bubbaking
Smash Hero
I like hydroplane usmash more than dsmash. It seems to go further and it kills. Also, it covers a greater area 'cause of how large the hitbox is.
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What does "inc pwns" mean? Man, some of your terminology always confuses me.....wg note: great for spacing in a few extra % and nerfing slow attacks, terrible for charging and trying to make a wall to stop inc pwns.
Agreed on uthrow, its followups could be more solid.For what it's worth, I've been messing around with Squirtle some more and he's not as bad as I originally thought. He has a unique design, but it does need some reworking--a few tweaks could go a long way:
- Water gun would be way more useful if the lag could be canceled, or if the "push" hitbox was completely replaced with a damaging hitbox. I know Squirtle isn't supposed to be campy or defensive, so I understand not wanting to give him an amazing projectile, but right now water gun just kind of a waste of a move slot.
- U-throw needs more stun. It doesn't kill and it rarely combos into anything. Again, I understand not giving Squirtle amazing throws because it's easy for him to land grabs, but as of now u-throw has very little utility.
- U-air has a weird design. The hitbox is kind of small, and it doesn't stay out for very long, which makes it tough for Squirtle to catch platform campers (high second jump and b-air somewhat make up for this, but if Squirtle has to jump up to the top platform every time his opponent starts to run away, he's at a huge disadvantage). The knockback is too weak to kill, but just strong enough that it has limited combo potential. This might be remedied with a fast, low knockback aerial that keeps opponents closer to the ground (ahem fix n-air).
So yeah. I don't think Squirtle is *that* bad, his moveset just isn't as coherent/synergistic as it could be. I'm looking forward to playing him in the next release, whenever that may be...
he also has a fast, transcendent projectile that covers a massive area below him and slows his fallspeed temporarilysince his d-air doesn't give him much protection from below, so a second jump that launches him high up into the air is dangerous.