|
Samus 2.1.1: A guide for proper use
|
|
09/01/2011, 11:46 AM
Post: #21
|
|||
|
|||
|
I mean it makes one aspect of samus bad, so it makes you work around her bad sides. Its balanced and fair, she just needs more kill. Ya i would like to know about backroom as well
|
|||
|
09/01/2011, 04:04 PM
Post: #22
|
|||
|
|||
|
So, one idea for Samus is to make her be able to Down-B OoS. She might already be able to do that, but I'm not sure. Samus is quite fair and balanced. She has pretty bad kill potential on most of her moves, but her Neutral-B can kill from reasonably low and be combo'd into. If you really want to be in the broom, you can try PM'ing Xyless or Oro. I'm not sure if they're looking for new members though, and you definitely need to have something to offer. It's semi-private for a reason, though. The fact that you want to be let into the loop isn't going to be enough. Also, you're overvaluing the broom. The last post made by the broom was: HEY!!! http://www.youtube.com/watch?v=RrqktJLOs...re=feedlik WE MUST GET THIS Try experimenting more with Samus. |
|||
|
09/01/2011, 05:59 PM
Post: #23
|
|||
|
|||
|
Ya i like how new samus is played I just still feel she struggles in kill moves....like every other smash bros. Its minus, it should be a little different
|
|||
|
09/01/2011, 08:44 PM
Post: #24
|
|||
|
|||
|
No one has a roll worth using except Lucario and MK. With everyone else, dash dancing is almost always the better option. Dodge rolling is bad and gets you grabbed and combo'ed
|
|||
|
09/01/2011, 10:23 PM
Post: #25
|
|||
|
|||
|
What about DK? In ssb64, his roll is very good.
|
|||
|
09/01/2011, 11:52 PM
Post: #26
|
|||
|
|||
|
I mean dodge rolling when use correctly is good, just overuse gets punished
|
|||
|
09/02/2011, 03:05 AM
(This post was last modified: 09/02/2011 03:06 AM by RAI.)
Post: #27
|
|||
|
|||
|
I've been playing around with the Samus.pac file. I increased the size of the bair sweetspot, gave the missiles the same knockback angle as 1.6 (am adjusting the BKB and KBG to compensate for the random new crazy) and made the dtilt hitbox activate before the animation. So far I'm pleased with my work... although I'm working out the tweaks. Just learned this stuff tonight. Its messy, but Samus works a lot better with just those three changes. Um... I was curious though... it looks like there should be a way to make a roll interruptable. This would be so cool. If I can figure that out... |
|||
|
09/02/2011, 04:10 AM
Post: #28
|
|||
|
|||
|
Man, I gotta learn how to do stuff like that. I have notebooks full of ideas, and I really need to learn how to bring them to life.
|
|||
|
09/02/2011, 10:40 AM
Post: #29
|
|||
|
|||
|
Hey Rai i'de be gald to take your pac files and play test it with all my friends (30+)
|
|||
|
09/02/2011, 04:00 PM
Post: #30
|
|||
|
|||
|
Raytonac, you should post those ideas here.
|
|||
|
« Next Oldest | Next Newest »
|
User(s) browsing this thread: 1 Guest(s)









WOMBO

