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Posted: 2008-03-31 10:58pm
by Praxis
RIPP_n_WIPE wrote:
Shiek: Ninjas ftw!!! I her forward attack is sweet. I never knew she was so much fun to play. Unfortunately lacks the power of marth (who is my fav)
Ugh Sheik. They gimped her so badly! The Melee version of Sheik was so much better.

Not only was she faster, but more importantly her attacks had far more knockback. You could send someone flying halfway across the screen with that forward-aerial attack.

In Brawl they decided to make it so that Sheik was fast with absolutely terrible knockback and no kill moves, and then make Zelda's kill moves way better to compensate. I would call this cool, except they made the animation to change from Zelda to Sheik about 3 or 4 times longer, meaning that if you try it during a fight you are almost guaranteed to be hit with a Smash attack from the opponent.

Pitt: Dissed this guy before I played it. Not as fast as I thought he'd be though. Decent mid character. I like the spinning double blade thingy of doom. It's quite frankly a death blade, especially if you're mean to your buddy in a 3 person ffa and are pitt with another guy and get him caught in it.
Pit's a jerk. Play him a little more and you'll discover something- HE DOESN'T DIE.

He can jump four times, glide, AND his up-B lets him fly for quite a distance all he wants. He can fall off the bottom of the screen and make it back up on the up-B alone- add in the jumps he can make it off the top.

Okay in my opinion Metaknight (and to some Pitt) has the best recovery in the game. Mostly because all four of is B moves can be used to recover. Especially his up B. Does anyone else disagree with that.
I disagree. Granted, ALL of MetaKnight's moves can be used to recover, but you can only use one. Meanwhile, Pit only has one recovery move, but it covers the most distance. Both can jump four times, glide, and up-B.

Also, Pit's heavier than MetaKnight so he doesn't get knocked as far. A hit that might knock MetaKnight all the way off the side might only get Pit near to it, and then he can use his recovery to get back.

Posted: 2008-04-01 03:20am
by Darth Yoshi
Brawl definitely seems to emphasize star KOs and meteor smashes more than Melee.

But if you want to talk nerfing, Samus got the mother of all nerfs. Between the new and improved walljump physics (HAH!), the new grapple physics, and the new gravity which completely fucks up her air game, Samus just isn't who she used to be. Factor in the weakened missiles (the super missile used to be a long range smash attack), and the extra delay for some of her attacks, and I weep for my goddess.

And another thing. What the hell is up with Sheik's (and ZS Samus') aerial down attack? It's practically useless as a meteor smash, since you can't do it without committing suicide.

Posted: 2008-04-01 05:44pm
by Schuyler Colfax
Praxis wrote:
I disagree. Granted, ALL of MetaKnight's moves can be used to recover, but you can only use one. Meanwhile, Pit only has one recovery move, but it covers the most distance. Both can jump four times, glide, and up-B.

Also, Pit's heavier than MetaKnight so he doesn't get knocked as far. A hit that might knock MetaKnight all the way off the side might only get Pit near to it, and then he can use his recovery to get back.
I figured that they made Meta Knight so light as a handicap because he can recover so easily.

I first noticed that Pit's recovery was complete BS when my friend who was playing as him was under the stage, (Skyworld) I mean actually underneath the middle of the stage and somehow managed to get back on.

This video proves 3 points.
How bs Meta Knight's and Pit's recovery is.
3 way sudden deaths are awsome.
And how much it sucks that no matter how much you wack the smash ball Lucas or Ness can get it with PK Thunder from a distance.

http://youtube.com/watch?v=6DMa3Y8zhds

Posted: 2008-04-01 07:11pm
by Praxis
Darth Yoshi wrote:Brawl definitely seems to emphasize star KOs and meteor smashes more than Melee.

But if you want to talk nerfing, Samus got the mother of all nerfs. Between the new and improved walljump physics (HAH!), the new grapple physics, and the new gravity which completely fucks up her air game, Samus just isn't who she used to be. Factor in the weakened missiles (the super missile used to be a long range smash attack), and the extra delay for some of her attacks, and I weep for my goddess.

And another thing. What the hell is up with Sheik's (and ZS Samus') aerial down attack? It's practically useless as a meteor smash, since you can't do it without committing suicide.
I know! My rival is a Samus main. It's really sad :(

And Zero Suit Samus is better. That makes no sense. Why is she more powerful when she takes off the armor?

Posted: 2008-04-01 08:00pm
by Ryushikaze
The same reason that in the old Captain N comic she could be restrained by two out of shape guards in armor, but could clear out an entire prison yard worth of her old foes without it?

That or the sex appeal factor. It's like the Inverse Square Armor law of kickassery.

Posted: 2008-04-01 08:38pm
by FA Xerrik
I sort of suspect it's the second. After all, they advertised the shit out of ZSS before the game was released, and introduced all sorts of mechanisms for switching from normal Samus to ZS. With so many ways to swap for ZS before the battle even begins, or in battle, the Final Smash is almost excessive. Which really bummed me out, as I considered Samus one of my favorite characters in Melee and her new playstyle just doesn't jive at all with how she used to handle. Mind you, I've still seen people play pretty well as her, but I sure can't.

Posted: 2008-04-01 08:40pm
by Anarchist Bunny
Darth Yoshi wrote:Brawl definitely seems to emphasize star KOs and meteor smashes more than Melee.

But if you want to talk nerfing, Samus got the mother of all nerfs. Between the new and improved walljump physics (HAH!), the new grapple physics, and the new gravity which completely fucks up her air game, Samus just isn't who she used to be. Factor in the weakened missiles (the super missile used to be a long range smash attack), and the extra delay for some of her attacks, and I weep for my goddess.

And another thing. What the hell is up with Sheik's (and ZS Samus') aerial down attack? It's practically useless as a meteor smash, since you can't do it without committing suicide.
Thats the point, its not a meteor smash. Sonic and Game & Watch have it too. Mario also sorta. Its a Sub-B. A drop attack(like Bowser/Yoshi's Down-B) just not as special as a real B attack. Throws a little spice in rather than just having all the Down-Ariels be meteors(or just a sub par attack), makes you have different tactics for the character. I haven't played a lot of ZZ Samus or Shiek but I have put it to good use with Sonic and G&W. Especially since those two's Up-B doesn't cripple them.

Posted: 2008-04-02 02:34am
by Darth Yoshi
ZS Samus' is a meteor smash, insomuch as a hit sends you down, but it's a fairly weak smash, and you'll recover before you die unless you're at a really high damage. And it doesn't work against, say, Pit.

I was heartened to discover that Samus works better on the SSE Battlefield Fortress level on Very Hard than even Link, especially during the endurance portions. Fuck, I hate that level.

Posted: 2008-04-02 11:11am
by Mad
Praxis wrote:He can fall off the bottom of the screen and make it back up on the up-B alone- add in the jumps he can make it off the top.
Any time I use Up-B with Pit when I'm near the bottom of the screen, I die from continuing to fall before the up movement in the move kicks in. Or I'm doing something wrong.
Darth Yoshi wrote:Factor in the weakened missiles (the super missile used to be a long range smash attack), and the extra delay for some of her attacks, and I weep for my goddess.
I miss the knockback of the charge shot. I understand the super missile nerf (they're too easy to spam), but the charge shot isn't as spammable yet it seems to be in the same range of effectiveness as the spammable super missiles.
Darth Yoshi wrote:And another thing. What the hell is up with Sheik's (and ZS Samus') aerial down attack? It's practically useless as a meteor smash, since you can't do it without committing suicide.
It seems to be intended to get back to the ground quickly or to make an unexpected strike, not as a meteor. ZSS' Down-B can spike if the kick portion is timed just just right (which can be a nice turnabout if she's being attacked while recovering), or she can just not kick and enjoy the invincibility frames.

Posted: 2008-04-03 01:46am
by Ryushikaze
Mad wrote:
Praxis wrote:He can fall off the bottom of the screen and make it back up on the up-B alone- add in the jumps he can make it off the top.
Any time I use Up-B with Pit when I'm near the bottom of the screen, I die from continuing to fall before the up movement in the move kicks in. Or I'm doing something wrong.
The optimal time to hit up-B with pit is after letting up have a have second of play, to counter or neutralize your downward movement, and possibly give you a boost up. Pit's flight cancels other movement, but doesn't do it instantaneously.

Posted: 2008-04-03 09:21pm
by Praxis

Any time I use Up-B with Pit when I'm near the bottom of the screen, I die from continuing to fall before the up movement in the move kicks in. Or I'm doing something wrong.
So jump first. You can jump what, four times?

Posted: 2008-04-03 11:08pm
by Mad
Praxis wrote:So jump first. You can jump what, four times?
I usually use the Up+B after I find I've run out of jumps. How do I know I'm out of jumps? I drop instead of going higher after pressing the jump button.

(Yes, I should keep count of my jumps when I'm using a character that can do more than one standard midair jump. I haven't gotten into that habit, since I rarely use multi-jumpers and for the times when I have used Kirby and Jigglypuff, counting jumps hadn't really been necessary.)

Posted: 2008-04-11 03:15pm
by Qwerty 42
And today was the last ever update of the Brawl dojo. It's a picture gallery. For old time's sake, here's Praxis's original post:
Praxis wrote:The new Super Smash Bros site just went live: http://www.smashbros.com/
Not a lot right now, just some new screenshots of one of the stages...but the Music page is amazing. There's a list of all the composers working on the game.

The list is quite telling; between Yoko Shimomura from Kingdom Hearts, and Nobou Uematsu from Final Fantasy making a track... (Nobou is not on the list for some reason, but he was confirmed a few months back and even released a track from the game).

Then there are several composers from Capcom/Clover, and Sega (NiGHTS, specifically).

I wouldn't be surprised to see a Final Fantasy or Kingdom Hearts character appear; or a Capcom character (Megaman?) or Sega (Sonic? Nights?).

The website promises daily weekday updates, so I'll be refreshing a lot :D


Oh yes...and this is the pure awesome.

Posted: 2008-04-11 08:19pm
by Grandmaster Jogurt
Actually, there's one more update scheduled for this Monday.

Posted: 2008-04-12 05:14am
by Praxis
Qwerty 42 wrote:And today was the last ever update of the Brawl dojo. It's a picture gallery. For old time's sake, here's Praxis's original post:
Praxis wrote:The new Super Smash Bros site just went live: http://www.smashbros.com/
Not a lot right now, just some new screenshots of one of the stages...but the Music page is amazing. There's a list of all the composers working on the game.

The list is quite telling; between Yoko Shimomura from Kingdom Hearts, and Nobou Uematsu from Final Fantasy making a track... (Nobou is not on the list for some reason, but he was confirmed a few months back and even released a track from the game).

Then there are several composers from Capcom/Clover, and Sega (NiGHTS, specifically).

I wouldn't be surprised to see a Final Fantasy or Kingdom Hearts character appear; or a Capcom character (Megaman?) or Sega (Sonic? Nights?).

The website promises daily weekday updates, so I'll be refreshing a lot :D


Oh yes...and this is the pure awesome.
Good times...