Baby_Sneak said:
idk about you samus, but i really dig the new samus. i feel like im in complete control of the new samus compared to," jump and wait 3sec to come to teh ground again" old samus. I as a player, needs to feel like im in control of my char and this new samus delivers on that. same goes for the rest of the cast ( however, not saying that every char should have super fast fall speed.)
Maybe it's cuz you're a spacie main but offstage and sometimes onstage I feel almost out of control with her - her bomb jump still feels and looks very awkward, and her dair just doesn't feel useful anymore, whereas before you could float in range and smack 'em good, now you have to start it from further down (so it feels) and it leaves it feeling more telegraphed to me. Also, that's what fastfalling aerials was for, but her fair out of a shorthop still doesn't feel as good as the old one (though thankfully, fair does suck a whole lot less now). Her new Screw Attach is definitely something that needed to happen with this fall speed, but still...
I might still start a thread on it, but I can see why she would be usable, even if I don't like her current feeling.
Ditto on the question Bent 00 asked: Why was the global gravity increased? What does that do to the characters?
Bash uair -> rest is a thing if you've got guts at low and mid percents - it also KOs near the top blastline rather well. Utilt combos into rest well (What would you use with your back to the enemy instead of utilt? Sh bair? What if it's a ducking Kirby?). Dtilt... I need to check out. Dair is good for gimping characters without jumps left, thanks to the ability to hold the button down (it can intercept Captain Falcon's recovery rather well if you're above him).
Gold_TSG said:
New Samus should be the superior of all Samus builds thus far thanks to the additional reliability in her combo game, as well as the crash bug being fixed on Zair, making it actually safe to abuse in her combos and pokes.
Looks like I need to start a thread on this - her combo game was plenty reliable in her slower gravity [it was certainly reliable for me at least]. Need to check out her zair.
Gold_TSG said:
I can understand the hesitation for Dorf's new moves, but I can tell you they work pretty well. Utilt is a great combo starter out of flame choke, and new dsmash has a plethora of uses thanks to the kept wind boxes. It is now possible to use it as another alternative out of dthrow, and because of how the wind works, will almost always pull people down into the attack with its range. Wizkick was hit because it was too strong and too fast, as it was his strongest kill move next to Pawnch and Up B uppercut. Since it can be used pretty reliably out of dthrow and Gandouken, there is no reason for that.
Am I missing something with utilt? It doesn't link into anything if they are hit with the full thing - there's zero IASA frames on it, and they're knocked too far behind 'dorf to hit them with bair or any other move (this was tested on King Dedede, a fatty, so he wouldn't even fly very far...). I need video evidence that this move can combo, because it does nothing toward starting a combo on my end, and is a bad finisher for combos in general. Wizard Kick changes are fine...
Gold_TSG said:
Ike didn't need to heal for 10% because of how easy it tends to be to land multiple Aethers in a row. Uair was changed because it was too easy to get guaranteed kills out of a specific combo, that being Dair > Dair (sometimes this one isn't needed) > Utilt > Uair > Uair. The hitstun keeps them locked long enough for him to catch up and effectively guarantee KOs. I am ok with this change, because I didn't even know about it until Sammi told me, and once practicing with it, it felt broken. And Razing Eruption is triggered by using side taunt during NSM and pressing B once his sword is behind him.
If you can't SDI Aether or DI the last hit so you can't repeat it, you deserve to get hit by it repeatedly and watch them fall back to zero quickly. And I will stand by that statement regardless of anything else you say - Aether is too hard to hit with to get the heal nerfed (and there is so little reward with it compared to other moves, so don't even try make a Warlock Punch comparison). That other combo sounds like it relies on them not DIing either [and they MUST miss the tech or it doesn't work at all], but I don't think it's a huge problem that it got removed...
NEWB said:
Thor, minus still has many chain grabs, they just aren't infinite to a point that would let someone do a 0 to death combo.
They must either all rely on terrible DI (and if Luigi's does, fine) or else I've never EVER seen them (I know the Metal Mario ones exist, that's because he's way different from normal characters), and I would like some examples of ones that are true CGs (as in, Sheik NTSC Melee dthrow or Falco dthrow, where DI can be a mixup but they can always get the regrab up to a certain percent).
Wolf laser nerf was unneeded.
And WHY IS IT NOT LISTED IN THE CHANGELOG THAT FALCO HAS HIS VBRAWL LASER SPEED BACK? AND WHY WERE SLOW LASERS REMOVED?! While I miss the old lasers (and the free grabs that led to nothing), now I have to practice something that wasn't worth it before, namely side+b -> jump -> b-reversed lasers, so that I can camp the hell out of anyone I choose. FYI, fast laser also makes nair -> laser lock obscenely easy to do (whereas before, they could SDI away and actually break out by being too far away at some point). But let me guess, we're gonna hop on board the nerf train, and make Falco's nair suck more than it did in vBrawl while removing the JC on Phantasm.
It's a good thing I play MK and Pikachu, or this updates changes to some characters I kinda like, and the new broken stuff with Falco that will be taken out and make him a poor character (sub-par combos already) might be enough to make me stop playing Minus.