
I believe Brawl has superior normal Missiles while Melee had significantly better Super Missiles (and not just damage and KB, mind you; it didn't get destroyed by ******** weak moves).yeah, i know that, i like more the brawl one
about her weak missiles, these are like melee or like brawl? the brawl ones comes out faster and have less endlag. that would improve a lot the projectiles game of Samus
in fact, the missiles are better in brawl, they come out faster, and have less endlag.I believe Brawl has superior normal Missiles while Melee had significantly better Super Missiles (and not just damage and KB, mind you; it didn't get destroyed by ******** weak moves).
Her sweetspot is also a little bit up in melee (obvious)In melee, her bair animation had her leg up at an angle. In brawl, her bair animation had her leg pretty much straight. Not sure which one we'll end up choosing in the end, but currently it's like melee's.
I believe that's how it works now. I certainly know that fulljump homing missile -> power missile cancel works and is very effective, which is something Samus couldn't do before.in fact, the missiles are better in brawl, they come out faster, and have less endlag.
the supermissiles are better in melee, the combination of these 2 projectiles would be aweosme
you sure? with them double jump and down b landing detection glitches...I've also been practicing my melee samus lately, so I'll be using samus a bit more on stream
good!!I believe that's how it works now. I certainly know that fulljump homing missile -> power missile cancel works and is very effective, which is something Samus couldn't do before.
D:It's possible but right now it's not because again SCD...
Aside from LD there's other things we want to patch up and fix. Also, it should be plainly obvious what the bugs are since we've only mentioned them in almost every single page up until this point but I guess I have to clearly list them for everyone so it can be put to rest <_>:Just wondering, is the main thing holding back the patch LD? And if so, what bugs are effecting the characters?
No... it's a lot deeper than that and like I said, not all of it can be fixed through editing animations. Magus has been extremely busy these past couple of weeks or so, we need him to fix the majority of what I listed with the exception of a few that I already explained.So basically has to do with fixing landing animations?
We don't know, that's why it's an issue.Mind elaborating on Samus' double jump? Why does it have height issues where other DJs don't?
Thanks for this post, it's exactly what most of us needed to put the "when is the patch gonna be released?" question asideAside from LD there's other things we want to patch up and fix. Also, it should be plainly obvious what the bugs are since we've only mentioned them in almost every single page up until this point but I guess I have to clearly list them for everyone so it can be put to rest <_>:
1. Samus' double jump is shorter than it should be and this issue cannot be fixed through animations.
2. Samus' bomb jump does not work because the way LD controls her movement while in the little ball (she's moving down right away as soon as you press down B). This issue also cannot be fixed through animations.
3. Every single Melee character's jumps (mostly demo characters since that's what we're going to be releasing) needed to be changed to match how they were in Melee. The bone, the way they moved, etc. It's a ton of animation work that only one person is actually doing it.
4. Certain air/ground state moves like Bowser's Koopa Klaw (when he grabs the foe he wobbles from ground to air) where fixing the animation doesn't completely solve the issue.
5. Various other moves that may be going lower than they should because of LD (Pikachu's Side B) and ledge grabs (where you just grab the ledge) having minimal warping issues, this is not at all related to ledge grab range or anything it's only when you're hanging on the ledge. Characters with those kinds of problems of course were attended to but there may still be problems with other characters (of course they aren't as much priority as demo characters)
6. Tumble animations/hitstun animations being buggy (it's not noticeable in normal speed but in 1/4 at times the character isn't going up like they should). Again, another thing that can't be fixed by merely editing the animations (afaik)
7. Double landing issues where the character simply won't land if they are touching the ground, the game is still treating them as in the air. Once again, not prevalent or noticeable in normal speed but in 1/4 it's an issue and this also affects weak stun animations to a degree where you might be in that stun longer because of the double landing.
There's some OTHER minor bugs as well but those are the main ones that have to be tackled before releasing anything. Most of those also can only be done by Magus by changing some things with the codes and/or doing something else.
I'm not very knowledgeable on all of the above but that's the gist of it.
Now we have the answer....2015 =DThanks for this post, it's exactly what most of us needed to put the "when is the patch gonna be released?" question aside