stingers
Smash Obsessed
I doubt that's possible :x It'd be cool though
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You mean when Samus misses her grab pummel on Bowser? It happens on other characters too. I haven't bothered to test, but I know for sure Mario is another who avoids Samus's grab pummel from time to time. I'd imagine the best way to fix it is to make the hitbox bigger.I know it isn't that critical, but have you thought of removing Samus' pummeling glitch on Bowser?
Yeah, that's what I'm talking about.You mean when Samus misses her grab pummel on Bowser? It happens on other characters too. I haven't bothered to test, but I know for sure Mario is another who avoids Samus's grab pummel from time to time. I'd imagine the best way to fix it is to make the hitbox bigger.
I dont see this being possible in any way so dont get your hopes up.Hopefully a WBR member will step in to see if it's possible or not. It would be a great way to balance Kirby (who needs it desperately.. I'm having a hard time playing this game knowing Kirby is so good.)
I think only a few characters warrant a slow down on their techs.just wondering if tech roles are going to be slowed down a tad, as techchasing is slightly too hard atm for alot of characters (reaction time needs to be at frame speed)
We've talked about homogenizing the techroll speeds before, but never followed through with anything. It is one of those things that tend to get forgotten about, though.I think only a few characters warrant a slow down on their techs.
Some characters are perfectly fine, and others are still retardedly easy to chase even with the techs so fast (only one off the top of my head is G&W who takes his **** time getting up)
Hmm, that's strange.Samus's pummel on Bowser has nothing to do with size, its the damage it deals (which is really low) so some times, for some reason, on Bowser it won't do any damage. I really don't think it's worth fixing since it's such a small problem and only happens on ONE character...
Even though you were asking Falco400, I'm going to go ahead and give my opinion on it.Hmm, that's strange.
Not sure if this means anything, but I've noticed pummeling problems when Bowser is at higher damage.
Although it isn't real important, I'd hope that when most other things are taken care of, that this problem would be addressed just for the sake of cleaning up the little things to further polish the game. (Guess I'm just anal, lol)
Also Falco400 - since you seem to be knowledgeable about B+ - I was wondering about your thoughts on Falco's (up-B) recovery.
Do you want to make it at least as good as it was in vBrawl or are you happy with it as is?
Hey, someone else who lives in Alaska.Even though you were asking Falco400, I'm going to go ahead and give my opinion on it.
Falco's Up-B wasn't directly nerfed, the only changes that have made it bad for recovery were the higher gravity and the removal of auto sweetspotting. Personally, I don't think his Up-B or any other recovery option should be buffed. That is Falco's weakness, and he has a good onstage game to make up for it. Falco has lasers to keep the opponent at bay, his shine (Down-B) is a great combo starter, and his down air can lead to some gimps. These examples should show that he has various plusses that compliment for his horrid recovery.
QFTBowser uthrow begs to combo, and bthrow begs to kill.
This post made me facepalm, and makes me want to slap you.I think DK in Brawl+ needs some work. I know it's been discussed a lot and ultimately it's been settled on leaving it how it is, but to me, it seems like Donkey Kong has recieved more nerfs than buffs... and he was far from broken in vBrawl. His main weakness in vBrawl (not counting infinites since they don't apply to Brawl+) was a poor vertical recovery. In Brawl+, both his vertical and horizontal recovery took hits. This is worsened by the 'no auto-sweetspotting' code, as DK is even more susceptible to being spiked or gimped (not to mention how much more punishable DK's up-b is now). It also makes his air-game a lot riskier.
I feel like DK is sort of mediocore now... he has a good ground game, but I don't know how well he can stand up to B+ powerhouses like Luigi, Marth, Sheik, ect. He's still far from useless, but I think he needs some buffs to get him to the level of other characters.
My suggestion would either be to improve his recovery and leave his ground game as is, or improve his ground game and leave his recovery as is. I'd prefer the first one, since Donkey Kong is supposed to be the speed/mobility heavy-hitter.
And, of course, when grabs can finally be modified, his cargo-grab needs to be less escapable, hahah.
lolno its not. And at higher percents, you can only get off one fair.The damage output of fthrow to double fair isnt that great either. It'd be better to uthrow to uair with marth at the percents you can fthrow to fair.But also increase KB on Marth's Forward Grab. The ability to Forward Grab to x2 Fair or even more is rediculous.
Calm down.This post made me facepalm, and makes me want to slap you.
If you haven't read my DK+ guide in the character forum, you need to, I cover WHY things were done and HOW he benefits from the changes made. Go look at it, you obviously aren't playing him as you should be. DK is the most **** heavyweight, he has guaranteed Cargo Utoss Donkey Punch and Uair on the ENTIRE cast AND they both work even at high %s, it's inescapable. DK has **** combos and is a great character ONSTAGE. His recovery doesn't need buffing because it's his character weakness to have a mediocre recovery. Just space the recovery wisely and you'll snap on JUST fine. He has amazing range, amazing KO power, and the combos to back his mediocre recovery up.
I'm sorry if you feel he's mediocre because he truly isn't. He ***** Marth as far as I'm concerned, and he kinda did in Brawl as well. His recovery was about the same in Brawl anyway, it's easy to meteor him in all three Smash games. You can't change that and we won't be changing DK ever unless he is truly proven to suck (which is SO UNLIKELY BECAUSE OF HIS RANGE, COMBOS, AND KO POWER).
Please read my DK+ guide, for the love of God, I thought people understood by now that DK is **** and you really can't say he sucks. Right now, he is by far the most balanced character in this game.
lol 1, I'm not mad, 2 I know about cargo being easy to get out of, it's % based as well as there's a secret way to get out of it instantly, I want that fixed more than anything however I do not know the priority on it right now. 3 Up B is fine.Calm down.
Seriously, I'm okay with my suggestion being turned down since it was explained to me. I understand now. But let me clear something up. I never said Donkey Kong sucks. Ever. I used the word mediocre to describe how he felt to me due to his recovery. Your guide said his up-b was hit with a slight nerf to balance him out. I didn't know that DK was about how balanced you want the other characters. How was I supposed to know that a lot of the characters Donkey Kong is currently struggling with are going to be toned down? I just went with what is currently in Brawl+. If you tone down some characters, then yes, DK would be at a good level. But as I saw it, his up-b was not cutting it with some of these currently over-powered characters. I should've been more specific; I didn't want his vertical recovery to be improved, but I was hoping to get his horizontal recovery back to what it was. I know he probably doesn't need it now.
What I was referring to with the cargo is the easy way to get out of it. The cargo spike would be a little more useful if it took more than half a second to get out of it.
I guess transistioning into Brawl+ DK has been harder than with others for me, but I'll get used to him eventually.
As awesome as that would be, the egg roll start up is waaay to slow for Egg Roll OOS to be effective. :/Speaking of Yoshi... with his inability to jump out of his shield, I doubt it's possible, but would it be possible to make it so he can Egg Roll out of his shield?
*cough*the IC anti-infinite code currently restricts popo -> nana throws, right? if the purpose of the code is to eliminate infinites, but keep regular CGs, then only bthrow needs to be effected by this as every other throw (f and d throws) take the opponent to edge and require us to end the chain. bthrow is currently the only one that actually can be used to keep a chain going as it lets you turn around when you get to the edge.
When Almas stops being lazy and finishes debugging the new engine codes.so when is the next nightly build with the music code coming out?
tonight?