Raziek
Charging Limit All Day
I'm seriously baffled at how many people are supporting this, but temp banning MK is an unspeakable heretical crime.
WTF Smash community, you make no sense.
WTF Smash community, you make no sense.
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LoL this is so true.I'm seriously baffled at how many people are supporting this, but temp banning MK is an unspeakable heretical crime.
WTF Smash community, you make no sense.
I'm seriously baffled at how many people are supporting this, but temp banning MK is an unspeakable heretical crime.
WTF Smash community, you make no sense.
What is a more drastic change though?I believe it is since one is a character specific change and the other is a global change.
Actually growth is affected the same. This is the opposite of what I initially thought and told to Ren when he first mentioned it to me. I researched it before posting in this thread.Secondly someone said the knockback affects characters equally which is a lie, every move has a set amount of knockback and set amount of growth, only the set knockback moves are affected, a easy way to prove this is with Ness. AT 2.0 Ness fthrow is an instant kill because ness fthrow has a high set knockback and a very low growth. AND ness bthrow at 2.0 doesn't instantly kill because it has a very low intial knockback, and a ridiculous growth rate, therefore it is largly unaffected by the damage ratio.
It's important not to exaggerate this side of it either way. A lot changes, but not everything and most of what changes doesn't change all that much. It's still a broad, global shake-up of most decisions in the game to some degree. Dismissing that or exaggerating the amount of change is creates are equally stupid.HAving to relearn the game is a stupid argument, no matter the damage ratio each characters stratagies will remain in tact, falco will still lazer camp, fox still plays hit and run, marth still will space like a *****, none of this will change, the only thing that will change is the risk reward value of moves, which isn't relearning the entire game like some are saying.
I think that just proves what i said, ness backthrow at 0% at 2.0 goes significantly farther than at 1.0, but isn't instant kill, so it make sense that it kills at 40% because i believeNote that Ness b-throw is an intant-kill at x2.0 knockbakc at around 40% damage on most characters.
Interesting. Wouldn't MK's Shuttle Loop be ridiculous tho? Cause it has very high base knock back? Also learning the risk reward values for moves and learning when they are safe is a humongous part of the game. People are still always learning what moves can punish what and what moves cant be punished on proper spacing. Thats like one of the biggest parts of smash.The therory craft in this thread is ridiculous, multi-hit moves are not instantly DI able, you still have to be good at di to even get out, they still work.
Secondly someone said the knockback affects characters equally which is a lie, every move has a set amount of knockback and set amount of growth, only the set knockback moves are affected, a easy way to prove this is with Ness. AT 2.0 Ness fthrow is an instant kill because ness fthrow has a high set knockback and a very low growth. AND ness bthrow at 2.0 doesn't instantly kill because it has a very low intial knockback, and a ridiculous growth rate, therefore it is largly unaffected by the damage ratio. So every character will have there own changes, some more than others, which is what needs to be tested.
HAving to relearn the game is a stupid argument, no matter the damage ratio each characters stratagies will remain in tact, falco will still lazer camp, fox still plays hit and run, marth still will space like a *****, none of this will change, the only thing that will change is the risk reward value of moves, which isn't relearning the entire game like some are saying.
Also going back to my second point, mmultihit moves almost always have low intial knockback, this is why zeldas usmash will still work at 2.0, fox's dair isn't changed much if at all at 1.1 in terms of its combos and knockback for example.
Many things are still intact despite what people think, ganons chain chokes and combos are not affected. grab releases aren't, pika dthrow on fox works but only till 40%, ike's jab, etc.
I will also add jab locks are gone and tornado is no longer spammable
PS-i played melee exclusivly at 2.0, ffa because that is how i played before i found competetive smash, so i know a bit about its mechanics.
the onlt thing people will relearn is that faster/weaker moves will now have more reward. and slower stronger moves will ave an insane reward.Interesting. Wouldn't MK's Shuttle Loop be ridiculous tho? Cause it has very high base knock back? Also learning the risk reward values for moves and learning when they are safe is a humongous part of the game. People are still always learning what moves can punish what and what moves cant be punished on proper spacing. Thats like one of the biggest parts of smash.
part of that is simply the design flaw for the characters in question, they just happen to release in such a way that other cast members can take advantage of such effects. Goes to show how pro active hal labs was in game balance.All GR infinites/CGs still exist
looks like someone didnt read the whole threadIt'd change the game-play drastically
Saw this a few pages back. Keep in mind we all thought the same thing when Brawl first came out.btw peeps if you've played 1.1 already you'll notice that alot of low tiers seem viable now and that this makes the roster have more variety in competitive play. For right now we need to do more testing before seeming becomes believing
see here's my thoughts, people won't plank at all because while you're on the ledge you are vulnerable (nobody can PP). why would you ever risk going off stage and avoiding all conflict while the opponent is assumingly on stage and throwing projectiles that are 20% stronger? you make 1 mistake against snake and you are dead. what a waste of a stock. you might as well attack them.I think this should be tested... I'm going to play with my friend like this and see how it works out. This sounds like it can make alot more characters viable, but it also sounds like it'd make people play gayer. hmm.
This times 1000.1) That unless it stops planking, there's no reason to change.
This is true... this would essentially stop MK from running away a little more and actually force players to fight each other! It basically makes landing a hit more rewarding and deadly.. which is how this game was meant to be played; you're meant to HIT each other.see here's my thoughts, people won't plank at all because while you're on the ledge you are vulnerable (nobody can PP). why would you ever risk going off stage and avoiding all conflict while the opponent is assumingly on stage and throwing projectiles that are 20% stronger? you make 1 mistake against snake and you are dead. what a waste of a stock. you might as well attack them.
mind telling me anything specific? I'm working on this with renI've been playing 1.1 today and it plays dramatically differently than 1.0 in practice. It's hard to explain, you just have to try it for a few hours.
Maybe u need to re-invent his combo with this new ruleset? I mean i'm sure Olimar still has SOMETHING that links. like okay maybe his grabs cant combo but I'm thinking that with this added knockback Usmash to U air can combo. And we all know how nasty U air is when its an electrical or fire pikmin -___-supermodel...oh yeah, forgot the hit stun makes her stun things last longer
and no, olimar is much worse, he loses 0% guaranteed combos, added hit stun and knockback makes performing DI necessary to survive...much less effective, he actually loses some good follow ups, all he gains is an absurdly powerful upsmash
i wouldn't be surprised for lucario to lose a bit of viability, he will be killed even earlier, and the knockback increase won't make it up for him, i doubt he still has a fair WOP, once again, it will be harder for him to recover with more hitstun, his grabs at low % won't put opponents in as bad of positions because they will be farther away
also, still searching for someone with aim to play me >_>
actually upair combos better in 1.0 brawl, 1.1 adds to much knockback, all i have out of grabs is uptilt...which doesnt' combo to upair anymore and only does like 10%Maybe u need to re-invent his combo with this new ruleset? I mean i'm sure Olimar still has SOMETHING that links. like okay maybe his grabs cant combo but I'm thinking that with this added knockback Usmash to U air can combo. And we all know how nasty U air is when its an electrical or fire pikmin -___-
have you been lookign at my posts, i want to test this out on wifi...aim=dabuz3anyone wanna test this out with me on wifi?
Vey interested on what this could yield...