Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
True that.Zodac needs to stop playing 3.3 where fair sent at like special 20 (rofl Sakurai must've had a grand time at age 20) and with opponents who only want to DIEincorrectly.
Yeah, I know that.Marth is just fairly easy to pick-up now. Doesn't matter who you main, you can be OK with Marth, he's that good.
And he's my number two choice against those annoying Sheiks (TL is my number one, but I main him).
yup, I do. What version do you have? I think I have 4.1....Dude. You live in Texas?
WE MUST PLUS TOGETHER.
Because I'd rather it be more organized and done in live time.Neko you're not good at hyping Project Sexually Interesting (PSI). =V
I have 4.2 nightlies and 4.2 Backroom betas. :Vyup, I do. What version do you have? I think I have 4.1
I still haven't really settled on a main. TL's my main in vBrawl, but he's just the character I have the most experience with, not necessarily my best.
Kind of a toss-up between Kirby, Marth, Wolf, Ike and Link.
I've also been experimenting with ZSS (who's now naked on my Wii, lulz).
Flubbed
110B551E 02169033
09672002 00460000
FFFFFFFFF 3F800000
9 dmg from 11, KBG 103 from 85, BKB 32 from 30 (all changes thus far are to compensate for dmg)
Angle 70 from special 20.
Tipped
110E5A1E 02169033
0C692002 003C0000
FFFFFFFFF 3F800000
14 dmg to 12, KBG 105 from 90, BKB 32 from 30 (compensation again)
Angle 60 from special 20
His Up-B was ridiculous in vBrawl and nerfing it was a core essential I believe. It no longer KO's at low precentages or makes ridicules KB. It's a really fast attack that is hard to shield against so I can see why it's nerfed.In Brawl+ 4.2, His Up B damage gotbuffednerfed back to 13 now, that was necessary in my opinion, but were is the knockback? I dont say it should be like in vBrawl but a bit stronger would be okay, so the Up B will turn into a kill move again oô.
Marth haters may say whatever they want, Marth gotdebuffednerfed to much, in my opinion.
Explain please...although we can't edit invincibility right now, so the best we could do at the moment is leave the 5 frames invinc and simply move the hit frame back a couple frames.
Hm... this is true. I haven't checked the advantage on his current fair yet, I just know that raising damage would improve it. If his frame advantage is significant enough as it is, then the damage is fine. I also thought about messing with his dash attack, so perhaps we could do something with that instead.Wait, you want more damage on his.. fair?
The whole problem with marth is fair camp all day. More damage encourages it further.
Just because it does more damage, I would if anything be more encouraged to camp than be offense. By strengthening his inside moves (i.e. throws, you encourage more diversity in his moveset which I think is the goal your aiming for.
Well, we think that invinc frames are hardcoded into the attack, so having invinc on frames 1-5 means that no matter what speed you play the move at, the first 5 frames will have invinc. So if this is true (no one ever bothered to verify, as we haven't messed with invinc in a while >_>), then we could slow down the opening frames of the attack so it would still have invinc on 1-5, but would hit on something like... frame 8 or 9. Although removing the invinc would of course be a much more desirable solution.Explain please...
That was the plan.If we remove invinc from frames 1-4 of upB, can we get back the original power of it?
Perhaps. I think we already did that once, though.You guys really should make Fair angle higher.
leafgreen Cape said he found a way to remove Invincibility using the CAM.
Well... then that's amazing. Although it will probably mean completely removing the invincibility in its entirety, unless the action ID changes midway through the invinc, in which case we still may not be able to remove the exact frames we want to. Still, better than nothing, and worth trying out.Pretty sure it did work considering the convo went like this:
Cape: hey Viet
Cape: it worked
Cape: get f*cked
Viet: =<
This, imo, is the best change list so far with the bold being the most important.I'd rather lower his damage out put on other moves to make room for more functional moves. .__.
Bair with a lower angle, Fair with better control over opponent, Low angle on Dtilt, increase of KBG on ftilt, faster jab, lower KB on uthrow, increased cool down on dsmash, increase the hitbox size on marth's feet during usmash.
Thoughts guys?
So a combo move shouldnt combo? People need to learn how to deal with things.I should have been more specific on what I was talking about. With DB, I think it should be made to come out slower and possibly not combo as reliably at mid/high percents.
Also, the reason I chose DB was because I think it supports a defensive play style. It's almost too easy to space aerials and just wait for the opponent to mess up and nail them with DB. Then they are put in a bad position and there really isn't any risk for Marth in this most of the time.
When did I say DB shouldn't combo?So a combo move shouldnt combo? People need to learn how to deal with things.
Damage reduction on tipper smashes, as a staple of Marth is tippers with amazing KB, not damage. So damage nerfs with KB compensation works for me. :VDancing Blade has already been nerfed to hell. I'd rather see him nerfed in other areas if he gets those buffs.
How about a slight nerf to unsweetspotted smashes? It would make spacing more important and make Marth less EZ.