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Samus 
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Tue Apr 12, 2016 2:08 pm

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Geno wrote:
Discuss Samus specific gameplay here.

she can use down b during a STANDARD COMBO plz fix


Fri Apr 22, 2016 12:51 am
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Sirscrap wrote:
Geno wrote:
Discuss Samus specific gameplay here.

she can use down b during a STANDARD COMBO plz fix


what

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Fri Apr 22, 2016 3:15 pm
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Sirscrap wrote:
Geno wrote:
Discuss Samus specific gameplay here.

she can use down b during a STANDARD COMBO plz fix


You sure that you aren't playing on Turbo mode?

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Fri Apr 22, 2016 6:15 pm
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dope 8^) wrote:
Sirscrap wrote:
Geno wrote:
Discuss Samus specific gameplay here.

she can use down b during a STANDARD COMBO plz fix


what

I think he's complaining how Samus can 'escape' combos by down b??

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Fri Apr 22, 2016 11:14 pm
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That's not because of bombs, that's because Samus has a low falling speed overall, which prevents certain juggle combos from working on her since the hits won't connect in time. That being said, bombs are amazing for breaking out of combos, since they give Samus a slight boost in the air and can start combos on unsuspecting opponents.

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Sun Apr 24, 2016 12:17 pm
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Dark Ermac wrote:
That's not because of bombs, that's because Samus has a low falling speed overall, which prevents certain juggle combos from working on her since the hits won't connect in time. That being said, bombs are amazing for breaking out of combos, since they give Samus a slight boost in the air and can start combos on unsuspecting opponents.

Plus she's heavy, meaning that she takes less knockback (and therefore, less hitstun) from hits at the same percents as other characters.

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Sun Apr 24, 2016 3:17 pm
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Godot wrote:
Dark Ermac wrote:
That's not because of bombs, that's because Samus has a low falling speed overall, which prevents certain juggle combos from working on her since the hits won't connect in time. That being said, bombs are amazing for breaking out of combos, since they give Samus a slight boost in the air and can start combos on unsuspecting opponents.

Plus she's heavy, meaning that she takes less knockback (and therefore, less hitstun) from hits at the same percents as other characters.

We need to nerf her. She is to OP.

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Sun Apr 24, 2016 3:58 pm
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Buffs to compensate the nerfs

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Sun Apr 24, 2016 5:32 pm

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double post hype.

Buff homing missile to either go farther faster, or do more KB. Presently it has more endlag than Strong missile (and godot reminded me more startup too) with little going for it. Maybe a repeatable homing shot? Mash sideB after holding to shoot another missile during the same animation. More missiles=win

Bair is a tad too good atm. Presently I don't even fear lloyd or marth if my back is turned. Just gonna Bair and hit with rarely a consequence.
Fair still too bad to be reliable, hits don't connect unless you're lucky about DI and movement momentum.
Uair pierces almost every attack from below.

I would love to see a slight size increase in UpB, she's just a tad too small IMO. yes, I know Morph ball is even smaller.
Now a buff to DownB. Make the speed buff provided by DownB even greater while decreasing the damage of teh bomb. And for god's sake. Remove the shield pop effect from every bomb in the game ;-;

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Wed May 18, 2016 2:50 am
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MaskofTruth wrote:
double post hype.

Buff homing missile to either go farther faster, or do more KB. Presently it has more endlag than Strong missile (and godot reminded me more startup too) with little going for it. Maybe a repeatable homing shot? Mash sideB after holding to shoot another missile during the same animation. More missiles=win

Bair is a tad too good atm. Presently I don't even fear lloyd or marth if my back is turned. Just gonna Bair and hit with rarely a consequence.
Fair still too bad to be reliable, hits don't connect unless you're lucky about DI and movement momentum.
Uair pierces almost every attack from below.

I would love to see a slight size increase in UpB, she's just a tad too small IMO. yes, I know Morph ball is even smaller.
Now a buff to DownB. Make the speed buff provided by DownB even greater while decreasing the damage of teh bomb. And for god's sake. Remove the shield pop effect from every bomb in the game ;-;

>.>

I agree with homing missile, but the other stuff is unneeded.

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Wed May 18, 2016 7:09 am
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Does anyone know the exact cause of CSG? It was brought up in slack and im kinda trying to figure out the technical reason Kirby doesn't get it

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Mon May 30, 2016 3:40 pm
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Fedora2Explorer wrote:
Does anyone know the exact cause of CSG? It was brought up in slack and im kinda trying to figure out the technical reason Kirby doesn't get it


Samus has 2 charge variables, one for ground, one for air. The game fails to check to make sure that both values are equal unless you fully charge it, which "fixes" the glitch. Despite this, both charge values go up when charging the attack, and the game only checks the ground charge when determining when to stop. This, of course, means that you can "feed" the air charge by continually charging shots, then firing them on the ground before hitting the full charge.

This also works in reverse, allowing the player to "save" their charge by firing a shot in the air instead, though the lack of air charging doesn't allow you to stack ground charges.

Attempting to feed the air charge after getting a full charge will just reset the value, preventing the glitch from working.

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Fri Jun 03, 2016 10:02 am
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Thanks, guy.

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Fri Jun 03, 2016 11:58 am
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So yeah, it turns out that Samus sucks because the priority system doesn't work.

All of her moves except for jab have at least 3 priority. All of her aerials have at least 4-5, while her dair has transcendent priority.

Samus was clearly designed to flat-out beat most characters' hitboxes on contact, hence why she has such terrible drawbacks to balance it out. But since the priority system doesn't work, I would say that it cripples Samus more than any other character.

Considering that the way priority works is going to change to be % oriented, Samus is going to get a heavy indirect buff because of it.

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Fri Jul 15, 2016 9:15 am
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