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Old 03-15-2008, 02:09 AM   #1
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We all fall down! (Sadly)

Is it getting on ANYONE'S nerves that characters, when you have them change direction on the ground really fast, sometimes will slip and fall down on their bums?

No, there aren't banana peels anywhere.

Am I doing something wrong? Is this in the instruction manual? Someone clear this mystery up!
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Old 03-15-2008, 02:10 AM   #2
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Yeah, it's tripping. It just happens when you change direction [while running], and the higher your damage is, the more likely it is to happen.

Also, it's increased quite a bit on icy levels (Target Test 4, Summit)
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Old 03-15-2008, 02:26 AM   #3
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Tripping. Apparently, Sakurai added it because he's a practical jokester, and thought it would be funny to royally screw with our minds.


No, seriously. He added it because he thought it would be funny. But yeah, occasionally, you trip. :/
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Old 03-15-2008, 10:25 AM   #4
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Quote:
Originally Posted by ZeldaGirl View Post
Tripping. Apparently, Sakurai added it because he's a practical jokester, and thought it would be funny to royally screw with our minds.


No, seriously. He added it because he thought it would be funny. But yeah, occasionally, you trip. :/
he added it to add an element of randomness in the game. And to piss off noitemsfinaldestinationfoxonly players.

I approve of adding randomness but I think it could have been implemented better, like making grabs have a small chance to fail instead of movement. Or a critical hit like mechanic. Maybe dodge/dodge rolls would fail once in awhile instead.
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Old 03-15-2008, 12:45 PM   #5
 
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My dodges already do fail sometimes, and I'm still on Melee.

And remember, "I'm-a Luigi, number one!"
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Old 03-15-2008, 04:42 PM   #6
 
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I've heard that if you shield as you're tripping then your character will recover instead of falling. Seems like it'd take ridiculous reflexes though.





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Old 03-15-2008, 04:46 PM   #7
 
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A heck of a lot of the advanced techniques require psychotic reflexes.

And remember, "I'm-a Luigi, number one!"
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Old 03-16-2008, 02:53 AM   #8
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Ahhh... that's so totally awesome. Not.

It's things like nondeterminism in your control of a character that sort of take the fine-tuned finesse out of a fighting game. I mean, I see the point of making shields occasionally fail and such, but the less control you have over a character -- even if that's only at high damage levels -- just sort of rubs me the wrong way.
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