Bryonato
Green Hat
Pretty sure that's false. SinisterB was showing me how he does magnet **** while I was in BC and he always holds B.
Correct me if I'm wrong, Sin.
Correct me if I'm wrong, Sin.
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If you're holding the Magnet, (as in, holding down B without being hit with any projectiles), you can't jump out. You have to let go of B and go into the release animation before you can jump, unlike the spacies' shines and other similar moves. It isn't a significant delay, it just makes the move feel unnecessarily sluggish in my opinion.
Lucas' PSI Magnet has a similar property, but due to the release hit bubble on his, it benefits him greatly.
Yeah, I'm talking out of my ass. I was making a stink about an issue that doesn't actually exist. >_>;Pretty sure that's false. SinisterB was showing me how he does magnet **** while I was in BC and he always holds B.
Correct me if I'm wrong, Sin.
Like I said. It's the ONLY thing I would change. I didn't change it TOO much. Just 2 frames longer with a side hitbox at the last 2 frames.i like your dair man but i really dont want it changed at this point. it's great as is.
Also, we generally aren't looking for people giving lists of what characters "need," and we're certainly more interested in players exploring what characters already have.
While "everything is subject to change," we'd like to encourage people to spend their efforts expanding their character's metagame instead of simply asking for changes.
Okay cool. Thanks I didn't know. I just wanted to post what I actually wanted to see changed and posting a link would be the best way of going about that.Hi @nessmaster1 ,
I'm editing your post to yank out the link to your build. We don't encourage people making "balance edits" to Project M, especially since we're still in development, and it encourages people asking for changes instead of learning how to fully exploit what they already have.
Mag getting a spike? pls no. I'm all for it doing more dmg though. That's a must I think.I wouldn't mind seeing Magnet getting a spike along with a earlier hitbox or do 7-8% damage and become more of a combo starter/extender while keeping it's defensive capabilities with a earlier hitbox.
And maybe see Cross get reworked a bit as well to give it more utility?
I would also like to seem Usmash become more of a combo starter, even at higher %s.
Is that asking for too much? I mainly just want to see magnet gain a bit more offensive wise though.
I agree with the second one and that's about it, though I would like to see ftilt be not ****ing awfulI would like to see
- improved tilts (slightly more range or even one rework or more kb/ less CCable)
- magnet one or two frames faster
- maybe an option to angle aerial pk fire slightly up and down (dunno but I think it could stop the easy avoiding by using mixup angles)
Maybe just one or two out of these. I feel he doesn't really need that much, just the last little shape to be able to fully compete
The spike part was mostly in joke. I just think it would be hysterical but I know it would also be ridicuoul. However it would be the latter part I want more, more % faster hitbox, and be able to work better with combos (as both a starter and extender).Mag getting a spike? pls no. I'm all for it doing more dmg though. That's a must I think.
It sounds like he yells "PK CROSS!" to me. So that's what I cal it. Despite it's legit name being Flash.**FLASH doesn't need a rework. Perfect as is imo.
It is. But I think it could be in a eve better place. By making it more of a combo starter, it would still remain a good edge guard tool as well simply due to it's nature.USmash is also in a good place.
It's really good as a two parted edgeguard. Essentially, it forces the opponent to use their jump early if you send out a pk flash lightening fast off stage after hitting them. Then, you've essentailly reduced their stage options giving you a more straightforward edge guard.The spike part was mostly in joke. I just think it would be hysterical but I know it would also be ridicuoul. However it would be the latter part I want more, more % faster hitbox, and be able to work better with combos (as both a starter and extender).
It sounds like he yells "PK CROSS!" to me. So that's what I cal it. Despite it's legit name being Flash.
"Rework" was a poor choice of words. It would have been more accurate for me to say utility. To me it seems like there is never really a reason to use it and is out classed by other moves in what it would be used for (killing and edge guarding). And I dislike it when characters have useless moves that are always outclassed, and when the have awesome moves that always outclass their other moves so I wouldn't be again Fire receiving a nerf. I could be, and probably am, wrong about Cross' utility in which case I am willing to listen about it's utility where it isn't out classed by other moves.
It is. But I think it could be in a eve better place. By making it more of a combo starter, it would still remain a good edge guard tool as well simply due to it's nature.
That's interesting. But it is still very limited. And I still think it could use more utility in one way or another.It's really good as a two parted edgeguard. Essentially, it forces the opponent to use their jump early if you send out a pk flash lightening fast off stage after hitting them. Then, you've essentailly reduced their stage options giving you a more straightforward edge guard.
Well, its also a hard read anti air (see Awestin v. M2k), a great edge guard against recoveries that stall the user (Ike/Luigi/Dins firing Zelda/ a lot of recoveries) and it can end aerial combos. I'd say that's a lot of utility for a special move.That's interesting. But it is still very limited. And I still think it could use more utility in one way or another.
I don't believe that PKT is in any way a bad recovery, nor that Lucas's version works the same as Ness's, it was more of a speculation about an alternate recovery that could have been and what people would have thought.PKT is a perfect recovery. Powerful in the hands of a powerful player, but with still a strong commitment and plenty of coutnerplay. Two really smart players in a Ness v. X matchup have a lot of opportunities for the Ness to recover safely or get ruined by good responses (which is how a "good" recovery should be).
It's an interesting concept.So I had a thought today about a different Up+B, and I was curious what other people thought.
What if Ness used Teleport α for recovery instead of the more punishable/same as Lucas PK Thunder? I imagined it as working like Wolf's recovery, but with an ending "explosion" like Zelda's teleport with the same graphic as when Ness enters the stage at the beginning of a match. I just imagined this would keep Ness's moveset in line with Earthbound (using Teleport to move quickly in a line, but "exploding" when it's interrupted) and would differentiate him further from Lucas.
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BOO THIS MAN!Otherwise i kind of like where PKT2 sits right now, maybe chop off a negligible amount of it's entire distance