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DrunkenRockman
Joined: Wed Jul 23, 2014 5:14 pm Posts: 207 Location: Maryland Country:
Gender: Male
MGN Username: DrunkenRockman
Skype: BelieveInParappa
Currently Playing: SSF2, League of Legends, Borderlands 2, and Shovel Knight.
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lol hey devs
can you explain why you decided to make Link's spin attack so stupidly good
so many active frames, a sweet spot, almost no endlag
_________________Gonna main Little Mac and Captain Falcon in SSB4. SSF2 mains:     Youtube Channel for mainly Smash content: https://www.youtube.com/user/IceCreamMan1923/videosMGN: DrunkenRockmanSSF2 Offline: Godlike. SSF2 Online: In good matches, it's great!
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Sat Sep 27, 2014 3:22 pm |
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SoldierSunday
Joined: Wed Jul 10, 2013 3:23 pm Posts: 913 Location: Elgin, Illinois Country:
Gender: Male
MGN Username: SoldierSunday
Skype: soldiersunday
Currently Playing: Super Smash Flash 2
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Just punish and youre good, finding a way to get around it isn't that hard. But its still a bit too good, maybe.
_________________http://www.twitch.tv/soldiersunday < My stream link, stop by sometime! " You know what neither Melee nor Brawl have ? Controller input history in training mode." - 228zip, 2013
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Sat Sep 27, 2014 4:54 pm |
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Faceless Void
Site Moderator
Joined: Sat Sep 20, 2008 4:36 pm Posts: 2788 Country:
Gender: Male
Currently Playing: sports
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10 frames of endlag (1/3 of a second!) and you can hit him from below or above for the duration.
If you're having trouble with someone is throwing out this move a lot, then you should space better and accept your easy punishes. It's strong when you get a hit but very punishable if you miss.
_________________ Read this
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Sat Sep 27, 2014 4:59 pm |
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goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
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Bomb jumps = the bomb.
Like seriously as long as you hit the proper side of the bomb you have sooooo much distance off of it
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Fri Oct 03, 2014 11:51 am |
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Bomono
Joined: Wed Sep 17, 2014 12:40 am Posts: 151 Location: Oak Harbor Washington Country:
Gender: Male
MGN Username: Bomono3
Skype: Bomono3 or bomono
Currently Playing: Some platformer
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it isn't too bad unless you main a character with no real range, and if you have limited projectiles to spam you pretty much are stuck using only that if you want to approach. EG tails. though i can sympathize greatly with anyone who mains captain falcon and has to deal with that.
_________________That picture is my face when i sd in a edgegaurd attempt. My main is tails. My secondaries are peach and fox. My soundcloud (no relation to other accounts of the same name, its a long story) https://soundcloud.com/caffinluvstmgc
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Fri Oct 03, 2014 4:47 pm |
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WAR-THERAPY
Joined: Fri Jan 18, 2013 5:31 pm Posts: 556 Location: Tatooine
Gender: Male
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how to reliably pwn off-stage:
1 - throw enemy away from stage 2 - pull out a bomb 3 - jump towards enemy, preferably just below him 4 - trap him inside an up-special 5 - you will drag him nearly off-screen, and the final hit will almost guaratee a KO 6 - fall to your death 7 - CHEAT DEATH becaus your bomb's fuse ran out 8 - double jump towards ledge 9 - up-special towards ledge
tadaaa... guaranteed and safe KO costing only 10% damage. not bad, huh?
_________________ Some claim, the glass is half full.
Others claim, it is half empty.
I, personally, Claim Nothing.
Instead, i Ask:
WHO THE %&(%/))% DRANK HALF OF MY BEER??!
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Fri Oct 03, 2014 6:35 pm |
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VersusXIII
Joined: Sun Aug 04, 2013 5:44 am Posts: 58 Country:
Gender: Male
Currently Playing: Super Smash Bros 3DS, SSF2, Xenoblade Chronicles
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The best Link I've seen yet, I actually like him better than in 64-Melee-Brawl! Now he's a contender for main. He is really good, although I don't think he's extremely OP. His improvement is really noticeable since he was pretty bad in .9a. Perhaps some moves could be toned down but I hope he doesn't get another overhaul.
_________________Wii U main: Cloud Strife SSF2 Mains:  ,  ,  ,  (soon  &  ). For fun:  ,  ,  ,  . SSF2 Hopes: Cloud Strife, Crono, Magus(Chrono Trigger), Shulk, Riku(or another KH rep), Snake, Mewtwo, Wolf, Charizard, Little Mac, Villager, King Dedede, King K Rool, Ridley, Luffy, Sasuke, Ridley
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Tue Oct 07, 2014 12:12 am |
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gEmssbguy13
Joined: Fri Jul 25, 2014 6:56 pm Posts: 458 Location: In the EST Zone, somewhere eating chips Country:
Gender: Male
MGN Username: gEmssbguy13
Currently Playing: Smash Bros, FNaF, Undertale, GMod, Delver, Xenoblade, ect...
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The only thing I recommend anymore for toning him down is making his attacks slower and giving him more range. He should be good then.
_________________ Treat others as you want to be treated, that is the Golden Rule...
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Tue Oct 07, 2014 6:42 pm |
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Shine-chan
Joined: Sun Aug 03, 2014 11:08 pm Posts: 1082 Location: Fuck 12 Country:
Gender: Female
MGN Username: Shine!
Currently Playing: Minecraft Bedrock & Roblox
Waifu: All guys from Free!
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Why is everyone always saying disjointed characters need more range •-• (I know you meant more range to compensate for slower attacks.) But Link has enough range. \(•-•)/
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Tue Oct 07, 2014 9:31 pm |
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goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
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Link's melee attacks are basically fine as is. Id like to see his not-dash jump be a little slower tho, seems unnatural how much air speed he can get out of absolutely nowhere
for once thats not me being salty about anything it just seems really weird
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Tue Oct 07, 2014 9:33 pm |
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MaskofTruth
Joined: Fri Aug 08, 2014 1:18 am Posts: 609 Location: Lagcity, or lagless city if my phone is working Country:
Gender: Male
MGN Username: MaskofTruth
Currently Playing: SSF2
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I for one am very salty about the horizontal reach of the actual Gale part of the boomerang. It reached out and sucked my in from ~1 DK length away.
_________________ Beta is finally coming ;-; (≧ω≦) I take it back, beta is a 1.0.2 is trash
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Tue Oct 07, 2014 11:16 pm |
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Z A L O
Joined: Sat Oct 10, 2009 3:46 pm Posts: 1514 Location: Westchester, New York Country:
Gender: Male
MGN Username: Zalozis Zemsis
Skype: ZaloZemsis
Currently Playing: Gundam Wing: Endless Dual | Melty Blood: Actress Again Current Code | Super Smash Bros. Brawl
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Just to make this clear.Frame-data of Spin-Attacks: Melee: | Animation Duration - 79 frames (in 60FPS) = 01.296 real-time seconds. | Hit-box active - 8-41 frames. | Vulnerability - 38 frames (in 60FPS) = 00.56 real-time seconds. Project M: | Animation Duration - 80 frames (in 60FPS) = 01.333 real-time seconds. | Hit-box active - 8-47 frames. | Vulnerability - 33 frames (in 60FPS) = 00.54 real-time seconds. Smash Flash 2: | Animation Duration - 33 (in 30FPS) = 01.033 real-time seconds. | Hit-box active - 5-25 frames. | Vulnerability - 8 frames (in 30FPS) = 0.233 real-time seconds. Lag Vulnerability: Melee:- - - - - - 0.560 real-time seconds. Project M:- - - - 0.540 real-time seconds. Smash Flash 2:- 0.233 real-time seconds. Not only does it have less then half the cool-down time, by the Spin itself lasts nearly 25% shorter than previous versions. This all contributes to the safety of the move and its minimal risk for great reward. 
_________________Luigi Movement, Cancel, Tech, etc. SSF2 Google Drive". . . Emphasis . . . of players helping one-another"
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Sun Oct 19, 2014 12:33 am |
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TheCodeSamurai
BR Member
Joined: Sat Mar 22, 2014 2:14 pm Posts: 2075 Country:
Gender: Anime Girl
Currently Playing: SSF2, MGS 3, Melee, Project M
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The thing with Spin Attack is that unlike a lot of other moves, it's punishable while the move is still going on. It's only safe if you hit with it. It's a great move: hitting with it gives great reward and it has good startup. However, I don't think it's OP or too good because if you miss, you're liable to take heavy punishes.
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Sun Oct 19, 2014 10:15 am |
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Z A L O
Joined: Sat Oct 10, 2009 3:46 pm Posts: 1514 Location: Westchester, New York Country:
Gender: Male
MGN Username: Zalozis Zemsis
Skype: ZaloZemsis
Currently Playing: Gundam Wing: Endless Dual | Melty Blood: Actress Again Current Code | Super Smash Bros. Brawl
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You can't attempt to punish it with physical-attacks though. Most of those moves lose-out to the attack because of the hit-box and priority; it's too high-risk. Only very specific attacks, transcending projectiles, and disjoints can effectively punish it. I've been trying to accurately measure the hit-box of Spin-Attack, and I not sure, but it seems like part of the hit-box overlaps Link's head. A lot of characters end up being clipped by Spin-Attack before their attacks can hitting Link. Either there's part of a hit-box on his head, or the spin hit-box has enough vertical height where it can hit an airborne approaching character; but I more suspect it to be part of the current priority glitch.
And you aren't liable to heavy punish, even on complete whiff at mid-range. Most characters lack the ability to effectively hit Link during the spin, or they can't effectively covers the distance outside the spin's sword-range to punish. This is also a rare situation to be in, especially because the spin itself lasts much shorter than previous version. I'm not saying 'its so good, you can randomly throw it out and be safe.' I'm saying when a experienced Link knows where and how to abuse it, it will strongly dictate certain match-ups because of its current design. Its rewards outweighs its rare risk of punishment. This is why I'm looking specifically into and studying the frame-data to understand how it works its effective uses.
_________________Luigi Movement, Cancel, Tech, etc. SSF2 Google Drive". . . Emphasis . . . of players helping one-another"
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Sun Oct 19, 2014 3:12 pm |
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TheCodeSamurai
BR Member
Joined: Sat Mar 22, 2014 2:14 pm Posts: 2075 Country:
Gender: Anime Girl
Currently Playing: SSF2, MGS 3, Melee, Project M
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I think of Spin Attack somewhat like I think of Ichigo side-B spam or Spinning Kong: most characters have a way to beat it easily, and if you find that you're mostly OK. For example, I play Yoshi and I know that whenever you whiff at mid-range you can dair for 30+%, fair for combos, or nair for killing. As Meta Knight, another one of my mains, I know that dair beats it, bair beats it horizontally (!), and if I'm really on my game I can dash JC grab. The fact that most moves can't get past the disjoint means nothing if almost every character (or every character: I'm really not sure if any character doesn't have a way to beat it while it's still in the attack animation) has at least one. I think the deal with the vertical disjoint is that the sword has a deceptive hitbox that extends beyond the sword, and there is a deceptive hitbox that is about 1 crouching Kirby above Link's head, but other than that I don't think there's any other hitbox. I also think it may have something to do with the rotation of the sword and you may be able to sneak in the end when the sword slows down.
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Sun Oct 19, 2014 5:07 pm |
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