Dark Sonic
Smash Hero
I DO!!!.
Defensive moves are lame <_< I want my 5 frame move with obscene kill power back!
Defensive moves are lame <_< I want my 5 frame move with obscene kill power back!
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Well, if there's already a reverse hitbox, then I suppose just make it bigger, and if it doesn't already, make it hit behind him (and otherwise having the same good kb of the primary strong hit). I don't remember there ever being a notable hitbox behind him, though.Cool ****, so I'm sure we can make the sweetspot bigger then shift it back a bit, but how far back should we shift it? There's actually a reverse hitbox that sends at 74 degrees. Are we gonna enlarge it and change its stats?
JYES! And for the tip to send about five degrees lower than it does now. His upB should be safe on hit after this... any hit.Also does Leaf want more base added to the sourspot hits or something?
Hopefully well? lolI tried to move invincibility to frame 5 but idk how well that worked out lol.
Well, the new version will be designed around helping edgeguarding, not necessarily onstage uses, although I suppose you still could use it as a last ditch onstage kill move onstage. Since you'd be using it in edgeguarding, you should be going for the ledge afterward, which will help mitigate any lag problems that might come up.Make a move that has more lag and is more punishable than Marth's dair in vbrawl an offensive move?
ionoooo~
At least I know I'm not alone. <_>Make a move that has more lag and is more punishable than Marth's dair in vbrawl an offensive move?
ionoooo~
No. That defeats the whole purpose. It's not even an offensive move at all when you do that; it's just a worse version of the original defensive move.At least I know I'm not alone. <_>
Can't we find a medium for the move. <_>
Invicible on 1-2, 5, slightly buffed KB on sweetspot . Dunno about the backwards hitbox + added base to weaker hitboxes.
Well, if you could upB out of it before, I wouldn't be surprised if you could still upB out of it. As long as you leave hitstun before you hit the ground, anyway. Since upB is a special, it should continue even if marth hits the ground during it, which will end up negating some of the "stun" you normally receive from the jab. The main reason jab -> grab works (in general) is that every character in the game suffers a landing animation when they hit the ground, regardless of whether or not they were in hitstun (and if they were in hitstun, they finish the hitstun and then enter the landing animation). So while many jabs will actually cause you to leave hitstun before hitting the ground, you don't have enough time to throw out an aerial before you do, essentially making the very limited nonstun time, as well as the landing animation time, a part of the "stun time."I'm totally going to fear Peach Jab > Grab now. lmao.
Because peach fair spam with AC + ALR is ********. :VNot to mention... why are you letting a peach get close enough to jab -> grab you in the first place?
...btw leaf...when you said:
"Uthrow 60 growth -> 50 growth, 120 base -> 110 base"
I think you meant:
"Uthrow 60 base -> 50 base, 120 growth -> 110 growth"
Because Parameter 4 is KBG, and Parameter 6 is BKB. ._.
I'll try 100 base and 40 growth. <_<
Fix'd. ALR doesn't do anything when a move already AC'd. The reason fair is so beast now is because of the raised shieldstun.Because peach fair spam with AC + shieldstun is ********. :V
well it did make the whole side B to aid recovery a bit hazadous,. as the timing is different, so u sometimes end up doing the second DB part, and hence SDing...:V
Heavy you say?
The general idea was to make Marth combo better and get comboed as well.
Also. 3/4 speed dancing blade changes the timing?
<_<
faaaaillll. Can we get the old nerfed dancing blade back?
Then just take out the frame speed mod.no, I meant pre-nerf is was ridiculous (when I was playing Leaf's Marth set it was the unaltered version <_<). Maybe we should just try the damage nerfs with compensated KB?
Forward b 1The first hit of DB shouldnt be slowed down as the move is punishable enough. <_>
Actually, it's the first hit only. Just try it yourself...especially Down FinaleActually all frames of DB are slowed down. When it means "Side-Special" it literallys does not discriminate in that sense . =V
I'm pretty sure they buffed Up B to kill better, so really removing invincibility was a tradeoff that worked with his recovery weakness.(Up B is nerfed too!!)