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I'm not completely for the up B nerf really.Everytime I come here I see all these changes and go...
*sigh*...
Make his recovery worse?
Whilst removing his best gimping tool (dtilt) so he has to rely on his aerials more?
See the dramatic irony in the plot that is Marth Minus?
Who would want to JUMP off the stage to bair when you're going to die with one slip up.
I wish I had wings, a mask, and destiny, because marfs about to get ****ed over...
lmao.Dont you think you're being over dramatic, Shaya? :V
This ^.Oh Marth, why do you have be this difficult to program? Couldn't you just be "BLARGH OMG IMZ EZ CUZ IMZ DAH DESTINIEZ!!!".
Because he was the best char in the game?This ^.
I hate Marth at the moment.
Why was he made out of so much win back in Melee?
Stop being a Drama Queen. We love Marth just as much you. Calm down and approach this in a civil manner. Experience before you immediately knock it, as the most radical idea is bair and not even that is a very extreme change to Marth.Sorry for waking you up Neko :O
S'alright. <_<
Dtilt having it's angle aimed upwards would indicate to me that anyone DI'n up would not have major issues against surviving getting hit by it, especially if they have good aerial mobility or 5 jumps or destiny.
First of all, I think you're over-exaggerating the angle change of Marth's dtilt, which we havnt even decided on to even test in the first place. <_>
The interaction of using dtilt to hit them away but slightly upwards to then bair edge guard is quite a different dynamic, but definitely not as scary as just the presence of dtilt.
lolwut, we just wanted to raise the angle, not have the move hit UP. lmao.
Dtilt from the stage covered Marth's weakness of BELOW HIM, opening up bair to have the similar use gives Marth the weakness of below him.
Dtilt was used as a ledgeguard, an ledgetrap, a shield poke, and a shield pressure tool. Raising the angle detracks from 2 of these. One less than the other as well.
Marth's dtilt as a gimper was effective against vertical recoveries/those who require going below the stage. Being less effective against those who can recover high (very well complementing his weakness of not having 5 jumps or a huge double jump, and opening himself up to his below him weakness in the oncoming altercation).
And it's still going to work, just not as well. Once again, you're over-exaggerating a change we have even yet to crunch numbers for and test.
Changing this just makes the whole process more dangerous, not more favourable. The angles of each move are swapping, but it detracts from his ground game which had specific characters quite annoyed compared to MKs (big hint: Snake), who couldnt just punish a dtilt MK hits on Snake with SDI away to ftilt [in vBrawl].
It's a nerf for Dtilt to compensate for buff we are giving marth for us to test to help out Marth. Also, I think you mean ledge game, not ground game. :V
Balance is definitely not an easy thing to do. But at least with the whole dtilt/bair thing, you're only changing the archetype of character design Marth can gimp ... 'easily' for the most part, worse.
Not really. Far more could be done to change the archetype of Marth. Dtilt is still going to work the same, but simply less effective. Not completely different. The only complete overhaul is on bair and that's something to help his gimping game without being brain-dead easy to use. Besides, it's only a test that we have yet to try. lmao.
Giving Marth the bair only seems as a design quirk to make him more dangerous (yet I think the dtilt change makes him 'worse' by a larger degree).
Bair might seem like a design quirk, but the nerf to dtilt doesnt make him worse by a larger degree. ****, not even I can say that because we have yet to try this **** out.
Coupling with a worsening recovery makes the whole change seem... facetious.
I don't agree with the Dolphin Slash nerf because it makes his recovery worse.
Do these changes actually give Marth a more engaging game?
Only one way to find out. :V
Dtilt becoming a linker to grab COULD have its effects, but you could do something similar to another move (dash attack... jab... maybe even some variation of DB) to not detract away from his character qualities in ways I feel he doesn't need them.
DB already links to grabs. A damage buff to DB 1 for shield stun advantage could be done. Dtilt isnt being made to link into grabs. It's just being nerfed as compensation for buffs.
(Sorry this argument has no real flow.. I'm a bit muddled)
This arguement also reaks of over-reaction. :V
From what I can gather, the bair will be very similar to MK's dair. Except we will now have a worse recovery to back that up. Joyous occasion!
Lolwut. No it wont. wtf are you getting this from. MK Dair sends up and out. Bair will be made to semi spike and edgeguard. If we dont like it, we'll take it out and work on other things.
Gasp! I now have a name for a character!MK dair sends slightly up and out. Marth's bair wont completely reflect that.
Uair kill ability is being reduced because his uthrow is getting a buff with less base KB and growth AND less wind down. If his uair didn't get nerfed, uthrow to uair would be too much dont you think?
Stop making it seem like dtilt is going to be ruined. It's not going to be ruined. omg.
And the up B nerf is not set in stone either. Come on now.
His gravity/jump changes are being made in attempt to make a more offensive Marth and the change to aerial mobility in exchange for more aerial momentum is to reduce the effectiveness of fair camping and make him commit more to certain attacks.
This is not a complete flip of his ability, Queen of Marth Shaya. :V
MK cant combo out of any of his throws. and Nair is still vbrawl power because he does need some kill moves you know. :VDo MK's throws still combo into nair, and is nair still vBrawl power?
And I didn't imply anything was specifically bad in that last post, stop overexagerating, missy.
I was listing points of things which I hoped were actually being considered within all these changes. Bair is a structural change that has numerous other variables that will impact it's effectiveness. The list mentioned things like recovery, momentum changes, gravity and jump changes; things that also alter the effectiveness of a character change you wish to implement. Is that being considered deary?![]()
Well, I'd rather nerf something else than F-Air's speed. Seriously...-Reduce damage of Up+B
-If possible, slow F-Air
-Increase gravity
+Increase N-Air KB
+Small size increase of sweet spot
+B-Air has low angle spike at sweet spot
+Increase speed of D-Tilt
Just a few things I wanted to address. I know not all those will be added but it sounds close to how we want him. Just my two and a half cents.
NikoK does play B+If only NikoK and DarkPeach played Brawl+...
I know how to use it. What I've said was that it was near useless against small characters. There are always better options out there.You don't know how to use nair. Try practicing a bit, then the second hit can always hit a grounded opponent, usually tippered. Just nair when you are around the peak of his SH, nair, then fastfall after the first hit. Or you can fair>nair first hit, that hit can always hit grounded characters. And it's second hit tippered has quite a lot of KB, non tippered can combo, and it lasts quite long, and the range is as long as fair... it's very good, use it more
That was my second time playing XD. I'm totally **** nowNikoK does play B+
http://www.youtube.com/watch?v=iS2Xw6O8B28&fmt=18
No matter what, it's one of his best kill moves, even when versus small characters... and I meant you didn't use it at full potentialI know how to use it. What I've said was that it was near useless against small characters. There are always better options out there.
It's just plain stupid running at a small character full speed ahead, short jumping and doing nair. You've got better moves to use against 'em.
I used it mostly as a kill move against small characters.No matter what, it's one of his best kill moves, even when versus small characters... and I meant you didn't use it at full potential
Umm you do realize that there are gaps between the fair right? short hop double fair isn't like some invincible wall like you seem to think it is. In melee short hop double fair is faster than it is in brawl+ and even then it's not good to do a lot. What you call "fair camping" just seems to me like controlling space.I thought Leaf explained it pretty well, but the idea is that by lowering his horizontal aerial acceleration, but increasing his running-to-jump momentum, we'll achieve a couple good things:
First, his ability to camp double fairs will be lessened, as he won't be able to retreat the second fair as well -- he'll have to commit more (this is further hurt as less damage will create less shield stun, becoming a little more dangerous).
However, by raising his running-to-jump momentum, he can still keep up in a horizontal combo performing SHDFs -- at least as well if not better than before, hopefully. Combined with the slightly higher F-gravity and the more vertical tip angle, he should get a very substantial boost to his combo game. Kinda scary, actually.
Granted, we're waiting on Plan SA to be complete to try this, and it's all theorycraft at this point, but if it works it could move him away from Fair camping and towards a more interesting game.
Someone sounds like they dont know how to spaceDamage on the untipped portion in order to give it more shield stun and make it less susceptable to shield grabbing which is one of the main reasons I dont approach with that move. :V
I know how to space okay. I'm just saying that untipped nair doesnt have enough shield stun and opens up an opportunity to get sheild grabbed. The tipper size vs untipper size, the chances of getting shield grabbed are high enough to make me go, "Naaah. There's a better option."Someone sounds like they dont know how to space![]()