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Return of Wall-Grapples?

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Floati

Smash Cadet
Joined
Sep 7, 2014
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28
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Goose Creek, SC
I'm quoting Chevy's solution to tether recoveries:
"Melee Z-tethers. You get one, and there's no auto-snap. Keep ZSS' and Ivy's the way they are, change Samus, Link, Tink, and Lucas to have melee tethers. There's consistent behavior and the counter-play is a lot easier at a base level. I hate that in Brawl z-airs behave entirely different because you are an arbitrary distance from the ledge. Melee tethers also enabled a lot more versatility while recovering. Instead of having one good option(snap to ledge), you had many ok options and there was actual counterplay. You can aim for the sweetspot(which is risky but rewarding), you can do a grapple jump(easy but likely to be punished), you can just aim for the spot on the wall you want to jump up from*, and you can wall jump after touching the wall or do anything. Plus it created a few really cool ATs. It's just endlessly more interesting and actually requires some amount of skill to use. At this point I'm sure it's just a technical hurdle but I believe in the PMBR."

* the changed characters could even go back to being blocked out by ledgehogs with the resulting options?

I personally think his ideas on tether recovery should be considered- Melee tethers are more punishable and more hype to pull off too ;)
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
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5,695
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Olympia, WA
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Shadoof
They cannot add back in melee tethers at this time.
This.

Generally a good rule of thumb: If you've ever thought "Hey, ____ engine feature was in Melee and isn't in Project M, why haven't they done so?" It's probably due to either a design decision or (in this case) an engine limitation. We've very likely thought of it.
 
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