BigglesWorth
Smash Apprentice
If you are nut for DJC characters like I am (which is few of us I know) then you have probably have noticed how DJC feels in PM. It feels...slow. Lack of immediate juggling follow ups. I wasn't sure what the matter was and why I was forced to fast fall to get even remotelly similar results to N64 or Melee but Peach and Mewtwo felt perfectly like Melee DJC. Characters like Ness and Yoshi that function almost entirely off this mechanic, it seemed weird to me that it didn't function to in the way that made it so good in the first place. At first, I thought maybe them and Lucas were just floatier by comparison. Then I realize the real truth, the only reason why Mewtwo's djc works and others don't is that his momentum is now in the float like Peach's. So ironically, by giving Mewtwo a float he actually has a djc that functioned like Melee or N64 while the other characters who are to have don't. I thought maybe it was quirk with the 7 frame timing for rising aerials, but its not that either. I realize, the aerials don't actually cancel the momentum which is silly. A real DJC means I go tap jump tap jump and then a so I fall back down as if I fastfalled normally while doing a nair. This doesn't happen in PM. I am just curious as to why? Intentional nerf, limitations of the engine. Does anyone know? Even fastfalled in many cases normal shffld aerials are faster than attempting djc aerials which defeats the purpose of having Djc. Maybe, I just completely suck (I will leave that open to possibility). But from what it seems, DJC in PM means an aerial stop upward momentum but stalls the falling while previous games DJC means the aerial completely stops upward momentum and starts falling as if fastfalling immediately. Can anyone shed light on this to me?