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Samus 
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So... I PShield it and one frame later it eats my shield although its mily projectile now? Or does the shield eating come first? If the first thing is the case, I wanna know what happens if you PShield Shield Breaker.

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Mon Jul 06, 2015 1:17 pm
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Neither. afaik powershielding doesn't stop the shield from naturally getting smaller as time goes on, I meant.

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Sun Jul 12, 2015 4:43 pm
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I know that. So basically if you dont release shield on the same frame you PShield it it still eats your shield despite it being a PShield (and your projectile if we are talking about Tails Cannon)?

To get back on topic... Samus is supposed to be Melee Samus-esque iirc. No offense plz, but you pretty much failed that completely. None of her moves are as good as in Melee minus DSmash. Heres a list of things I think would be decent for Samus to have:


+ Air physics re-tooled to vanilla 0.9b. (Why was that nerfed anyway?)
+ Screw Attack goes higher again.
+ Bair has a tipper at the hell that is more reliable at killing, now killing at 105% or so. Sourspot Bair stays the same.
+ Super Missiles kill at 100% against an idle Mario.
+ FSmash kills earlier than 170% on Pikachu.
+ Brawl Zair. It also loses its 5 years of endlag afterwards; the animation fits the hitbox and its tether ability gets fixed.
+ Bombs mid-air give Samus crazy air mobility (see any other Smash game for reference)
+ Bombs cannot be destroyed on hit anymore and eat 50% of a shield
+ Melee Nair
+ Brawl Homing Missiles or they get changed to Relentless Missiles from SSB4
+ Homing Missiles come out as fast as Super Missiles.
+ Bombs cause a trip effect at 75%+ for added salt
+ More range on Bair
+ PM Ice USmash (with Fire effects tho)
+ Wall Jump and Wall Tethering OR auto aim for thethers get added (universal change though)
+ Slightly better ledge sweetspot on Screw Attack
+ Dash Attack kills at 151% or so (Hey its a Speedbooster)
+ Sensemove from Other M as roll with sound effect
+ Morph Ball as crouch, can crawl; Press A to use Boost Ball as a great combo setup
+ Super Wavedash gets added
+ Extended Grapple returns for some weird shenanagans
+ FTilt and FSmash can be angled (global change)

= Double Charge Beam Glitch gets fixed.
= Indicator shows if you have a max power Charge Beam or not
= Vanilla 0.9b bomb design
= FSmash has a fire effect

- DSmash KB gets fixed
- Charge Beam comes out 3 frames slower
- Bombs dont ignore shields anymore


Welp, I know a lot of this wont happen, but Im still giving my input.

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Last edited by TSF|Cookies on Tue Nov 17, 2015 8:54 am, edited 6 times in total.



Mon Jul 20, 2015 5:56 am
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SkaiPrower wrote:
I know that. So basically if you dont release shield on the same frame you PShield it it still eats your shield despite it being a PShield (and your projectile if we are talking about Tails Cannon)?

To get back on topic... Samus is supposed to be Melee Samus-esque iirc. No offense plz, but you pretty much failed that completely. None of her moves are as good as in Melee minus DSmash. Heres a list of things I think would be decent for Samus to have:

+ Air physics re-tooled to vanilla 0.9b. (Why was that nerfed anyway?)
+ Screw Attack goes higher again.
+ Bair is more reliable at killing, now killing at 105% or so.
+ Super Missiles kill at 100% against an idle Mario.
+ FSmash kills earlier than 170% on Pikachu.
+ Zair loses its 5 years of endlag afterwards; the animation fits the hitbox and its tether ability gets fixed.
+ Jab is actually viable now.
+ Bombs explode on contact with Samus to buff Bomb Jumping.
+ Bomb Jumping covers noticable more distance, caused by bombs blasting Samus farther away (let them increase her air mobility or something)
+ Melee Nair
+ Homing Missiles get changed to Relentless Missiles from SSB4
+ Homing Missiles come out as fast as Super Missiles.
+ Bombs cause a trip effect at 75%+ for added salt
+ More range on Bair
+ PM Ice USmash (with Fire effects tho)
+ Wall Jump and Wall Tethering get added (universal change though)
+ Slightly better ledge sweetspot on Screw Attack

= Double Charge Beam Glitch gets fixed.

- DSmash KB gets fixed
- Charge Beam comes out 3 frames slower


Welp, I know a lot of this wont happen, but Im still giving my input.

Maybe give bair the tipper sweetspot it had in Melee and keeping a sourspot that could be used to combo?

Also add the super wavedash pls

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Mon Jul 20, 2015 6:20 am
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How could I forget Super Wavedash...? And once were at it, Extended Graplle would be hilarious and kinda useful for edgeguarding imo.

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Mon Jul 20, 2015 6:28 am
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You want dash attack to kill at 115%? From where, the edge of the stage? If it's killing outright at that percent it's going to put people, especially fast fallers, in brutal positions well below 100%. That seems a little bit excessive to me.

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Mon Jul 20, 2015 1:40 pm
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Ehhh... I meant 151% (the 1 beause reasons), I messed up my typing yet again. Thanks for letting me see it :sweat:

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Mon Jul 20, 2015 1:43 pm
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SkaiPrower wrote:
Ehhh... I meant 151% (the 1 beause reasons), I messed up my typing yet again. Thanks for letting me see it :sweat:
Ah, gotcha. That's a tad more reasonable. :blackmage:

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Mon Jul 20, 2015 3:06 pm
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somebody I know found out how to charge shot glitch send help pls

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Thu Jul 23, 2015 9:47 am
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Hakma wrote:
somebody I know found out how to charge shot glitch send help pls


Powershield it... Cape/Shine/Stop/Pick Up/Hylian Shield is also an option depending on the char.

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Thu Jul 23, 2015 12:07 pm
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SkaiPrower wrote:
Hakma wrote:
somebody I know found out how to charge shot glitch send help pls


Powershield it... Cape/Shine/Stop/Pick Up/Hylian Shield is also an option depending on the char.

okok i forgot about mario

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Thu Jul 23, 2015 1:32 pm
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SkaiPrower wrote:
Hakma wrote:
somebody I know found out how to charge shot glitch send help pls


Powershield it... Cape/Shine/Stop/Pick Up/Hylian Shield is also an option depending on the char.

Link's shield doesn't block the Charge shot anymore.

@Hakma
The person who probably knows it will most likely force you to jump or try to the combo into the move. The Charge Shot OHKO shot can only be used in the air.

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Thu Jul 23, 2015 2:09 pm
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As an add-on to ZERO_OR, you also have to avoid grabs, because dthrow -> charge shot works.

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Thu Jul 23, 2015 3:07 pm
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TheCodeSamurai wrote:
As an add-on to ZERO_OR, you also have to avoid grabs, because dthrow -> charge shot works.

Yeah I forgot to add that, thanks Code.

Him does forward throw work or d tilt to charge shot work?

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Thu Jul 23, 2015 4:33 pm
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ZERO_OR wrote:
TheCodeSamurai wrote:
As an add-on to ZERO_OR, you also have to avoid grabs, because dthrow -> charge shot works.

Yeah I forgot to add that, thanks Code.

Him does forward throw work or d tilt to charge shot work?

Not if it's at a low percentage.

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Thu Jul 23, 2015 4:42 pm
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