Skip2MaLoo
Smash Lord
- Joined
- Oct 31, 2008
- Messages
- 1,293
is it possible to speed up a throw?
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nevermind, i had an idea but realized that even with a throw sped up the character would be launched and response time to attack after throws would be the same. it'd just be a sped up throw. lulzYes.
10JYES!
Lower damage = harder time racking damage = takes even longer to kill. We were on the discussion of nerfing damage without nerfing knockback, how did the subject of nerfing kill moves come up?Last I checked, utilt and uair were not in the list of squirtle's primary kill moves. =/
darn, lol guess i still gotta get wrecked by pikachu's throws then.It's not just you, we tried to get rid of it, the speed change didn't do anything. We have to, again, wait for a throw modifier to fix it.
It just hasn't been bothered to looked into, there were other things that are a bit more important to fix than Pika's Dthrow CG (although it IS important to fix that, it shouldn't be a major focal point for weeks is what I am saying). Heightening damage as far as I know would up the KBG on the throw or lessen it (depending on if you lower/raise damage) assuming it has a hitbox. Even then though, that would then make Pika's Dthrow do more damage which would be bad and who knows how high we'd have to go for it in order to not CG (not only that but, I believe it doesn't have a hitbox. But, I could be wrong).darn, lol guess i still gotta get wrecked by pikachu's throws then.
Question tho, how would a throw modifier come into play? I take it you guys havent found what codes change the effect of throws yet then? What if a throw did more damage would it change anything?
what for? i thought the whole point was to fake out your opponent into DI-ing wrong... i honestly really like landing it backwards at mid percents, opponents need to struggle more to break from my combo's that wayhey the reverse knee..can it be taken out? like, the way it worked in melee is way different as in melee it really worked with your direction and in b+ it requires a specific area of landing it. could the reverse knee have the same knockback it does now, just change the angle forward instead?
Hey there, I'm a PAL user and am trying to play with the latest updates but whenever I try to launch the game with Gecko it doesn't work and when I do with Ocarina it tells me that the list is too big. ;_;
in melee it launched you reverse by depending on where you hit them too. its just the area is larger in b+ and more noticeable.hey the reverse knee..can it be taken out? like, the way it worked in melee is way different as in melee it really worked with your direction and in b+ it requires a specific area of landing it. could the reverse knee have the same knockback it does now, just change the angle forward instead?
ah, fair enough, i was wondering that myself.that code isn't in the PAL set. basically the "hold shield to swap" was buggy, and therefore taken out. I couldn't find the old code >_>
fake your opponent into DI wrong back onto the stage. in melee i feel i had more control when i hit people with it but in b+ ill just hit people without when i don't even want to putting them behind me when i want them in front. and "opponents need to struggle more to break from my combos" actually supports my argument.what for? i thought the whole point was to fake out your opponent into DI-ing wrong... i honestly really like landing it backwards at mid percents, opponents need to struggle more to break from my combo's that way
This is the old PAL Pokemon no Swap Code:that code isn't in the PAL set. basically the "hold shield to swap" was buggy, and therefore taken out. I couldn't find the old code >_>
i can understand your feelings on it, but personally, it never felt like an issue for me, that said though, i don't often have trouble controlling which hitbox i land.fake your opponent into DI wrong back onto the stage. in melee i feel i had more control when i hit people with it but in b+ ill just hit people without when i don't even want to putting them behind me when i want them in front. and "opponents need to struggle more to break from my combos" actually supports my argument.
i can agree with your edit.i can understand your feelings on it, but personally, it never felt like an issue for me, that said though, i don't often have trouble controlling which hitbox i land.
oh, and the "opponents need to struggle more to break from my combos" thing, i was referring also to faking them to DI towards me amidst a combo instead of away
EDIT: also, I'd be totally in favor of reducing the size of the reversed knee hitbox, maybe to make it harder to land... or to make the forward knee a little easier
by grab releases, i mean making them all grounded because being put in the air is still a disadvantage in certain situations, and by tether grabs i mean onstage grabs, dashing, pivot, etc. i know standing and grab release combos were fixed.Grab releases were fixed a lonnnngggg time ago. Tethers, do you mean the grabs? Or the offstage ones? Link, TL, and Samus (I think one other, name escapes me) have faster wind-down on their standing grabs.
That should be looked into. PS is silly easy in B+, and the window is supposed to be shorter than in Melee. Maybe the PS window modifier doesn't work as it should?The way perfect shielding works right now would make it too potent.
imo, brawl+ (the physics not the people) caters to lighter characters. characters that are ko'd early are pretty good.That should be looked into. PS is silly easy in B+, and the window is supposed to be shorter than in Melee. Maybe the PS window modifier doesn't work as it should?
I would rather have a more restrictive window and reflective properties than easy PS.
Also, it might not be needed, but right now, slow characters are in a serious disadvantage against characters with spammable projectiles, like Falco, Fox or Ivy; so it seems worth a try.
Snake says 'HI!' but other then that yes, most of the heavies are just average. All of them are solid characters, but won't break out of the middle tier I think.imo, brawl+ (the physics not the people) caters to lighter characters. characters that are ko'd early are pretty good.
snake's only good cuz of his wind effects and ko early combos... FTILT UTILTSnake says 'HI!' but other then that yes, most of the heavies are just average. All of them are solid characters, but won't break out of the middle tier I think.
It's the window, it stays open for too long + never seems to lock or close.I thought that the main problem was that the game buffers shield, which results in easier PSing...is something actually wrong with the window?