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Charge the PAUNCH
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08/24/2011, 04:58 PM
Post: #41
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... Can you seriously combo into a SWEETSPOT unprimed falcon punch? Are we talking true combo here or just "he DI'd the stupidest possible way" sort of combo? Can you do this at kill percents? In vBrawl, C. Falcon actually could true combo into the Falcon Punch by forcing a standup by doing a sort of one-hit jab lock with his sourspotted bair, but it only worked at percents too low to kill (like less then 30-ish). I don't recall off-hand the changes made to Falcon's sourspotted bair, but I think that trick doesn't work anymore and would need percents even farther from kill to work if it does. So that doesn't count. |
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08/24/2011, 06:38 PM
(This post was last modified: 08/24/2011 06:40 PM by Dr. Weird.)
Post: #42
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Well, at least others will know how the charge punch works. I'm new to forums which aren't retarded (read: SPUF), so...good to know that struckthrough names are banned people. As for comboing, it's pretty hard to work a sweetspot into a combo, but Falcon's very flexible, so it can be done under the right circumstances. Not too common, though. |
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08/24/2011, 08:55 PM
Post: #43
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He could do it with nair or bair. I'm not sure if it's a legit combo, but dair -> FP might work sometimes. In the Japanese 1.6 video, they did it. I couldn't tell if it was legit or not. You could combo into it in ssb64. Just saying. |
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08/25/2011, 01:25 AM
Post: #44
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Oh, the Tapion Falcon punch! I totally forgot about that! Yeah, it's legit at certain percents... and those percents kill! It is DI dependent to an extent, but it is pretty much the coolest thing if you pull it off. I can't believe I forgot the Tapion.
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02/06/2012, 02:01 PM
Post: #45
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(08/24/2011 02:37 PM)Dr. Weird Wrote: 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. ....what does that have to do with di??? fail. |
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05/06/2013, 06:23 AM
Post: #46
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I just found out about the charge-able Falcon Punch today. Just one question: Might it be made easier to activate in a future release of Brawl-? It's really difficult for me to activate the charge consistently via the up-down-up taunt sequence. Couldn't the sequence be simplified?
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05/07/2013, 12:57 AM
(This post was last modified: 05/07/2013 12:58 AM by InsanityReborn.)
Post: #47
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As much as I'm against over-simplification, I've gotta agree here.. There's like a 3-frame (Or 10, or something like that.. it's absurdly short) window right now, I can only pull it off like once every 15 tries. It's a nightmare. Why don't we just change it to double-tapping Uptaunt, or hold U-taunt and B? It's a variation of Utaunt and it effects the B move.. seems to make sense to me..
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05/07/2013, 08:00 PM
Post: #48
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I seem to remember Thunda-Moo saying that he did in fact make it easier to input in one of his All of The Minus videos.
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05/07/2013, 09:04 PM
(This post was last modified: 05/07/2013 09:05 PM by Thunda-Moo.)
Post: #49
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Wait, people actually watch those? I'm honored. Yes, the current developer build doubles the input window for charging the speedy Pawnch, along with a few other Pawnch tweaks. For the record, the old input window six frames per input, meaning the slowest you could input the entire thing was twelve sixtieths of a second. Having a difficult time at pulling off the supertaunt is well warranted. |
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05/07/2013, 11:53 PM
Post: #50
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(05/07/2013 09:04 PM)Thunda-Moo Wrote: Yes, the current developer build doubles the input window for charging the speedy Pawnch, along with a few other Pawnch tweaks. Sounds good, but why not make the Pawnch Charge sequence something easier, like B during up taunt? Looking forward to the next release of Brawl-. Any estimate on when it will be ready for release? I'm interested in these tweaks to the Pawnch. |
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05/08/2013, 12:18 AM
Post: #51
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(05/07/2013 11:53 PM)Bent 00 Wrote: Sounds good, but why not make the Pawnch Charge sequence something easier, like B during up taunt? Thank you for stealing my idea. Loving that. The next release will be out when it's released; people constantly asking merely irritates the developers and makes it take longer. People don't work well under pressure; while it's nice to see some motivation to complete something, it's not exactly great to see half the community getting impatient. Development takes time. And I can probably say half with relative accuracy, given the active forum community. |
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05/08/2013, 04:11 AM
(This post was last modified: 05/08/2013 05:24 AM by Bent 00.)
Post: #52
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I wasn't "stealing your idea", jeez. I saw your post, and it sounded like a good button combo for the charge, so I mentioned it to show support. Quick, better file a copyright claim before anyone else steals your idea! e_e |
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05/08/2013, 11:56 AM
(This post was last modified: 05/08/2013 11:57 AM by NEWB.)
Post: #53
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(05/07/2013 11:53 PM)Bent 00 Wrote: Sounds good, but why not make the Pawnch Charge sequence something easier, like B during up taunt? You didn't really phrase it as thougfh you were agreeing with him. It sounded like you were pitching the idea. If you agree with something someone says, quote them. |
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05/08/2013, 05:30 PM
(This post was last modified: 05/08/2013 05:31 PM by Bent 00.)
Post: #54
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I didn't think that was necessary since his post was only 3 posts above mine. That, and it's a 2-button sequence. It's not some great creative idea. Even if it is used, it's not significant enough to deserve any credit. T_T |
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05/08/2013, 05:43 PM
Post: #55
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I actually expected that much. And it wasn't anything to get angry over. It is important that everything be stated in context however.
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05/11/2013, 07:14 PM
Post: #56
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Guys, guys. Calm down. It's okay. I'm not going to use the idea anyway. #trollface No but seriously, reasoning behind the taunt input is simply the fact that it's one of the two traditional supertaunt input (Samus->ZSS manual transformation) and overall the supertaunt input that we prefer (the alternative being "press and release downtaunt really fast on your character-specific stage" for Snake and Fox). As for why we want a "traditional" input in the first place, it's because it simply feels better. Pulling off the supertaunt simply feels more satisfying if it's difficult. It's cool to keep that difficulty in place for the aesthetics of it while still making simple enough to allow inputting it consistently. Also, while I can't speak for the rest of the team, I don't feel rushed and I won't work slower if you ask me when the next release is coming out. I may get annoyed answering the question over and over again, but it's hardly reasonable to expect everyone to be reading every forum post and finding all the answers I've given out. Besides, sometimes I might have new info. We're not sure how we want to handle the next release of Minus. We actually have a pretty significant number of new character builds working- if we buckle down and focus on polishing just those, we'd have plenty of content to justify a 2.X.X or something. Currently, my favorite characters are dev build only, and I actually feel pretty lame keeping it to myself. But... we don't want a 2.X.X. We're going for at least a 4.0. Beyond that. We want a Brawl Minus Maximum... and that will take a while. |
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05/12/2013, 05:17 AM
Post: #57
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I wasn't even mad, honestly. Is there any possibility of there being a preview of the current in-progress builds for community feedback? I mean I know there's a POSSIBILITY.. you know what I mean. |
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05/12/2013, 05:01 PM
Post: #58
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Hmm. Perhaps Minus should track down some additional playtesters? But wherever from...? Hmmmmmm...
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05/12/2013, 09:36 PM
Post: #59
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I don't know........ Definately not around here.... And especialy no one like myself.... (Interested) |
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05/13/2013, 11:15 AM
(This post was last modified: 05/13/2013 11:19 AM by VII..)
Post: #60
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We could also do some testing and feedback. I doubt there are many people that play as much as me and my friends do atm
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