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Smash Lord
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If something like bat within leading to kills at 10% doesn't get you salty, you're a spectator, not a player.Characters having good tools does not equal jank.
Fun is subjective, I find all of those characters fine to play against. This isn't like Melee where playing against Fox or Falco is mostly unfun for me.I don't have access to it right now, but I can look for that example later on. Happened at a recent VA tournament. Someone vs Remzi. I'll edit this post when I find it. It's not like it's an uncommon occurrence for her F1 airdodge to function as a lethal counter anyway. Everybody has seen it happen and everyone is sick of it. It's not hype. It's not skill. It's just dumb.
As for the others having no jank...you smoking? Half of them don't have a disadvantage state. All except Cloud basically recover for free. Cloud himself gets a pseudo KO punch that doubles as a pseudo speed monado several times per stock. The bulk of the cast can't even touch Shiek. Call it overturned tools or whatever you want, but you know I'm right. These characters are unbalanced and not fun to play against. If you disagree, and want to see the meta focus increasingly on those characters, then fine. Say so. That's what the topic is about. Let's try to stay on topic instead of arguing semantics.
The top is pretty fine for the most part. Bayo needs hitboxes size reduction so we can challenge her recovery, but other than that, can't think of anything else.I don't have access to it right now, but I can look for that example later on. Happened at a recent VA tournament. Someone vs Remzi. I'll edit this post when I find it. It's not like it's an uncommon occurrence for her F1 airdodge to function as a lethal counter anyway. Everybody has seen it happen and everyone is sick of it. It's not hype. It's not skill. It's just dumb.
As for the others having no jank...you smoking? Half of them don't have a disadvantage state. All except Cloud basically recover for free. Cloud himself gets a pseudo KO punch that doubles as a pseudo speed monado several times per stock. The bulk of the cast can't even touch Shiek. Call it overturned tools or whatever you want, but you know I'm right. These characters are unbalanced and not fun to play against. If you disagree, and want to see the meta focus increasingly on those characters, then fine. Say so. That's what the topic is about. Let's try to stay on topic instead of arguing semantics.
Fixed for clarityNintendo if you're listening:
#1 FIX THE DAMN NETCODE. GGPO works an order of magnitude BETTER than for-glory 1v1 and it's 10 years old. I'm seriously exhausted with my f-air, b-air and d-air turning into a n-air randomly. I c-stick my aerials so it's not even possible to make a n-air, only lag can magically do that. I'm tired of mashing a button like a maniac during a grab-release and having a frame 9 move beat my frame 6. The lag is the MOST IMPORTANT ISSUE. Pair up people with GOOD connections, PLEASE. This isn't too hard to do. It really isn't.
#2 BALANCE the tiers. NERF the tippy top tiers (slightly) and buff the low (immensely). Statistics are huge now, take even a passing glance. I'm tired of having a 60 frame homing missile that doesn't home, easily cut out of the air, not safe on hit let alone block. This sort of egregious "really terrible move" does not need to happen. The disparity is absurd between say Samus' homing missile and a cannot be reflected - can kill - instantly cancelable multi hit wide area bullet climax. It's not art, it's not style, it's dumb.
That's it, that's all. Everything else is gravy. Without those 2, I won't buy. Sorry, my frustration with the online portion will drive me away.
No, Smash 4 has 6f of input lag. It's been researched extensively, it spans across all wireless and wired controllers, even the GC one.Are you talking about the input buffer?
the SFV syndromeFun fact: THis game's online isn't even the problem.
It's the offline portion still having 6f of input lag. Granted Smash could definitely have rollback but that wouldn't work well with 4 players tbh, we all know this. But if you want to know what makes the online crap, it's the fact that you already start with 6f of input lag when you play offline~
SFV's other problem is that its actual rollback netcode is **** which just compounds the issue LOOLthe SFV syndrome
Buffering and input lag are independent, basically. You wouldn't have to change the buffer at all, which is great. 10f buffer is nice (although it kinda sucks online I can cut my losses and admit it's good for a lot) and lends itself to a lot of option select-y stuff that I wish more people would use in this game.So how does input buffering play into this? I don't see why they would introduce so much extra lag. This also makes Bayo's F1 bat within basically amount to a 11% advantage in reaction speed (283ms vs 316ms).