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Ask a simple question, get a simple answer [SSF2] 
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I looked around for a ask a simple question, get a simple answer thread for anything SSF2 but couldn't find it. This is basically this https://forums.mcleodgaming.com/viewtop ... =42&t=9730 but for SSF2.

When I use a smash attack with c stick it seems to put a tiny bit of charge on it and come out a bit slower than inputting the smash attack with a direction and attack button. Is this just a difference in animation or do smash attacks actually come out a tiny bit slower with tiny bit of charge when performed with c stick?


Fri Nov 03, 2017 11:29 pm
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I'm new. Why was wall jumping removed?

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Thu Nov 30, 2017 3:16 am
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Mr MuffinEtG wrote:
I looked around for a ask a simple question, get a simple answer thread for anything SSF2 but couldn't find it. This is basically this https://forums.mcleodgaming.com/viewtop ... =42&t=9730 but for SSF2.

When I use a smash attack with c stick it seems to put a tiny bit of charge on it and come out a bit slower than inputting the smash attack with a direction and attack button. Is this just a difference in animation or do smash attacks actually come out a tiny bit slower with tiny bit of charge when performed with c stick?

C-stick smashes have exactly 1 frame of charge. A-smashes can have no charge assuming you let go of A the first possible frame.

zadewee wrote:
I'm new. Why was wall jumping removed?

It likely only existed in that form for testing purposes before deciding whether or not to commit to a full implementation (as a programmer that's my best guess). Recall that only 2 characters could ever do it, and only on specific walls.

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Thu Nov 30, 2017 3:51 am
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Now that gliding is an unused mechanic, is it in the same state as wall jumping and wall clinging where it's just unimplemented and won't be implemented again?

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Thu Nov 30, 2017 8:50 am
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Thu Nov 30, 2017 12:57 pm
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Happyfrozenfire wrote:
Now that gliding is an unused mechanic, is it in the same state as wall jumping and wall clinging where it's just unimplemented and won't be implemented again?

Likely, wall jumping probably will be implemented again, and wall cling for some characters, but I can't see gliding being put back in unless they give Sora or MK their glides back or they add Knuckles.

MeleeWaluigi wrote:
Will anyone ever learn to adapt to inhale?

It'll take them a while, but probably.

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Thu Nov 30, 2017 2:45 pm
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By walljumping being in for testing purposes, you mean the thing in 0.9a where Sonic could walljump on the very right wall of that MM X stage, right?

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Fri Dec 01, 2017 6:21 am
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TheBlue10 wrote:
By walljumping being in for testing purposes, you mean the thing in 0.9a where Sonic could walljump on the very right wall of that MM X stage, right?

According to the wiki, it existed in 8b (but only for Sonic and Pikachu, and only on Central Highway and Twilight Town), but yes this would include its existence in 9a. The 8b and 9a appearances of walljumping looked very different.

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Fri Dec 01, 2017 11:45 am
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Why does dash + cstick up = upsmash but dash + cstick down = dash attack?

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Sat Dec 02, 2017 1:49 pm
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That's how the official titles work

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Sat Dec 02, 2017 6:23 pm
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Because Up-smashes are less awesome, but there is a work around, it just requires one extra input.

Dash-> tap the crouch button -> Cstick Side Smash. This technique is called "Dash(/run) Canceling"
Dash canceling is incredibly useful in more ways than just this one BTW, I recommend everyone attempt to make use of it.

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Sat Dec 02, 2017 8:46 pm
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Why not make this a free-to-play game on Steam? I think you could get better server support and more exposure, unless there's some catch to it

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Sun Dec 03, 2017 4:30 am
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noodle wrote:
Why not make this a free-to-play game on Steam? I think you could get better server support and more exposure, unless there's some catch to it

Legal stuff.


Sun Dec 03, 2017 5:19 am
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Best radius and dead zone for xbox one controller?


Sun Dec 03, 2017 3:01 pm
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DankMemerXL wrote:
Best radius and dead zone for xbox one controller?

Normal one will probably work just fine.

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Mon Dec 04, 2017 6:02 am
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