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Charge the PAUNCH
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08/18/2010, 11:42 AM
(This post was last modified: 08/18/2010 11:44 AM by ItsRainingGravy.)
Post: #21
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(08/18/2010 11:31 AM)Xyless Wrote: Agreed. This is the first mod that's ever made Falcon Punch usable aside from a gimmick (or the occasional mindgame hit), adding the charged punch was just a hard to reach cherry on top. Hard to reach? As in...difficult to create, or difficult to use in combat? Also, thank you for agreeing with me. |
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08/18/2010, 12:44 PM
Post: #22
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As in, it's something that people have to practice with to master, so it is something that takes effort.
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08/18/2010, 01:46 PM
Post: #23
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Also, you have to get the right position to charge it in the first place. Uncharged punch is also still somewhat useful.
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08/18/2010, 02:10 PM
Post: #24
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Ah, I see. That helps for some of the suggestions I made. Thank you.
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08/18/2010, 03:01 PM
Post: #25
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In ssb64, Falcon Punch was usable. Due to hitstun and no DI, Falcon Punch was actually a decent finisher, sometimes even out of fthrow. Now that the Punch is chargeable, it is just very easy to use. |
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08/18/2010, 10:55 PM
Post: #26
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(08/18/2010 03:01 PM)filbert Wrote: In ssb64, Falcon Punch was usable. Due to hitstun and no DI, Falcon Punch was actually a decent finisher, sometimes even out of fthrow. your a fan of 64, you believe Isai is the best ssb64'er right?with his pikachu (with a red hat). all his youtube videos show complete pawnage. dont say "very easy to do" to my fingers, they will cry more blood tears, |
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08/19/2010, 11:45 AM
Post: #27
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http://www.youtube.com/watch?v=ruVtmX86IKI In case someone didn't believe me. It actually isn't that hard to do, you just need to know what can lead into it. |
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08/24/2010, 12:00 AM
(This post was last modified: 08/24/2010 12:01 AM by gangstakirby.)
Post: #28
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charging falcon punch is SUPER easy. just rapidly flick between the two taunts. edit: SSB64 HAS DI. |
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08/24/2010, 12:20 AM
Post: #29
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Negligible DI. Mostly SDI. Falcon can judge the DI and hit with the punch. On a side note: it's great that you're back. |
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08/24/2010, 12:28 AM
Post: #30
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there was no c-stick in smash 64. there fore no SDI i think you mean TDI. |
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08/24/2010, 05:47 AM
Post: #31
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Slide DI. Mostly the QC variety.
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08/24/2010, 05:56 PM
Post: #32
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thats just QCDI
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08/24/2010, 07:24 PM
Post: #33
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(08/24/2010 12:28 AM)gangstakirby Wrote: there was no c-stick in smash 64. there fore no SDI Putting in sig now. |
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08/26/2010, 10:49 AM
Post: #34
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C stick produces ASDI, Joystick produces SDI. Shutup GK.
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08/26/2010, 01:56 PM
(This post was last modified: 08/26/2010 01:59 PM by gangstakirby.)
Post: #35
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umad? nah son joystick is jus tap/qc di cstick is smash di |
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08/26/2010, 02:58 PM
(This post was last modified: 08/26/2010 02:59 PM by Oro?!.)
Post: #36
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QCSDI is just multiple instances of SDI. Every time the control stick passes through a point on the analog, you get one instance of SDI. Those points happen to be North South East West. I am apparently mad? Cstick produces ASDI, Auto smashDI, but you can only have one instance of ASDI, meaning smashing it does nothing. Holding it in a direction is it's maximum efficiency. |
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08/26/2010, 04:05 PM
Post: #37
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i thought this thread was about charging falcon punch you just spam taunt guys di doesnt have anythin to do wit it. |
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08/24/2011, 02:37 PM
(This post was last modified: 08/24/2011 02:40 PM by Dr. Weird.)
Post: #38
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It would be nice for the taunt charge to be easier to use. It simply CANNOT be pulled off if you don't have two opponents or more to distract one another.(08/26/2010 04:05 PM)gangstakirby Wrote: i thought this thread was about charging falcon punch Yes, it does. If you get the timing right with alternating taunt up and taunt down, you charge the punch and it's 3x faster next use. http://smashmods.com/forum/page/bmchangelist.html in "misc". |
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08/24/2011, 02:50 PM
(This post was last modified: 08/24/2011 05:31 PM by Thunda-Moo.)
Post: #39
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Just FYI, Dr. Weird... Gangsta Kirby posted that nearly a year ago... and now he's banned. So he's probably not going to see that. As for the charge rate... And if you're doing a 1-on-1, the super-Falcon Punch can be charged on Star KO. Also, if someone is camping the far side of certain stages, you can just run elsewhere and start the charge, possibly obtaining it and almost certainly getting them to move their campy tail towards you. Works best on Corneria, etc. where the stage ends have projectile protection from one another. Perhaps more importantly, the super-Falcon Punch can be combo'd into. Because of this, decreasing the charge rate to a more-then-once-per-stock sort of level would make the move overpowered as opposed to just freaking awesome, and that is something nobody wants. The very fact that it can't be used unless your opponent(s) are tied up is what keeps it as a fun element as opposed to an overpowered one that would need to be removed. Show me yo moves! |
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08/24/2011, 04:14 PM
Post: #40
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Both Falcon Punches can be combo'd into (I think). You aren't supposed to have an easy time giving yourself a move that kills from low percent and is instantaneous. |
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