illinialex24
Smash Hero
Please discuss what you feel about Battlefield, about how to play their and Jigglypuff's abilities there.
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I completely agree and if I get stuck on a top platform near somebody, I generally just have to float to the nearest ledge so I'm not punished...I personally hate this level for Jiggs. It's good for my Wario, Snake, and Falco, though, so I usually keep it in play instead of banning it.
The spacing of the platforms really inhibits Jiggs play style, or at least mine. She can't hit through the platforms as Alex mentioned, and if she's above the opponent she will have a hard time making it down to them. Not only that, the spacing of the platforms can ruin your bair chains with proper teching. That's the gist of why I dislike this level.
But Snake and Wario love this level, and Falco is more than competent on it. But that has no bearing on this discussion.
its not its a bad stage for Jigglypuff. I have it in the bad stages for Jigglypuff in the guide.RE-POST: (thanks PNDmike) can you explain a little better why BF is a counterpick? as long as you stay under the platforms or over them and under your opponent your at an advantage. its easy to poke through them. i slightly dissagree with it. it is dangourus though.
It helps but its not that much and I find the platforms hurt a lot more. I find however, that Lylat really traps Jigglypuff and its essentially a death trap for her. Just my opinion but I've played a vicious Falco in there and I didn't do anything to him. Everytime I'd go on the platform he would punish me but he just annihilated me underneath. It was a while ago but not pretty.Ohh...I agree Mike. I think Lyat is a really good stage for Jiggs because of the screwed up platforms can allow her to duck under projectiles. But thats for another discussion.
So I'd say a 4 or 3 from PND.I wish I could help out with that but I can't really quantify stages on a numerical scale. As in, my brain straight up can't comprehend it. I'm trying, but I'm hitting a mental wall. Too much is dependent on the character you're facing, their playstyle, your own, and just general preference. I don't mind saying my thoughts on a level, but rating it is an entire other ordeal.
If I had to, I'd change the rating scale to:
- - - -
I'd put it at a , not quite , but not quite good enough to be
Use that randomness as you'd like. Even with that scale, it's too hard to give what I feel is an accurate rating.
Yeah, thats what I tried to do. It'll get harder for me on other stages... Oh yeah and I updated the guide. Its looking pretty good, its now got damage percents with move decay and I'm going to add in knockback percent reduction and frame data for each move.Something around there. I'm trying to base it purely from my emotion when I random neutral it in a tournament scenario.
The thing is, I don't mind this stage against most heavyweights or certain projectile campers. Not enough to be , but a solid but against certain characters GamerWatch I'm pretty much at the end of the spectrum, but a lot of that could just be character based. It's really hard to distinguish my feelings on this issue.
Nice, this should be awesome. I'm got a 30 fps capture card and I'll do all the moves in 2x slow mo so that way I get 60 fps. I should get perfect frame data. As for knockback, it can be done by going to Luigi's Mansion, degenerating the move on the pillar and then hitting the opponent with the move. Check the maximum knockback in the stats at the end of the game and your all good. Its almost worthless knowing the numbers but percentage is fairly useful.Sick. Checking it out now. I plan on testing some grab release stuff with my little bro tomorrow at some point. I noticed that we have nothing on it, or whether or not it's even useful. I'm going to attempt to test on every character, factoring in DI, air break and ground break. I'm pretty sure ground break we can't do anything, but I'm going to try out every option I can think of. If anything noteworthy pops up I'll post in the guide.