Scythe
Smash Master
- Joined
- Dec 5, 2004
- Messages
- 3,875
it's not guaranteed and the timing is different on certain characters. It's very smash DIablelmao I meant dair sorry.
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it's not guaranteed and the timing is different on certain characters. It's very smash DIablelmao I meant dair sorry.
To add to this, an IC main on the PM ICs boards posted impressions and mentioned that the dthrow dair was even easier to escape than it was in Melee. Might be fast enough to try if used as a mix-up, I'm not sure.it's not guaranteed and the timing is different on certain characters. It's very smash DIable
Doesn't work against players with good reaction time, you get hit in the teeth by an Uair OOS or something. Attacks beat grabs homie. Yes, it's super good, nobody in their right mind would argue that. (I might even argue he shouldn't have so much aerial control during the Bite) I know he'd still be top 5 with those changes applied in 2.6b. The crouch slide really just helped him sooooo much just as a mobility option. I completely agree about the move which baits a shield and then mixes up into a 12+ frame advantage option on block. Get it out by all means, cause that's bs. But just remove the damn hit, why does every move in this mod have to have a hit effect?Wario really excels by having an unblockable neutral special that can be done in the air, strong kill power, a faster fart (which I need to learn/get used to) and hilariously good grab range.
Wario XLs pretty good without one little thing.
I haven't played enough 3.0 to comment on the rest, but THIS. It's not PM's fault, though. Olimar was very bland and very unexciting in vBrawl, so they didn't have a lot to work with. However, I still used to enjoy playing him back then. Perhaps my opinion has changed over time, cause I don't like playing this version of him. His moveset seemed to be made specifically for floaty physics. To top it all off, I don't think he's very good either.Olimar seems uninspired. I wasn't an Olimar main in Brawl, so I may be missing many subtleties, but he seemed very plain and boring. Very unlike other PM characters.
How so? You're probably the only person I've seen who doesn't think he plays smoothly. Just curious...roy feels...clunky. i can't put my finger on why though. but i think it affects his performance. i don't think roy is very good so far.
Really? I've found ledge dashing to be pretty simple with Roy. Maybe it's because I suck at it with anyone who isn't Mario. I can see where you're coming from with everything else though.roy also feels clunky to me too. his up-tilt is odd being reversed, his second jump doesn't feel like what it used to be. and his drop from the ledge puts him farther away from it than everyone else or so it seems, which makes ledge hopping > waveland extremely awkward.
Yoshi's got them MAD autocombos. It's insane how good he is now. I LOVE IT!All I could have hoped for was Yoshi being able to jump out of shield. Instead, I got a combo monster with parrying and grab hitboxes that actually make sense. Thank you PMBR!
How so? You're probably the only person I've seen who doesn't think he plays smoothly. Just curious...
Yoshi's got them MAD autocombos. It's insane how good he is now. I LOVE IT!
I guess I should say "effortless combos".Aside from final smashes not a single character in any smash game has an auto-combo.
-.-. C'mon smashers, please realize what a combo is.
I guess I should say "effortless combos".
Is that better?
Yoshi is bombtacular.
A rising double-jump Nair offstage will deny most recoveries and is relatively safe due to the armor.
^^^roy also feels clunky to me too. his up-tilt is odd being reversed, his second jump doesn't feel like what it used to be. and his drop from the ledge puts him farther away from it than everyone else or so it seems, which makes ledge hopping > waveland extremely awkward.
LOL BR Dêja Vu....I guess I should say "effortless combos".
Is that better?
This sounds really familiar... oh yeah this is what people were saying about Roy when Melee first came out. It's still not true btw, Marth is the better character.I don't know what you guys are talking about. Roy is an offensive powerhouse, and he can over power a majority of the cast. His recovery is better than Marth's in terms of horizontal distance covered. His shffl allows him to transition from move to move at ridiculous speeds. His grab range/throw game is Marth's, which means it's really good. He's an incredible smooth, powetyul character. In all honesty he might be better than Marth at the moment.
How do you b reverse blizzard?I think ICs are pretty cool. A lot of the brawl desyncs work well. All you melee ICs try doing consecutive shorthop blizzards. Heck try to do consecutive fullhop blizzards. Throw in some b reverses and you have a really powerful zoning tool that combos into stuff. Throw in some ice blocks and you can make people go where you want. You can also bait people by throwing out a fullhop blizzard with popo and have Nana follow you with downair which is pretty cool.
I would put Ivysaur in top 3 on edgeguarding; I think he's actually more dangerous when he lets you grab the ledge and waits at d-tilt range to pressure you to do something, then attacks from there." It's a shame because I felt Ivysaur was probably the crown jewel design-wise of all of the PM cast"
What have you done with the real Overswarm, that man would never approve of something like Ivysaur
Like reconsider:
A highly defensive character that also top 3 edge guards in the game (in a very mindless manner, try *missing* with Bair I promise Satan will use his magic to make it work)
This wasn't ever really true for me after I had more experience playing against Ivy, even as Bowser. It'd be irritating at first to be hit by like 3 bairs and then an f-tilt shield poking me and a jab preventing me from shield grabbing an f-tilt right in front of me, but as time passed I learned how to get inside and once Ivysaur was hit or grabbed I was in control regardless of character.Most tilts and aerials just flow into other aerials regardless of DI blame the range or knockback, which leads to a pretty simple "autocombo" gameplay (someone out there is cringing at autocombo, oh well)
I could agree with this.Got a GTFO move up close with B which she doesn't need
Eh. Whenever Ivysaur used it I was happy because that's when she was most vulnerable. You can just jump over it and wreck her before the lag ends or, in the case of Bowser, just dash attack through it. With someone else you can choose between destroying the projectile or just jumping over it. At first I was like "omg auto grab on hit" but then I stopped being noobish and just SDI'd away when I get hit with it from a distance.Very nice and annoying projectile with low lag and 2 speeds
I never really liked Ivysaur's recovery. I could gimp Ivy pretty easily because it's obvious where she's going to be after she uses it, and even if my character can't (some just can't go off stage like that), you can grab the ledge, wait for the hop, then jump and hit her without much effort. CCing by the edge when she was on the ledge was pretty powerful too.Overall good at recovering (With tether nerfs its a lot more reasonable though)
Eh. Felt she had the same problem as Marth in that she could do awesome combos early on but as % increased she was forced to put herself in more compromising positions or just keep tapping away. Solar beam wasn't really ever a concern.Decent kill power, very strong with Solar Beam
Her throws were pretty good.Pretty good finishes and edgeguard potential from throws
Like, what the **** is her weakness supposed to be in 2.6? Ugly skins? Her design was like "Let's make a sewer monster dipped in radioactive waste fling her tentacles everywhere and win". I mean, she doesn't do things that are alien to an Ivysaur, but it's a lotttt for Smash. I hope her changes let people explore moves instead of loltrain all over people as a "defensive" character
Roy actually gets a little less distance on his long-distance recovery because he falls faster and his side-b doesn't stall him in the air for as long. Not to mention he's easier to hit out of the up-b, especially if he doesn't climb the lip of the stage. However, if I've got my facts right, Roy's side-b isn't transcendent like Marth's, so it can actually block some projectiles (this would actually matter if consecutive uses didn't hurt his recovery distance so much).I don't know what you guys are talking about. Roy is an offensive powerhouse, and he can over power a majority of the cast. His recovery is better than Marth's in terms of horizontal distance covered. His shffl allows him to transition from move to move at ridiculous speeds. His grab range/throw game is Marth's, which means it's really good. He's an incredible smooth, powetyul character. In all honesty he might be better than Marth at the moment.