Paradoxium
Smash Master
I have no idea what the **** you people are talking about, I'm hust glad this website is back up
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WTF who caresMy scrubby Brawl-native roommate with near zero techskill took a game from Cactuar with Zelda. She needed a nerf anyway.
The PMBR's mission statement is as follows:WTF who cares
A new player picking his Brawl main, not L cancelling, constantly rolling, spot-dodging and recovering onto the stage, and winning against one of the best Melee players on the east coast surely suggests that the character has not met the aforementioned criteria.[Project M aims to be] A fast-paced game with flowing, natural movement where the player has a great degree of control over his character due to the technical skill that he's achieved.
I don't see everyone having Yoshi's invincible parrying shield drop or his immunity to shield stabs. What's your point?I also want to say that MHPS is not a foreign concept to smash, since Yoshi possesses it in Melee (and I believe Brawl) due to his different shield mechanics. So that entire argument goes out the window, and it becomes not liking that it is being normalized among the cast.
Dude, you don't have to adopt every feature of a character's move to say you are drawing a precedent from it.I don't see everyone having Yoshi's invincible parrying shield drop or his immunity to shield stabs. What's your point?
It makes no sense to rationalize drawing a precedent from a character with a lack of pushback on PS'd multihits being a saving grace outweighed by a slew of negatives concerning his shielding that any other character does not have to deal with, who more importantly doesn't even exist in P:M right now.Dude, you don't have to adopt every feature of a character's move to say you are drawing a precedent from it.
I mean, she plays pretty similarly to her Brawl counterpart. Also, how much experience does Cactuar have with Project M? It is, after all, a different game than Melee.
all I've learned from this is that Cactuar is a fraud.Lol. Lose a random game of Peach vs Zelda while playing casually and you'll never live it down on the internet. LEARN FROM MY MISTAKES!
If I were playing in a P:M tournament, I'd probably use characters I actually play in Melee.
Do you know what happened to the TV I left there?
Successfully powershielding has never automatically meant receiving a tangible reward for doing it (that is, an easily reactible punishment window). That depends on the move in question, and this applies single hits, as well. Moves that were only safe on powershield by manner of their pushback but give a year's worth of reactable are the moves to suffer. Even in Melee offering reliable pushback was a primary purpose of these moves made by players who use these characters over the years because they're not safe by means of their frames. Parroting "successful powershielding ought to be reward" is meaningless when the scope of reward is already highly variable in regards to single hit attacks, from positive reward all the way to negative reward. This includes the presumption that powershield is some end-all answer to all attacks that can be powershielded, which is far from the case. Even in other fighters, superguard type maneuvers aren't the ideal option to deal with all moves susceptible to them. The kicker is I've said all that already.Successfully powershielding ought to be rewarded.
Now, if we were talking about how silly it is that many of these these moves are so easy to SDI out of...
Random fact - you mean 1.2 and PAL. 1.0 and 1.1 had functional 1% multihits.Other factors went into them not being the game's dumbest moves. Mostly it was the fact that there were situations where they didn't really cover any options, and thus weren't ideal to use. But when they were the ideal move, the universal counter in Melee (well, 1.1 and onward, at least), was to get hit and SDI out. PS and LS had too much pushback, blocking had too much stun, not the whole cast can punish with footsies (that is, there are characters that can punish them via dd, but not everyone, meaning it's not universal), and ccing is inconsistently effective.
That doesn't make it an admirable goal by any stretch.You can call it "irresponsible design" or whatever but that's how people have been dealing with those moves for well over 10 years even in their best state.
An admirable goal is to have players devise their own unorthodox strategies to deal with moves when presented with some sort of hurdle, creating overall more creative players that really stretch the character's strengths. Not having golden opportunities spoonfed to them that are ultimately imbalanced with logic behind its implementation full of holes.That doesn't make it an admirable goal by any stretch.
They ruined pits SH Arrow WL/AGT/DJ =(An admirable goal is to have players devise their own unorthodox strategies to deal with moves when presented with some sort of hurdle, creating overall more creative players that really stretch the character's strengths. Not having golden opportunities spoonfed to them that are ultimately imbalanced with logic behind its implementation full of holes.
...?They ruined pits SH Arrow WL/AGT/DJ =(
I'll have a video tomorrow...?
Edit: What be dis?
MvC2 is a terribly designed game.An admirable goal is to have players devise their own unorthodox strategies to deal with moves when presented with some sort of hurdle, creating overall more creative players that really stretch the character's strengths. Not having golden opportunities spoonfed to them that are ultimately imbalanced with logic behind its implementation full of holes.
The very means of how this was implemented (it was not a clean, well received plan) was just as bad as the resulting effect itself to me. You can say what you want about shields not being Melee-like but the point is that this wasn't an issue previously, being added with this release. It's also a change that deviates shields further in the direction from being Melee-like or even Brawl-like. You can keep telling yourself "it's just a demo" in ignorance of the fact that people have been putting their dimes on P:M tournaments since demo1. Once money is involved "just a demo" loses its meaning, and I know I've said that already.Yeah there are good points and all but still...it's really just crying disguised as logical arguments. We already know that shields are bad in this game. The effects are observable it's not like you need to make a slowmo gif to show it. Still, People are choosing to deal with the problems because A) this is STILL a demo and B) the good outweighs the bad. So, can we please put an end to threads like this?
waveland aerial glide toss double jump?They ruined pits SH Arrow WL/AGT/DJ =(
waveland aerial glide toss double jump?
I didn't get much time today but I wanted to make a better and more expansive video than this previous old one I've been linking (which I still might do, possibly tomorrow)...?
Edit: What be dis?
Your not hated. I actually think most people on the PM boards agree with this opinion but they don't give a **** to read pages about how multi-powersheilded continuous hitting smashes could be a bad thing for the game. The fact that they don't care is indicative of something important: it's just not that frequent an occurrence to begin with, and responding with a powershield to anything in this game is a high risk maneuver that should be rewarded with high reward. It is just intuitive: if you pull off a powershield, its a parry. It overrides everything, and should override everything.I guess my really bad/going to be hated on opinion on this is:
1. If people don't like the aesthetics then I'm sure the PM people can easily fix that.
2. If people can get a consistency of power shielding multi hit moves i.e. GW's Bair, Peach D-Smash, Zelda F-Smash, then I think they should be able to get an advantage to punish or have a bigger window to do so. CCing these moves makes you have a ton of damage, using a normal shield makes you take massive shield damage, and moving away can leave you in a bad position or unable to punish.
3. Pulling this off consistently against an opponent that's actively mixing up their game and in such a fast paced game either requires you to know they're going to throw out the move or you have crazy reaction time (I guess not crazy but meh) in which I think you kind of deserve a punish (Or a bigger window to do so)
4. You can always charge the move just a tiny bit to throw off the timing of your opponent if using a multihit move.
5. Zelda is kind of a campy character (Only a bit.... ), Peach can make this a bit safer with turnips, GW can DI away during the Bair if spaced right/if powershielded (I think?)
I never said you alluded to it. I alluded to it. I used MvC2 as an example of the game design philosophy you are embracing here, that you can just put **** in a game, and just hope for the best. MvC2 certainly is in a whole other league on this. Rather than just having one or two things that are silly and have no universal counters aside from the rawest, hardest, most razor-thin-timed reads and bat-**** insanity, that is the composition of the whole game, and the end result is a game that is, ultimately, rather terrible, and only succeeded because of a flashy aesthetic design and an obsessively dedicated community. Melee at least has a few universal mechanics that make the game a little bit less one-sided.Smash and by extension P:M aren't even in the same league as MvC2, a game I never even alluded to, as far as how brutal getting touched in those games means for your "life bar."
You pretty much ingored most of my points that were in the title post. High reward is not automatic. You don't get a free punish off everything you powershield. Some moves are better off not powershielded, because shieldstun is an important part of punishment that powershield is not a negation of, leaving you better off to do something else. It's not particularly high risk, because the input for powershielding is identical to blocking normally, just timed within a few frames. Compared to a parry in SF3S the input is completely separate from blocking. In SoulcaliburV, it's a true reversal, and for its own "superguard" maneuver you need to tap and release the guard button right before taking a hit. In any of those cases, you will get hit if you fail, or take a substantial form of chip damage by blocking normally. Overshooting the timing on a powershield results in you... just blocking normally. It's not even comparable to a parry for what it does and what little execution it requires. It's just a guard with benefits that you're assuming is the best thing to do every time, which it isn't. There's serious limits to what it does, even with moves that never caused it to pushback on PS.Your not hated. I actually think most people on the PM boards agree with this opinion but they don't give a **** to read pages about how multi-powersheilded continuous hitting smashes could be a bad thing for the game. The fact that they don't care is indicative of something important: it's just not that frequent an occurrence to begin with, and responding with a powershield to anything in this game is a high risk maneuver that should be rewarded with high reward. It is just intuitive: if you pull off a powershield, its a parry. It overrides everything, and should override everything.
Typically people don't hold shield when trying for a Power Shield so yes, I guess you do get hurt for missing a Power Shield.Darp
You pretty much ingored most of my points that were in the title post. High reward is not automatic. You don't get a free punish off everything you powershield. Some moves are better off not powershielded, because shieldstun is an important part of punishment that powershield is not a negation of, leaving you better off to do something else. It's not particularly high risk, because the input for powershielding is identical to blocking normally, just timed within a few frames. Compared to a parry in SF3S the input is completely separate from blocking. In SoulcaliburV, it's a true reversal, and for its own "superguard" maneuver you need to tap and release the guard button right before taking a hit. In any of those cases, you will get hit if you fail, or take a substantial form of chip damage by blocking normally. Overshooting the timing on a powershield results in you... just blocking normally. It's not even comparable to a parry for what it does and what little execution it requires. It's just a guard with benefits that you're assuming is the best thing to do every time, which it isn't. There's serious limits to what it does, even with moves that never caused it to pushback on PS.
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ph00tbag, embracing MvC2 would be intentionally littering P:M with uncounterable moves. Where have I done that? There's hardly a reason to put "universal counters" to these moves that I am specifically singling out when there was never any burden of proof to necessitate adding them. They were put in by Melee's original design (barring GnW) and players have been using and dealing with those moves for a decade, which is the burden of proof. I have no need to present a defense to the moves I'm mentioning because they were not just put in by us just recently and thrown to the dogs, but tested by an immersion philosophy many years ago. If you think I'm somehow guilty of being an irresponsible designer, then most consumers of Melee that wanted P:M are guilty of that. Don't direct your single-minded fury to me. Your problem with a lack of "universal counters" to some moves is way bigger than just what I'm arguing about if you're this clingy about it. For one, grabs and particularly throws don't have meaningful counters, and neither does fast and long dash dance camping. These mechanics are also imbalanced among the cast. I don't see you talking about them, and I don't want you inflating this thread with tangential comparisons that you could just as easily create a focused discussion on one of your own outlets for.