Anth0ny
Smash Master
meta knight's tornado should work like the tornado from hyrule castleOh no....
Pikachu is becoming broken again.
About Metaknight64, will you guys remove the tornado, or the drill rush?
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meta knight's tornado should work like the tornado from hyrule castleOh no....
Pikachu is becoming broken again.
About Metaknight64, will you guys remove the tornado, or the drill rush?
Please don't use this. There's really no reason to. Please be able to differentiate between "giving credence to an old game" and "sabotaging the engine". There is a difference.No side special [Standardtoaster]
04B88380 40000000
I think I love you. Seriously, guys, hang on a minute. Manual Z/L-cancelling is ********.Now if you guys want to create a 64 engine in brawl, here's the basics that you need (I'm just ignoring everything else said in this thread):
- 0 frames of lag on landing with an aerial (Technically, you have to press Z before landing, but making players press an extra button for no reason is a really bad design decision)
Trust me on this-manual L/Zcancel is ******** design (exception: as a throwback gimmick like I wanted on Brawl- fox. NOT a whole damn game).Gratuitous tech skill... THE big example which comes to mind is L-canceling in melee. L-canceling is an advanced technique in which you press the shield button right as you land with an aerial attack. By doing so, you halve the lag on the landing. This AT alone turned melee from a solid game into an AMAZING game. But it's terrible design. Why? Because you would never not want to L-cancel if you could. In situations like this, it's usually better to cut out the tech skill. Melee would be exactly the same game at a higher level, but more approachable at a lower level (warning: making L-cancelling automatic still leaves you with a ridiculously hard game! Don't get too excited, Stubbyfingers). The tech skill isn't giving the game anything new at a high level-it's simply forcing you to do another (almost) frame perfect input in an already blisteringly fast game. This, similar to the example above of replacing Hadoken's 236HP input with 236463214HP, is not making the game a better game at all
...And I hate you again. Why? Buffer is not a bad thing. The fact that smash64 and melee did not have them is a major weakness. Just throw in the buffer=handicap code and you can always decide.
- 0 frames of input buffer
It's answered-you can either be a slave to nostalgia, or you can make the right decision as far as game design goes.That's obvious. Now, Z-Canceling being manual or automatic is a question that remains unanswered.
PM me if you want to continue this then, BPC.LOL @ L-cancelling argument appearing here. I think the author said it will be in.
Please stop now, dont wanna see a 10 page argument about that here. B+ and PM had enough of that.
As I have stated earlier in this thread, removing Z-cancelling will only serve to alienate this project's audience.L/Z cancel is dumb. I have it down and I'd still rather not do it. It add zero depth, it just gives the illusion of skill. It's so elitist snobs with nothing better to do who just practice hitting buttons can feel superior to people who don't(LOL NOOBZ). Tech skill is largely overrated, since the highest level of play always boils down to mindgames, prediction, and playing smart. L canceling means nothing when both players have it mastered. The game would be exactly the same if landing lag was just that low to begin with. If you had melee pros play a tournament match on a copy of melee with no landing lag to begin with, chances are they wouldn't even realize it.
That would remove sooooooo much depth from the game, considering how vital Z-Cancelling is too... Well, everything.Why not just have a countervailing force on the decision to z-cancel? Give people a reason not to do it. This makes it no longer a requirement, and makes it simply an option.
One thing I've heard suggested (I think it was by Magus) is to have it cost a fair bit of shield (say, a second's worth), so if you're low on shield, it may be best to focus on safe moves that don't need to be z-canceled.
This might not be exactly how 64 was set up, but there's no reason this mod can't fix the mistakes of the game it tries to emulate.
My troll answer to your absurd statements about depth:That would remove sooooooo much depth from the game, considering how vital Z-Cancelling is too... Well, everything.
If this is going to be B64 then it will HAVE to be in. In the same way PM has it because melee had it.LOL @ L-cancelling argument appearing here. I think the author said it will be in.
Please stop now, dont wanna see a 10 page argument about that here. B+ and PM had enough of that.
Try reading my posts instead of constructing a straw-man.My troll answer to your absurd statements about depth:
Then why not just remove manual z-canceling? You keep your depth, and you don't wind up making a stupid design decision.
My other troll answer to your outburst is this:
They aren't using shield for anything else anyway.
A further suggestion if you're so worried about depth:
Make landing hits on a player or their shield restore small amounts of shield to the attacker.
The main thrust here is:
You're not really worried about depth if you want to include z-canceling "just 'cuz," Because z-canceling has nothing to do with depth. It's a stupid, arbitrary requirement and a bad design element that was rightly included in Melee but improperly implemented. You seem to see the logic in this point, but are such a slave to nostalgia that you don't give a damn. Since you're so worried about nostalgia, and you apparently aren't really concerned about depth, I figured you'd be okay with a compromise with the people who are actually concerned about the game being well-designed.
Again, it's not about the game-play, it's about the players. We shouldn't be changing a fundamental game mechanic for reasons I have already mentioned.An alternate suggestion if you don't like the shield one (because that was really only one option, and the post was really to get you thinking about the fact that z-canceling is a good idea that was poorly implemented, and we need good ways to implement it, so instead of being petulant, why don't you display some creativity):
Make base character weight variable. When you're caught in a combo your weight increases with each hit up until you reach some percentage of your starting weight (say, 150%). When the combo finishes, your weight returns to 100%. However, every time you z-cancel, your weight reduces down until it reaches some percent of your starting weight (say 50%).
If you're lazy:
Just get it over with and put a ****ing meter in the game.
There's two more ideas. Why are you just arguing with me and not being creative?
I completely agree.If L canceling was never put into smash bros games and landing lag was always L cancel lag, and you had the idea to arbitrarily add lag and make it so you had to hit sheild to acheive the previously default landing lag, everyone would think that's ********. ALR was great in brawl+ by the way. You can always hit L anyways on ALR and just pretend since it's basically the same thing.
Fighting games have some strange fans. No other genre has fans that request worse controls on purpose to artificially make a game more difficult.
To this guy and anyone else who keeps *****ing about side specials and down/up throws being taken out: Get good at SSB64 before you make comments like this. A lot of these moves would barely do crap for some characters give others a huge advantage. In a game where a well placed combo starter can lead to death, do you really want to give people one of the best that there is (Down throw)? Or maybe you forgot that there's no regular DI in SSB64, and maybe you just want fox players to be able to just up throw and uair for really easy kills.For the love of God, don't remove side specials and down throws.
>implying attacks can't be edited for balance purposes and to better suit the feel of Smash 64.To this guy and anyone else who keeps *****ing about side specials and down/up throws being taken out: Get good at SSB64 before you make comments like this. A lot of these moves would barely do crap for some characters give others a huge advantage. In a game where a well placed combo starter can lead to death, do you really want to give people one of the best that there is (Down throw)? Or maybe you forgot that there's no regular DI in SSB64, and maybe you just want fox players to be able to just up throw and uair for really easy kills.
You'd be surprised. I've seen the SSFIV community defend its game for having ridiculous ultras like Guile's and crap like one frame links.Fighting games have some strange fans. No other genre has fans that request worse controls on purpose to artificially make a game more difficult.
This post is just dripping in irony after your last one.You'd be surprised. I've seen the SSFIV community defend its game for having ridiculous ultras like Guile's and crap like one frame links.
Either way, that disrupts the goal of the game which is to emulate 64 as much as possible, iirc. Everything should match 64, minus the Z-Canceling debate, which no one seemed to acknowledge my post on having 2 codesets.>implying attacks can't be edited for balance purposes and to better suit the feel of Smash 64.
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When I said no other genre, I meant genres other than fighting games (including SSFIV). That's exactly the kind of stuff I was talking about.You'd be surprised. I've seen the SSFIV community defend its game for having ridiculous ultras like Guile's and crap like one frame links.
If the goal of the game is to emulate Smash 64 as much as possible, people should just PLAY SMASH 64 INSTEAD.Either way, that disrupts the goal of the game which is to emulate 64 as much as possible, iirc. Everything should match 64, minus the Z-Canceling debate, which no one seemed to acknowledge my post on having 2 codesets.
The only characters that can start a combo from a grab are jigglypuff and falcon, and that's because falcon's fthrow is really a dthrow while jiggly's fthrow is more like a uthrow. Fortunately, it's easy to mess up a jiggs combo with DI and falcon's combos from fthrow wont really kill you unless you're next to the edge. If you give everyone a down/up throw, you're just opening the floodgates right there.>implying attacks can't be edited for balance purposes and to better suit the feel of Smash 64.
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I've heard this excuse too many times in the P:M thread and it always gets the same response. "Playing Smash64 instead" won't allow me to increase my roster and stage selection by a **** ton.If the goal of the game is to emulate Smash 64 as much as possible, people should just PLAY SMASH 64 INSTEAD.
I really don't think the OP said anything about how exactly he wants this to emulate Smash 64. It's honestly up to him.This project isn't aiming to emulate Smash 64 as much as possible, or most of the characters would be removed. The goal is to create Smash 64 v2.0
It disrupts the whole purpose of this being a Smash 64 remake. Adding side specials and two more throws should be something added to, hmm, lets see, maybe a sequel? Oh wait..And I can't exactly see how adding side specials and two more throws is bad with that goal in mind.
Sure, if it makes you feel betterOh, and considering no one has responded to my last point regarding Manual Z-Cancelling, can I assume everyone agrees with me now?
That's the point, there won't be any "individual communities" for this game. It's not going to gain popularity for ****. People are most likely to set up Brawl+ or P:M rather then a 64 remake. Even if a tournament gets brought up, I'm sure it'd be the manual L canceling codeset anyway. Like I said before, most people who will even touch this modification knows how to L-cancel so there's no point in arguing. If people want Auto L cancel, let them have it. If they want Manual L cancel, let them have that too. 2 txt files of codes won't hurt anything. Anyway, this should be aimed for fun, not anything dramatically serious.I disagree with your idea of having 2 code-sets because it will cause problems among individual communities over which one they should use. See how much angst there is over stages in Brawl? How about items? Giving the player options isn't always a good thing.
I do play Smash 64, by the way.The only characters that can start a combo from a grab are jigglypuff and falcon, and that's because falcon's fthrow is really a dthrow while jiggly's fthrow is more like a uthrow. Fortunately, it's easy to mess up a jiggs combo with DI and falcon's combos from fthrow wont really kill you unless you're next to the edge. If you give everyone a down/up throw, you're just opening the floodgates right there.
Contrary to popular belief, getting hit in your shield doesn't quite spell out doom for you. Unless you're a horrible spacer, the most they'll do if they catch you in your shield is land a grab on you. And unless they're falcon, you'll just take a bit of damage and fly some distance. Should down throws be implemented, it'll make getting hit in your shield pure hell since they'll just grab you during shield stun and combo you anyways. However, if you try to counter this by making down/up throws have a specific knockback that doesn't kill or combo, then they'll become rather useless as players will just ignore them and go for the more powerful b/fthrows to get closer to an edgeguard.
Like I said, it's something that you should play SSB64 and get good at before you can understand.
The physics and how the game is played won't be changed by adding in more throws and one more attack.I've heard this excuse too many times in the P:M thread and it always gets the same response. "Playing Smash64 instead" won't allow me to increase my roster and stage selection by a **** ton.
I really don't think the OP said anything about how exactly he wants this to emulate Smash 64. It's honestly up to him.
When I say emulate as much as possible, I don't mean literally. I mean by the physics and how the game is played. The characters and stages should stay, obviously. Only a ****** would go out and try to make a game 100% like another. That's just stupid.
It disrupts the whole purpose of this being a Smash 64 remake. Adding side specials and two more throws should be something added to, hmm, lets see, maybe a sequel? Oh wait...
Sounds good to me.Sure, if it makes you feel better
Sounds fair enough to me, thanks for the elaboration.That's the point, there won't be any "individual communities" for this game. It's not going to gain popularity for ****. People are most likely to set up Brawl+ or P:M rather then a 64 remake anyway. Even if a tournament gets brought up, I'm sure it'd be the manual L canceling codeset anyway. Like I said before, most people who will even touch this knows how to L-cancel so there's no point in arguing. If people want Auto L cancel, let them have it. If they want Manual L cancel, let them have that too. 2 txt files of codes won't hurt anything. Anyway, this should be aimed for fun, not anything dramatically serious.
Anyway, off to bed. School in the morning. Will reply to whatever replies I have waiting for me tomorrow.
There's nothing bad about jiggly and falcon's fthrows. Adding in combo throws for everyone else is bad. It makes the punishment for getting grabbed ridiculously harsh. It gives players less incentive to approach on the ground and more towards camping and having air camping battles. And considering this is not a good thing for balance considering that some characters have superior air maneuverability than others (even if you balance it, some characters will still be superior in this), giving the other player the only option of approaching and defending by ground. In this situation two things can happen: Either the ground player lands a defensive hit and maybe starts a combo that probably won't kill the other player, or the aerial player lands a hit on the ground player or his shield and is able to start a combo because of it.I do play Smash 64, by the way.
With your first point, I don't really understand what you're saying. You gave an example of two characters with throws that aren't kill throws, failed to explain what was bad about them and then said that it'd be "opening the flood-gates". Opening the flood-gates to what, exactly?
Your second point relies entirely on your non-sensical first point (that adding in combo throws is bad... somehow), so I won't address it.
If that was the case, any Puff vs. Falcon, Puff vs. Puff and Falcon vs. Falcon matches would be incredibly campy. Which isn't the case at all in my experience. Also, every match AGAINST a Falcon or Puff would force the non-falcon/puff player to be campy. Again, that isn't true as far as I can see.There's nothing bad about jiggly and falcon's fthrows. Adding in combo throws for everyone else is bad. It makes the punishment for getting grabbed ridiculously harsh. It gives players less incentive to approach on the ground and more towards camping and having air camping battles. And considering this is not a good thing for balance considering that some characters have superior air maneuverability than others (even if you balance it, some characters will still be superior in this), giving the other player the only option of approaching and defending by ground. In this situation two things can happen: Either the ground player lands a defensive hit and maybe starts a combo that probably won't kill the other player, or the aerial player lands a hit on the ground player or his shield and is able to start a combo because of it.
Once again, less incentive to approach and a campier game.
Steps to playing the game at a top level are all well and good, but arbitrarily introducing fundamentally flawed steps to playing the game at a top level is bad design. Keeping such arbitrary and fundamentally flawed elements because of a misguided sense of nostalgia is stubbornly bad design.2. It isn't completely pointless. It gives players another step to playing the game at a top level, which makes pulling off combos (with the use of Z-Cancelling) much more fulfilling. This makes the game more interesting for spectators and more fun and interesting for the players.
Notice how players re-acted when I think... two people? Yeah, two people suggested that we add side-specials and down/up throws. Look at the argument it created.Steps to playing the game at a top level are all well and good, but arbitrarily introducing fundamentally flawed steps to playing the game at a top level is bad design. Keeping such arbitrary and fundamentally flawed elements because of a misguided sense of nostalgia is stubbornly bad design.
I'd also say you draw the wrong conclusions about why z-canceling is interesting. What makes it interesting is that the necessity of it allows those that use it to be manipulated. And this sole element remains entirely unchanged in any of the things I'm talking about.
I'm not saying remove it. I'm saying improve it. You're not changing what makes z-canceling interesting, but you are balancing the cost of not using it with a cost for using it. Yes, this changes the strategy, but a lot of people call that introducing depth.