• 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!

FazDude
Reaction score
33,093

Profile posts Latest activity Postings About

  • I'm trying not to say too much about my platfighter so far (I want to keep things a surprise for when I start actually publishing it), but I am REALLY happy with this latest moveset. I think it suits the character really well, and maybe even moreso than the moveset he has in another platfighter (all i'll say about that is that said platfighter isn't smash).

    (also in no way is this going to be a real game, i do not have the time or patience to learn gamemaker or something)
    In terms of non-gaming characters for Smash, people seriously sleep on Nester. He's a nostalgic character, has ties to Nintendo (being... y'know, created by Nintendo), and even has his own game. Captain N would probably fit the "classic Nintendo multimedia rep" mold too, but to be honest, I'd prefer Nester.
    I just remembered a weird dream I had about SmashBoards. They added a new reaction alongside Like; Hate. That's it.
    • soundcloud has more of the songs i want, but a worse phone performance and a 500 song playlist cap
    • spotify has a better performance and an insanely high playlist cap i highly doubt i’ll ever hit, but doesn’t have as much of what i want
    • making a youtube playlist and attempting to have the best of both worlds means having to replace nintendo songs every other week because they’ll just keep taking them down; plus i can’t listen to music in the background without premium
    can’t have nuthin as a vgm music enjoyer
    As an update to my post from last night, here's what I think I'm gonna do regarding Shield Bs and the like.
    • Every fighter has a counter. However, this isn't a special move dedicated to countering; Rather, the early frames of your guarding animation will act as a counter if you're hit during them (getting hit beyond that will cause regular guarding behavior to occur instead of a counter). By early frames, I mean some fairly strict timing, which I think could make for some hype moments if one were to pull it off.
      • Parrying is still a thing, and works the same way as countering but in reverse; The early frames of your "unguarding" animation cause the effect instead. So basically, you have countering, guarding, and parrying in that order.
    • Shield Bs are only given to characters who would truly benefit from them (Steve, for example, who's had his crafting moved to Shield B).
    • Some characters still have reflectors and other kinds of defensive options for their specials, but none of them are flatout counters.
    Any thoughts on this?
    Linkmain-maybe
    Linkmain-maybe
    I think that countering and parrying should be reversed. Parrying on the un shield animation feels awkward even now to me.
    FazDude
    FazDude
    I made countering come first since I feel like people would be used to having an insta-counter like the FE crew. I could swing either way, though, or I could cop out and make it an option like tap jump.
    Asking for some game design advice here; Is it a good idea to give every character in a platfighter a shield B? Most of the ones I have so far are reflects/counters, but I'm not sure if I wanna make them a universal thing, make them only usable on the ground, or only reserve them for characters who would benefit from them.
    osby
    osby
    Some anime games have a similar mechanic that might fit here. For example, in Persona 4 Arena, all characters have a "Furious Action" that gives them full invincibility and is used to stop the opponents' offense. While they all have the same function, what they exactly do can differ a lot: Some are Dragon Punches, and others are counters or command dodges.

    I'm not sure if Shield+B is the best input for this but I think it's a good way to give all characters a unique, defensive option.
    a completely normal annalynn picture to cap off the evening. g'night, folks
    I was just about to submit to the weekly AMA thread when it was closed. Here are the questions I was gonna submit if you don't mind.

    1. If you could put anyone else's outvoted submission into All-Star Strife, what would it be and why?
    2. What's your favorite creation thread?
    3. How would you describe your music taste?
    FazDude
    FazDude
    Oh dang, just noticed the thread closed. Anyway, here's my answers. (I probably will try and do another AMA after I wait a good long while; It was really fun to do!)
    1. Just focusing on fighters, but probably either Lady Luck or Nethacker. The premise of Dicey Dungeons would make for an interesting moveset, and all the aesthetic that Nethacker would bring would be really cool to see.
    2. mine :troll: Probably Super Mario Smash Bros. (Speaking of, whatever happened to that OC thread, if I may ask?)
    3. I mostly listen to video game OSTs, to be honest. Outside of that, though, I tend to gravitate towards classic rock and country.
    Piggybacking off Wario3's earlier post, I think that the reason I'm enjoying NASB/Multiversus speculation and hype a lot more than Smash's is because there's no sense of "limited slots" like the Fighter's Passes in Ultimate. NASB announced all three of its first season's characters in one go so nobody's fighting over who was "deserving" enough to get one of those slots, and Multiversus is going to be a more long-form game with MANY opportunites for characters to get in. We're working with an indefinite number of fighters, rather than just focusing on 5-6 slots at a time, so there's no "this is this character's last chance" mentality to be had.
    aw heck naw they added copy abilities to annalynn

    These are some pretty nifty designs. My personal favorite is probably either Bat Annalynn or Mail Annalynn. Cruise says that he'd like to make a game with these designs after the first game, and I really hope that happens, because I think that'd be neat.

    Now, note the dates of these tweets. They are not new. I have only discovered them recently. But you know what? That's just an example of one major reason why I love Annalynn so much. Let me ramble for a bit.

    When I first get into a new game or something of the like, I'm usually exposed to it by an outside source; A friend, a YouTuber I enjoy, advertising, whatever. This always leads me to research it for myself, and I always end up getting pretty big spoilers as a result. This doesn't really tamper my experience with the game (heck, I knew pretty much everything about Undertale before I got the chance to play it, and I love that game), but it's something that happens a lot, and I always get the feeling that I would have enjoyed it just a bit more if I had gone in blind.

    Going in blind was something I was forced to do with Annalynn. I didn't hear about it from a friend or a YouTuber; I just stumbled upon it on Steam during the winter sale, had a few extra bucks to kill, and decided to pick it up. I played it, I beat it, I had fun with it, I recommended it in one of my earliest status posts on SmashBoards and to a few friends. That was the end of that, right?

    Well, it was... For a while, anyway. One day after all this, I decided to submit Annalynn to All-Star Strife, but I didn't really have any pictures of her on hand, so I had to go looking for one. This is when I discovered something important; Annalynn didn't magically poof into existence. She'd actually been around for at least five years.

    This doesn't seem like much, but this came as a huge shock to me. Up until then, I assumed Annalynn was a fresh new character, so having all of this come to me all at once made me feel something I hadn't really felt with a game in a long, LONG while. I felt like I was discovering something I didn't know about it all on my own.

    I think that's one of the reasons why I'm always going on about Annalynn, why she's in my signature, all that stuff. Like I said in my weekly Q&A, Annalynn probably isn't even in my top ten favorite games from a gameplay perspective. It won't be able to overcome the memories I have with other games that I've been playing for much longer. However, it awoke a sense of discovery that I hadn't felt with a game for some time. It reminded me of the importance not just reading and talking about video games, but actually experiencing them blindly and having a blast doing so.

    I like Annalynn. I like this game. I like this character (and Cruise Elroy's other OCs are great too). More than all of that, though, I like video games in general, and I have this one to thank for reminding me of the wonder I had experiencing them blindly growing up before I had wider access to the Internet. Annalynn made me feel nostalgic in the best way possible, and I'll never forget it for that.

    I dunno why I'm writing this, to be frank. Maybe I'm just bored, maybe I just wanted to gush about this game that much. Whatever the reason, I hope you found something of worth in this word vomit.

    tl;dr: annalynn's a pretty ok game i guess
    More funny "FazDude's Platfighter" (temp. title) shenaigans, this time involving Sans.
    I want Sans to be a reflection of both his general character and boss fight in Undertale. It's important to mention this up front since that's the principle I have in mind when designing everything else I'm gonna talk about.
    • Sans is a VERY lightweight character, and his mobility isn't that great. However, his dodges are pretty quick and don't have him waiting through too much end lag. Heck, he even has a special move which automatically dodges incoming attacks if you can't be bothered to time it yourself (although misuse of this move will cause Sans to fall asleep for a few seconds, meaning that being careless puts Sans in a pretty bad spot).
    • Sans' basic attacks don't have much kill power. His strongs and directional aerials involve him throwing out bones which don't deal knockback, but deal 1% every few frames that they're touching an opponent, just like his attacks in UNDERTALE.
      • As for his weaker grounded attacks, they're all more comical things, such as sticking out his leg to trip the opponent and using a whoopie cushion. However, these do have knockback (even if it isn't very strong).
    • Sans' grab game is perhaps where he shines the most. His grab range isn't that great, but his throws are powerful, being able to kill fairly early if near a blast zone.
    • However, Sans' most potent kill move is the Gaster Blaster, his Neutral Special. I'm gonna get into subbullets here, because there's a lot to talk about.
      • Sans' Gaster Blaster always homes in on the nearest opponent, appearing where he summoned it and charging up for a few seconds. If Sans or the Gaster Blaster is hit by anything, the Gaster Blaster despawns.
      • However, should the Gaster Blaster go off... Hoo boy. It's a pretty long-range attack, deals multiple hits of damage, and has really good launch power.
      • Basically, it's Sans' greatest kill move which isn't a throw, but it can be evaded easily or flatout nullifed.
    • Two of Sans' other specials help with this.
      • Blue Bones has Sans fire a blue bone on each side of him. Unlike his regular bones, these do deal knockback, making them prime tools for knocking opponents into Gaster Blaster lasers.
      • Blue Soul allows Sans to nerf his opponents' mobility, making it harder for them to dodge lasers. It also makes it easier for Sans to catch up to opponents in order to grab them.
    In summary, Sans is a glass cannon; He's easy to launch, but his attacks are great at racking up damage, and even if he struggles to get KO openings, once he gets them, they're fairly easy to execute.

    So yeah, what do people think of this? Anything I should tweak/add/reconsider/etc.?
    KneeOfJustice99
    KneeOfJustice99
    I love it! Random suggestions, though I'm not sure if these fit in a more serious tone:

    It'd be very funny if Sans' sprinting animation is him hopping onto his tricycle as seen in Undertale's credits. I mean, we don't really see him run a lot given his abilities and overall nature, plus it'd be fitting considering he can cycle faster than a car. Also, this may sound ridiculous, but one of his victory animations (or maybe taunts) should be him playing the trombone. Idk, just seems like it'd be a cool reference.

    All around though like I really like the concept! It really feels like it captures both sides of Sans's whole persona hehe
    FazDude
    FazDude
    Thank you!
    • Sans' tone isn't going to be TOO serious; Like I said, he's going to be using some more jokey attacks mixed in with all the bones and Gaster Blasters, so while he won't be a complete joke, things will generally be a lot more light-hearted than Sans' actual fight.
    • Right now, I have Sans' "run" carrying himself with his telekinesis (I think it'd fit for a lazier character like Sans), but now that you bring the tricycle up, I think I love that idea just as much.
    • Sans' trombone will be a taunt! I already had that in mind, but it's good to see someone else likes that idea!
    guys my dad who works at masahiro sakurai just sent me this 😳

    couldn't find the sauce but this is REALLY solid editing
    guys please stop making banger profile posts my fingers are getting tired liking them all :(
    /joke, please don't stop making banger profile posts
    Just checked out that new Multiversus footage; Here are my immediate thoughts.
    • The game seems kinda floaty, if that's the right word. However, seeing that flying knee tackle Shaggy does early in the first match, I think that's not necessarily a bad thing; Just one folks are gonna have to get acustomed to.
    • It's also fairly slower than most platform fighters I'm accustomed to, but again, that probably suits the game's more team-orientated style.
    • That said, one thing I will harp on is the UI, which I'm not really a fan of.
      • I would have greatly preferred the damage percentages being still rather than following characters around 100% of the time (though I wouldn't be opposed to them showing up above them after a few seconds of idling).
      • I also don't really like the "Blocked" and "Armor Broken" popups that appear from time-to-time. I know there's a need to convey these things, but this approach feels a bit too wordy.
      • Overall, I feel like the UI should have taken an approach more akin to most platform fighters.
    • Fighters respawning directly on the stage feels weird to me, but it's not a bad idea.
    • As for the fighters themselves, they all seem pretty well-polished and interesting to play. I think I saw Superman clip into the ground a few times, but that'll likely be fixed pre-launch.
      • Also, it's such a minor detail, but I am so happy they gave Tom his classic screams from the old T&J cartoons rather than giving him new ones.
    • Finally, I really like all the customization options. I get that the whole idea is to do some season pass thing, but the wide variety of cosmetic changes (ringouts, animations, costumes, etc.) is really interesting and something I wouldn't mind seeing in more platform fighters. Kinda reminds me of the cosmetic options available in the TD6 era of the Bloons series.
    Overall, while I still have my gripes and nitpicks that I hope are resolved before launch, Multiversus still seems like a solid enough game. I'll probably try my hand at it once it comes out (hey, it IS a free game, after all).
    We're holding a stage job in All-Star Strife! As long as you follow some pretty loose theming, anything's on the table, so please consider stopping by!

    Hey, I'm working on my platfighter again and I'm curious; What issues do people have with Banjo & Kazooie in Ultimate? I know that the Neutral Special is a major issue for some folks (and I will be altering it, but not entirely replacing it), but I wanted to know if anything else was a sore spot.
    FazDude
    FazDude
    All valid points - I’m not too worried about things like frame data and advantage specifics, but I do think the changes I’ve made so far bring Banjo away from the zoner perception (I think he’s more of a turtle the way I altered him) and (in theory) give him some more combo potential. Also I changed up all but one throw, so there’s that.

    I think I’d have to show off the actual moveset to better illustrate this, but I’d like to think I’m tweaking Banjo in a way that makes him a bit better in the areas where he is weaker or more annoying.
    Linkmain-maybe
    Linkmain-maybe
    He is a poor zoner-scrapper with a lackluster advantage, terrible disadvantage, a side-b that feels awful to fight against for all the wrong reasons, and obnoxious 2-framing. Bonus points if you don’t like his sound effects.
    FazDude
    FazDude
    Oh, I totally revamped Banjo's Side Special - It's no longer Wonderwing and no longer invincible (although Wonderwing is present elsewhere in Banjo's kit), but it serves a similar purpose while not being as obnoxious.
  • Loading…
  • Loading…
  • Loading…
Top Bottom