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Glubbfubb
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  • So does Lucas' PK Thunder have looser controls than Ness', and that is why I suck at using it, or is it the lag from online that makes me suck
    How should I balance a character having a healing mechanic in a platform fighter so that it is neither too broken nor too useless? The character so far is balanced by being the lightest in the cast, making them the easiest to launch, so they are basically patching up the worst defenses in the game.
    Question, how many different smash ultimate characters have won a major before?
    ssbashworld
    ssbashworld
    Was bored & curious myself

    According to Liquipedia looks like about half with 45.

    In Order of 1st Win
    2018
    :ultdk: :ultwario: :ultchrom:
    2019
    :ultwolf: :ultike: :ultyounglink: :ultlucina: :ultgreninja: :ultzss: :ultpichu: :ultolimar: :ultsnake: :ultmario: :ultmegaman: :ultsheik: :ultroy: :ultjoker: :ultpokemontrainer: :ultfalcon: :ultinkling: :ultpalutena: :ultpeach: :ultpikachu: :ultshulk: :ultmarth: :ultrob: :ultpacman:
    2021
    :ultminmin :ultdiddy: :ultsephiroth: :ultkazuya: :ultpyra: :ultbrawler: :ultbyleth: :ultfox: :ultsora: :ultsonic: :ultkingdedede: :ultcloud:
    2022
    :ultcorrin: :ultsteve: :ultyoshi: :ultgnw: :ultbayonetta:
    2023
    :ult_terry:

    No Wins (47-48?)
    :ultlink: :ultkirby: :ultsamus: :ultness: :ultluigi: :ultjigglypuff: :ultbowser: :ultzelda: :ulticeclimbers: :ultfalco: :ultganondorf: :ultmewtwo: :ultdoc: :ultmetaknight: :ultpit: :ultlucas: :ultlucario: :ulttoonlink: :ultvillager: :ultwiifittrainer: :ultrosalina: :ultlittlemac: :ultswordfighter: :ultgunner: :ultrobin: :ultdarkpit: :ultbowserjr: :ultduckhunt::ultridley: :ultdaisy: :ultsimon: :ultrichter: :ultdarksamus: :ultkrool: :ultisabelle: :ultincineroar: :ultpiranha: :ulthero: :ultbanjokazooie: (:ultmythra: ?)
    Glubbfubb
    Glubbfubb
    Personally I consider Pyra/Mythra as one single character

    Also good on that Dedede main for winning a major, isn't he like bottom 10 in the game? Same with that DK main being the first character to actually win a major.
    When you hear that there is a "Fear" status effect in a fighting game, specifically a plat-fighter with a super meter, what do you picture? I am trying to make my status effect intuitive to their names.
    Glubbfubb
    Glubbfubb
    You take away control from the opponent and prevents them from hitting you, I don't want status effects in my platfighter to take away the control of the player. The closest thing to that is when they get affected by gravity-based attacks, making the player twice as heavy, making them easier combo food to the opponent.
    CannonStreak
    CannonStreak
    Oh, okay then. Gotcha.
    Glubbfubb
    Glubbfubb
    Here are my planned status effects, do they seem balanced, please note some effects are rarer than others. Do they seem rather intuitive?

    Frostbite - Halves the speed of meter growth
    Burn - Doubles meter consumption, shields degrade twice as fast
    Frozen - Frozen in a chunk of ice, your completely immobile and need to mash buttons to escape
    Scorched - You take extra damage and can't use your shield
    Fear - Scares you into not being able to do Hyper attacks
    Shocked - Stunned temporarily in the air
    Weightless - Halves weight, making foes easier to launch
    Heavy - Doubles weight, making foes easier to combo
    Flu - Damage over time
    Bleed - Performing attacks now damages you
    Mending - Heal yourself over time
    This a continuation of my hot take about not liking when characters get massive moveset reworks in Smash Bros mods. I don't hate how certain reworks play; I just don't like how they replace old movesets and the creators don't give an alternative to those who liked those movesets. Like if a character is irredeemable on a mechanics front like Ganondorf they do deserve a massive rework to make them viable, but others like Project M Lucas and Falco don't feel like they need massive reworks. I feel Lucas is distinct enough from Ness to be his own distinct character, just one that needs some jank fixed like the grab release lag both he and Ness have, while reverting Falco to his Melee incarnation feels like a step back to me. I think this is just a result of my love-hate relationship with Melee. The game is good and it deserves to have the competitive scene it has, but changing other Smash games to play like Melee feels unnecessary. I prefer each Smash game, and platfighters in general, to have its unique feel, and while each feel varies in quality, I would much rather have a different identity than mold the game into something from the past, as that prevents future developments in my opinion. I don't know if I am just complaining at this point, but it's an issue I have and I want to express it.
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    Wario Wario Wario
    Wario Wario Wario
    My stance on Melee inspiration is this: Melee is Street Fighter 2, Brawl through Ultimate is Street Fighter 1. People like Melee for the mechanics, not many people like or care about the mechanics of the later Smash games, it's the best game to build a system for a platform fighter off of mechanically.
    Glubbfubb
    Glubbfubb
    So how do they see Smash 64 then?
    Hot take, I don't like smash mods that completely rework character movesets and make them new characters. I don't mind if a move or two is changed to update and balance them, but I feel like completely reworking their movesets is a bit too much and can turn off fans of the original character. My logic is that if you're taking the time to completely remake a character into something new, why not just mod in a new character? That is just my logic. What do you think?
    Is it just me or does Mii Brawler's down smash look more like a side smash, it's very weird to use in my opinion due to this odd animation.
    Is it just me or does Warlock and to a lesser extent, Falcon Punch feel more like Smash Attacks than Specials? They have similar wind-up animations to Smash Attacks and essentially have the same role as big heavy attacks. I am curious if anyone else feels that too.
    Any tips to improve my competitive Lucas gameplay? I want to try and enter competitive with Lucas, is that feasible, considering he is usually a low mid tier?
    I had a weird mandella effect one time where I thought the Ice Climbers cameod in Wario Land 4, is that weird?
    Random Question, who would win in a fight, Olimar from Pikmin or Emett from the Lego Movie, both at equal size and with all their known abilities and tools. Why do you think the one you chose will win.
    KneeOfJustice99
    KneeOfJustice99
    I guess this depends where the battle takes place. If we presume it's somewhere built out of LEGO (or that "all of their known abilities and tools" includes a limitless supply of LEGO), then Emmett arguably trounces Olimar - but if not (and if we're presuming he only has access to stuff he's canonically already built or other equipment like the human tools), I'd say Olimar stands a good chance.

    The only reason I suggest that a limitless supply of LEGO might not count here is because the whole deal of being a Master Builder is that you pull from your surroundings to build anything - and we can arguably presume that a Master Builder can only build in LEGO, because being able to build out of like, real world leaves, feels like it probably isn't intended.
    Qwerty UIOP
    Qwerty UIOP
    Depends on how long it takes a pikmin to dislodge a LEGO brick.
    Glubbfubb
    Glubbfubb
    Qwerty UIOP Qwerty UIOP Olimar's Pikmin can be plucked from any surface at equal speed, whether that be sand, dirt, or metal
    For the Melee players out there, which Shine do you like better, Fox's or Falco's, I kinda prefer Falco's since I think a vertical launch is more helpful than a horizontal launch when racking up kill combos.
    Are there any "good" qualities of Ganondorf in smash that could work on another plat fighter character with better stats and viability, like I believe every fighter has good qualities and I want to try and make a character that is essentially a viable version of Ganon's archetype. He is just a very interesting character to research when making a fighting game in my opinion.
    Are there any examples of Smash characters, or plat fighters in general, who can use their NEUTRALS for their recovery, not their special, grabs, or air dodges? I am saying using their bread and butter neutrals, tilts, and aerials for recovery.
    What's your opinion on the Dash Attack Cancel Up Smash, or DACAS, advanced technique from Smash Brawl, where you cancel a dash attack by performing an Up Smash while keeping the momentum of the dash attack, letting you zoom forward? Would you mind the mechanic being brought back in another plat fighter that doesn't have other Brawl-isms like tripping? My plat fighter would also have wave dashing, so I don't know if having both wave dashing and DACASing would be redundant. Any ideas I can make the two techniques distinct from one another?
    I've been playing Palworld for like 5 hours straight, this is a genuinely good game and it has a lot of promise, and this is from a guy who doesn't play much open-world survival games outside of Breath of the Wild and Tears of the Kingdom. It genuinely is a good game and I recommend it if you like sandbox games.
    Okay after some research I do think the Palworld hate is overblown, like the game has been around for a few years, way before ai art became you know.. good, and as a purpose of a parody it would make sense that some designs take inspiration from Pokemon, however I wouldn't say their ripoff, and I definitely don't think the creators should be threatened with legal action by the Pokemon Company, Maybe if you fixed all the glitches in Scarlet and Violet instead of having us shell fir the DLCs there wouldn't be an issue Pokemon Company
    How can I give a wet tissue paper glass cannon platfighter character defensive options aside from fast speed, like Melee Jigglypuff always confounds me because, despite being able to be Ko'd through just breaking her shield, its her defensive attributes that makes her top tier, not her offensive attributes?
    KneeOfJustice99
    KneeOfJustice99
    In the case of Jiggs, there's a few reasons to consider as to why she's top-tier. These include:
    • Her incredibly light weight and floatiness actually provides aerial survivability when launched - statistically, a Jigglypuff is likely to take about twice as much damage as most other top-tiers in competitive play, but even basic DI is likely to help her survive kill moves. Plus, she has the highest air speed and aerial acceleration in the game, which helps this even more.
    • This also lends to great aerial manouverability while other characters are mostly ground-based - not to mention the use of five mid-air jumps and the Pound move as actual tools. This means she's less likely to get gimped at the ledge during edgeguarding or something. Plus, she's absurdly good at ledgeguarding herself.
    • Jiggs also has great combo tools of her own if needed, due to a lot of her tilts and aerials being pretty high in hitstun and low in knockback - and it's worth noting that her throws are also pretty decent. The infamous one that springs to mind is up throw, mostly because it can combo fast-fallers directly into...
    • Rest, a ridiculously powerful attack with no starting lag, no 1-in-7 activation like Mr. G&W's, and massive power. The thing is, this attack shines in high-level play - if you don't miss, the high end-lag really isn't a problem, so the only remaining issue is the really small hitbox. And that's solved by setups and tech chases from her other decent moves!
    Glubbfubb
    Glubbfubb
    So a good offense can be a good defense too, I think the move that best emphasizes that mindset is Puff's Bair AKA the Wall of Pain, the attack is more like a keep away tool than a kill move, but since its so easy to string it can be used to gimp recoveries which eventually kills the opponent.

    Since there has been a lot of progress made on the game so far, I decided to advertise my platfighter development once again to shill attract new interest.
    I'll be controversial; Palworld has potential to actually be a strong long term game, maybe if they polish some of the designs and add Steam Workshop support, the game could cultivate a community of its own.
    Do you guys excuse Palworld's technical state due to being made by a smaller team and being a rare 3d indie game?
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    Perkilator
    Perkilator
    Nah, because the game uses AI-generated art and blatantly steals TPC's designs. It doesn't deserve the benefit of the doubt.
    Glubbfubb
    Glubbfubb
    I'm on the fence of Palworld, since I can't really tell what is truthful anymore, like that Andy and Lele game a couple months back this seems to be an extremely polarizing game and I'm waiting until things settle until I consider it.
    Glubbfubb
    Glubbfubb
    In case your wondering, I haven't gotten the Andy and Lele game, the themes aren't really for me, but I feel like the hate for it is a bit overblown.
    Is it just me or does it feel like despite New Horizons having more content, New Leaf just feels like a more enjoyable experience?
    MBRedboy31
    MBRedboy31
    I think it’s mainly about the fact that they have significantly different focuses. New Leaf is much like the other games but with a bit more freedom to supplement the existing life sim features, while New Horizons went all-in with the idea of the town being a sandbox for the player to customize, which causes other aspects of the game to be left behind.

    I think a good in-between would’ve been New Leaf’s overall gameplay, but with New Horizons’ outdoor furniture and highly convenient outfit wardrobe + costume change wands. (I barely changed my outfit in New Leaf, but I had a lot of fun dressing up in New Horizons.)

    Ultimately I think I played both a similar-ish amount of time. I do think the fact that villagers in New Horizons never move out without you allowing them causes it to lose a whole lot of its dynamic factor, though, since you’ll just see the same villagers forever unless you do the (heart-breaking for me) action of specifically permitting them to leave.
    What's everyone's opinion on L-Canceling, as in the melee advanced technique, do you guys mind having a plat-fighter with Wavedashing but not L-Cancelling?
    MBRedboy31
    MBRedboy31
    L-Cancelling makes 64 and Melee competitive play more impressive for me as a spectator. However, I’m not a huge fan of it when I’m playing since I’m probably not going to try to get super competitive and practice it a lot in these games, so having L-canceling be a thing just makes my characters feel nerfed. On the other hand, wavedashing isn‘t quite as necessary for most characters to feel good to play.

    Several platform fighters such as the Rivals games and NASB games have wavedashing but not L-cancelling and it seems to have worked fine for them. Slap City has a distinct take on L-Cancelling where, instead of it reducing landing lag, it makes your character slide a short distance during the landing lag.
    Am I the only one who wants the Ice Climbers to have a new game, like maybe a spiritual successor to that Game Boy Donkey Kong game as like a puzzle platformer, maybe have some co op levels as well.
    Has anyone made a Smash tier list based solely on their victory themes?

    I don't know how to rank them but the Brawl/Smash 4 Mother victory theme, the Ice Climbers victory theme, and the Minecraft victory theme are S tier to me.
    Do people play Rivals of Aether with a Gamecube Controller?
    Janx_uwu
    Janx_uwu
    I vaugely remember seeing a Rivals side event and both opponents at a setup had GC's. So yes, but probably just because the people who play Rivals are already used to GC's. It's not like it's the objectively best platfighter controller or anything (IMO), but I guess the notches help if you can't set deadzones.
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