• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Nerf respawn invincibility?

Phaiyte

Smash Ace
Joined
Jul 6, 2010
Messages
932
I still think Lucario shouldn't /start/ with meter. That's bullshit. That mechanic should be a reward, not a crutch.
 

Giygacoal

Smash Lord
Joined
Apr 30, 2011
Messages
1,651
I still think Lucario shouldn't /start/ with meter. That's bullshit. That mechanic should be a reward, not a crutch.
Oh, it's this again.
1. Some traditional fighters have a meter start.
2. Like the uses of the meter in TFs other than supers, Lucario's charge is available for a wide variety of utility, so if you're in the party that's thinking it's the same as simply giving the character an easy powerful move out of the box like a Giant Punch or a Charge Shot... it's not. I suppose there's Aura Bomb, but that's limited by being situational; like in a TF, Lucario doesn't get an easy reward from just throwing out the strong super. He has to knock the enemy off balance first so that the bomb isn't dodged/reflected/absorbed.
3. Starting with a charge allows Lucario to play much more aggressively.
 

Tugnus

Smash Cadet
Joined
Feb 23, 2011
Messages
70
Location
Boston/Jersey
This topic is dumb. Here's a quick question for the OP. Why do you think invincibility causes planking?

"Oh M2K went to the edge to stall" What makes you think that less invincibility is going to take him off that edge? LOL that's the dumbest thing I've read. In fact, now he is just SAFER and free to camp even longer without the threat of someone with invincibility to take him off. At least invincibility allows you that second to try.

Your logic basically goes "lets stop camping and slow game play by nerfing offense." Yeah that makes sense.
 

QQQQQQQ7777777

Smash Champion
Joined
Apr 27, 2013
Messages
2,300
This topic is dumb. Here's a quick question for the OP. Why do you think invincibility causes planking?

"Oh M2K went to the edge to stall" What makes you think that less invincibility is going to take him off that edge? LOL that's the dumbest thing I've read. In fact, now he just SAFER and free to camp even longer. At least invincibility allows you that second to try and get him off.

Your logic basically goes "lets stop camping and slow game play by nerfing offense." Yeah that makes sense.
Lets create a balanced, skill based game by adding reimplementing in tripping!
 

MattNF

Smash Lord
Joined
Mar 11, 2007
Messages
1,867
Location
Florida
This topic is dumb. Here's a quick question for the OP. Why do you think invincibility causes planking?

"Oh M2K went to the edge to stall" What makes you think that less invincibility is going to take him off that edge? LOL that's the dumbest thing I've read. In fact, now he is just SAFER and free to camp even longer without the threat of someone with invincibility to take him off. At least invincibility allows you that second to try.
Try actually thinking before you post. Why even go to the edge in the first place?

When someone respawns, you have two options. You can either stay on the stage and run away and hope he doesn't read your movement before you can fight back, or you can run to the edge where you're much safer due to your own invincibility frames from ledgegrabbing. The second option here is usually better, ESPECIALLY on small stages like Yoshi's Story where there is very little room to run away until his invincibility runs out.

Your logic basically goes "lets stop camping and slow game play by nerfing offense." Yeah that makes sense.
Circular logic. "We need invincibility because there's invincibility". Why not just go to the source of the problem and solve that? With shorter invincibility frames after respawning, you can simply get right to fighting on equal ground immediately. You know, just like how you start the beginning of every match!
 

GameGuru

Smash Rookie
Joined
Jan 1, 2014
Messages
1
Circular logic. "We need invincibility because there's invincibility". Why not just go to the source of the problem and solve that? With shorter invincibility frames after respawning, you can simply get right to fighting on equal ground immediately. You know, just like how you start the beginning of every match!
You don't start each stock on equal ground.

Snake can booby trap the stage between stocks. Olimar will likely have 4 fully flowered Pikmin that matured over the course of the last stock. A large portion of the cast has some sort of charge attacks that they can pre-charge between rounds. The opponent also gets to choose their own positioning, while you're forced to start from the respawn platform (which is high in the air, meaning characters who are easily juggled would be screwed with no invincibility). The invincibility gives you a limited amount of time to regain your positioning, and prevents the opponent from using what they've prepared between rounds to take you on a ride right off the respawn platform. The game can't have respawning without having mechanics that allow respawning players an opportunity to regain their footing.
 

Tugnus

Smash Cadet
Joined
Feb 23, 2011
Messages
70
Location
Boston/Jersey
Try actually thinking before you post. Why even go to the edge in the first place?

When someone respawns, you have two options. You can either stay on the stage and run away and hope he doesn't read your movement before you can fight back, or you can run to the edge where you're much safer due to your own invincibility frames from ledgegrabbing. The second option here is usually better, ESPECIALLY on small stages like Yoshi's Story where there is very little room to run away until his invincibility runs out.



Circular logic. "We need invincibility because there's invincibility". Why not just go to the source of the problem and solve that? With shorter invincibility frames after respawning, you can simply get right to fighting on equal ground immediately. You know, just like how you start the beginning of every match!
lol. You still obviously don't understand the ledge. It's also funny that you think players ONLY go to the edge because they are scared of invincibility. Here's how the situation actually works out. M2K is on the ledge and your first stock gets destroyed. He just gimped you, he has the lead and never has to approach again, then decides to ledge camp the ENTIRE game and time you out, How do you get him off? Would your solution still be to get rid of respawn invincibility LOL

I don't get why you think people wouldn't camp more if they are rewarded for it even more. The REAL solution would be to get rid of LEDGE invincibility not respawn. Respawn invincibility helps get campers for a second. Without it, they are free to camp even longer.

Please, with your solution to ledge camping is to get rid of respawn invicincibility, what makes them stop camping in your mind? Because things just got easier so they think they don't have to camp? There is literally no reason to get off the ledge, and actually an extra incentive to stay there since now your opponent legit can't approach you without invincibility.

Stop being stupid. End this thread...Dumb thread will always be dumb.

You don't start each stock on equal ground.

Snake can booby trap the stage between stocks. Olimar will likely have 4 fully flowered Pikmin that matured over the course of the last stock. A large portion of the cast has some sort of charge attacks that they can pre-charge between rounds. The opponent also gets to choose their own positioning, while you're forced to start from the respawn platform (which is high in the air, meaning characters who are easily juggled would be screwed with no invincibility). The invincibility gives you a limited amount of time to regain your positioning, and prevents the opponent from using what they've prepared between rounds to take you on a ride right off the respawn platform. The game can't have respawning without having mechanics that allow respawning players an opportunity to regain their footing.
^^Exactly. "Equal" ground... really? I didn't realize starting up high and having the most predictable drop spot ever to booby trap is equal ground.
 
Last edited:
Top Bottom