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Yeah get it right people, the new phrase (er.. word) is 'windboxes.' No but seriously Falco400, I agree full-heartedly. I can't stand people attaching the phrase 'easy mode' to their every complaint. Said phrase in no way validates their claims. It's annoying, overused, and downright nonsensical.Is easy mode the new phrase people are using now as a reason? Because it's a terrible one in MANY cases, especially when you're talking about shield grabbing... it just makes me facepalm just as much as if you threw the word 'depth' around whenever you'd talk about mechanics or certain characters.
Give. A. Better. Reason.
Why should the same not apply for aerials and other moves? If you misspace or use them carelessly, you should be punished. There are still plenty of ways to safely apply shield pressure.for smashes i feel it a nice idea that the shieldstun is lower than for weaker attacks as it allows for strategic shield prssure and punishes bad spaceing...
This, I couldn't have said it better myself. Let's try to refrain from nerfing top characters, we could just work on what other characters are lacking in.A while back, someone said that we should nerf the good characters less and instead buff the bad characters and I agree with this. In Alondite's example of Marth V Mario, I have some success with jumping fireballs, however I do see that Marth is a tough matchup for him. A possible fix to this, make his fireball speed or fire speed faster. Will this unbalance him for other matchups? We will see but its a possible fix.
There will never be a fighting game in which every character is perfectly balanced V every character. There will always be good and bad matchups. The goal of game balance should be to make every character's balance intransitive i.e. everyone is good against about the same amount of characters they are bad against and to the same degree for every character.
I think something we have to keep in mind is character strengths are strengths for a reason. Marth's strength is that he is a fast character with a mid range disjointed hitbox. Originally, Sakurai wanted to balance this by giving him no projectile, a decently light weight, and an extremely predictable short distance recovery. He failed, but we can succeed, however nerfing marth's range, which is what defines him as a character, is not a success but a failure. We should find some other way to balance characters without changing their basic function or concept. See Squirtle argument ^_^
This is brilliant. That is all.A template for the perfect post:
Copy and paste for instant success.
This is a nice start Orca, but I don't really think this completely addresses the issue of future windbox buffs as most character will simply be able to blow bowser offstage while he is using his neutral air. I believe the proper course of action is to make bowser windbox proof as his fat *** will most likely make him invulnerable to all major wind currents including El nino and hurricane Katrina. We should strive to make characters natural, and I think that naturally bowser should just kick everyone else's ***. It is uncharacteristic of him to lose.Perhaps we should make Bowser's Bair 10x larger and give it zero ALR? At least that way he'll be able to hit characters without them having any opportunity to approach him.
This is a sad sign of things to come....A template for the perfect post:
"(Insert your main here) is in some serious trouble. He needs way more depth. I think you guys should(Insert desired buff here). Also, (Insert character your main has a bad match up against here) is way too easy mode. My opponent doesn't even need to try that hard to beat me. You guys need to (Insert desired nerf here). I am really disappointed in the WBR right now. Don't pretend you guys have lives. I know all you do is read my posts, so get to work on making (Insert your main here) an actual contender."
If you want to be really cool. Make some joke about windboxes here or Ness mains being needy.
Copy and paste for instant success.
....w-what...im just saying about shield grabbing (my better reason):
if you can potentially shield grab most badly approached attacks, then it makes the game more focused on defensive and campy tactics, rather than aggressive and imo interesting gameplay. Yes ofc you can say: approach better, space better etc, but in reality it just makes the gameplay slower.
does brawl shield come out faster than melee shields? casue it seems to, and maybe that is the problem...not the shield stunAgreed with Neko. Back in vbrawl, spacing attacks on shield properly led to you getting one or two attacks in, and then retreating.
But if you're retreating while putting pressure on your opponents shield with the right attacks now, then you're doing it wrong. So long as it isn't ridiculously easy to shieldgrab characters like Ganon, then it doesn't seem that bad.
There is Olimar however, whom everyone forgets.
thought 5.0 was better but still a little bit low. Capes set was far too low for me imoI'll respond to other posts later when I have the time, but for now...
@jalued: Did you think that 5.0 had enough shieldstun? It was only too low when you started playing on cape's set, right?
I think you'll be singing a different tune once Wario auto-shieldbreak combos you with fsmash.thought 5.0 was better but still a little bit low. Capes set was far too low for me imo
yeah but cant u just tone down moves like that? everyone agrees the nanas are too good anyway lolI think you'll be singing a different tune once Wario auto-shieldbreak combos you with fsmash.
And Diddy's nanners with even more shieldstun than 5.0...*shudders*
IIRC (and someone correct me if I'm wrong), shieldstun is directly proportional to the damage of the attack. To 'fix' a move like Wario's fsmash without altering shieldstun, you would have to tone down its damage to something around 9ish%?yeah but cant u just tone down moves like that? everyone agrees the nanas are too good anyway lol
Werent diddys nanners already toned down in damage? They do 4% Vbrawl... theres no reason they should do that much damage. 1 or 2 % would fit much better.IIRC (and someone correct me if I'm wrong), shieldstun is directly proportional to the damage of the attack. To 'fix' a move like Wario's fsmash without altering shieldstun, you would have to tone down its damage to something around 9ish%?
It might even be more because we're taking into account a hypothetical shieldstun value higher than 5.0's. and Wario's fsmash doing around 7% damage just to keep it from being absurd on shields is silly.
I will say some moves should not be safe on shield and should be punishable when incorrectly spaced and some moves should be shield pressuring moves. All moves should not be unpunishable on shield and I think that Capes set has done a pretty good job so far from what i can tell.....w-what...
...i...i think i need to lay down....
You're basically saying that people should not be punished for bad spacing and properly spacing and approaches make the game SLOWER? What? It does no such thing at all. Properly spacing you moves and approaches are what allow you to get kills and gimps early than just tossing stuff out and wacking them like you're swinging a stick.
come on now. wtf.
thats sounds like a GREAT idea. I was talking to the Local Squirtle players about this and they thought it was a much better idea.This fair, as was not well received, may be replaced with another in the near future that is in the works. Going to try adding more winddown to the end of the move so that it is more of a commitment move in the air, but still comes out quickly.