PKNintendo
Smash Master
- Joined
- Aug 9, 2008
- Messages
- 3,679
Ness recovery didn't get any better from the down B. It has SA from frame 1-7.My problem with the game becoming too easy is because whenever a large enough group whines about a weakness, we cave and change it. Ness has always had a ****ty and gimpable recovery but instead of coming up with some cool on the stage tricks we caved and gave his recovery a boost. First it was infinite PKT1 (dumb) and now it's some bizarre SA on down-b with a stupid powerful pushback. I won't lie, it's cool to see what we can do and has a lot of potential, but I'd have rather seen a whole mess of other things tried before we buffed his recovery.
I also don't get why anytime a few people complain that their multi-hit attack didn't connect means we have to change it. Just because the move hits twice doesn't mean you should automatically finish the whole move off because you hit with first part. I'm looking at Zard U-smash, D3, U-air, ZSS F-air and I think Up-b or U-smash, Samus jab, and tons of others. All of those moves worked perfectly fine. If you wanted to KO with ZSS F-air you spaced for the second hit and it's not like you missed the second hit on Zard's U-smash more then you hit. None of these moves are even their bread and butter combo starts or something.
If D-3 had to start his combos with U-air I'd be fine making it link better but instead we decided 'Since I can't space my attack right or my opponent is smart enough to SDI out of this attack we should make it harder to get out of. Because by making all the multi hit moves safe once they start connecting is cool, interesting, and fun. It's never cool or competitive to have an idea backfire on you because you messed up the spacing on it or your opponent was smart'
We are taking too many moves and making them one dimensional and safe because people are arbitrarily deciding how X move should work or how Y weakness shouldn't be there. Instead of waiting, practicing and trying to master the move into our repertoire people complain about it knowing we'll cave and allow them an EZ-mode move.
P.S Deadlands sucked and was boring. Making the Mansion take a while to come back makes the stage an interesting counterpick instead of ANOTHER Final D or Battlefield clone
P.P.S Our desire to change a ton of these stages is fine and dandy for competitive friendlies, but our tourney stage setup should try and draw from what we have. If we adopt too many of these stages we ruin the counterpicking system.
After that it acts like it did in Brawl with a bigger push.
Hey in the infinite PKT1's were removed.