supersmash43
Smash Cadet
- Joined
- Nov 27, 2010
- Messages
- 56
It is very easy sometimes to accidentally high-hop (aka 'normal hop') when you actually intended to short-hop in the first place. How could this problem be easily avoided? Ok, this applies to both Melee and Brawl (not sure about SSB 64 because I hardily ever played that game) because on the Game-controller both the Y and X buttons can be used for jumping.
What's the point of having both buttons perform the SAME action (which is SHORT and HIGH hopping)? They could have just had one of those buttons dedicated to short-hopping and the other one for high-hopping.
The precision required to short-hop from characters with fast-jumping characters like Fox and Falco (who leave the air on the 4th frame IIRC) is just ridiculous! You have to release the jump button within 2 or 3 frames (which is 1/20th or 1/30 of a second) to perform a short-hop. Otherwise, your high-hop. This isn't too much of an issue for characters with slower jumping animations like Bowser and Ganondorf though.
Maybe it is because the Gamecube controller I am using right now is a bit stiff but really the hypersensitivity required for short-hopping (which can too easily result in not SH'ing) is a little annoying if you ask me. Especially when the control layout I mentioned could have been so easily implemented given the abundance of buttons on the GC controller.
In the heat of battle, when you want to perform a SHFFL it is almost impossible sometimes to avoid accidentally high-hopping.
I think this alternative control set-up can help avoid those frustrating mess-ups (which result from human error due to how incredibly easy it is to accidentally high-hop).
What's the point of having both buttons perform the SAME action (which is SHORT and HIGH hopping)? They could have just had one of those buttons dedicated to short-hopping and the other one for high-hopping.
The precision required to short-hop from characters with fast-jumping characters like Fox and Falco (who leave the air on the 4th frame IIRC) is just ridiculous! You have to release the jump button within 2 or 3 frames (which is 1/20th or 1/30 of a second) to perform a short-hop. Otherwise, your high-hop. This isn't too much of an issue for characters with slower jumping animations like Bowser and Ganondorf though.
Maybe it is because the Gamecube controller I am using right now is a bit stiff but really the hypersensitivity required for short-hopping (which can too easily result in not SH'ing) is a little annoying if you ask me. Especially when the control layout I mentioned could have been so easily implemented given the abundance of buttons on the GC controller.
In the heat of battle, when you want to perform a SHFFL it is almost impossible sometimes to avoid accidentally high-hopping.
I think this alternative control set-up can help avoid those frustrating mess-ups (which result from human error due to how incredibly easy it is to accidentally high-hop).