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^Exactly, that's why it'd be so perfect.Giving her seperate grabs through taunt seems like its taking away from the unique aspect of og samus's gameplan. Though in the same respect, this is still samus.
I disagree, I like the taunt idea a lot. I HIGHLY doubt it will happen, but it's not bad design. You don't have to choose the difficult design option just because it's harder. If the easy choice is best, choose that. That's generally how great games are made.Im gonna say the taunt change seems like a lazy design option. imo
Team taunt-toggle FTW! @ Ouroboro , I feel that it would be lazy if it was a feature that was just tacked on without valid justification and tweaks, but I honestly feel that the concept could be amazing if handled properly. @ Foo , I think taunt-toggle for different movesets is actually the more difficult option if you would consider that changing the beam would also indicate that nair and side-b should differ, as well, since those moves also utilize the gun. At that point, ZSS could become the next Shielda, which sounds incredibly compelling. @ Oro?! , take notes.I disagree, I like the taunt idea a lot. I HIGHLY doubt it will happen, but it's not bad design. You don't have to choose the difficult design option just because it's harder. If the easy choice is best, choose that. That's generally how great games are made.
Slippery slope fallacy. Giving ZSS a taunt moveset wouldn't inevitably lead to custom movesets. It would fit with og samus having one, and would also fit well into her duality.Just seems like the "everyone is happy yay" option. I think id prefer an overarching cohesive design plan that is laid out and followed through. Everyone will start wantinf taunt movesets and then we get custom movesets. Balancing around both options in the rest of her design would be the hard part. I dunno. I think id rather one or the othet, even if its not the one id prefer.
Thanks for your response and understanding. I have a question though: SHOULD ZSS be doing drop-zones just to get a proper follow-up? Does that fit throws without actually thinking what new purpose the throw would serve. What are we supposed to use it now? 10%-windows where a drop-zone Fair works?@@Shokio I will admit that ZSS' new throws are very underwhelming at this point in time. There is certainly a sweetspot where things work and a large void where things do not on most of the cast. For instance, I regularly find myself connecting dthrow-> drop zone fair at mid-high percents and netting it into a kill. The frame window is very tight and it doesn't work on every weight or gravity class, but exploring those types of things will show you that there are setups, they are just generally risky and not so "free". I can understand the frustration of how her new throws work, especially when in general your reward for landing a grab is either a tech chase or a single hit. However, there is something to be said about the positional advantage that you receive from her throws as well. It isn't directly a combo, but often leads to one or a edgeguard situation if you make a right read while you have that advantage.
5) Were all the DC laser tests done based off of shielding and shield stun? Were they based off of the premise that if ZSS uses the charged laser, the opponent will ALWAYS stand in shield? Cause if so, that's kinda silly. Jumping and fair'ing her was an option, escaping to a platform was an option, doing a fade-away jump was an option, and rolling toward her while she was approaching with the laser was the best option. It sounds like your guy's laser testing was done under the premise of constant shielding, as if there were no options to take to combat the move, when there way.Tested and still led to grabs while your opponent is in shield stun frame wise.
Huh? Unless that patch notes are wrong, the cooldown wasn't reduced, just the startup. That technically lowers the FAF, but what's important is how quickly you can move off the projectile, not when you can move in general.The point of the laser cancel was that you could run at any point after the laser was fired. Reducing cooldown on laser further does the same thing as creating an IASA at the end of laser.
The throws were made to be somewhat mediocre intentionally to be honest. Should ZSS be doing drop zones for proper follow ups? I think most characters have setups in combos, edgeguards, or after throws where doing a drop zone or running off stage with an aerial is the optimal response. Does the new grab fit her? Honestly I feel like it does.Thanks for your response and understanding. I have a question though: SHOULD ZSS be doing drop-zones just to get a proper follow-up? Does that fit her? Is that what the Dev Team had in mind for their initial design of her? It really feels like you guys adjusted her grab without actually thinking what new purpose the throw would serve. What are we supposed to use it for now? 10%-windows where a drop-zone Fair works?
As far as positional advantage, did ZSS need a new grab that gave her that? Didn't Fair already serve that purpose? We now how to grabs that do the same thing, making one useless now.
So:
1) What new purpose does her down throw serve? What is it's functionality? If it's tech chases.....it's pretty bad with those.
2) Why is she not allowed to combo off of grabs anymore, when the majority of the roster still can?
3) Since the new angle and BKB of the grab makes it extremely hard to follow-up as-is, why was the endlag added?
4) With the DC lasers gone, and the frontal hitbox of her Nair decreased, what are her new approach options? Was that thought about during development? What is her new neutral game?
5) Were all the DC laser tests done based off of shielding and shield stun? Were they based off of the premise that if ZSS uses the charged laser, the opponent will ALWAYS stand in shield? Cause if so, that's kinda silly. Jumping and fair'ing her was an option, escaping to a platform was an option, doing a fade-away jump was an option, and rolling toward her while she was approaching with the laser was the best option. It sounds like your guy's laser testing was done under the premise of constant shielding, as if there were no options to take to combat the move, when there way.
It was not lowered. The cooldown on laser has always been very short, so it was not lowered any further. I was saying that making an IASA at frame 30 is no different than lowering the cooldown to frame 30.Huh? Unless that patch notes are wrong, the cooldown wasn't reduced, just the startup. That technically lowers the FAF, but what's important is how quickly you can move off the projectile, not when you can move in general.
Pikachu can do it with an aerial tjolt. And that's with a normal grab to boot.Any time projectile on shield->grab is a true combo, it is kind of an issue. Even the best projectiles like Sheik needles and Falco lasers cannot offer that point blank
are you sure about that? i dont think pikachu can do that. even if he could, it at least would require him to undergo the full duration of the full hop in order to do so which is relatively easy to react to.Pikachu can do it with an aerial tjolt. And that's with a normal grab to boot.
- For me, the biggest appeal of ZSS is that she's a nonstandard character with a lot of technical potential, but not necessarily requiring fast fingers to play her. She's a character who's unique properties make her somewhat difficult to pick up but a great reward if you put the time and effort into learning her. My fear with 3.5 is that she loses a lot of what makes her unique in the cast, and smash in general, and becomes more of a standard, pick-up-and-go kind of a character as a result.
What does this teach us? Well, it teaches us that changing a playstyle means changing that characters identity. People who originally enjoyed ZSS wont anymore. People who didn't enjoy 3.02 will enjoy 3.5. She is a different character.{...} the end of the day I'm left wondering why I should bother when I already play other characters with the same gameplan done better. The only good answer I've come up with thus far is that I want to figure out the changes to the rest of her kit on the off chance that her playstyle is restored and I continue on with her. I want to enjoy 3.5 ZSS, but at the end of the day she genuinely doesn't play the same way and no amount of time will change that.
You have infinite balancing options. I cannot stress this enough. You were not forced to change her playstyle. If you couldn't come up with anything that worked, perhaps you need to go back to the drawing board instead of killing her character identity. Don't butcher a character just because you're not a good enough designer to balance her playstyle correctly. That's just lazy. That's what people are disappointed in.Then apply the proper changes to balance it out instead of removing it altogether. ZSS #1 strength is her mobility, it's part of the core of her character. The removal of the lasers killed part of the character. Nerfs and tweaks should tone down a character, not damage who they are.
Like I said in the post above, why not just have made them clankable while keeping the DC? If that wasn't enough, then how about clank-ability with a speed up (pretty much how it is now), meaning she'd have a smaller window to try to grab since the paralyzer is traveling much quicker in front of her.
There were many different ways to go about tweaking that. Seems like you guys just chose the easy route of just scrapping it altogether instead of trying to find a middle ground.
I literally found myself watching the Ike over the ZSS, which should not happen with a ZSS main. When I did watch Frozen, I noticed that mid-match, he realized how terrible paralyzer is now and almost never used it.I don't know how many have seen it yet but here is a GF set of DJ nintendo vs Frozen. Ike vs Zss. http://youtu.be/ljl-lAjxgH0?t=9m32s
I think this set is very telling and that people should pay closer attention to it. Notice out of all the grabs he gets, he only manages to get TWO follow-ups in the entire set. Notice how 99% of the time, he does a down throw and then.......nothing happens, DJ just gets away. And those 2 times Frozen was able to follow up, DJ held in for no reason or accidentally (since there's no reason to hold back against ZSS anymore). Other times, with the Up-Throw, you can even see Ike getting out of hitstun by the time ZSS actually actually recovers from her endlag.I don't know how many have seen it yet but here is a GF set of DJ nintendo vs Frozen. Ike vs Zss. http://youtu.be/ljl-lAjxgH0?t=9m32s
I felt like that for a bit, but... it's not my baby anymore. When I first started ZSS, I felt such an intense desire to figure her out because she was so... tricky. She wasn't jank, or gimmick, she was just tricky. At any point, you had so many options, so many ways to approach each hit. Some options were safe with decent reward, some were very risky or hard to land but had great reward. It's hard to explain, but it doesn't feel like that at all anymore. It doesn't feel like I'm in the drivers seat anymore.Im at Infinity & Beyond 32. My OPPONENT brought up how terrible her throws are now.
I just lol'd xD. Im sticking with ZSS, but its very, very painful. Im pretty much forcing myself to play with her, I cant give up on my baby.
Also worth noting is that, despite the apparent buff to the grab game, DJ Nintendo still avoids, and even punished most of Frozen's raw grabs out of ranged pressure, just by observing that Frozen was leaving the range which the rest of ZSS's moveset makes her strong in. The overwhelming majority of Frozen's grabs came off of successful hitconfirms, or shield grabs (and on that note there were some shield grabs that Frozen could have gotten with tether grab that he didn't even bother with because of the different length). The change to grab wasn't really a buff or a nerf. It was straight up a drastic playstyle change, and it was totally unwarranted.I think this set is very telling and that people should pay closer attention to it. Notice out of all the grabs he gets, he only manages to get TWO follow-ups in the entire set. Notice how 99% of the time, he does a down throw and then.......nothing happens, DJ just gets away. And those 2 times Frozen was able to follow up, DJ held in for no reason or accidentally (since there's no reason to hold back against ZSS anymore). Other times, with the Up-Throw, you can even see Ike getting out of hitstun by the time ZSS actually actually recovers from her endlag.
This. Over and over, this. We can talk about buffs, nerfs, whatever, at the end of the day ZSS plays like a totally different character now and that's one change that was completely uncalled for. That's the main problem here.It was straight up a drastic playstyle change, and it was totally unwarranted.