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Glubbfubb
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  • I'm deleting my Instagram account. Not only are the comment sections a toxic political wasteland, not only is there a worrying rise of weird, brainrotting, or disturbing content, but all the accounts I liked are inactive, so whats the point anymore? Discord, BlueSky, Smashboard, Reddit, and YouTube are all the social media I need; why do I need Instagram alongside that?
    Why hasn't there been a new Tekken Tag Tournament game in more than a decade? That is something I just don't get, like why doesn't Tekken 8 have a tag team mode or something? More games should have that ngl.
    Looking at the history of Skullgirls and it is one of those rare beasts that seems to alternate between having a rise and fall every year, if you know you know
    Post a character that is... blatantly overpowered or top-tier in a fighting game but no one cares because they radiate pure hype energy, If you guys are predictable and pick the Melee top tiers, I will be deeply disappointed; they are hype, but they are too obvious choices
    I think I'm going to join BlueSky, I like their vibes, all social media have their pros and cons, and this site doesn't seem like the utter dumpster fire Truth Social is, so I feel safe in joining it and not make people see me as lesser for joining it
    How is Blue Sky the social media app, is it just another niche alternative app that will be like Truth Social and be a breeding ground for the ultra conservative grifters, or a genuine, well-balanced, community
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    Cyborg Sun
    Cyborg Sun
    All I know is that a lot of left-leaning folks are using it, probably because Musk is basically a conservative grifter himself.
    ZephyrZ
    ZephyrZ
    I think Bluesky is...okay. It seems to have a really positive art community at least (and unfortunately a lot of art theft).

    I've only been using it for a little while but after the election it feels like there's been a huge rise is liberal engagement farming accounts posting the same unfunny political cartoons over and over again.

    I'll take a liberal engagement farm over a conservative grifter any day but they're still really annoying. I think its too left leaning right now for it to swing too far to the right all of a sudden. Right now everyone is encouraged to block right wing trolls and bots which is making it hard for them to get a foothold.
    So how is Star Wars: Skeleton Crew, I never heard any complaints, and you know how much the grifters love to complain, so I want any thoughts on it
    Do you find it more natural to use Tilt Attacks using the right stick or by tilting the left stick alongside pressing a button? Personally, I find the former more comfortable, hence why I am designing my game around the benefits using Tilt Stick can bring, I will have the option to use Tilt Attacks the regular way, but using Tilt Stick lets you do some cool momentum cancelling tech I found. Don't know if that's a good idea, but let me tell you the controls are a bit unique, not bad or difficult to get used too, just a bit off what your expecting.
    Anyone find it odd how Mii Brawler had one of each of his special moves replaced from Smash 4 to Ultimate, and they were the only Mii to do that.

    Ultimate Uppercut became the Flashing Mach Punch

    Piston Punch became Thrust Uppercut

    Headache Maker became Suplex

    Foot Flurry to Counter-Throw

    In my opinion I kinda prefer Piston Punch and Foot Flurry over what we have in Ultimate. I felt Piston Punch has a cooler and more distinct move concept, while Foot Flurry is usable unlike Counter-Throw, being basically a multi-hit Falcon Kick/Wizard Foot. What do you guys think, do you think any of these Smash 4 moves should of be kept instead of what we got, or do the customs we have now work?
    Technical Smash Question - What is an angle flipper?
    I've been researching hitboxes of Smash Bros attacks, more specifically the angle each hitbox sends you. Recently I learned of a hidden mechanic called angle flippers that from what I gathered changes what angle an attack sends based on certain conditions. I am very confused about this mechanic since I feel the SmashWiki didn't do a good job explaining the mechanic, so could someone knowledgeable of the technical aspects of Smash Bros explain it for me so I can better picture the mechanic in my head?
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    A_Kae
    A_Kae
    Angle stuff can sometimes be hard to understand from text/without a diagram so let me know if this doesn't help.

    It's a hitbox parameter to make sure attacks send in the right direction, basically. By default and in older smash games, whenever you get hit with something, the game checks which side of the attacker you're on, and sends you in that direction. Usually, this is fine, Mario fsmashes you and you get sent the direction you expect. But in some cases you can be kind of inside mario a bit, or behind him and still overlapping the hitbox, and in this case you get sent behind him, which is kind of weird. More modern smash games introduced this parameter to force hitboxes to always send in the direction that the attacker is facing, so if mario is facing right, you'll go to the right, and never left. It can also be set to always send behind for moves where that makes more sense, like the back hit of a dsmash or something. Lots of moves still use the classic "based on position" parameter too. Something like, hmm, Roy utilt? If you get hit in front of him, the moves sends you up and behind him (98 degree angle). If you're behind him, however, it'll send you up and back in front of him. It uses this positional knockback.

    Just a consistency mechanic to make moves behave more predictably
    Glubbfubb
    Glubbfubb
    Hopefully this won't be a total pain in the butt to implement in Sigma Busters.
    Tbh I think I'm making this too complicated for my platfighter, if there is new issues due to changed mechanics like back tilts then the meta will adapt to accommodate, as long as the game is fun to play, so I'm back to my current pitch of having back tilts and enhanced specials, I just need to get the controls right because yes I admit it needs improvements.
    Here is my current plan for movement:
    • Your walking speed is determined by how far you tilt the analog stick. If your analog stick is over half strength, you perform a Dash Attack, and if it's under half strength, you perform a Forward Tilt.
    • Pressing the run button will allow you to run at a static speed faster than the base walk, but running consumes the stamina meter. Running is generally more slippery than walking but is your fastest ground movement speed. When you run, you consume a stamina meter, and if you run out of stamina, you will trip. Stamina recharges when your grounded, either through standing still or walking.
    • Walking is faster on average, meaning ground movement is faster on average.
    • Characters can shorthop and fullhop based on how long they hold the jump button during jumpsquats. Characters have a universal 4-frame jumpsquat and 4-frame landing lag.
    • In the air, you can consume stamina to either perform an air dash or a stationary air dodge. If you have stamina to spare, you can spend it to cancel the airdash into an aerial. Dodge and air dashing are performed with two different triggers, and if you press both, you can combine both functions into a stronger directional air dodge at twice the stamina consumption. Using too much stamina in the air will send the player into a helpless state, and since you don't regenerate stamina in the air, you need to balance your stamina consumption.
    • Airdashing into the ground will convert the momentum of the airdash into a wavedash; wavedashing naturally consumes stamina as well, but due to being on the ground, its less costly. If you hold the airsash button, you will perform a smaller baby dash, but letting go of the airdash button will give you a longer, more slippery wave dash.
    • During the few frames of a Dash Attack, if you input a Charge Attack, you perform a DACCA, or Dash Attack Cancel Charge Attack, being able to perform such a potent attack while sliding with the moment of the Dash Attack.
    • By pressing Charge instead of Neutral when performing a Dash Attack, you perform a Ground Command, a character-specific move that essentially acts as a fifth Special Move, one activated via Stamina. When the same input is used in the air, you instead perform an Air Command, which is a completely different attack from the Ground Command despite using the same input, so think of it like a Special Move you can only use in the air. If your out of Stamina you will either trip when on the ground, or be sent into freefall when in the air.
    • You can perform the Air Command while in a jumpsquat to perform a JCAC, or Jumpsquat Cancel Air Command, allowing you to perform an Air Command attack closer to the ground, though the effectiveness of such a maneuver is dependent on the Air Command itself.
    How do these movement ideas sound? Any feedback you want to give? I feel with these maneuvers the Stamina mechanic would have more depth and be something genuine and interesting to implement. Do these mechanics remind you of any other platfighter?
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    Janx_uwu
    Janx_uwu
    Can i be honest? I personally disagree with making the ground movement dependent on how far the stick is tilted. In a real match you're not gonna have time to only tilt the stick some.
    Glubbfubb
    Glubbfubb
    Isn't micromovement a key aspect of competitive play? You have essentially 3 gears of speed; just the 1st and 2nd gear have varying speed lengths in between, while the 3rd gear is a static variable that consumes a resource. Keep in mind that walking at max speed is on par with a standard Smash Bros. run; you can just go beyond that by consuming stamina.
    I think I found a good alternative to Back Tilts in Sigma Busters. Instead of Back Tilts, there is a Dash Charge and Air Charge. Dash Charges are done while pressing the Charge button while running, allowing you to do a stronger but more committed burst movement tool, but naturally having higher kill power. This will make standard Dash Attacks less laggy, letting them be more solid combo tools, something Dash Attacks in other platfighters often don't do. Air Charges, meanwhile, can be aimed left and right and offer both movement mixups for recovery purposes, while offering an aerial that can offer different purposes based off each character. Some characters just have chargable aerials, while some Air Charges offer a mobility tool like Terry's Crackshoot, or some offer new methods of mobility like a Knuckles-esc glide. I wonder if I can improve this concept to make my game more distinct from other platfighters. How can I flesh it out and make it a really cool mechanic?

    EDIT - After some time, I feel it would be better to describe these moves as sorta a divide between neutral attacks and specials. Specials in Sigma Busters are able to be enhanced with meter to become Hyper Specials, while yes these Charge moves are character-specific; they aren't meter-enhancable, so there's a middle ground between tilts and specials.
    Okay, having some struggles, one of my goals is to implement a "Back Tilt," much like everyone's having a Back Air in my game Sigma Busters. But I am struggling to implement the move correctly, through both the inputs and usage. I wouldn't mind implementing it like Terry's Crackshoot, where hitting the attack button in the opposite direction lets you use a unique attack forward, but I don't know how to differentiate from Foward Tilts, Charge, and Dash Attacks, since now you will be able to use 4 different attacks in one direction. Any ideas for gracefully implementing this mechanic? I don't want to cut it since its one of the more unique things in this game, but I acknowledge I want to make the game's mechanics more accessible.
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    Glubbfubb
    Glubbfubb
    I really don't want to cut it, since that is one of my main factors making my platfighter unique. I don't know if it's too minor of a mechanic to cut. This is the difficulty in making a unique platfighter, since you don't know what to compare.

    One thing I could do is replace the Back Tilt with a Dash Charge, i.e., give each character two Dash Attacks based off if you want to input the Charge Attack or Neutral Attack button. Dash Charges are naturally more committal, but they are generally more beefy and/or offer different mixups compared to standard Dash Attacks. Regardless of Dash Attack, the first frames of a Dash Attack can be cancelled into a DACUS, keeping the momentum of the Dash Attack while transitioning into an Up Charge, and since standard Dash Attacks are overall less committal than Dash Charges they would be the preferred option to perform a DACUS with. How does that sound?
    A_Kae
    A_Kae
    Yeah, it can be easy to get lost when comparisons are hard. But it also makes it really cool too, since you can do anything you want to.

    Hmm, is it the input that's unique or the functions you want to have on back tilts? Re-reading your first post it seems like you weren't sure how to make them unique, but in this post you want to move them to a different input. I think that's the best course of action if the back input isn't absolutely essential for some reason. Would spitting things between a light and heavy attack button work for your game? Two dash attacks seems cool, too.

    What's the input window for your DACUS implementation? In brawl it varied between characters and some chars (maybe just falco) had a dash attack that could still be canceled into the usmash after the dash attack became active.

    edit: minor thing but how would the charge dash attack be input? double stick tap?
    Glubbfubb
    Glubbfubb
    A_Kae A_Kae In my game, you have a separate button for inputting tilts and a button for Charge Attacks, Dash Attacks and Dash Charges would be inputted by pressing their respective buttons while walking quickly/running. Same input styles, different buttons. DACUS' are honestly dependent on character to character, so I can't really answer that question.
    Would you say Terry's Crackshoot "Back Special" is difficult to input, or rather easy?
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    Glubbfubb
    Glubbfubb
    In my game Sigma Busters there is a Back Tilt, to mirror the Back Air, and I'm still trying to make the inputs just right. A strafe button would likely be healthy for my game, so I'll look into that.
    Janx_uwu
    Janx_uwu
    What would happen if someone rolls behind me and I want to forward tilt in the opposite direction and I have tilt stick on?
    Glubbfubb
    Glubbfubb
    Hmm, that may be an issue, but then again I'm aiming for a different genre feel from Smash Bros, so some mechanics will be differently naturally enough. I don't want that to be a cop out awnser though, but I'll keep it in mind. Do you think back tilts are innately bad ideas, or is there a way I can improve them?
    What do you think is the most objective, accessible, and accurate way to make a community tier list in a competitive fighting game?
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    A_Kae
    A_Kae
    As roster sizes tend to increase while the overall balance of games improves, it becomes very difficult to make actual assessments of strength. I don't think there's any true foolproof, perfect, objective system but the best we can probably do is focus on the actual data (high to top level usage and results), and then within that framework try to make predictions on under or over valued characters as corrections.
    Did you know Terry was tied for 8th heaviest fighter in Smash Ultimate, the same tier as Samus and Bowser Jr. but higher than Ike, Wario, and Ridley. Crazy, am I right?
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    E
    E-Solz
    Phat
    A_Kae
    A_Kae
    Most of the DLC is a bit on the heavy side tbh. It's been a sort of conspiracy theory of mine that they just add +5 weight to them once they finish design, and funnily enough it was actually terry being 5 units over ryu/ken that made me start thinking that.

    Edit: Actually, I think it was when Roy came out for S4 being 5 units heavier than Marth (when in Melee he was 2 units lighter!) that it first came to mind.
    In Smash, would you rather have a quick aerial that kills but only if you line up a small sweet spot, or a more laggy aerial that kills more consistently?
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    A_Kae
    A_Kae
    How small and how slow? Will depend on the rest of the move's design and tuning as well as the whole character context of course.

    Speed=flexibility and so long as the sweetspot isn't super small, you're likely to have consistent combos/setups into the move, or just have an easy enough time finding places to use it raw. But I'm assuming that moves are roughly equal aside from speed and a sweetspot. In ultimate, we see plenty of characters with slower killing aerials do very well, becuase the move and character is designed around that. So their setups have enough hitstun that the slowness doesn't matter or the aerial itself is so big you can control a lot of the fight with it despite its speed. etc, etc, there's lots of different things going on of course.
    Janx_uwu
    Janx_uwu
    Even a quick aerial with a kill sweet spot should only come out quick, and have a lot of lag on the end of it, or vice versa, slow startup but sooner actionability.

    Zelda's Lightning Kick is a good example of this done right.
    osby
    osby
    (Zelda main voice) The former
    What are your guys' opinion on Dancing Blade, Marth/Lucina's Side Special, mainly from a mechanical standpoint
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    Janx_uwu
    Janx_uwu
    I don't play swordies. My only opinion is that I think it's funny how Marth/Lucina/Roy/Chrom players are conditioned to use the down-angled Dancing Blade to build up damage at lower percents, because I have tough guy and can punish them for doing the objectively correct attack. Smash Ultimate is a funny game.
    A_Kae
    A_Kae
    I once had a conversation on dancing blade that lasted over 2 hours. I probably don't have the mental energy to do that right now, but if there's specific details you want to talk about I can totally do that. Mechanical standpoint is kind of a broad topic so if you could narrow down what you're looking for me that would help.

    Edit: But sort of broadly speaking, I think it's a move that's never lived up to it's potential despite big changes every game. But it's a difficult sort of move to get right since mechanically it's basically a glorified jab combo and it runs the risk of overshadowing the rest of a character's grounded kit because of that. See brawl db.

    Also multihits are always going to be kind of jank and sweetspots are always going to be kind of jank and the intersection of them is always going to so much harder to have work right.
    I changed my opinions a bit on wavedashing in platfighters; my original issue was that it felt slapped on at times with no reason for its inclusion, just a crutch to attract the melee fanbase. Wavedashes should be included if they bring something to the table that other movement options don't, such as a need for micromovement. In my game, I am actually testing out how a grounded airdash would feel, and it has a nice wavedash feel, so I am deciding to flesh out that part of the mechanic to make it more good to use. But it's unique since wavedashing, like air dodging, running, and air dashing, costs stamina, meaning if you use too much you get penalized, so its a balancing factor. I think with this nuance, the concept of wavedashing would be distinct from the likes of Melee or Rivals of Aether. What I am trying to say is that add wavedashing if it feels natural with your game's physics.
    As annoying as the stun mechanic is in Street Fighter, I like the concept of attacks applying a certain amount of meter onto the opponent, and if it fills all the way, the opponent gets a penalty. In my game, Sigma Busters, I may implement a similar meter, but instead of stunning, filling up the meter forces you to lose a star, which is the resource needed to perform enhanced Special Moves and Hypermax Attacks/Supers. The idea is that the heavier the fighter, the more stun they can sustain, balancing how they are often combo food due to their higher weight. The idea is that you can't just hoard stars, as there is a tangible risk to keeping them, as if you take too much stun, you can lose one of your precious stars. How does that sound?
    Honestly, I kinda like Zelda's Lightning Kicks and wish for them to not be removed if she gets a major moveset rework. I always feel Zelda having mixing magic with a monk-like fighting stance fits her general character if we're discussing Zelda as a whole. If we had multiple playable Zeldas at once I would encourage more specific references, but if we only have the one Zelda I would like to keep her greatest hits.
    From a vacuum, how would you say Terry's Super Special moves are balanced in Smash, mainly as moves you can't immediately dole out outside of special conditions, if they weren't tied to a pure comeback mechanic and function around a Final Smash Meter esc mechanic or varying lengths, how would you feel if every character would have a move like this?
    Honestly, this may be just me, but Ganondorf should of had a custom move in Smash 4 where he used his Gerudo Dragon instead of Flame Choke, say what you will about Falcondorf, but the move exists, it's a pretty solid burst movement option on Dorf, and I imagine it wouldn't be difficult to reimplement, plus it harkens back to Melee, which would be a cool reference in my opinion. In fact Custom Moves could have been used to keep some cut Smash moves, Olimar can have either with Winged Pikmin or his Pikmin Chain from Brawl, Captain Falcon could of used his Smash 64 Falcon Punch, Bowser could have kept the Koopa Claw, and so on and so forth. If anything this makes me want to make a creation thread where we remake custom moves for every character in Smash, how would that sound?
    Do you think all the claims of Smash Ultimate "dying" is taken way out of proportions. Games become less popular overtime yes, but I feel Smash Ultimate fills it's own niche in the franchise that allows it to keep a unique competitve community.
    fogbadge
    fogbadge
    Gamers are dramatic
    KingofPhantoms
    KingofPhantoms
    They're over exaggerated. Games aren't truly "dead" until their servers go offline or very, very, very few people are still playing them. Even the former aspect doesn't hold true for some games, as several games that never even had online compatibility (including Melee) still have massive and active competitive playerbases.

    Heck, even the original Counter-Strike and it's Source remake are still decently active online games, even if they're not as huge or advanced as CS:GO was or CS2 is. Ultimate has a far higher and more active playerbase than either of those games. I'm sorry, but that is absolutely not what a "dying" game is lmao.
    Janx_uwu
    Janx_uwu
    Smash Ultimate has a lot of problems but at the end of the day it's still Smash Bros. Gonna have an active playerbase no matter what happens - 2020 was an awful year for Smash that could've very well killed it, so thank goodness the online is just barely playable. Hungrybox's online tournaments helped out a ton. So thanks to the community we are nowhere near dead.

    At least until the next Smash game or until Rivals 2 adds Goku or something. Time will tell if Ultimate has staying power in the face of competition from its sequel and other platfighters.
    Hot take, Green Missile is one of the worst designed special moves in the game. All parts of the move are flawed. The misfire mechanic both makes the move capable of random cheese while overshadowing the charging mechanic, but the uncharged version is too laggy to be practical.

    If I were to rework the move, I would make it a bit like Giant Punch, in that you can keep the misfire for later should you fully charge the move. However I would add on top of that and allow you to charge the Green Missile a second time, making a super misfire that is extremely powerful, but the charge is more volatile to hold, meaning if you get hit while charged you lose the whole Green Missile, setting you back at square one.

    Ngl I might add this move to Sigma Busters, I feel it's too good a concept to not use.
    Tell me the logic of calling Captain Falcon's Up Special Falcon Dive and his Side Special Raptor Boost. Raptor Boost sounds more like an Up Special than Falcon Dive IMO, especially in context with how Falcon Dive works in Smash aestetically.
    Trying to make a straightforward attack priority system for Sigma Busters. In case your wondering, it just determines what happens when two hitboxes collide at once.

    My current idea is that hitboxes go from 0 to 10, jabs are priority 1 to 3 depending on the character, and slower jabs often have priority over faster ones. Characters with higher priority attacks always phase through the attacks of those with lower priority, meaning they don't get damaged. If the priority is equal, then the character with the higher percent has priority, as a bit of a minor comeback mechanic, though since it is a niche interaction it won't change anything major. When two aerial hitboxes collide, both characters will be damaged and sent back a set knockback, with the damage they take is an average of the two attacks. Finally, projectiles have their own priority system, where higher-priority projectiles will go through lower-priority ones, while certain physical attacks have properties that determine whether they remove or reflect projectiles. To be honest, I don't know if this is too complicated, especially since priority will only be determined if the hitboxes collide on the same frame, but it could have some unique applications. Anyways to improve this system in your eyes?
    An aspect of DLC I don't see people talk about is the DLC for stuff you can get in game legitimately but after you complete a difficult challenge, stuff like Torchwood and RoboGoat for Garden Warfare 2, Wortox in Don't Starve Together, and the Heroes in Bloons BT6, you can get them legitimately for free but it's time commitment, but you can also pay for them to bypass the challenge. How does people like this DLC structure, i feel it's harmless and gives people options since you can get the stuff for free legitimately, you just need to go through some hoops. But I want to know what you guys think of this niche practice?
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    KneeOfJustice99
    KneeOfJustice99
    As with many things, it depends on being well-balanced.
    • Remember, just because a player isn't paying actual money to get an item, doesn't mean their time is free. It's important to respect the time that players are putting into your game, especially when there's a lot of other games with systems like battle passes that eat up a lot of time.
    • Make sure the level of challenge in acquiring the DLC content isn't too high (as to make people feel they have to pay up), but also not too low (as to make it pointless to have DLC in the first place.) This is going to depend on what the content actually is, as well as the mechanism through which it's attained.
    • Make sure the DLC is fairly and reasonably priced for what it is; as a general rule, try and go for the lower side if it's something you can actually unlock in the game anyways, otherwise people will think of it as a bit of a scummy practice.
    I think it's one of them where it's a good idea in principle, but there's a lot of ways through which it can be kind of ruined. I do respect the move to have all DLC content accessible in the game you're already paying for, though; just so long as it's not under some silly concept like timed exclusivity or whatnot.
    Glubbfubb
    Glubbfubb
    I'll keep that in mind if I implement that kind of DLC for my game.
    In a general projectile rating, how would you rate Dr. Mario's pill, like how good is it in a vacuum and why is it good/bad, I want to dive into a move like this for one of my characters in my platfighter
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    Janx_uwu
    Janx_uwu
    It's good, gives a slow character a way to approach and combo into strong moves, but has a lot of counterplay that forces the opponent into a situation that Dr Mario can then take advantage of (shielding the pill which means Doc can grab and dthrow-downb for an early kill, and jumping which lets him hit a nasty back air or cover landing options).

    In a vacuum, the projectile is decently slow and does little percent. But slower projectiles are great because they stay on the stage for a minute and put pressure on the opponent to dodge or shield it as mentioned earlier.

    If you're giving your character a pill (which in short is a bouncier fireball with better hitstun), I would make sure they have good aerials to follow up with and decent grab range with at least one kill throw.
    To me the most important part of a multi-player game isn't the sheer amount of players playing it at a time, but rather the amount of players playing after the initial drop off. It's one thing to have a massive player count, but keeping a consistant level of players, even when it's not at it's peak, means their is a consistant audience for the game
    Does a character with a really really REALLY good horizontal recovery make up for a potentially poor vertical recovery. Are there examples of competively viable Smash characters with such a trait, is it a good healthy way to balance characters?
    MBRedboy31
    MBRedboy31
    I'm not an expert exactly, but I do think a horizontal recovery focus is generally worse than a vertical recovery focus. Horizontal recovery characters can only approach the ledge from one angle that's relatively easy to edgeguard without putting yourself in as much danger. And, there's situations where you end up under the stage's ledge before you can begin your recovery (such as if you were semi-spiked, as gravity will pull you below you down there before you exit hitstun) where you end up in a big disadvantage even before you begin your recovery attempt, as you no longer have the option to recover onto the stage instead of onto the ledge and your recovery becomes especially predictable.

    Probably the most famous example of a character with mostly a horizontal recovery is DK. He's decent in some games I guess? I'm not sure if it's really a balancing thing why his recovery is like that, or if it echoes the game feel of DKC (since your most powerful movement option in DKC is the roll jump, which is primarily a horizontal movement option.)

    Characters like Jigglypuff and SSF2 Bandana Waddle Dee are an interesting case where they have vertical recovery by means of midair jumps, but if they are out of jumps, they only have a horizontal recovery option.
    I programmed autocancelling into my game Sigma Busters, not that difficult actually, just need to set up a few timers and such, but still I programmed one of the magic Smash words.
    Honestly, Smash Stick would be seen as a more adopted option if you could disable Smash Attacks with tilt inputs; that way you can have reliable tilt attacks and easier-to-access smash attacks on one button layout, and not be super species with your tilt inputs so you can get to use the actual tilt attacks. Would you say that if Smash Stick allowed you to disable Smash Attacks through the tilt buttons, would it be used more?
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