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Toad starts working on frame 10 if I'm not mistaken. Compare this to Marth's counter on frame 5, which is itself considered a typically bad, niche move. You then get 5 frames of invincibility, and you are vunerable for the rest of the move. It also doesn't 'work from behind'. If you get hit outside of those 5 frames of invincibility from behind, the counter doesn't work. It also doesn't put out a hitbox behind you. It just sprinkles a bunch in front of you.It works from behind fairly well in PM. Is very quick on start-up, and covers herself very well.
If it hits, it's also not easily punished given how far/hard it hits.
Cool that Bladewise uses it. Good to know it's at least 'out there somewhere'
PS/side-note, it destroys projectile users in many ways.
TL jumping and throwing a boomerang or bomb? pop the blouse-mushroom
It didn't tell me you quoted me, so sorry for the late response.Sonic has been changed, but mainly in terms of being able to jump out of his moves & the way that they act. Nowhere NEAR as much change that Lucas has gone through.
Just as an FYI for those who don't know: Lucas has had various hitlag changes & properties of his moves change. I realized there's a ton of changed so I put them in a spoiler.
Since 2.1, magnet has been nerfed completely (mostly for the best) and has tons of reduced shield damage and hitlag. Same for Nair.
Fair & Bair were once reversed in 2.1 and only got switched to their currently seen versions in 3.0. (Bair was Fair, Fair was Bair).
Bair added end lag & changed sweetspot / angles
Fair range, hitbox, priority, flub size, and sweetspot hit boxes were all changed from 3.0 to 3.5 (worst change IMO).
Dtilt is a different move from 3.0 to 3.5
Ftilt & Utilt sweetspot & priority changes.
PKF hitstun & fixed the "bug" where landing an aerial PKF close to the ground goes the grounded distance and speed. Also removed the auto cancel window.
Uair, Dthrow, Uthrow - knockback changes
Offense Up (OU / neutral B) - multiple changes to end lag & charge uses.
Grab active frames drastically reduced on both standing & dash grab. Acts more like a long range stand grab rather than EVERY OTHER TETHER GRAB......
Recovery distance, hit boxes, end lag changes on both tether and Up Special.
Zelda has always been kinda boring. Camp out opponent with SideB then counter approach with smash attacks, tilts, and naryus love. Get stupid early kills with spammed Fair/Bair/Fsmash/Uair (floaties).
poe's law, you know for a fact that there's at least one player that would say everything you've said 1:1 with a straight faceToday is not the day for jokes I guess
2/2 over da head
Dair's L-canceled landlag is 17 frames, which is in the upper... 10%?ish of all landing lags. There are quite few that are more than 15 even. I can only think of like 4 moves off the top of my head that are.As for dair, I'll have to respectively disagree with you. Not that I'm saying you're wrong or anything, but I've never felt cheesy in it's usege, regular landing lag, l canceled lag and just the move in general seem fine to me. Though I wouldn't dismiss looking at it if it starts becoming a problem in the meta, but currently wario isn't viewed as a problem, so time well tell.
Well, whichever side @ Frost | Odds is on is the side I'll pick. And I'm pretty sure he's on the good side.WHAT HAVE YOU DONE PMDT YOU'VE BROKEN THE BOWSER SKYPE GROUP INTO THE TWO CAMPS OF WHETHER HE'S GOOD OR NOT NOW. ITS LIKE A KOOPA CIVIL WAR
There's a few people with massive levels of frustration at the new Bowser - and I can see where they're coming from, because the stuff that "just worked" for him at lower levels of play have been basically stripped, with no compensation in the form of stuff like a usable fsmash. IMO he's slightly better at top level but vastly worse at low level at the moment. I hope the PMDT throws the newer players a bone or two, but we'll see ;D
What about proper arrow use? Can that force openings that Pit can exploit with DA or other launchers?I play Melee Marth so I'm well familiar with controlling aerial opponents, though Marth has better ground pokes than Pit which is the main thing I'm worried about. Those ground pokes Marth has (infamously dtilt, but also stuff like ftilt and jab) are the reason people have to leave the ground against Marth in the first place; I'm not sure what Pit tools to fill in the gap with. I'll figure it out though! Dashdance-grabbing people and fair pokes was plenty sufficient for me back in 3.02.
I think you underestimate exactly how busted dash attack was. It made 0-deaths easy for players who could in no way pull that kind of thing off with any other character.Bowser is better at all levels of play in 3.6. There's no way he's become worse from this.
I'm still under the influence that playing a solid Smash game in general (even if it's bad play, as long as it's more to the general game of Smash) will land a player more dash-attacks than anything.I think you underestimate exactly how busted dash attack was. It made 0-deaths easy for players who could in no way pull that kind of thing off with any other character.
To a point. I think it depends on the matchup somewhat, and certainly depends on the opponent's percent. They're definitely not Falco-laser tier in terms of pressure (falco lasers come out much faster and are more spammable) or combo-ability (since falco lasers land cancel pretty easily while arrows don't since they make Pit float a bit--gotta look into this actually). They're more flexible than lasers in a couple of scenarios due to aiming, but those aren't relevant to the neutral. Hmmmmm...What about proper arrow use? Can that force openings that Pit can exploit with DA or other launchers?
This was the impression I got as well. To get anything from arrows, you need to short hop them, and have your opponent at decently high percent and not DI'ing properly enough to counteract them, AND be very close to them. Not that you have to get followups from arrows in order for them to be useful--sometimes, like Sheik needles, the point isn't to get one big and effective one, but to harass with them well enough that your opponent can't simply set up shop and camp you.I will test when I have time, but partial charges where you release just before landing seems the most effective, otherwise you need to rely on angling your arrows at the perfect time or getting those slight angles perfectly. I will test end lag on both methods and see if it changes that view.
At least there were sheik and rob in the last version to compete. The more I play marth the more i wonder what he possibly has over roy. Roy has a better launcher, kill options in center stage, and his recovery is more difficult to challenge than marth's.It was always Shines and Swords. Best tools in Smash honestly.
Everyone loses a stock screwing up if you're against a good player. But the hang time change was definitely warranted.Roy also loses a stock if he screws up.
This is significantly more true in 3.6 now that he doesn't hang in front of the ledge for a year.
I started playing competitively in melee and pm at the same time and main ike in pm with sheik as a strong secondary from melee.Roy also loses a stock if he screws up.
This is significantly more true in 3.6 now that he doesn't hang in front of the ledge for a year.
I have to wonder sometimes if there's a correlation between people who came to PM with a lot of Melee experience versus people who didn't, and what characters each respective group complains about. The respective stereotypes are the Melee elitist who doesn't want to learn to deal with Brawl character matchups (or reworked Melee low-tiers) and usually wants those characters nerfed; and the PM diehard who can't play Melee well because they lack experience handling those characters, and complains constantly about it.
Roy is an interesting case because he is a Melee low-tier who received buffs, along with the likes of Zelda and GnW, but unlike them still plays pretty similar to his Melee incarnation.
Not sure where I'm going with this, but I have to leave, so have it anyway.
New wake up timers are only longer if you mash less than 6 inputs a second or some like that, which is way easy to do (reacting to getting tranqed to mash on time tho, harder)I won't go into detail on the character because I keep changing sides, but 3.5 Pit was largely considered mediocre and he hasn't changed. People keep saying "he feels really good this version," but nothing changed to make him feel better. The transition to 3.6 isn't like the one to 3.5 where if your character was unchanged it was a pseudo-buff because everyone else got hit hard, in 3.6 few characters got hit hard enough to affect MU spreads enough to make Pit better by relation. These are all things I just want people to take into consideration. I don't get all of the Pit love and people saying, "I can finally use this character" when nothing significant about him or the meta has changed.
Overall quality of the character aside I think Pit requires strong fundamentals. He doesn't have crazy tools to aid his neutral like projectiles or a good CC. He also can't really pressure shields so his neutral boils down to crossup aerials on shield and dash dance into grab/launcher > tech chase/juggle. The reason I say he doesn't have a projectile is because it doesn't really help him get in, I see it more of an extender/harassment instead of a hit-confirm like boomerang or PK Freeze. Ohyeah his dash dance is solid, but honestly I don't think he has Roy dtilt level options out of it, and his run speed isn't anything to write home about. Pit isn't the type of character I see carrying anyone and I don't see him having many strong MUs against anyone besides possibly fatties or floaties. The best thing about his current design is that to win with him you just have to play plain old, "good smash."
Snake seems to be pretty good at the moment. I'm putting some stakes on him being contender for high spots. His movement still isn't "good." but his punish game is incredible beyond belief. I already have some feelings about tranq being intangible.... and the new wakeup timers....
ROB only got a few major changes-@ foxygrandpa I'm not disagreeing but i'm curious what about the Rob changes hurts him so much. I don't understand that character at all.