DeLux
Player that used to be Lux
- Joined
- Jun 3, 2010
- Messages
- 9,311
I actually teared up a little that I'm a hashtag in the company of the caliber of players on this list.#Nickriddle #Denti #Strong Bad #V115 #DRN #Sethlon #Oracle #Delux
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I actually teared up a little that I'm a hashtag in the company of the caliber of players on this list.#Nickriddle #Denti #Strong Bad #V115 #DRN #Sethlon #Oracle #Delux
#Strong Bad tho#Strong Bad
When are you guys going to pick up a good character? #spacies
wolf can KO GW hella early with side-b, and it's pretty easy to set up. i don't think rat goes for them as much as some wolfsIn unrelated news, I also think Wolf is by far the least offensive of the space animals and is a pretty manageable match-up since he can't just get random kills at 60%. I base this on playing against Rat, who I do think is considered a good wolf.
trust me, falco is harder than wolf. those lasers shut him down so hard, down-b is just a gimmick imo. he can't handle the pressure that falco dishes outidk man, i think still falco is still more managable than wolf (not by a lot, but definitely more manageable)
Game&watch Specific changes-All taunt buttons are able to be used to footstool
-Footstooling someone who is paralyzed, such as after Zero Suit Samus' Down Smash and Neutral B, does not put them in the footstooled animation when jumped off of
-All Armor has been standardized via knockback as Light, Medium, or Heavy. There are color indicators for the characters that have armor during their moves, such as Red for Bowser and Blue for Squirtle, with more opaque overlays generally indicating stronger armor
-The window to release the jump button after starting an aerial to DJC (Ness, Lucas) has been extended
-The DamageFlyRoll animation is no longer based on damage (random while 100+ damage), but knockback instead
-When the C-Stick is set to Attack or Special, it no longer also inputs jumps
-When tap jumping, the game no longer checks for if the player is not holding the C-Stick
-When a character is respawning, the camera refocuses instead of staying focused on the characters that are currently still alive
-The powershield window no longer decrements during hitlag or shieldstun, allowing successive hits on a multi-hit attack to also be powershielded in addition to the first if kept in shieldstun and unable to drop the shield
-The physical powershield drop animation is now interruptible with shield in addition to A and B moves
-Screen KOs have been removed as a temporary fix until it is possible to make them the same duration as Star KOs
-All music tracks are available regardless of being unlocked on the save file or not
-Training Mode is now the default Solo Mode selection in the main menu
-Issues with Mario and Zero Suit Samus being selected significantly more than other characters with Random Select resolved
-Team shield colors now work properly when Team Attack is On
-Various recovery moves with long transitions into Special Fall adjusted to not grab backwards for as long after falling
-TechRolls and TechStand are slightly delayed at the start to be harder to read. Same invincibility, distance, and total durations as before
-Dash Attack has a hitbox at the very start of the move that sends forward
-Forward Tilt's late hit is weaker, sends more vertically, and is slightly smaller in size
-Forward Smash is capable of hitting multiple times
-Down Smash sweetspot on the hammers is now a meteor against grounded opponents with compensated KB, allowing for combos at low damage
-Down Air is interruptible sooner in the air
-All Throws appear identical in animation until the opponent is released
-Down Throw does slightly more damage
-All Neutral B foods are fire element and able to melt Ice, instead of only Shrimp
-Neutral B depending on frequency of use has a chance of launching large foods that spin slower, are more damaging, and stun longer than normal. Damage scales a little bit on each with Sausage<Shrimp<Fish<Steak
-Neutral B foods do slightly less damage at normal size
-Neutral B foods' random trajectories can be limited to the upper or lower three by holding up or down
-Neutral B pan hit window is a bit shorter
-Side B has new graphical effects to indicate whether the next judgement hammer will be an odd or even number
I agree with most everything you said except DDDD3/GNW is pretty bad for us bair is pretty damn good against us, and a lot of stuff outranges us. This matchup you can either go GNW and lose a quite a bit more than other matchups, or just pick falcon, falcon ****s up D3, its pretty hilarious. D3's i played were Balefireboy and Big D
.
tilts my friend. She can't handle disjoint;0
Because GnW doesn't have the mobility to actively stop her from floating and the fact that she AC's from float means that she actually has a lot of punish windows to stop him from doing that?why is she floating when you can spam bacon?
kkkkkk Ill join the skype. Where is it at?