Fortress | Sveet
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Yup it plays just fine on the Wii
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It's just the natural shift in the metagame. For Falco specifically, I think the floaty matchups requiring a ton of precision and people dealing with lasers and pressure better are causing Falco mains to switch. Fox has an overall easier time vs. floaties because of his vertical KO setups, and most Falco mains didn't use him vs. floaties to begin with (Zhu, for example, has always used Fox vs. Peach and Puff). Characters have had the metagame tilt out of their favor in the past, but Fox/Falco are not only the most common characters overall, but the most common dual main pair. This has led to an easier mass migration than for a character like Marth who was struggling in the meta a few years ago, but whose players did not have a consistent secondary across the board.What's with the drop in Falco mains nowadays? I noticed a lot of high-level Falco mains have switched to Fox. If I'm not mistaken, Mango only plays Falco for the Fox matchup to avoid the ditto. Zhu has recently switched to Fox. Westballz has been using a lot of Fox in tournament. Can Falco no longer win majors without a secondary? Is Fox just superior in every way?
In my opinion the most important fundementals to learn as far as stick movements and button presses go are DI (because otherwise you will feel hopelessly destroyed), L canceling (if you miss an L cancel it is a free punish for your opponent or cause you to drop combos/follow ups), and movement options such as dash dancing and wave dashing so you don't get shut down too easily.What are all the techs/skills that I will need to know to hold my own in a competitive match?
Teching in place doesn't prevent you from falling off edges. This is different to tech rolls which do prevent you from falling during them. I'm not sure how exactly the TIP alters momentum, but at least it doesn't stop you, and I think you lose speed pretty much the same manner if you miss tech.I see sometimes where people land on a platform in tumble, tech, and then edge cancel the tech. What causes this and is it feasible to do it on purpose?
It's character dependent. Check the hitboxes/frame data thread of your character. I believe ledge occupancy lasts for the duration of the animation, but I'm not sure.Out of normal ledge get up, get up attack, and roll, which option allows you to edge hog the longest?
Far superior ground speed for following up on confirms, MUCH stronger Up-Smash, easy shine gimps, and longer Up-B / Side-B recovery.What's with the drop in Falco mains nowadays? I noticed a lot of high-level Falco mains have switched to Fox. If I'm not mistaken, Mango only plays Falco for the Fox matchup to avoid the ditto. Zhu has recently switched to Fox. Westballz has been using a lot of Fox in tournament. Can Falco no longer win majors without a secondary? Is Fox just superior in every way?
At the top right by the title there is an "Unwatch Thread" hyperlinkhow do i leave the thread
Thank you. It's a good thread thoughAt the top right by the title there is an "Unwatch Thread" hyperlink
As far as least amount of inputs and tech I'd say:I'm new to Melee. What are some characters that require minimal skill but are still viable? I've used Pikachu in every other Smash but I've heard he really has nothing going for him in his game. I'd love to be a hyper aggressive Fox or Falco but I simply don't have enough time to dedicate solely to practicing tech skill before actually getting practice against other players.
Alright, thanks. I've heard Sheik, Marth, and Pikachu don't require too much tech as well? I can SHFFL with characters that have easy short hops, I was trying Fox earlier and it was difficult to short hop and also hard to time to l cancels because of his fast falling speed.As far as least amount of inputs and tech I'd say:
JigglyPuff
Ganondorf
Game & Watch
Samus
Not really viable, but super easy and simple:
Zelda
Also Ice Climbers if you learn desyncs and wobbles (doesn't take long initially) you can go VERY far, and take out players much more skilled than you. A fairly cheap character at a low to mid level, but difficult to win with at the highest level even with these gimmicks.
Yes those 3 as well, but they require speed, dexterity, and tech. Sheik you have to really know the hitboxes and spacing she has a lot of tech though and she also has a 2 frame SH like Fox. Marth you have to L-cancel and FF everything since all his aerials have small hitbox windows and he's floaty (he can be easy to kill, you need to learn his spacing well), Marth has a bad recovery too, it's easy to predict and gimp (just takes one invincible drop bair from most characters). Pikachu is easy to kill, but can recover from anywhere; mostly relies on Upsmash, Thunder, and Fsmash to kill if you aren't good with SHFFL aerials (his up-air is amazing), again he also has a 2 frame SH.Alright, thanks. I've heard Sheik, Marth, and Pikachu don't require too much tech as well? I can SHFFL with characters that have easy short hops, I was trying Fox earlier and it was difficult to short hop and also hard to time to l cancels because of his fast falling speed.
Sheik's short hop timing is the same as fox's. But between her simple edgeguarding (eg, grab edge -> bair), simple yet effective combos strings (eg, dthrow -> ftilt -> fair) and simple approach game (eg, walk ... -> ftilt or just dash attack) I would say she is the most fundamental character.Alright, thanks. I've heard Sheik, Marth, and Pikachu don't require too much tech as well? I can SHFFL with characters that have easy short hops, I was trying Fox earlier and it was difficult to short hop and also hard to time to l cancels because of his fast falling speed.
I agree with you that the established concept of stage bans do not give equal CP opportunities (the first loser has more freedom) and that this is a bad thing, but I don’t think making every ban affect only the opponent’s picks is the right way to go about this; doing so increases the gimmick factor (banning a stage on purpose only to pick it later on). Alternating temporary stage bans are so much better imho. They give both players more freedom and flexibility in character and stage counterpicking, but always to completely equal degrees. (See “Bones’ ruleset”.)What's the common view on the meaning of stage bans, i.e. can you pick a stage you have banned previously on the set? I think you should be able to pick it, since that way both players have equal cp opportunities.
Yeah, it didn’t make any sense, dunno what I was thinking, haha. It’s how it should be now.@ Kadano Is it just me or is your post contradictory? But yeah I think that either both players should make their bans before the 2nd match, or bans should just be limited to next match.
Umm, the Alternating temporary stage bans for Bo3 work precisely like stage ban affecting only opponent. Obviously you should be allowed to ban the same stage your opponent did. This will allow players to try to trick the other player to ban wrong stage though, but I don't see that as a problem.doing so increases the gimmick factor (banning a stage on purpose only to pick it later on). Alternating temporary stage bans are so much better imho.
That’s true, but with alternating stage bans it’s very obvious that they are only temporary, so I don’t think players will falsely assume they cannot pick their stage ban.Umm, the Alternating temporary stage bans for Bo3 work precisely like stage ban affecting only opponent. Obviously you should be allowed to ban the same stage your opponent did. This will allow players to try to trick the other player to ban wrong stage though, but I don't see that as a problem.
It’s not really linear because d scales quadratic. I show this here from 0:18 on with some arrows that should give you an idea how it works: https://www.youtube.com/watch?v=c93Fwem-ngwI have a question about BK and KG.
I looked at the formula, but it's too complicated for me.
Approximately at what percent does KG = BK? Let's say the character weight is 80 (approx avg) and is hit with a move that does 0% with 50 KG and 50 BK.
At percentage will the knockback effectively be 50 + 50?
Or is knockback not linear?
Thanks!
The graphs in the videos are all linear relationships though.It’s not linear. I show this here from 0:18 on with some arrows that should give you an idea how it works: https://www.youtube.com/watch?v=c93Fwem-ngw
I only plot from p there. Plotting from d would produce a quadratic curve.The graphs in the videos are all linear relationships though.
The trickery isn't even the only problem. If I go Falco game 1 and win vs. a Fox, I'll probably ban FD. My banning FD for game 2 should obviously have no impact on whether or not I can choose FD game 3. I may simply change my mind based on how game 2's stage went, or I may want to use my Marth secondary. Unfortunately, the Apex ruleset is filled with logical inconsistencies like this. Selecting characters after stages is the other huge example that comes to mind.Umm, the Alternating temporary stage bans for Bo3 work precisely like stage ban affecting only opponent. Obviously you should be allowed to ban the same stage your opponent did. This will allow players to try to trick the other player to ban wrong stage though, but I don't see that as a problem.
Removing springs, rumble, and swapping your sticks with an official Nintendo analog/C/Nunchuk stick are all widely accepted mods. Anything beyond that you should ask the TO specifically.Functional mods are not allowed at Melee tournaments, correct? Like removing the springs from the L/R buttons? Only cosmetics mods are allowed, right?
Of course you can DI them. Vertical SDI is forbidden if they connect on the ground, but that’s it.Hi,
Recently a friend of mine told me that you can't DI spikes, is that true? I know that you can Smash DI, but regular directional influence?
I think it's dependent on how fast you bring the control stick from a neutral position to down position. Sort of like how the game determines whether you shield drop or spotdodge from shield. Think of it like doing a smash attack.How the **** do you drop through platforms consistently? I've been playing Melee for 12 years now and I have NEVER EVER been able to drop through a platform consistently. I'll always crouch instead of dropping through :/