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SSF2 Beta Nitpick Theater 
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Marth's down throw and forward throw have the exact same animations with the only difference being i think how long a certain frame stands out... like, seriously?
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Tue Feb 12, 2019 6:49 pm
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Samus' onscreen appearance looks like a placeholder
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Thu Feb 14, 2019 2:04 am
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imo sonic thrust doesnt really fit as a dash attack.
it fits more as a third jab/rapid jab finisher.

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Thu Feb 14, 2019 4:41 am
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Samus' ZAir stays out for so long, yet only does damage (or grab the ledge) when it's coming out
Also, attempting to use Samus' ZAir for a tether recovery is likely going to get you killed if you miss it and didn't save an air jump

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Fri Feb 15, 2019 2:52 am
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Sandbag not doing the "^^" eyes for his idle animation like in ultimate (or that one sandbag in christmas waiting room).

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Sun Feb 17, 2019 11:23 pm
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Tue Feb 26, 2019 8:07 pm
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Master Hand's bullet fire sound is too low (both in volume and quality)

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Sun Mar 10, 2019 7:58 pm
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The victory screen is static and doesn't display the characters' series symbol

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Sun Mar 10, 2019 9:39 pm
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The fact that there's no "slow mo" after a game ends, just a freeze frame (practically impossible to get Sudden Death from double K.O's)
though if i recall, it used to be there in older versions, wasn't it, or am i mistaken?

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Mon Mar 11, 2019 5:40 pm
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It was

I also don't like that they removed that

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Mon Mar 11, 2019 9:02 pm
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The Arwing doesn't appear in Fox and Falco on screen appearance.
Same with Marth, the warp magic is absent.

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Tue Mar 12, 2019 7:32 am
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Lloyd's sprite art is just so visibly pixelated compared to most other characters
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I'm just waiting for 1.2 so i can remake this signature


Sun Mar 17, 2019 10:58 pm
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/\

Not to mention, they've kept that CSS sprite there since v0.9b, when I first played SSF2!

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Mon Mar 18, 2019 3:07 pm
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I hate to bump this, but this has been bouncing around in my head and I don't know how to classify it if not a nitpick.

I really do appreciate the work that goes into each character resprite, and I think they do a great job replicating the official Smash style, but the new sprites have a tendency to look really wooden and devoid of emotion. I get that its an unfortunate effect of doing the sprites 1:1 with the Smash equivalents, because a lot of the nuance in the 3d faces gets lost at such a low pixel density, but I do miss how the old sprites could pack so much personality in them.



Don't get me wrong, the new sprites are a definite improvement. I just miss how expressive sprites could be back in the earlier demos.

Anyways, that's my nitpick. Sorry for bump.

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Tue May 07, 2019 1:34 am
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Nonya wrote:
I hate to bump this, but this has been bouncing around in my head and I don't know how to classify it if not a nitpick.

I really do appreciate the work that goes into each character resprite, and I think they do a great job replicating the official Smash style, but the new sprites have a tendency to look really wooden and devoid of emotion. I get that its an unfortunate effect of doing the sprites 1:1 with the Smash equivalents, because a lot of the nuance in the 3d faces gets lost at such a low pixel density, but I do miss how the old sprites could pack so much personality in them.



Don't get me wrong, the new sprites are a definite improvement. I just miss how expressive sprites could be back in the earlier demos.

Anyways, that's my nitpick. Sorry for bump.


So what you're trying to say: somehow, recolored brawlified sprites somehow convey more emotion than more modern sprites that follow a more grounded artstyle?
I don't know about you, but there was a period where every character put on the same copied-and-pasted facial expression for literally every action they've done other than expressing pain. When a character gets a resprite, it's for a pretty good reason.

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Tue May 07, 2019 2:12 am
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