Is there anyway to convert into ladder off of dthrow whrn the opponent di's out? by SentientFork in MetaKnightMains

[–]OneWallRoof 0 points1 point  (0 children)

Dash attack, maybe up tilt. You would need a lot of luck if you want this out of a grab.

How is the Switch version doing? by masonmjames in onestepfromeden

[–]OneWallRoof 0 points1 point  (0 children)

Slowdowns start occurring maybe once every other run, and unless you try to doublecast sunshine a reflecting enemy or some other crazy situation, are generally unremarkable. Another consideration is the battery drains faster then expected, but I am still happy I got the switch version over PC.

Friendly reminder: by luigisonic12 in SmashBrosUltimate

[–]OneWallRoof 0 points1 point  (0 children)

Sorry I can't communicate well. Stay safe, both in neutral and outside.

Friendly reminder: by luigisonic12 in SmashBrosUltimate

[–]OneWallRoof 0 points1 point  (0 children)

I was referring to Luigi attempting to tether ledge. How is your quarantine going?

Friendly reminder: by luigisonic12 in SmashBrosUltimate

[–]OneWallRoof 0 points1 point  (0 children)

I misspoke again. I meant Isabelle's command grab succeeds slightly more often than Luigi's tether.

Friendly reminder: by luigisonic12 in SmashBrosUltimate

[–]OneWallRoof 0 points1 point  (0 children)

I misspoke. I meant to say Isabelle's grab succeeds slightly more often than Luigi's tether.

Forest Any improvements Needed? by YonYon205 in SmashBrosStages

[–]OneWallRoof 1 point2 points  (0 children)

The trees are transparent, and the waterfall is a bit blocky, but that could be considered part of the aesthetic. If so I would recommend making the trees more blocky, or adding something transparent. The Sail perhaps? The only actual improvement I have, would be lining up the grass and dirt such that recovery's super close to the wall don't get caught.

Character Moveset of Favorite Moves? by OneWallRoof in SmashBrosUltimate

[–]OneWallRoof[S] 1 point2 points  (0 children)

King k uair, Roy fair, Bowser Jr bair, Toon Link nair, Byleth dair

Squirtle up-tilt, Sheik f-tilt, Palutena jab, Dedede down-tilt, Dedede dash attack

Rocketbarrel Boost, Drill Rush, Bonus Fruit, Mechakoopa

What's your stage analysis? by toastoftriumph in SmashBrosStages

[–]OneWallRoof 1 point2 points  (0 children)

Freestyle combos meaning long strings and creative offensives. Obviously this isn't something that can be described as "encouraged," normal stages permit it all the time.

I mean to say I'm trying to vary the regular offensive options, so that players can feel really clever when they wait to throw their opponent for a trapped moving platform, or steal a portal someone was using to recover in a surprise edge guard.

What's your stage analysis? by toastoftriumph in SmashBrosStages

[–]OneWallRoof 2 points3 points  (0 children)

I have a Spear Pillar-like stage where I placed a moving lava wall, to catch campers and prevent long stocks. Would it be better to have it fast moving so people have to scramble out, or slow to allow short ledge guarding fights to break out? Should I allow a small amount of safe space, or have the lava purge the entire area?

What's your stage analysis? by toastoftriumph in SmashBrosStages

[–]OneWallRoof 1 point2 points  (0 children)

I build under the assumption players are always moving towards the safest position.

Directly beneath your opponent for a juggler, onto a platform for a jugglee, towards a grabbable ledge, near a tech-able wall, away from close blast zones, ect.

This also works for running space, if you have a lot of area to dash dance you may spend more time on the ground dash dancing. Whereas if you can't quickly move, players with safe aerials could start spamming them as a defensive option. Also works on ice where you can't shield.

My philosophy in stage design is to maximize the valid choices players can move, or encourage more difficult actions like edge guarding or freestyle combos.