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  1. player_03

    Can Lucario's Counter please be a Counter again?

    One other thing to discuss. My main problem with this move (and a few other moves like Meta Knight's Drill Rush, Wario's bair, and grounded Falco Phantasm), is that even if you read them and react correctly, a lot of characters are unable to punish. A disjointed move will usually just clash, and...
  2. player_03

    Community Request Thread for the next version after 4.0BC

    Ah, ok. As long as you have good timing, you don't need the tilt stick or quick movements to pull off sliding dtilt or sliding grab. All you need to do is rotate the control stick down until you're ducking, and once you duck, press the A or Z button with your other hand. You might also be...
  3. player_03

    Community Request Thread for the next version after 4.0BC

    I'm pretty sure G&W can't boost grab. If he can, it doesn't actually boost him. Sliding grab is where it's at.
  4. player_03

    Community Request Thread for the next version after 4.0BC

    As a G&W main, his speed is perfect as-is. I highly suggest using dtilt or ftilt instead. Both of those moves have a large, long-lasting hitbox, and G&W keeps sliding as he uses them, so they're very easy to land. Dtilt reaches farther and ends a bit sooner, while ftilt tends to send them at a...
  5. player_03

    Brawl Minus 4.0bc Bug Report Thread

    When a character is stunned, they can't be stunned again until they land on the ground. They still take damage from stun attacks, but they don't experience hitlag, hitstun, or knockback.
  6. player_03

    Community Request Thread for the next version after 4.0BC

    It turns out that the problem is the move's end animation. As the reflector is going away, the game acts like tap jump is on even if it's off. At any point before Fox returns to his normal falling animation, you can press up to jump. You can even buffer this jump. On the other hand, if you hold...
  7. player_03

    Community Request Thread for the next version after 4.0BC

    Unless you're Zelda, Sheik, or DK. They can use down-B when hitstun ends and instantly cancel it into airdodge. I tested in the Netplay build and got the same result.
  8. player_03

    Community Request Thread for the next version after 4.0BC

    Rather than responding to the insult, feel free to explain your position. Thor brought up airdodge punishes (I know that video is a different game, but the principle is the same), which you never addressed. When you say that Brawl-style airdodges "suck the thought out of airplay," are you...
  9. player_03

    Community Request Thread for the next version after 4.0BC

    Easier, certainly. But there's something to be said for difficult taunts: the more effort a player has to put in in order to taunt that way, the more of a taunt it is. I mean, I wouldn't complain if Ike could cancel grounded Quick Draw into taunt. All I'm saying is, I'm personally satisfied...
  10. player_03

    Community Request Thread for the next version after 4.0BC

    Actually, never mind. Ike already has a way to slide while taunting. To do this, Quick Draw in midair, cancel that into nair, fast-fall, and taunt as soon as you hit the ground. For best results, use the C-stick so that you can nair and fast-fall at the same time. Also, land on a slope if...
  11. player_03

    Try out this 25% bigger Pichu with a HurtBox that covers its ears.

    Visuals, mostly. In your version, Pichu's hurtboxes don't match its model. There are times when it looks like it should be able to easily run under an attack, but it gets hit anyway. You can see this in my first video - Pit's arrows absolutely look like they should miss, but they don't. I...
  12. player_03

    Try out this 25% bigger Pichu with a HurtBox that covers its ears.

    In my still image, I was using both. In my video, I was using my version of FitPichu.pac and 4.0BC's version of FitPichuMotionEtc.pac. My version increases Pichu's size by 25% and leaves everything else alone.
  13. player_03

    Try out this 25% bigger Pichu with a HurtBox that covers its ears.

    Bent, can you please post what you think is wrong with 25% bigger Pichu? Because as far as I can tell, it's almost exactly what we want. Fox's lasers only sometimes hit Pichu as it runs, which means they still serve their purpose of forcing Pichu to approach, just not quite as well. Pit's...
  14. player_03

    Try out this 25% bigger Pichu with a HurtBox that covers its ears.

    Not true. As Bent's original post said, Pichu is now 25% bigger. This is how: Basically, Pichu squishes like Jigglypuff, Kirby, and G&W. At this point, it's becoming clear that the cure is worse than the disease. I'm going to try making a 25% bigger Pichu without any additional edits, and...
  15. player_03

    Try out this 25% bigger Pichu with a HurtBox that covers its ears.

    I'll try to remember to test it out tomorrow.
  16. player_03

    Try out this 25% bigger Pichu with a HurtBox that covers its ears.

    This one was even in Pichu's intro video. Way too late to change it.
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