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The funny thing is, is that it has hit-stun cancel. Only 2 characters can actually cancel hit-stun though, so that's way more balanced than Brawl. (Mega Man and Diddy can cancel hit-stun, this makes me a happy Mega Man player because I get to avoid damage I otherwise have to eat as an another character.)-It is more rewarding.
-It is portable and it doesn't have tripping, hitsun cancel and moon physics. Would take it anytime before Brawl.
-Even though battles take milleniums to end because the blast zones ar so damn far, it is still a very entertaining pace.
I would say this game is very great for being in a 3DS, it has a great roster, except Dark Pit, Dr Mario and Wii Fit Trainer and it's very fun overall. But it missed a lot of opportunities.
The logic is that this isn't a competitive aimed game by his standards and it's meant to be played with items or more than two people to cause chaos that prevents the exact kind of "Defensive" play everyone is complaining about.Honestly, I feel like from a competitive standpoint, PM definitely has the edge. The main problems are Rage and Vectoring. Rage is a completely terrible mechanic, all it does is that whenever someone gets a kill, they get to tack on like 30% for free because the opponent loses their KO power when they die (which is too low across the board already). Vectoring isn't a bad idea in theory, it's just a bit too powerful. It should probably have about half the impact it currently does.
I'm also not convinced the balance is all that good. Though they've made good work to improve some characters (Yoshi, Samus, etc), there's still some pretty questionable decisions in there, like Zelda Side B still going into helpless, Shiek being so absurdly strong and safe, everything about Little Mac, etc.
It's a step in the right direction after Brawl, no question, but honestly I feel like the game will never become all it can be with Sakurai at the helm. He seems to make a lot of random decisions without really considering how they will affect the game. What is the logic behind how Rage is a good mechanic for the metagame? Can anyone even come up with anything?
Rage mechanics have been in fighting games since Street Fighter II, believe or not. And Street Fighter II is a very competitive fighting game which wasn't slaughtered by rage. I don't think Smash Bros gets severely affected by Rage either. It's there to give the feeling of never being out of the fight, which I like. You can't actually utilize the mechanic all that well unless you can make some sort of comeback, going into Rage isn't a guaranteed kill for you. Personally, I like how it makes the victor not as set in stone.Honestly, I feel like from a competitive standpoint, PM definitely has the edge. The main problems are Rage and Vectoring. Rage is a completely terrible mechanic, all it does is that whenever someone gets a kill, they get to tack on like 30% for free because the opponent loses their KO power when they die (which is too low across the board already). Vectoring isn't a bad idea in theory, it's just a bit too powerful. It should probably have about half the impact it currently does.
I'm also not convinced the balance is all that good. Though they've made good work to improve some characters (Yoshi, Samus, etc), there's still some pretty questionable decisions in there, like Zelda Side B still going into helpless, Shiek being so absurdly strong and safe, everything about Little Mac, etc.
It's a step in the right direction after Brawl, no question, but honestly I feel like the game will never become all it can be with Sakurai at the helm. He seems to make a lot of random decisions without really considering how they will affect the game. What is the logic behind how Rage is a good mechanic for the metagame? Can anyone even come up with anything?
Smash's Rage mechanic is different from any other fighting game because in Smash, Rage can be lost mid-match, and is lost by making a mistake rather than doing well, no less. If your rage went up in a purely linear fashion from the beginning of the match to the end it wouldn't be as much of an issue.Rage mechanics have been in fighting games since Street Fighter II, believe or not.
The thing is that all of this is completely wrong. It doesn't have that effect AT ALL.I don't think Smash Bros gets severely affected by Rage either. It's there to give the feeling of never being out of the fight, which I like. You can't actually utilize the mechanic all that well unless you can make some sort of comeback, going into Rage isn't a guaranteed kill for you. Personally, I like how it makes the victor not as set in stone.
Huh, I must have been thinking of another game that had Rage mechanics where you weren't ever out because of Rage. Maybe I was thinking of Tekken?Smash's Rage mechanic is different from any other fighting game because in Smash, Rage can be lost mid-match, and is lost by making a mistake rather than doing well, no less. If your rage went up in a purely linear fashion from the beginning of the match to the end it wouldn't be as much of an issue.
The thing is that all of this is completely wrong. It doesn't have that effect AT ALL.
The way rage works in Smash 4 is that you get a boost in KO power when your damage is high. Or, to put it another way, when your damage is low, you have less KO power.
When you die, your damage goes from high to low instantly. In effect, this causes you to lose a lot of KO power. Rather than giving you a chance to catch up, this instead makes it much harder for you to finish your opponent's stock, effectively eliminating revenge KOs and allowing them to easily rack up some percent on your fresh stock before you can get the stock off. This actually widens the lead compared to if the Rage mechanic was not in the game.
The real effect of Rage is actually to overly reward the player who takes the first stock and make comebacks much less common, especially in a two stock match, where the person who gets the first stock virtually always wins.
- Stop
- Yes. I prefer this game over any other game in the series. Smash 4 > Smash > Brawl > Melee
- Yes
- The game is great. I love the pacing, the controls (probably the 3DS game with most responsible controls, MUSICS, art direction, etc. GOTY for me so far.
The problem is really that in this game, the Rage mechanic rewards you for doing well (since you have to stay alive at high percents to keep it) rather than doing poorly (as in most games where you get more by being close to death). That's what makes it an anti-comeback mechanic. I can appreciate people not liking comeback mechanics because they feel it diminishes the skill of the game, but you really don't need mechanics that give even more advantage to the player who is already in the lead.Huh, I must have been thinking of another game that had Rage mechanics where you weren't ever out because of Rage. Maybe I was thinking of Tekken?
I don't like the fast paced gameplay and the 'art style' is kind of ugly. I have heard people who have Melee as the worst in the series plenty of times, thoughNot here to troll, just genuinely curious as to your thoughts on why Melee is the worst in the series? Have never heard that before, very interesting opinion.
I feel like the game rewards whoever plays best, defensive or offensive.-Do you feel the game is really rewarding for a defensive play style?
-Do you prefer this game over Brawl?
-Do you like the pace of the game?
Share your thoughts!
It's around +30% knockback at 150% damage.how much does the rage effect affect knockback tho?