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Zamus General Discussion
07/02/2011, 03:06 AM
Post: #41
mememememe guy you put words in his mouth. Dont assume.

the only thing that needs changing= D Smash uncharged spawns a suit piece (limit 3)

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07/02/2011, 05:56 AM
Post: #42
(07/02/2011 03:06 AM)Oro?! Wrote:  mememememe guy you put words in his mouth. Dont assume.

the only thing that needs changing= D Smash uncharged spawns a suit piece (limit 3)


oh god that would be so broken lol

do it do it do it

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07/03/2011, 03:15 PM
Post: #43
I didn't take offense to the statement at all; it's entirely true.

Anyone know of any Brawl Minus communities in the UCF Area? If my only competition is going to be a bunch of prepubescent sweaty, smelly, cosplayers... I think I'll just shoot myself now.
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07/08/2011, 07:52 AM
Post: #44
D-Smash idea is awesome.

You don't need a Minus community, you need a Brawl community to turn into a Minus community. Or, wear nose-plugs and hope that the smelly guys play well.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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08/02/2011, 06:59 AM (This post was last modified: 08/03/2011 06:25 PM by Xonar.)
Post: #45
Sooo I guess I'll post my thoughts on some changes she could like.

First off, nerfing Bthrow probably wouldn't change that much. You could probably still throw > Dair spike anyways.

Second, I´d love to see her Nair stunning the opponent. Not for that long, but long enough to get something like a Bair in. Giving Nair a stun will probably give her a more elaborate combo game (which I honestly haven't explored that much) and give her a tool against Metal Mario. (which I don't think is THAT bad, I feel like I'm close to cracking the MU though.)

I don't know what you guys want to do with jab, but it feels really weird to use atm. It's a 1 frame move which is awesome, but it spikes at the end. All in all I just feel like using Utilt (frame3) or Dtilt (frame4) is just better in pretty much every situation. It's okay that you're not making it a combo starter. Give it less lag so the techchase actually works, or anything like that.

Aaaand you guys could find a use for uthrow because it's absolute trash atm.

I don't know what down angled Ftilt does but if it could semispike that would give it an actual use. As edgeguard, that is. It gets outleagued but all the other tilts she has atm.

There's still a lot of stuff I'd love to try, but I can't really.
Stuff like Dthrow > Usmash to kill would probably work awesomely. Dthrow > Dsmash should work on some percentages, or Dthrow > Uair > Dsmash.
Fthrow > running Dsmash works if they DI it sideways, which means that Fthrow gives Fair/Uair if they DI up/diagonally, and Dsmash if they Di sideways. You can Fthrow > Dsmash > Pivot grab Bthrow > Dair against a lot of characters and it should actually work.
Dthrow > Dair > anything on percentages where it doesn't force a techchase position?
Nair is weird and should be explored too.
Fsmash should be used for techchases because it's REALLY FUCKING AMAZING.

Yeah that's all I can think of for now.



edit: Dsmash needs it's step forward back =(

edit2: Remove the forced walljump on down B, SERIOUSLY.
Give it back to her when she's hit too.

You could give her something to charge her Nair to make it stun, like, by a taunt? If you don't understand, let me rephrase:
Normal situation:
Nair does knockback and shit.
After you taunt:
Nair stuns.

edit3: Give upb a larger ground hitbox
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08/09/2011, 10:43 PM
Post: #46
From the perspective of someone that faces (and usually loses to) a Zamus very often, I'd like other people's consensus on her stun shot. It's perhaps one of the most annoying moves to face spammed in brawl- right now. It comes out so fast that even if you reflect it, the next one will simply cancel it out. If you hit with one, you are almost gaurenteed 2-3 more, and eventually you can't help but eat a sliding d-smash->f-smash.

What would ye gods of minus do against a Zamus spamming Stun shot? Perhaps as Link- or Ike.
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08/10/2011, 08:26 AM
Post: #47
Jump.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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08/10/2011, 03:29 PM
Post: #48
As Link, jump over the projectiles or stand completely still and his Shield should automatically block it. There are few opponents that out-range Link; make Zamus come to you (spam her back).

As Ike, jump over the projectiles and use Side+B to close the distance.
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08/10/2011, 03:40 PM
Post: #49
Although honestly, don't use Link against Zamus. She might uair, and then it's over.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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08/11/2011, 09:12 AM
Post: #50
Jump and keep her in Zair range and there's little she can do about it. Alternatively, jump->arrow/bomb toss. Just stay out of uair range and you should be just fine.

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08/13/2011, 10:45 AM
Post: #51
Link's shield doesn't do too much for him, if you just let the shield take care of the stunshots, eventually you get knocked onto an edge, where you once more only really have the option of going over her (and zair becomes tethertown).

If I'm going to be jumping over them, I suppose I just need to practice with the zair spacing, because other than that or some kind of FF fair/nair, nothing is getting around that uair/utilt/fsmash/ftilt/jab wall.

I honestly just realized last night that shield-grab also activates zair. This seems to help my zair game greatly.
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08/13/2011, 12:42 PM
Post: #52
The shield isn't really supposed to help. It was kind of a joke in vBrawl. I hate to say this, but this matchup is really hard. You can't get uair'ed or you die, and utilt leads to uair automatically, and other bad stuff.

Try bomb camping. That might work a tiny bit.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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08/14/2011, 11:34 AM
Post: #53
I don't mean to limit this discussion to only Link, ANY character is susceptible to the stunshot spam if Zamus just posts up underneath a platform. I can't tell you the number of times that I've gone from 0-100+ just from spammed stun shots on any character. I know that it's minus, and everyone has neat little hard-to-avoid combos and great setup moves, but Zamus, with her extreme speed and the extreme speed of her stun shots, can set you up for a killing combo from anywhere with just one uncharged stun shot.

If perhaps AFTER the stun wore off (so that consecutive spammed shots could still hit), you were popped upwards...

It's just so annoying to be stuck in a constant stream of stun shots, your only option being to mash the jump button and hope against hope that when you come down from that jump, you aren't going to just land on another stunner.

Meh. Not really QQ, I just want to make sure that there's input on some of the annoyingness of Zamus. (seeing as not many people seem to face her?)
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08/14/2011, 01:29 PM
Post: #54
Don't mash buttons. It's not a true combo. You can hold shield while being stunned, and that will at least protect you from another stun shot.

I have a friend who does Neutral-B -> grab. The only thing that works is PS -> roll. For some reason, spotdodge doesn't even dodge the grapple properly thanks to someone changing the amount of time the grab hitbox is active for.

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[5/26/2011 2:54:39 AM] kwalkest: wait, are the "compiled" .gct files seriously nothing more than "00D0C0DE 00D0C0DE" followed by the raw codes themselves followed by "F0000000 00000000"?

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08/14/2011, 02:58 PM
Post: #55
Ah, that will help a lot. I usually get so frustrated from being stunned/in the air 80% of the match that I end up playing kind of badly anyway.
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10/31/2011, 12:22 AM
Post: #56
I'll be honest I didn't completely read over the whole forum, so I don't know if anyone has touched on this really, but here's my two cents:

I've been playing Zamus a lot recently, and I'm finding that my best looking approach is usually short hop stun shot, stun shot on land, and then depending on the situation, sliding dtilt, short hop uair, or if theyre foolish enough to dodge roll short hop dair. If any of that happens, everything ends up in uair combos or if I cant reach fast enough an up b to pull them on to the ground and lead to another dtilt.

If a stun shot hits you can usually down smash twice and then dtilt to hit into a combo, that may need to be looked at since it can lead to massive damage/kill with little effort.

There's a lot of talk about her shitty recovery, not going to argue that but I feel like it isn't quite as bad as people make it out to be. Her best option seems to be dspecial and then a jump with an immediate upspecial for added distance, which will usually save you. The immediate upspecial is also great for chasing after knocking someone up above higher than you can catch with two regular jumps.

Really any huge buffs might make zamus op; imo of course. I feel like the limited recovery options is pretty important to keeping her from being basically godtier. However, small things like getting rid of the auto wall jump from her down b, which has only ever caused me to be unable to recover, I really dont understand why thats even in there, or slightly increasing the vertical recovery of her immediate up b after jumping would solve most of the complaints without op-ing her. Adding a third jump is an absolute no-no, it would make her uair combo way too op and pretty much a insta kill from like twenty percent
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10/31/2011, 01:26 AM
Post: #57
(10/31/2011 12:22 AM)TheMilkmanReturns Wrote:  small things like getting rid of the auto wall jump from her down b, which has only ever caused me to be unable to recover.

Absolutely agreed. The auto-DownB-again walljump (is what I like to call it) is an awful implementation, since it launches you away from the ledge, with little to no upwards movement, and then you have to wait ages before you can actually press UpB or SideB (in attempts to grab the hopefully-not-occupied ledge) without accidentally causing the DownB kick to come out, which would lead to your death.

The proper thing to do would be to remove the auto-DownB-again walljump, and instead make it real walljump cancelable at any point of the move (unless you do the kick of course). And as always, you will not be able to DownB more than once per air time.

Perhaps, as you said Milk, making her UpB give a little more of an upwards boost than it currently does, would be a reasonable buff as well.

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11/04/2011, 03:14 PM
Post: #58
Why not give her two Down-B's per jump and make them special cancelable starting at both of their peaks? That way she could do two fast hops and an up-B, or use the move for more mobile special attacks.

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11/26/2012, 02:34 PM
Post: #59
We can and probably will remove the auto-double-down-B.
We can also make it a manually activated double-down-B that doesn't require a wall for you to activate it.

Heck, we can do a lot of things. But I don't play Zamus. So I can't answer your question.

Why not?

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11/26/2012, 08:09 PM (This post was last modified: 11/26/2012 08:23 PM by Tybis.)
Post: #60
The uncharged neutralB needs somfin, as in almost any case, charged is much better. It goes farther, faster, and lets you do things. But the uncharged is lacking, especially considering the both the range of the thing (her Fsmash has more reach) and the endlag. So, in an attempt to make it usable, why not make the uncharged move IASA after the shot? That way, you could actually use it mid-combo.

The "double downB" thing sounds okay, but pressing A (and only A) should go to the attack, pressing B (likewise, only B) should cancel straight to the second downB, and if the attack is thrown out on either, then it should be IASA or jump-cancelable on hit only.
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