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Black Mage 
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Kirb-Star wrote:
I'm gonna miss his NES costume.

They took out his NES Costume too!?
Devs, it's like you don't want anyone to play Black Mage anymore.
First the Grape Fanta, and now this!
What's up? :bomberman:

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Sat Dec 24, 2016 8:57 am
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I really hope they didn't nerf BM's Bthrow, there's no reason to do it imo.

Edit : I really hope they didn't nerf BM's Bthrow to the point that it can't even kill at reasonable percentages.

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Sat Dec 24, 2016 2:59 pm
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I just noticed something funny
Black Mage's Neutral B is a giant Ring that goes around him
His new Side B's grabbox indicator is a faded Circle that shrinks overtime
His Up B has a Ring Indicator telling him where he'll go
And his Down B spawns a giant Ball o' chunked Meteor rock
All 4 of his Specials have circles in them
He's the Jack Black of SSF2 :chibirobo:

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Mon Dec 26, 2016 10:34 pm
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I still haven't gave up...
While I do think the previous Side-b was very spammable and annoying, I think the nerf was too harsh...

I mean, the smaller grab thingy is fine, but the fact that it also deals 33% less damage, and doesn't allow much follow-ups (as far as I've seen in CC vids and SSC vids)... doesn't give much reward...

If the 18% damage was kept, and it launches in a much more effective angle, and make it more punishable, maybe it would be much more balanced...

I mean, Marth's F-Smash is more punishable afaik, Fox's U-Throw is easier to DI, Naruto lost the Rasen stunbox, Zelda has to be much more accurate but deals more damage in her Fair Bair and Dins Fire, MK got a range buff in his N-Spec, Chibi has a Plug of Justice, and BM mostly got nerfs...

But the Meteo and Aerial nerfs were undersfandable. And his CS portrait lookin' lit with the SSC touch-up.

Another thing, RIP nes mage and fanta mage (I think)

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Sat Jan 21, 2017 5:56 am
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You really don't know the character do you? :pikachu:

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Sat Jan 21, 2017 7:56 am
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Jan_Solo wrote:
But the fact that it also deals 33% less damage, and doesn't allow much follow-ups

33% less damage? How much did it deal in the first place?
Also, wtf are you talking about with "less followups" the only followups it ever had in the first place we're if an opponent missed their tech onto a platform, and that was very situational.

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Sat Jan 21, 2017 11:25 am
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Jan_Solo wrote:
I mean, the smaller grab thingy is fine

+It's a long-distanced Command Grab now, 0.9B Haste is just an alternative Throw in my eyes :chibirobo:
Quote:
but the fact that it also deals 33% less damage
If the 18% damage was kept,

18 - 33 = -15
Haste heals opponents for 15%, you heard it here first folks :chibirobo:
Quote:
If the 18% damage was kept, and it launches in a much more effective angle, and make it more punishable, maybe it would be much more balanced

I mean, throws (Including Command Grabs) shouldn't really deal ~20% in the first place (Unless it's either a heavyweight like Bowser or has a reason behind it like BM's Poison) especially considering BM's a lightweight
Secondly, define "effective angle," please. If you mean "Followup-able," then we're just gonna have Haste > Haste > Haste problems like we did in 0.9b in which nothing was really fixed
Next off, Haste is really punishable if you miss it (Especially now, since the grabbox is no longer directly infront of you), even in 0.9b unless you were in mid-air, Black Mage had to trip over and tip his hat (If you're in the air, you don't have to tip the hat, you can cheese this by shorthopping just before haste) which means if you missed you were definitely gonna get smacked in the face for it
Quote:
and BM mostly got nerfs...

I wouldn't really consider them "Nerfs"
Haste was moreso re-tooled
His Down Throw needed it badly
And everyone else was understandable, as you proceed to say
Not necessarily "Nerfs," moreso "retooled"
Think like Wario from 0.9b to BETA. Not really changed that much, just retooled. :chibirobo:
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Another thing, RIP nes mage and fanta mage

F

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Sat Jan 21, 2017 2:16 pm
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Happyfrozenfire wrote:
Jan_Solo wrote:
But the fact that it also deals 33% less damage, and doesn't allow much follow-ups

33% less damage? How much did it deal in the first place?
Also, wtf are you talking about with "less followups" the only followups it ever had in the first place we're if an opponent missed their tech onto a platform, and that was very situational.

18 - 0.33*18 = 12

He's talking about it like it does 1/3 less of the damage it used to

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Sat Jan 21, 2017 3:44 pm
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ByeOrDie wrote:
Happyfrozenfire wrote:
Jan_Solo wrote:
But the fact that it also deals 33% less damage, and doesn't allow much follow-ups

33% less damage? How much did it deal in the first place?
Also, wtf are you talking about with "less followups" the only followups it ever had in the first place we're if an opponent missed their tech onto a platform, and that was very situational.

18 - 0.33*18 = 12

He's talking about it like it does 1/3 less of the damage it used to

Oh, that makes a lot more sense. Thx for clearing that up

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Sat Jan 21, 2017 5:35 pm
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Now that I thought about it, the thing I missed the most due to the haste rework is the attack itself. y'know the part where he attacks about twelve times or something.

Can we atleast have it somewhere in the middle where it deals 8 initial hits and a slightly weaker final hit for... maybe 14%? idk

also, what changes has been made to meteo?

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Fri Feb 03, 2017 9:42 pm
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No hitbox while charging, knockback increases considerably with charge.

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Sat Feb 04, 2017 5:52 pm
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not bad, but then i hope that the hitbox when the meteor comes out of the ground returns, just that moment when it comes out

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Hopefuls:
Lyn(FE); Ike(FE); Zero(MM); Andy(AW); Gilgamesh(FF)

tmanex2013 made the wonderful lyn sprite I used for Image


Sat Feb 04, 2017 11:08 pm
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You know what would be neat
A Brown costume based on Star Wars' Jawas
Since his design was inspired by that race
that'd be neat

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Sun Feb 05, 2017 9:58 am
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bring fanta mage back first

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tmanex2013 made the wonderful lyn sprite I used for Image


Mon Feb 06, 2017 6:03 am

Joined: Tue Feb 07, 2017 1:40 am
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Guys, can someone post a simple combo here? Like I generally use right B twice until they're off the edge, then try for a down air for kill. Works as long as you can time it well without getting interrupted. Any better suggestions? I'm new to SSF2, right now I play against lvl 9 bots and that's it.


Tue Feb 07, 2017 1:43 am
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