Remastered
Smash Lord
Gentlemen's rules are the best kinds of rules.
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!
Why would you (or should you) play as though all 12 moves are in play when you can only ever have 4 on at a time? Formulating a gameplan before the match starts is kind of a fundamental aspect of smash and basically every competitive activity ever. It's one thing to expect players to learn about the moves on their own time, but not knowing what moveset you're about to play against goes against this aspect; you might use this knowledge to influence your striking and counterpicking choices, and you have a chance to review your gameplan before gameplay starts.Assuming you know all 12 moves a character has access too, what difference does it make if they're on or not? You play to accommodate the 12 possibilities. The same way you would play if all 12 moves were on at the same time.
I think there are many examples of competative activities that thrive off multiple option for you and the opponent and without the opponent knowing beforehand the selections you made. examplesWhy would you (or should you) play as though all 12 moves are in play when you can only ever have 4 on at a time? Formulating a gameplan before the match starts is kind of a fundamental aspect of smash and basically every competitive activity ever. It's one thing to expect players to learn about the moves on their own time, but not knowing what moveset you're about to play against goes against this aspect; you might use this knowledge to influence your striking and counterpicking choices, and you have a chance to review your gameplan before gameplay starts.
terrible idea, you should start with custom moves and let a meta develop and cut things out later after they are shown to not be viable in tournament rather than have a restricted meta develop and then change things completely from what people have gotten used to.Custom moves allowed? im open to it maybe in months time but now? Do half the people in here even know what zeldas and sheiks new down Bs Are yet? and each character can have 12 different specials if i remember correctly.
That said, players should BE INFORMED which moves are selected going into the match.it's a tournament.
if you don't understand all the moves in the game, you're hurting your own chances in the tournament.
i don't know the custom variations of kirby's neutral b, that's my fault.
similarly, i don't know what little mac's aerials are, and that's also my fault.
melbourne will probably have all custom moves legal for the upcoming couch warriors tournament.
Uhhhm, why wouldn't they be?Also is Pikachu + G&W going to be legal for doubles?
Uhhhm, why wouldn't they be?
standard FD is floating type, and the is also Pillar type. some characters/players may prefer one type over the other. so to keep it fair we choose Omega Ferox as the standard since the ledge, underside is a mix of both FD types. nothing to do with greninja's shadow since you can see clearly the shadows on standard FD.p.s. Is greninja shadow the only reason not to have the default FD as the tournament standard in the case of a disagreement of gentleman rules? I think ledge and underside difference makes a slightly bigger impact than visibility of the shadow (as in, you can still see it it's just less contrasting). Feels weird to have other stages as the "default FD" but I do agree Ferox is visually easy to deal with, just wanted to know more.
you can see marths sword coming at you but on FD Pacmaze, FD pictochat 2 (and FD balloon fight?) you cant see the shadow at all. seriously. Actually try pause the game and rotate the camera. greninja also doesnt have any animation in his movement when he uses this move, while the shoadow is out he is walking running or jumping just as like he hasnt got a show outOn the shadow thing with FDs I feel like people will counterpick levels that advantage them in some way, so I don't see how Greninja picking a stage that benefits him with visuals as any different to Marth CP YS melee because his sword hits on platforms better.
i dont understandAerodrome must think I'm ******** for wanting to know how I should be spacing from the start of the match.
Very VERY unlikely this will follow through the the Wii-U version as it's a hardware/performance consistancy thing.
I most definitely do not mind it. It could be a circle camping issue, but iono, it feels like the characters and/or specials that can potentially abuse it have a lot of other risks involved in doing so. Perhaps jigglypuff, wario and yoshi players should have a say, they're the guys who'd be most potent on such a large platform filled stage.That stage is actually being considered as legal?
wow...
It has nothing to do with Greninja, I just think the wall+lip combination on Omega Ferox makes for a nicer offstage game on average because it creates options and reduces certain recovery skews a little bit. Not having a lip is a problem for some characters offstage (most notably Little Mac); having the option of being under the lip might not sound like much but it is at least an option to work with. Having the wall under the lip isn't as significant, i just think it adds some potential for creativity.p.s. Is greninja shadow the only reason not to have the default FD as the tournament standard in the case of a disagreement of gentleman rules? I think ledge and underside difference makes a slightly bigger impact than visibility of the shadow (as in, you can still see it it's just less contrasting). Feels weird to have other stages as the "default FD" but I do agree Ferox is visually easy to deal with, just wanted to know more.
All lips in the game work this way... it has to do with the grab box not overlapping the edge during the sweetspot frames, you can still sweetspot if you up b slightly higher. If you space it vertically the same this will happen with any lip.Im not so impressed by FD Ferox, it seems to have weird ledge properties
Firstly, I don't feel too strongly either way about banning or not banning this, and I know this wasn't directed at me, these are just my thoughts.Why are we banning all 3 mii fighters again?
Thunder now fills up the bucked in one go, and will always do max damage from it, allowing for 1 hit ko's every time.Also the Pika+G&W thing was possible in Brawl and not banned iirc (someone correct me if I'm wrong), the video you linked I think is more likely an extreme example due to unfortunate spacing and probably not knowing what to expect (not to mention G&W had two sources of thunder) rather than of the true dominance of the strategy. It is a pretty strong strategy though.
no bottom blast zone - not a reason for banAlso, no way F-zero could be a stage, it has no bottom blast zone and no ledge edges and stage hazards
I think we should see if this will be a problem before we implement something like this.I feel like picking custom moves will take as long as picking stages in Project M
maybe we can enforce a 1 minute limit or something (maybe longer I dunno) because people can take 2 years when it comes to these things
I believe if we announce custom moves that really the move name is all that is required to let them know, this can easily be achieved by showing your opponent your move selection screen after selecting your build. this is all accessible via the CSS so no exiting the multiplayer DS room. On WiiU you can watch your opponent select their moves, again via the CSS.On the custom moves topic: I'm not sure if it's already been mentioned but there is the glaring fact that if we were to show our hand of customs before the round starts, multiplayer DS rooms give you no means of actually visibly showing the opponent which customs are actually equipped. This means...
A. Players may have to leave between games and go to options just to show them.
B. It'll come down to having the players verbally explain them which in some cases could be time consuming enough in itself, and I'm sure we will eeeeventually run into cases of a player possibly giving false information etc.
Playing blind and relying on a breadth of knowledge, however daunting it could be, is easily the fastest (and possibly fairest) method to doing things.
I am starting to favour letting your opponent know your selections as well after the good points made my @ Splice , however I am aware that policing this on 3DS is difficult. On WiiU though this is ridiculously easy to manage.it's a tournament.
if you don't understand all the moves in the game, you're hurting your own chances in the tournament.
i don't know the custom variations of kirby's neutral b, that's my fault.
similarly, i don't know what little mac's aerials are, and that's also my fault.
Are they editable? Also, are they the same across regions?there are 6 default mii's on every system
Ah, I wasn't aware it didn't fill in one go in Brawl. I've seen people survive this (repeatedly) in Smash 4 though.Thunder now fills up the bucked in one go, and will always do max damage from it, allowing for 1 hit ko's every time.
The problem is on certain transformations they're not that easy to avoid without putting yourself in a REALLY terrible position, even if you know when they're gonna come. They also have relatively high kill potential compared to similar stages in past games (at least it seemed this way to me). Overall the stage isn't too bad but this turned me off it a lot.Frequency of Karts in Rainbow Ride is very low (seem them about twice a match MAX). Is this really enough to rule it out as a viable counterpick? The karts are reasonably slow and show up with big warning signs, don't last long, etc. Outside of that, seems to be another fairly standard level similar to Prism Tower.
how much do you wager?I think we should see if this will be a problem before we implement something like this.