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SSF2 Suggestions Thread v2 
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Joined: Thu Mar 02, 2017 12:09 pm
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Country: United States (us)
I kind of miss Pac-Man's z-drop Galaga. Though it was a distinct bug and newbie roadblock, it also served a nice purpose as a persistent aerial trap and combo extender. And besides, with Pac-Man already in the low tiers and recently nerfed, he could use some more nice tools.

I'm suggesting that Z-drop behaviors becomes more distinctive. In detail:
* Cherry: No change.
* Strawberry: No change.
* Orange: Both grounded and aerial z-drop leave the orange still, where it remains for about two seconds before disappearing. A quick tool for catching careless zone invaders, but not for persistent stage control.
* Apple: No change.
* Melon: Grounded z-drop throws the melon weakly upward, and it soon stops rising and starts falling slowly. Aerial version drops the melon, from where it slowly falls. Probably a good candidate for quirky ledge and landing traps.
* Galaga: Grounded and aerial Z-drop leave the Galaga slowly circling around a few times before disappearing. Similar functionality to before, but it's clearer how to dispose of it. (Also, why do forward and back throwing the galaga make it disappear? They should both send the Galaga moving straight horizontally.)
* Bell: Grounded z-drop is like normal, with the bell following the usual trajectory, but after a second, the bell drops straight down. Aerial z-drop leaves the bell in place for a moment before it suddenly falls. Mostly to be consistent with its other behaviors.
* Key: Both grounded and aerial Z-drop is like before, but if the key is struck by the player, it goes flying off in the direction it was hit. Opens up the potential for key fakeouts and mindgames.


Sat Oct 07, 2017 3:03 pm
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I wish there was an option somewhere, like a rule, or an option when playing Special battles, to change the air dodge to the one from melee (wavedash returns)

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Fri Oct 13, 2017 4:43 pm

Joined: Tue Jul 04, 2017 2:07 pm
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finallyfantastic7 wrote:
I wish there was an option somewhere, like a rule, or an option when playing Special battles, to change the air dodge to the one from melee (wavedash returns)

yeah that is the one thing that i tought about posting here.

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Honestly, i don't really have a main.
Tails is nice. And marth. So i guess i like... combos?
And floatyness i guess.

Wow they actually fixed Ness' throw. kinda

PICHU HYPEexcept not yet /:|


Fri Oct 13, 2017 5:34 pm
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Joined: Tue Oct 31, 2017 1:01 pm
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Hi all.

This might sound callous, but I'm suggesting some kind of meun when we pause-or at leats a mod for alternate formatting when you pause because it's kinda awful for me. Something cool would being able to enable hitboxes/hurtboxes mid-match or muting sounds. I don't know, the game seems fine.

Finally, a general terms page so that newbies like previous-self don't get turned away when the see the words 'uair' and whatnot.


Tue Oct 31, 2017 1:55 pm
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Mobutt wrote:
Hi all.

You can mute the in-game Music at any time (And also un-mute it, if it's muted) using Ctrl + Shift + M, if that's your fancy :sandbag:

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Tue Oct 31, 2017 3:55 pm
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Mobutt wrote:
Finally, a general terms page so that newbies like previous-self don't get turned away when the see the words 'uair' and whatnot.

SSBWiki is helpful for things like that, as long as they're covered in the official Smash games too.


Tue Oct 31, 2017 10:26 pm
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Make the damage meter display the character's stocks as " :mario: :mario: :mario: " instead of "x 3"

I've made a mock-up as an example:
Image
(5 or less stocks)
Image
(6+ stocks)

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Sat Nov 11, 2017 10:59 am
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Vanilla wrote:
Make the damage meter display the character's stocks as " :mario: :mario: :mario: " instead of "x 3"

I've made a mock-up as an example:
[ Image ]
(5 or less stocks)
[ Image ]
(6+ stocks)


Agree always loved how Project M did this and they can use these icons in the results screen so instead of how many KO's we got all together, we can see how many KO's we got on a certain character.

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Tue Nov 14, 2017 1:36 am
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I think there should be a feature that lets you enable input delay in offline games. In my opinion this would be super useful for getting better at dealing with input delay. The refreshing you often have to do when fighting actual people when you don't get in a game takes up a lot of time.


Wed Nov 29, 2017 1:32 am
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Well, here are a few things I'd suggest:

- In online play, the clients should check for desyncs slightly more often since they currently only check if one player's match ends before the others'. Of course, they can't check constantly as that would likely cause a lot of lag, so a good time to check is a few frames after a player is KO'ed; if the stock counts for that player are not equal, then the game is desynced.

- There is still the issue that sometimes a request to join an online room gets lost if it appears between the host selecting a stage and the host arriving at the Waiting Room. It could be possible to buffer the request, but it might be simpler to just have the room not appear in the rooms list until after the host selects a stage.

- The host's client should auto-decline any incoming join requests if there are any present when they click the button to lock the room.

- I think should be an alternate method of doing Sandbag's upward Sanddash, which I think should be pressing down-B-jump. This would be more comfortable/reliable on some control setups while still allowing players to use the down-B-up input if they prefer it.

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Mon Dec 18, 2017 2:48 pm
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MBRedboy31 wrote:
- I think should be an alternate method of doing Sandbag's upward Sanddash, which I think should be pressing down-B-jump. This would be more comfortable/reliable on some control setups while still allowing players to use the down-B-up input if they prefer it.

+1. Or maybe just widen the input window so that the move is actually performable?

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Thu Dec 21, 2017 10:53 pm
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Uh, hey.
You know that gear thing on FD?
Image
This one.

I suggest making that gear static (as in, not spinning) when the stage effects setting was set to simple/disable.
also remove FD's spinning background effect if the stage effects was set to simple.
not sure but, maybe FD will lag less this way?

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Fri Dec 22, 2017 9:44 pm
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Joined: Sat Dec 23, 2017 12:30 am
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Maybe some kinda mobile port?


Sat Dec 23, 2017 12:44 am
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Joined: Sun Oct 15, 2017 1:09 am
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I think there should a random character switch thing in rules like there is for stages and items.


Mon Dec 25, 2017 8:21 pm
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Image
The image explains it :chibirobo:

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