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Glubbfubb
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  • Theory, do you think a character with a fast fall speed and Cloud Up Air can use that Cloud Up Air to combo into a Ganondorf Volcano Kick, maybe if the kick is a bit faster?
    I think I figured out why I'm so mixed on Project M's Lucas rework, it's not the moveset, it's how its inconsistent with how other clone movesets were handled. All that time was spent on remaking Lucas' moveset from the ground up to be less like a Ness clone, but they also made the Spacies MORE clone-like, rather than diverge their movesets even further. That is my true issue, I feel like keeping the Spacies the same while changing the other clones is a refusal towards accepting the new updates to their movesets.
    Random deep question, do you think some people are stifled creatively and skillfully by being taught the wrong way?
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    fogbadge
    fogbadge
    oh absolutely. there are certainly creatively bankrupt people in the world. and if they teach others they will certainly stiful them i would think.

    but then i'm not sure there is one right way to be creative. so people could be taught what is the wrong way for them.
    S
    StoicPhantom
    I think creativity tends be more about your upbringing than any particular way of teaching. If you were brought up in a environment that tried to force conformity via destroying your independence it can be difficult to find your way of doing things. I've seen a lot of people wanting to be creative and being completely lost on how to achieve that, which says it all really.

    Alternatively, incentive can be a negative factor in this regard. The obsession with commercialization nowadays has caused a lot of people to conform to some particular way of doing things that homogenizes everything. See Youtube for example.

    You need to have a desire to create a particular thing rather than a general desire to create if you really want to be creative. Having a vision in mind and then going about finding ways around all the potential obstacles to that vision is what leads to creativity in most cases.


    Skill tends to come from a combination of knowledge and experience. You could argue that experience can expose bad teaching and help guide the individual towards the correct way of doing things, but being taught properly can speed up the learning process quite a bit.

    However, I do believe that learning is mostly by self-discovery and doing as opposed to having your hand held every step of the way. I've come to see teachers as more guides to push you in the right direction as opposed to the modern idea where they spoon feed you every last little bit. There's a certain set of connections you need to build that can only come from trying to muddle your way through the learning process on your own. The current conveyor belt way of teaching students in a profit-obsessed society where they are just rammed through as quickly as possible has led to a lot of people who can recite trivia but are pretty useless when it comes to practical application.
    Hot take, if we WERE to have a Gen 9 Pokemon in the next game, Ogrepon would be the better choice ngl, firstly they are the least divisive mon of the gen, they have a cool mask gimmick to make a moveset out of, and being a club wielder, they would bring a unique archtype to the game
    I think the worst part of Smash's online is just that you can't garentee a fair fight, you can try all you might, but there will always will be the risk of a Ness main wrecking you on Pac-Land or something, and it doesn't help that it feels very slow to collect GSP a it feels like you only get 5000 when you win and lose 50000 when you lose, makes it so your unable to know your true skill in the game
    What does DSR mean in the context of Smash Ultimate?
    Is a Switch Pro Controller good for competitive Smash Bros?
    Janx_uwu
    Janx_uwu
    Yes and no. Way more comfy and natural than the GC in my opinion, but you have to trade a few technical things for that:
    • The GC controller has eight notches that help prevent misinput directions
    • The small C-stick is better for quick tilts and aerials
    • The left stick will move slightly in the opposite direction if you just let it go from the edge of the circle, meaning you could be dashing, let go, and accidentally do a pivot.
    • More prone to wear and tear (sticky buttons, or stick drift) than most Gamecube controllers (except for PowerA which is somehow worse than joy-cons after a month or two of tournament play, in my experience)
    None of them are a dealbreaker on their own, altogether though? Becomes more clear. I personally overlook all that stuff because of the how nice the controller feels, but it's up to the individual.
    If I were to remake Ganondorf's moveset, I would keep the Warlock Punch but make it his Forward Smash, really has the asstetic of such
    are zoners in Platfighter inherently unfun to play as or go against, are there ways to make combat with them more enjoyable?
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    Glubbfubb
    Glubbfubb
    Would you say the most fun zoners are the ones that actually need some finesse to master, like Pac-man?
    KneeOfJustice99
    KneeOfJustice99
    I think it depends on the player. For some, the process of learning how to work with a weirder zoner with some more unusual tools (like Pac-Man's) would be really rewarding - but for others, it might just be something as simple as liking to generally play rushdown, but using zoning tools to cover neutral, and anything inbetween.
    Glubbfubb
    Glubbfubb
    Yeah good point, plus I imagine someone has PTSD from getting KO'd by that bell Pac-Man has
    How can I make layouts for competitive stages in my platform fighter that are still interesting to fight on? Like my battlefield equivalent, it takes layout inspiration from WarioWare with better blast zones, there will be a Final Destination equivalent for a good clean fight on a flat layout, and there will be a stage that utilizes different patterns of moving platforms, however, they are in a consistent order so they can be consistently taken advantage of.
    What do you guys think is the reason Found of Dreams from Melee is so loved, the aestetic, music, or layout, maybe a combo of the three, I want to make a spiritual successor to that in my platfighter but I don't know where to start
    How does the mechanic of allowing players to reset their jump through sacrificing meter sound? Basically, when your in the air and either spend your double jump or in freefall, you can regain the jump by spending meter, which also allows you to use up special a second time. The meter can also be used to enhance your special attacks into stronger versions and powers you shield, so there is some balance you have to account for. I feel like this helps with the lack of ledges in my game, does that sound like a good idea?
    I'll make a hot take, on paper Nintendo suing Yuzu is justified, the Switch is a current generation console, so I do think an emulator for it could negatively affect Nintendo, and considering how a few Switch games, most notably Tears of the Kingdom, have been leaked, it would be natural for Nintendo to sue them. It is a shame Citra is in the crossfire, but it's not like there will be other emulators for the 3ds eventually. Personally if an emulator is emulating a currently supported console then its not okay and to me its piracy, if the console isn't supported anymore then I think emulation is okay.
    KneeOfJustice99
    KneeOfJustice99
    Personally, I'd respectfully disagree.

    While I recognise that the circumstances behind what happened to Yuzu make sense, I don't personally think that the act of purely offering emulation for current-generation consoles should constitute piracy - because that's just another step towards emulation itself becoming interchangable with, and therefore classified as, piracy... when really, they're different things. It's the equivalent of saying MP3 players should be banned because people are likely to illegally download music and then play them on their MP3 players - which most people would say is a little silly.

    I still think you should be able to back up and then play your (legally-acquired) games on pretty much any platform you like with optimizations or whatever else, and emulation is a logical way of doing that. Obviously, it's not like the Nintendo Switch is a difficult console to get your hands on (legally) at the moment or anything, but having the option to run your games on a different platform shouldn't really be considered piracy. If you want to specifically target piracy (and without recommending anything too radical), then the better option is easily to go after ROM sharing sites and the like.

    If anything, even beyond just preservation, I think an understated but valuable element of emulation is the valuable tools it includes both to improve your gameplay experience - but also for accessibility tools, which a lot of modern consoles and platforms still refuse to include. When it's 2024 and a lot of games still don't, by default, even include button remapping tools, then emulation is immediately a pretty valuable (legal!) tool that'd be a real shame to lose out on.
    What are the pros and cons of having ledges in a platform fighter, that seems to be a double-edged sword to some people
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    Glubbfubb
    Glubbfubb
    Rivals does that too, I thought I was doing something cool and original, oh well I mean it can work. I feel the different feel is a good thing ngl, makes it have its own identity and gives it a better niche
    S
    StoicPhantom
    What Janx said. Ledges are pretty much down to execution and every Smash game but Melee has been horrible at it. Ledge hogs are good because there's real strategy around them for both players and ledge trumping is dumb because it skews things towards the player in advantage. If your recovery does not have any versatility when it comes to recovering you can pretty much kiss your stock goodbye without any real effort on your opponent's part.

    Personally, I enjoy offstage and ledge play because it adds more depth, style, and fun to the game overall. Ultimate is lame, but watching people have epic battles offstage in other games in between ridiculous wall techs is almost as fun as participating in those yourself. Watching high level Smash 4 is a treat because of how insanely cool the advantage state was in that game. Silly people complain disadvantage was too strong in that game but they seem to have forgotten/never understood all the ridiculous confirms and spikes that could happen in that game. The tech windows were tiny and there was no cap on how high of damage you could tech at. You also couldn't just spam Dair at the ledge and get cheap spikes either.

    Ledges and offstage synergize so well that I would prefer to have ledges as a "transition" between onstage and offstage action.
    Glubbfubb
    Glubbfubb
    I feel it depends on the game's feel, so far it seems most characters will have good options for recovery, so there isn't so much a reliance on ledges compared to other games.
    Does anyone know the reason why the Smokey Progg of all enemies became the first spirit fought in world of light, I feel like it wasted a potential slot for such a cool enemy. If I were to design the spirit I would make it a giant black Bowser who can attack by dashing into you, taking place on Final Destination Distant Planet with both Poison Floor AND Fog, it would also be able the pierce shields, it would be a legendary spirit
    Working on a heavy-bruiser zoner for my platfighter. A Ganondorf-tier bruiser who is projectile-focused, they wield a large shotgun as their main weapon. I was imagining their normal Up Special would have them shoot their gun downwards to launch themselves upwards, then they perform a powerful kick to get back onto the stage, so a combo of Mii Gunner's Lunar Launch and Wizard's Foot, while the enhanced Hyper version has them shoot a grappling hook from their gun to latch onto the ledge.
    I noticed, the lower the tier placement a fighter is, the more deranged their discord server is
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    Wario Wario Wario
    Wario Wario Wario
    In the case of the first one, I'd argue it depends on the tone and graphical style. If you're going for a retro/pixel look they'd fit, or if they're exclusively for a Steve/G&W style character and nobody else.

    The second one though, I'm not feeling it. Sounds a bit soft and would need a lot of modification to be a satisfying sound, and even if you did adjust the pitch just right, it sounds more like a gunshot than a hit.
    I'm just going to say this spicy take, Little Mac is not in the bottom 2 in the game. If anything, I think he is better than that. I feel like he fails since players treat him like a normal Smash fighter when he isn't. I feel like if optimized to the best of his abilities, he has the capabilities or some impressive feats. Sure his aerials suck, but that is where his fast fall speed and ground speed come in to minimize air time. Down Smash is one of the best Down Smashes in my opinion due to its great range, quickness, and kill power. Straight Lunge is just as good as a burst movement option as well as a hard read, and the mid-charge is the best version of the move since you maximize range without the deadly cooldown. Jolt Haymaker is fantastic and would make any normal fighter top tier, if you could string it like Jigglypuff's Pound many players wouldn't talk about his recovery issues as much. Slip Counter is the best counter in the game due to its fast speed and his kill power. And Rising Uppercut is a good combo ender against small characters and floaties. In short, Little Mac is not bottom tier, he is to me on the cusp of low mid-tier. If I were to place him I would place him at the top of the D- tier, at the point where I consider characters are viable enough to win tournaments with some effort.
    Is it just me or does Little Mac feel a bit too low. Yes Little Mac is quite infamous but I think he has a VERY high-skill floor, he is challenging to use properly but is a menace when a good player is used, I don't think he deserves to be bottom 2 in the game. I feel like he could at least be better than Zelda.
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    A_Kae
    A_Kae
    Yeah, actual results data have shown for a long time that mac is hardly some uniquely awful character deserving of his own bottom tier. Like, he's not "good" for sure, but he's just merely a low tier in ult.
    Glubbfubb
    Glubbfubb
    Like he doesn't deserve to be the literal bottom 2, if you watch Peanut you would understand why.
    Do you think Smash Ultimate is dying, or is just entering a strange transitionary phase in the game's life? I feel like it won't die since it's distinct enough from the other games to warrant a large playerbase, maybe not as big as Melee but bigger than 64 definitely.
    MBRedboy31
    MBRedboy31
    Assuming you're referring specifically to the competitive scene, IMO it depends heavily on what the next game is like. If it's similar to Ultimate in the way that Ultimate is similar to Smash 4, Ultimate's competitive scene might die off almost completely since its meta characters aren't ones that are considered to be particularly hype and people will probably want to switch to a fresh metagame. I don't think it's in as bad as a place as Smash 4 was, though. (Very late lifespan Smash 4 really did feel like everyone was like "ugh, can the next game release already??")

    Ultimate will probably stick around for casual play due to the inevitability of cuts, plus the possibility of it being playable on the next Nintendo console too.
    Hot take, Find Mii has better representation in Smash Ultimate than Pac Man
    So there is a Fight Club video game, and that Fight Club video game has Fred Durst as a fighter, and that also means he is a playable character, meaning he will be compared to other characters, meaning that there could be a competitive Fight Club metagame I don't know about, meaning that there might be a tier list where Fred Durst could potentially be an S tier character.
    So crouching in my game is a bit weird compared to other Platfighters, when you crouch you won't exit the crouch until you enter the command to jump, you have a down tilt attack that you can perform on either side, with some acting as a slide for better mobility.
    Who do you think is the most mid character in the entire history of Smash Bros, personally it's a tie between Pit and Lucas since they always just existed with no major splash in the meta.
    Very random question, when you picture a giant clump of parasitic alien sea urchins latching on to a larger queen the size of a dog in a platform fighter, do you picture said urchin to play like a combination of Duck Hunt with the Hogan's Alley can, Sephiroth with have an attack resembling Shadowflare, and Yoshi due to have a unique shield, though in this case it's shield that is only 2/3rds the durability of a standard shield but deals a bit of recoil damage to the attacker if they attack the shield.
    My plat-fighter won't have L-Canceling, I feel like that is just an unnecessary barrier to entry unlike wave dashing, and is just unnecessary complication for the sake of unnecessary complication.
    How does everyone like the idea of there being a "back tilt" attack, to mirror that there is a Back Air attack? I feel like Back Tilt would make the game feel just a bit more unique. It would also give each tilt more of a distinct purpose, like imagining the back tilt to be a simple keep-away tool for those trying to attack from behind.
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    Linkmain-maybe
    Linkmain-maybe
    If its a platfighter I don't particularly like it. Tilts are meant to be much more consistent in when, how, where, and why they do what they do. F-tilts are great at being "I want to hit you right now" moves. Adding back tilts makes the characters ground game less consistent, but would also make inputing regular f-tilts annoying because you have to manually turn around if you have your back to the enemy. It also ruins sliding f-tilts, which characters like Bowser and Hero love. Janx_uwu Janx_uwu Has hit me with some nasty ass **** that they couldn't have if back tilts existed. If certain smash characters like Fox or Byleth had back tilts, it would completely mess up vital aspects of their game plans.

    It also would probably not work very well with C-stick, as it would need to prioritize which tilt to use, and unless you give an option for which to prioritize, it would inevitably leave a LOT of people unhappy.
    Glubbfubb
    Glubbfubb
    I don't know really what to say since the game won't have the same control scheme as Smash since it has its movement options and mechanics, so I don't think it's worth writing off the concept just yet.
    Janx_uwu
    Janx_uwu
    Oh my gosh i forgot about Bowser f-tilt.

    i miss this game now:c
    Does anyone mind that my Platform Fighter will have square hitboxes and not circular hitboxes like vanilla Smash bros.
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