Talk:Zero Suit Samus (SSBD)

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An idea[edit source]

Since mashing out of paralysis sounds kinda dumb (no offense), how about reducing the knockback of down smash and neutral specials? The duration of paralysis is directly dependent on knockback delivered. You can see it here at some point. Video's mine, by the way. ^_^ Drill Blaster Mark 2 (talk) 19:22, 20 February 2016 (UTC)

Nice video :]
I was thinking about 1 frame reduction on paralysis for each button press, but if you could suggest some kind of knockback values 'cause I don't want to nerf her a lot (I'm being pitiful to someone's playstyle I dislike, eh?) that'd be great. --BeepYouSignature.png BeepYou, a user with no grammar at all :v (talk) 23:26, 21 February 2016 (UTC)
Thanks. :)
If you want paralysis to be a bit more than half of what it was before, change down smash's knockback to 60 BKB/20 KBS and Paralyzer's to 40 fixed. Those will prevent Flip Jump from comboing. Drill Blaster Mark 2 (talk) 16:59, 22 February 2016 (UTC)
Took your advice, thanks. --BeepYouSignature.png BeepYou, a user with no grammar at all :v (talk) 17:19, 22 February 2016 (UTC)
As always, no problem. Drill Blaster Mark 2 (talk) 18:02, 22 February 2016 (UTC)