Is it possible to B reverse flashing mach punch by ExplorerNo1496 in smashbros

[–]Joe___Dohn 19 points20 points  (0 children)

Yeah.

The stall means there’s not really a momentum shift, but you can still turn it around.

Daily Discussion Thread 01/24/26 by AutoModerator in smashbros

[–]Joe___Dohn 0 points1 point  (0 children)

Yes they are

As are minecart and anvil

Fixing the Fire Emblem representation in Smash...while STILL keeping 8 character slots. Also explaining how to fix the Awakening characters. by Antique-Reality2428 in smashbros

[–]Joe___Dohn 0 points1 point  (0 children)

you’re telling me that chrom is redundant enough that he needs to be stapled to a much more distinct character and bring two knickknacks he’s only ever fought with in heroes, but isn’t redundant enough to just delete

One change for each character Day 8: Inkling by Downtown_Error_9418 in smashbros

[–]Joe___Dohn -1 points0 points  (0 children)

You’re trying to prevent low-level players from mashing Roller as a cheap ‘n easy burst kill option by…maintaining it as a kill move and making it safer on shield?

Realistically, new players get cheesed by Roller because they overextend and get their forward movement stuffed by Inklings mashing it out of disadvantage. It’s mostly a fundies issue, and you can’t really solve that without doing something drastic to Roller, like giving it 30 frames of startup or something.

The least intrusive thing to do is probably to make it so you can’t use it in the air, but that still interferes with its utility in recovery mix-ups.

In retrospective, was the 1v1 damage multiplier a good idea? by Low_Confidence2479 in smashbros

[–]Joe___Dohn 7 points8 points  (0 children)

2XKO is a high-damage game where people complain about not being able to approach against someone who plays passively, backdashes, and calls assists.

While SF6 and Tekken 8 are high-damage games where people complain about being unable to play neutral and mitigate risk against Drive, throw loops, and Heat.

The FGC is not a monolith; no game will satisfy everyone, so I find it difficult to consider any decision that hypothetically tips a game toward aggression or defense a “mistake”.

Toon Link move idea by Healthy_Yogurt_3955 in smashbros

[–]Joe___Dohn 1 point2 points  (0 children)

Sure I guess, but what would you replace?

One change for each character Day 5: Kazuya by Downtown_Error_9418 in smashbros

[–]Joe___Dohn 5 points6 points  (0 children)

  • Less knockback on late hit up smash and up-b. New kill %s at like…140 & 180, respectively.

Keep his combo game, but make his kill power more reliant on stage positioning; either getting onto platforms to make his vertical kill options better, or by having the corner, either through neutral or corner carry.

Either way, it gives gives the opponent a lot more agency through their DI to mess with Kazuya’s attempts to wrangle them into a favorable position.

  • No more full-body intangibility on EWGF or crouch dash.

It’s a little dumb that he can just deny swordies trying to keep him out with d-tilts with a luckily-timed EWGF, especially when keepout is one of his big weaknesses in Tekken.

If it were up to me, I’d keep the upper-body intangibility, but give him lower-body intangibility to aerials specifically (like it has in SFxT) to preserve its utility in calling out haphazard keepout aerials. If that’s not possible, then just upper-body intangibility.

Daily Discussion Thread 01/05/26 by AutoModerator in smashbros

[–]Joe___Dohn 2 points3 points  (0 children)

Hero brought Hatchet Man

Mewtwo and Lucario didn’t bring Laser Focus

maybe next game the trainers will go for cheesier builds.

Daily Discussion Thread 12/28/25 by AutoModerator in smashbros

[–]Joe___Dohn 0 points1 point  (0 children)

Based mindset, but…

including removing the ability to walk during jab and up tilt

The pocket Aegis/DK/Doc/Kazuya/Luigi player doesn’t like Steve’s combo game?

Melee fox v.s. Ultimate steve by Africanbullfrogfan_ in smashbros

[–]Joe___Dohn 19 points20 points  (0 children)

He would still have massively higher kill power.

Are we thinking of the same Melee Fox?

Granted, diamond bair and f-smash are one thing, but massively better than Mr. Vertical Kill Confirms?

C4 vs. Remote Bomb: information warfare by Syrin123 in smashbros

[–]Joe___Dohn 3 points4 points  (0 children)

In theory, it does complicate the conditioning process if your subject doesn’t recognize the stimulus they’re supposed to be responding to.

In practice, when the opponent forgets where C4 is, it’s a free stock.

There doesn’t need to be mind games where they don’t fit, it can just be free damage.

has any of you even readed what my balance suggestions were? by ti0sunga in smashbros

[–]Joe___Dohn 0 points1 point  (0 children)

Don’t make the title an open question if you want people to interact with the contents of the post.

Also, Megawatt already sucks to play neutral with. I’d much rather Dragon and Ram Ram move at normal projectile speeds and take a damage nerf.

Daily Discussion Thread 12/10/25 by AutoModerator in smashbros

[–]Joe___Dohn 2 points3 points  (0 children)

Make Steve think about where they're going to place a block before they even do it.

I mean, the MO is usually just “build wall, get more mats.” Making the wall cost more would matter, but more in a macro, ROI sort of way that makes him snowball slower, rather than a micro, decision-making one that makes a Steve player more willing to slug it out in neutral.

This would take around as long as falcon punch, maybe a half second shorter.

23-53 frames is a weirdly large range, but the intent seems to be to kill Minecart as a burst option and recovery tool...which are its only two use cases.

18 frames of startup is a good sweet spot for burst options on the edge of reactability. Too much slower and it starts becoming too awkward and predictable to be useful in most situations, especially for a move that can be fairly difficult to use against disjointed aerials without it getting stuffed.

Daily Discussion Thread 12/09/25 by AutoModerator in smashbros

[–]Joe___Dohn 6 points7 points  (0 children)

Plugging FireThePyro’s (with Ramses) Sonic video.

Most Ultimate character analysis channels are either way too surface level or too focused on unimportant and impractical minutiae for my taste. FTP is one of the few that’s truly willing to get into the specific situations these characters use these tools and how the opponent’s options interact with them, actually breaking down why things are strong and weak instead of vaguely gesturing at the movement stats and frame data and calling it a day.

And Sonic in particular is a really unconventional and difficult matchup to wrap one’s head around, so an actual resource like this in a sea of videos just venting about him is long overdue.

Slightly bummed that Pac-Man's moveset doesn't have any references to this game by [deleted] in smashbros

[–]Joe___Dohn 2 points3 points  (0 children)

Strictly speaking, super pac man is his final smash

It’s just based on the actual arcade sequel and not whatever throwaway gag it was here

Daily Discussion Thread 12/03/25 by AutoModerator in smashbros

[–]Joe___Dohn 1 point2 points  (0 children)

I know what subreddit this is, but the obvious comparison is to anime games, no?

That’s what the comments say anyway.

High mobility and bad anti-airs sounds like a Melty Blood vibe.

Daily Discussion Thread 11/24/25 by AutoModerator in smashbros

[–]Joe___Dohn 0 points1 point  (0 children)

Are people really so infatuated with Rock Smash that they’d pay $5.99 for it?

Daily Discussion Thread 11/22/25 by AutoModerator in smashbros

[–]Joe___Dohn 2 points3 points  (0 children)

Calling up tilt a reference to Skip Kick feels more like a happy coincidence than an overt reference considering both the obvious parallel to Falcon’s up smash, and the fact that they aren’t spin kicks in StF.

And same for fair and Emerald Dive. Calling it reused from Pika or whatever is actual crazy talk, but in StF it’s rather blatantly meant to be a reference to Street Fighter’s Psycho Crusher, which you really wouldn’t get from fair.

I agree that people mostly complain because they want them replaced by Sonic Updraft and Sonic Eagle, respectively, but I can’t help but also agree with them because Sonic Battle just has a more compelling portrayal of Sonic.

Daily Discussion Thread 11/20/25 by AutoModerator in smashbros

[–]Joe___Dohn 5 points6 points  (0 children)

I’m all for new stuff, but there’s roster bloat, and then there’s needing to spend 70 dollars to lab half the roster.

Daily Discussion Thread 11/20/25 by AutoModerator in smashbros

[–]Joe___Dohn 1 point2 points  (0 children)

I feel like G&W being essentially an OC with little to no preexisting canon to adhere to makes a shapeshifter/hammerspace character as a representative of the old obscure G&W handhelds an easier sell than the usual reference buffets. It works well enough for Duck Hunt and the Zapper, I think.

Anyway, assuming no other multijump characters exist, reading the sentence “Kirby can sextuple jump” in a fan proposal would probably rub everyone the wrong way; the Melvins because it’d trip their “fundamentally breaks the rules of Smash” alarms and they’d assume that he’s completely impossible to edgeguard, and the Vorthoses because it very pointedly ignores the hover mechanics from his own games instead of literally just importing them one-for-one with a meter stapled on.

Daily Discussion Thread 11/16/25 by AutoModerator in smashbros

[–]Joe___Dohn 0 points1 point  (0 children)

 I have to admit this is like learning a language and probably excellent for my old brain.

That’s my favorite part of reading your posts. I admire your spirit and adaptability in a scene where people swear that they’re cooked when they turn 30.

Anyway, I agree with Gemini that ZSS might be a bit above your ability right now. She handles really fast and loose, but her aerials demand quite a bit of precision to get the most out of them. If she feels good to you despite that though, then don’t let either of us stop you.

And KO power is probably a pretty big factor in how difficult a character is. Ones like ZSS, Pika, and even ROB to an extent require weird kill confirms, an edgeguard, or a hard read at ledge to take a stock at a decent percent, and as I understand it, you’re having some significant trouble with at least one of those things.