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That's to remove the ability of kragg to upB someone and get a free hit off them. Being that close to the ceiling and getting a free utilt, fair, uair, nair, etc is way more bull****Seriously, Kragg's pillar needs to be fixed. The knockback would be fine if it wasn't for the fact that if someone gets hit by the pillar, they can hit Kragg afterwards for free. That's complete bull****.
Pretty sure it was never free unless the opponent got caught without a dodge.That's to remove the ability of kragg to upB someone and get a free hit off them. Being that close to the ceiling and getting a free utilt, fair, uair, nair, etc is way more bull****
Not only that, but you could DI away.Pretty sure it was never free unless the opponent got caught without a dodge.
talking about pre-EA as a playtesterPretty sure it was never free unless the opponent got caught without a dodge.
Well, I was talking about 0.0.4, before the latest change to Pillar hitstun. My main training partner plays Kragg, and I found I could virtually always airdodge away unless maybe if I was in the absolute dead center of the pillar, in which case forward light might catch you.talking about pre-EA as a playtester
Thank you thank you thank you. No more random teleport SDs!Reliable Capes: The Cape hits of Forsburn’s Up Strong and Forward Strong can no longer be teched and the base hitstun has been increased so opponents cannot air dodge out.
Teleport Control: Forsburn teleport now takes your input when you disappear instead of right before you re-appear.
All of these seem reasonable. I was going to recommend the smoke stall one anyway, as it seems like there might be some maps where this could be used for infinite stalling.Smoke Stalling: Forsburn can no longer Smoke Stall indefinitely. He can now teleport into two clouds before touching the ground. When attempting to teleport into the third, it will be destroyed as Forsburn reappears.
Clone Max: The clone can now perform 10 attacks before it bursts on its own.
Clone Deception: Getting a third smoke charge will burst your clone as you are giving up deception for your powerful combustion technique.
Not quite how I would have handled this (15 seconds is a fairly long time to stall down a match, probably better to allow the players to bust it in some way instead), but it needed some kind of fix.Plant Camping: Maypul’s Fat Plant now goes away after 15 seconds and can no longer be fed or extended by taunting.
This definitely seems a bit questionable, that move is already stupid good.Maypul’s Neutral Air Startup Decreased from 8 frames to 6 frames.
Kupo will be happy about this at least.Maypul’s Up Tilt hitboxes adjusted to match the visuals.
Seems like a nice change, though probably won't occur that often in practice.During any three consecutive online matches, you can no longer get the same random stage.
These two are both interesting. The first one might make dashing Nairs a little weaker, or at least harder to do. The second one is intriguing, but I'll have to try it out to know what effect it's going to have.Letting go of both left and right when performing a jump or double jump will cut your horizontal speed in half allowing for different follow-ups when jumping out of dash.
You can no longer immediately air dodge when exiting a hitstun state to halt your momentum. Your character must return to a slow air speed before you can air dodge again.
I am haha and I'm happy the plant goes away as well. I don't understand why the bind was given more time and I don't understand why the nair was reduced. Don't agree with those at all.Kupo will be happy about this at least.
This is the best thing I've ever read on smashboards.Yay Absa coming out. Finally, I can drop Kragg.
how did you edit the registry editor, geddit is only for linux, thanks in advance i'm really stuck and it's only the first stepATTENTION ALL MAC (and possibly Linux) USERS. I HAVE THE GAME WORKING ON MY MAC IN WINE.
Oh Goodness Gravy, I got it working! To all the mac users out there, the web installer won't work... but the redistributable will.
Follow the instructions on this site. I know it says Linux, but it worked fine for me. You can skip the steps "Setup Core Files", and "Setup Additional Files".
http://www.dedoimedo.com/games/wine-directx.html
Here is a link to the Redistributable.
https://www.microsoft.com/en-ca/download/confirmation.aspx?id=8109
Open your wineskin while holding option. Click 'Advanced'. The advanced stuff window will pop up. Click on the 'Tools' tab. Regedit is on the left of that menu.how did you edit the registry editor, geddit is only for linux, thanks in advance i'm really stuck and it's only the first step
Was something said about Absa? I didn't see anything.Yay Absa coming out. Finally, I can drop Kragg.
They said they wanted to do Wii U but it doesn't have support for Game Maker Studio.sucks this won't be on Wii U... right?
I assume you mean the length of time you remain invincible after a parry?What do people think about the amount of invincibility on parry?
This is also my opinion. I find it prevents counterplay to an extent.I assume you mean the length of time you remain invincible after a parry?
It's sometimes a bit silly, like when you parry a projectile and you're invincible for like a second afterwards. Should maybe scale in some way based on the move that gets parried.
from what i've tested if u side B as maple towards kraggs up B pillar depending on spacing, you can break through it and still wall jump off the stage into air dodge upB. And if the spacing is to where the pillar is too far off the stage for maple to reach the stage, he could just neutral b the pillar and it goes away in one hit anywayI know that the increased-height pillar by stage is a thing. But I'm pretty sure this was intentionally put into the game because Kragg's jumps are so short that he wouldn't be able to get back,even with his second jump. Or if he can make it back, he should be able to make it back with only one jump (and airdodge) rather than double jumping and potentially airdodging.
The only characters I can see that would have a problem with this type of edgeguard is maple and zetterburn. I believe they still might be able to beat this by ZB: up special into your pillar, breaking through it, walljumping, and up special again. Maple: if the height is high enough, seed Kragg, up special to Kragg, airdodge onto stage. Of the two, Maple is the one this edgeguard would be practically unbeatable. However this method of edgeguarding seems like it would take a while to setup (after knocking them off, but before they get back).
usually yeah, though it's on the Aetherboards and the RoA Reddit moreso then here.just got this game, and loving it!
do you guys know if the creators keep their eyes on the community and listen to peoples ideas? I know they likely dont take requests, but are they at all involved with the community the way the PMDT was?
Awesome thanksusually yeah, though it's on the Aetherboards and the RoA Reddit moreso then here.
https://www.reddit.com/r/RivalsOfAether/Awesome thanks
Could you link me to those pages if it isn't too much trouble?