SmashShadow
Smash Champion
- Joined
- Jul 9, 2012
- Messages
- 2,660
- 3DS FC
- 0104-0598-9588
Don't worry, you got the joke. There were no references.I get the pun, but if it's supposed to be a reference to something, I'm lost.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Don't worry, you got the joke. There were no references.I get the pun, but if it's supposed to be a reference to something, I'm lost.
It would be an equalizer only if it happens in proportions of the damage, like in Mario Kart, where the most disvantaged players get the best bonus.Tripping was one of the best things ever added to a fighting game. It's the ol' equalizer.
i like that logic it makes sense it reminds me of how pokemon trainer after a while the pokemon become fatigued and needs to be switched outWouldn't it make more sense that if you have 100%+ damage you'd be more fatigued? You know, like your character is more weak and stuff.
Good point bro.Wouldn't it make more sense that if you have 100%+ damage you'd be more fatigued? You know, like your character is more weak and stuff. I dunno, tripping because of that would make more sense.
I mean that if the tripping is directly proportional to the damage, it would give vantage to the ones who are already winning, reducing dramatically the chances of a twist of events. And it would cause the players to fight desperately because ththat they know that once they are damaged the tripping will give then fewest hopes of closing the gap. Fewest hopes, fewest fun, expecially for the newbies fighting against champions.Overcompetitve? Hows that even possible?
Wouldn't that get rid of the competitiveness of the game, since competitiveness implies the opponent has a chance of winning. Otherwise it wouldn't be a competition, it would be a slaughterI mean that if the tripping is directly proportional to the damage, it would give vantage to the ones who are already winning, reducing dramatically the chances of a twist of events. And it would cause the players to fight desperately because ththat they know that once they are damaged the tripping will give then fewest hopes of closing the gap. Fewest hopes, fewest fun, expecially for the newbies fighting against champions.
lol why'd did you stop playing brawl?Cant beilieve im saying this but..i miss brawl...i wanna play it...
ahhh i see are you planing on getting another wii or no?I sold my Wii years ago. Its the only Nintendo console i have sold.
Tripping bad, yes, but that guy rolled directly into an already-charging smash. Even if the situation he was in wasn't his fault, he certainly could've lived.
I'll never understand why Sakurai thought random tripping was a good idea.
Defenetly not. ima go get a WiiU and i would pick up brawl if you could play it with a GC or WiiU Pro Controller but you cant..ahhh i see are you planing on getting another wii or no?
The Marth probably expected the Sonic to run back and/or pivot grab whereas the Sonic player either read the roll or took a chance on the limited number of options (3) the Marth had; hence the play. The Sonic player had nothing to risk by throwing out the Smash since Marth rolling away would not be dangerous, a stand up attack wouldn't reach him and rolling towards would hit Marth. Besides, the Sonic was already looking to connect a forward Smash, as seen in the beginning of the clip.Tripping bad, yes, but that guy rolled directly into an already-charging smash. Even if the situation he was in wasn't his fault, he certainly could've lived.
I don't want to live in a world where dash dancing causes tripping 100% of the time.Tripping should only happen if a person were to to do rapid back and forth motions. If you guys don't know what I'm referring to then think of Mario Kart 64 when a player did rapid left - right movements they span out of control.