Yeah, they buffed pummel on PM, it has some special effects depending on the character and some do 3% (While melee max is 2% if I remember correctly) but hell, you can land half as much as you did on melee because the grab release is so quick ...
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Yes, that's what I meant. Mashing feels wicked OP in this game. I know some people dislike hearing that 'Melee did it right', and I'm not saying Melee's arbitrary choice for how quickly you can escape a grab is the absolute best, but escaping after a single pummel at 80%+ is kind of dumb.... do you mean mashing? Pummeling is very awful in PM because mashing out is so quick
To make an aspect which would otherwise be 1 sided become somewhat interactive.I think mashing is dumb anyway. There should be a fixed amount of lag depending on the % every time. I don't see why mashing faster would be rewarding.
Peach, some Zelda guy, Puff, TL, Link, Ivysaur, Diddy.Until you live in Ohio. Fumbles has it rough tbh - best player in the region is a peach lol.
I think Zelda also wins the matchup - I could see it being 6:4
Nice, i'm glad we ended the dispute of finding a neutral arbiter of logic and everything right. I'll add a couple others to the list.legitimate complaints:
his throws all share the same animation
bucket braking
it isn't apparently obvious when some of his hitboxes have disappeared
he has RNG
everything else:
"he has 4 sexkicks"
"he is the only character in the game that can escape combos"
"he can punish me when i don't expect it"
"his upb is good"
"he can jump after his upb"
"he is a decent character"
That wasn't a complaint so much as the reality of the situation. Fox, when played extremely passively, has much more time to gain matchup information and thereby adapt, than do characters with less mobility and get-out-of-jail-free tools.(+5)
Still? This thread is still finding ways to complain about Fox, and liking those posts? I'm not even going to keep reading onward, I'm done.
Dude, I really wasn't the one splitting up legitimate pages of arguments into "here is a list of the legit complaints and here is a list of whiny baby complaints". Anyone who deals with discussion in that manner deserves a LOT more attitude than that.NZA, you should calm down. Wtf is "literal jank" anyways. Oh, and he isn't the only character with landing hitboxes. Wolf Nair, ivy Nair, Lucas Nair, I think pit Nair? Yoshi dair used to have one as well.
Pretty sure this only happens if you land on frame 7, which is when the first hitbox would come out anyway. That's a bit different from what's happening in the examples above, ie landing hitboxes that come out after the attack would normally end.Wolf's nair has a landing hitbox even if the move's hitboxes haven't come out too. Wolf can still fh dair falling nair on tall shields even though the nair hitboxes don't come out in time.
Worth noting and a minor detail. On 1, i wasn't referring to animations lasting longer than the hitboxes. I was referring to dtilt being a giant circular hitbox that hits higher than the actual gutter, instead of being composed of a series of circles to be more like a line.@ The_NZA I already mentioned 1 when I said it wasn't obvious when some of his hit boxes disappear. I'm not convinced on 2 due to how slow and easily avoidable bacon is, but that doesn't mean I think bacon is perfect either (when I said he has RNG, I was referencing judgment & bacon). I'll be sure to add "he is the only character that has landing hitboxes aka literal jank" to my everything else list the next time this discussion pops up.
OH I see. I actually agree with you there.Worth noting and a minor detail. On 1, i wasn't referring to animations lasting longer than the hitboxes. I was referring to dtilt being a giant circular hitbox that hits higher than the actual gutter, instead of being composed of a series of circles to be more like a line.
Nope. Same as Wolf's, landing hitbox won't come out before frame 7.Pretty sure Mario's dair has a landing hitbox on frame 1, but the active hitbox comes out frame 7
Oh, so similar to things like sheik Bair, fox Bair / Nair, falcon dair, jiggs Bair?Worth noting and a minor detail. On 1, i wasn't referring to animations lasting longer than the hitboxes. I was referring to dtilt being a giant circular hitbox that hits higher than the actual gutter, instead of being composed of a series of circles to be more like a line.
I guess Sarton needs to update the hitbox thread for Mario thenNope. Same as Wolf's, landing hitbox won't come out before frame 7.
Oh, so similar to things like sheik Bair, fox Bair / Nair, falcon dair, jiggs Bair?
Where instead of the hit box being leg shaped, it's a bubble around it?
Yea, things like that are a bit painful to deal with.
G&W's dtilt should be changed into a small hitbox going back and forth.Hitboxes have a thing called interpolation. Debug doesn't show it, but if you want go to a melee hitbox thread and few something like marth fair. You will see the hitboxes "drag". Basically, every frame, hitboxes that move hit in their respective bubbles, where the move hit the last frame, and every hit in between. If you use debug and turn on hitboxes, then again, it will show the previous frame's hitboxes as well so you can see where it hits.
I dont know if you can turn it off per move or if the game could be failing to properly interpolate, but that's the facts.
I have a really simple philosophy. I think aerial attacks should last as long as their animations and I think their duration should be consistent no matter how long you are airborne or when they land. Magic hitboxes should not be appearing once the attack is over. Regardless of it being bair, dair, or uair, I don't understand what it is trying to reward on a design level.@ The_NZA
When I replied, I misunderstood the situation. I thought you were mad about landing hitboxes, but you seem to be mad specifically when they happen long after the aerial hitboxes leave. Did some investigating, seems Lucas nair has the same property, as InfinityCollision mentioned. The PMDT seems to have control over this though as Ivysaur nair and Wolf nair appear to have restraints on when the landing hitbox comes out. Then it just comes down to which specific moves violate this problem. I would argue its just bair. I can't think of an instance where uair violates this as it isn't a neutral tool. Dair could maybe use some trimming on this effect, but it isn't a neutral tool either so I think in order to preserve its combo nature it could have a little excessive delay still be allowed. The instance that comes to mind where dair is an issue is when he comes down with a dair after a juggle/up b escape and you shield. Didn't look into the frame data, but pretty sure every character can still punish this by not even letting him land. With bair, just trim it to only come out around 6-8 frames after hitboxes leave so sh bair is in tact. Maybe you disagree, but I think that's far enough on that issue.
Take the amount of likes you have on your post, and then add 3,420,982How many times has GnW been brought up?
Oh God. Marty. It's a time loop. What have we done.im alright with the landing hitboxes and whatnot, i just want it to be more obvious that there is a landing hitbox. i want things to be intuitive, and i shouldn't have to go to debug mode to figure out, say, when dtilt ends
like are you serious come on
Less than Fox, can't be that badHow many times has GnW been brought up?
2) Something i never understood is why Mewtwo isnt' universally considered a top 10 character. On paper he has so many strengths. Hes got a command grab, float cancels, an insane recovery (i saw Frozen recover multiple times from the bottom corner of dreamland), a decent projectile that has the added ability of being able to turn you around in the air, a kill throw, and more. But then Falcon comes in and says "lol downthrow knee" and Mewtwo dies. So yeah, somehow it doesn't all come together and i am now at peace with everyone putting M2 at B tier ish.
Dthrow->knee isn't guaranteed on Mewtwo above ~70%. Down+slight away DI gives you enough time to fair around that percent (trades at 70 if you're both frame perfect), and around 80 or 90 you can start teleporting out as well. You'll probably get clipped if you try to jump out though. Dthrow->uair is true but obviously doesn't kill unless you DI the uair down and in past the ledge for whatever reason.Falcon being able to dthrow knee on mewtwo the way he combos everybody into knee isn't really a knock against MewTwo lol
Could you do me a favor and define game design for me and go a little into its purpose in a competitively designed game like Project M. Specifically relating to "I don't understand what it is trying to reward on a design level". I find people hide behind game design and similar arguments. I personally hate the argument and get irrational when its mentioned, so rather than assuming what you mean I thought I'd ask. before I respond.I have a really simple philosophy. I think aerial attacks should last as long as their animations and I think their duration should be consistent no matter how long you are airborne or when they land. Magic hitboxes should not be appearing once the attack is over. Regardless of it being bair, dair, or uair, I don't understand what it is trying to reward on a design level.
It makes a character safer on the basis of a surprise being surprising i.e. its good because its different and its different for the sake of being different. Not because it adds deeper interactions. Why not just decrease the end lag on the aerial instead if you are really committed to making that move safer?
I think its really dumb. If anyone so far hasn't grasped hwat we are talking about, take GnW, put on debug mode, jump off the right platform of battle field and do a bair. Then, from the ground, full jump and bair and time it so the duration of the attack is over before you land (but barely) and watch how an extra hitbox shows up.
i think the obvious answer for this is to just make the tilt hitbox stay out until frame 25 to make it visually consistent.Also, @Strong Bad do you have any input on G&W considering you played him a decent amount during the tail end of 3.0 and some of 3.5.
i can see the logic in this, but i disagree completely that it's an understandable animation, at least when playing the game, which is where interpreting something like this mattersI've always thought of the 'Hit' part of GaW Dtilt to be the effort in his Flick upwards.
The rest is the manhole settling.
Yea, it doesnt solve the problem, and it still looks silly. but, it's an understandable animation. The problem is more trying to make something look good with his animation speed.
What do you mean by the Yoshi nerf? Do you mean make it not combo and instead just hit them away? The changes the use of the move entirely. The reason Yoshi's dair was (imo rightfully) changed from 3.0 was because the move had the potential to do 40+ damage AND pop you up really nice for a combo. I was still disappointed to see it leave because I loved the combos you could get off of it and it seem really cool. I would love it G&W could be kept, even if it meant trimming it down some.Giving G&W's Dair landing hitboxes the Yoshi nerf seems reasonable. Then if they shield poke then change that?
It seems reasonable to me.