Cause people aren't hitting their opponents with arrows to the knee.Pits arrow got no DMG doe ;c
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Cause people aren't hitting their opponents with arrows to the knee.Pits arrow got no DMG doe ;c
MK has good tech options but a ****ty neutral game amirite guysI agree on yoshi and snake, but MKs tech chase options are simply too good vs most of the cast. Also, Seibrik taught me that kirby has a 0 to death chaingrab on floaties such as samus and ivy and that dash attack easily sets up the grabs.
Ok. Twas semi a joke. He has an OK neutral, but its relativly poor compared to other spacies. Or lucasWolf's neutral game: flat out ****ty
errrrr
okay guy
I think both Kirby's dthrow and dash attack need to be looked at. Imo, dash attack is a little too safe. The chaingrab is definitely busted; it becomes guaranteed after certain percents on different characters, and you can finish that stock with an fsmash or even an upsmash.I agree on yoshi and snake, but MKs tech chase options are simply too good vs most of the cast. Also, Seibrik taught me that kirby has a 0 to death chaingrab on floaties such as samus and ivy and that dash attack easily sets up the grabs.
But Chu is already by the ledge, ready to suck you.Don't get grabbed, or stay by the ledge to mitigate the damage.
Gotta play lame against Kirby if you're a floaty.
from what a Texas Kirby told me, the chaingrab actually gets easier the more percent your opponent has. I know that Ivy can be regrabbed regardless of DI starting at 40%, and Charizard at around 75%.Kirby's dthrow is basically just like Melee's just you cant attack out of it before Kirby recovers from the animation. I do agree it needs to be looked at tho. You can CG some characters well into the 200s. As long as Kirby can still tech chase and chaingrab (just not as long) with the dthrow im cool with any changes. Dash Attack needs to be reworked i totally agree, been saying that since day 1 of 3.0. Uair needs to send at the Melee angle as well. Thats all really.
Yeah it does. Some characters like Mario, Ivy, Bowser, GnW, Chiarzard etc can get CG starting around 35% and will go on forever getting easier as the damage increases.from what a Texas Kirby told me, the chaingrab actually gets easier the more percent your opponent has. I know that Ivy can be regrabbed regardless of DI starting at 40%, and Charizard at around 75%.
You read that wrong.What should his bananas do then?
What about pit's arrows, falco /wolf's lasers, Mario ' s/luigi ' s fire balls, links booomerang, zelda's dins fires etc.
At least with diddy's bananas you can power shield it, clank with it, catch it, tech it AND use it against diddy. If they took away tripping on naners then they should compensate in another way some how. Diddy's projectiles can be used against him rather easily in comparison to other characters.
We could effectively argue why most of the projectiles in the game act the way the do on hit.
Bowser and Link have a warlock punch? 0_0Make Ganon's WP land startup-cancel (dont know the proper name for it) like Bowser's and the Links.
Cant tell if sarcasm but w/e. No, Bowser and Link can quickly start up their moves when landing on the ground. Thats what i was referring to. But yeah, I was being sarcastic.Bowser and Link have a warlock punch? 0_0
And...why? Diddy isn't too good. He's probably not even top ten. Diddy doesn't get guaranteed hits off of the banana hit. All it does is give a (techable) techchase. And you could have wavedashed to catch the banana and thrown it at him. If the Diddy is doing banana OOS because you were being unsafe and you get hit, okay, the Diddy deserves his techchase opportunity- you should try teching the trip.You read that wrong.
When Diddy throws his bananas at an opponent that's standing, the banana trips the opponent. It should not.
In previous versions it just caused hitstun, and you could only trip over them if they were stepped on. Which is how it should be. They should not take away tripping from bananas all together, just when thrown.
Also you can powershield all of those projectiles, powershielding shouldn't even be in that list.
That's not true, he's got bair, fair, dair, dash attack, and...not every move needs a use but ganon has like 4 moves to begin with
Just because the character isn't "too good" doesn't mean that they aren't designed poorly. And I do remember a version of the bananas spiking, but I also remember a version of them being what was basically a flinch hit, similar to what happens now when you're in the air.And...why? Diddy isn't too good. He's probably not even top ten. Diddy doesn't get guaranteed hits off of the banana hit. All it does is give a (techable) techchase. And you could have wavedashed to catch the banana and thrown it at him. If the Diddy is doing banana OOS because you were being unsafe and you get hit, okay, the Diddy deserves his techchase opportunity- you should try teching the trip.
In previous versions it was a knockdown and it had issues with accidentally spiking people standing on a ledge...IIRC this was the reason for the change. Regardless, there's no reason to nerf something that's not broken.
Bananas go far and cause trip, but they are really easy to avoid and shielding the banana allows you to immediately take control over it by jump OOS and Z-catch.Just because the character isn't "too good" doesn't mean that they aren't designed poorly. And I do remember a version of the bananas spiking, but I also remember a version of them being what was basically a flinch hit, similar to what happens now when you're in the air.
And that techchase gives Diddy the most free form of approaching ever. Bananas get thrown far, cause trip, and Diddy is fast with a solid tech chase game in the first place. I can't think of any projectile that gives that much of a free approach on hit, while controlling the area around your opponent both on whiff and on contact with shield. Not to mention, throwing the banana is incredibly safe, which makes being able to trip on hit very powerful if Diddy is up close.
Some of this stuff does apply to the player that's able to play the item game better than Diddy, and I won't argue in any sense that it doesn't. But even from the other side, that doesn't make the way bananas work any less stupid.
Nanners thrown from far away are yours, just shield and catch or wavedash straight into it, the range should not be an issue and only bad diddys will just throw free nanners from max range at you unless they've caught on to your ****ty item game.Bananas get thrown far, cause trip, and Diddy is fast with a solid tech chase game in the first place. I can't think of any projectile that gives that much of a free approach on hit, while controlling the area around your opponent both on whiff and on contact with shield. Not to mention, throwing the banana is incredibly safe, which makes being able to trip on hit very powerful if Diddy is up close.
I respond to bananas fine. I keep telling people to play Diddy's item game back, and play it better. Usually after giving this advice, people start to do better against the character. It still doesn't mean that bananas in their current form are bad design.Bananas go far and cause trip, but they are really easy to avoid and shielding the banana allows you to immediately take control over it by jump OOS and Z-catch.
That means Diddy needs to chase the banana to prevent the opponent from taking control of the banana. Except that most players are bad with items and don't attempt to do this.
Literally the only reason Diddy's bananas are a free approach is because people have no idea what to do after shielding one. Bananas do not provide a free approach, unless the opponent is bad at item game. Fortunately for us Diddy players, most people would rather come to Smashboards and cry for the PMBR to nerf Diddy rather than learn item games. Brawl players had to learn item games because there was no one to scream nerf to.
Against an opponent that can hold on to your banana (preventing you from pulling two out) and use it well, throwing a banana blindly is not safe. It is much less safe than, oh, Mario's fireballs, Falco's lasers, etc. Falco's lasers are very similar, in fact, being very safe on hit or in shield and giving followups, except for the part where shielding them lets you take control over them. Against good opponents, naner throws must always be chased. That makes it less free than Falco's lasers.
Bananas aren't "stupid" if you know how to respond to them correctly. Get better.
You still have not explained why they are a bad design besides using the word "stupid".I respond to bananas fine. I keep telling people to play Diddy's item game back, and play it better. Usually after giving this advice, people start to do better against the character. It still doesn't mean that bananas in their current form are bad design.
Telling people to "get better" doesn't make the design of a character better either, which is ultimately what the PMBR is going for. Diddy has a lot more stupid on him than bananas alone, bananas are just most people's number one gripe with the character, whether the player can beat the character or not.
Woah, you're right. Glide toss naner to dash attack or pivot smash would be probably be guaranteed if it had the hitstun of, oh, a turnip.Bananas would be decent even if they causes stun because then they don't trip and get the chance to tech. You just AGT a banana into fair and it's over. You can tech bananas, catch them, throw them away, use them, THE POWER IS YOURS!
Yeah see, I don't buy that.I respond to bananas fine.
Eh, his recovery is overrated. He can't sweetspot the ledge at range, which makes him a Super Captain Falcon. Just stay on the ledge, prepare yourself to intercept if he goes high or just smash him if he goes low.Diddy shouldn't have 2 bananas, his recovery goes way too far.
So, here's the thing: I genuinely think most people who say this don't understand naner logic.Diddy should not have 2 nanners lmfao
I already stated the fact that they trip on contact is bad design because of how advantageous being able to cause tripping from long distance is. I didn't know more explanation was needed other than that.You still have not explained why they are a bad design besides using the word "stupid".
And your description of the control bananas gives Diddy is clearly from the perspective of someone who does not have a great banana game.
I think having a 1 frame move that can be jump cancelled in to everything is stupid. PMBR should nerf Fox.
I think Marth's grab is stupid. PMBR should nerf Marth.
I think Jigglypuff's rest is stupid. PMBR should nerf Jigglypuff.
I think the fact that Falco's lasers are an approach and lock people in to their shield is stupid. Nerf Falco.
Diddy's naners are a major part of his approach game and can definitely be dealt with- maybe even with more interaction between the players than Falco's. He's a very interesting character in that regard. You want to nerf naners because you dislike them, but frankly a ton of the Melee characters have a bunch of dislikeable stuff, and you know what? That's what makes them viable characters.
Since PM Ice Climbers have Melee and Brawl desync methods, desynced stuff are ICs biggest strong suite. It's hard stuff to do though.3.) I've been looking into the Ice Climbers recently, and I'm wondering what moves/aspects about them are viable/non-viable. They seem a touch non-intuitive, which is making it harder for me to do an analysis by myself.
Being able to cause tripping at a long distance is bad design? How? It's high risk. Throwing a banana at that range cedes the banana to the other player. Do you think the target is just going to sit there and not shield the naner?I already stated the fact that they trip on contact is bad design because of how advantageous being able to cause tripping from long distance is. I didn't know more explanation was needed other than that.
Naners only control the ground in a techchase sitation. They can be picked up by a wavedash. Including a safe backwards wavedash when they are in front of you. If you can touch a banana you can pick it up.Also none of those moves are fast projectiles that are safe when thrown and also control the stage once they touch the ground, while also forcing the opponent to tech on top of doing the other two things I just stated.
Bananas don't trip while shielding, unless you're talking about glide toss down, which requires you to literally be inside of your opponent, or you get shieldpoked.Bananas also have more uses than what I've stated, I only stated the one thing about Diddy's bananas that is disliked by many people. The fact bananas also trip people while their shielding adds another use to them, especially when combined with Glide Tossing. They would seriously be absolutely fine without tripping on grounded hit.
These are both characters that cannot glide toss, so I suspect your item game- and by item game I mean Brawl item game- is not up to par. A lot of PM Peaches have terrible item games because they think it's melee and don't use glide toss and wavedash pickups too.I also said I respond to bananas fine, not that my banana game was "great." I've been playing a character with items as a main tool since Melee (Young Link) and I play Toon Link in PM. I have a fair item game.
And the namedropping starts...Also I'm not the only person who feels bananas are poorly designed. More well known players, including Diddy players like DLA, feel the same.