Hippochinfat
Smash Ace
- Joined
- Oct 19, 2007
- Messages
- 686
aND HOW does living longer take away depth, youkai?
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Wow, close this thread NOWDoes anyone feel like their idea of balance was "Let's just make it much harder to KO in general"?
"It's just like [...] Titanic, only no one dies."
I mean, first we have the new characters. Almost every single one of them has an Up B with broken range a la Game & Watch and Mewtwo. Then there's Sonic who can move and do anything but another Up B after an Up B (the ultimate level of brokenness).
Then, there's the new airdodge. Enemy coming at you with an attack? Airdodge and then jump/whatever to get back on the stage.
Then, all of the returning characters received buffed Up Bs. Mario's is denitely longer and Peach's is practically 50% longer. Even Yoshi got a height increase.
And lastly, there's the broken new feature where most Up Bs auto-sweetspot.
According to Gimpyfish, characters seemingly live for much longer now than in Melee. It's almost virtually impossible to KO anyone before the 120%'s. And then there's the added "bonus" och super-freeze-frame to DI (though this is just a side effect).
It would've been a blast to sit in on that meeting where they discussed this. "Hmm... Melee was too broken! People would die at 70% if they got owned through edgeguarding and edgehogging. Let's make it much harder to KO people!"
*facepalm*@Hippochinfat: Double posting is as bad as using the cstick with peach. Longer matches is a good thing.
Samus and Link say hi.Isn't the reason Sonic isn't rendered useless after his up-b so people will actually use it as an attack? This seems like a good thing considering how many up-b's in melee were rarely used when not recovering.
Word. Oh, and I'm totally a Sonic mainSpeed Characters win if they can can short the time of matches, because there opponets have not enough time to act.
Heavy Charakters win if the match are long, becauce they can take more damage without getting in danger and just need a few hits to win the match.
I think there's a little clip somewhere of Sonic doing a roll and off the edge to grab it.Samus and Link say hi.
The thing that gets me is that edgeguarding appears to be of less importance than in Melee, which is a shame, considering the method for KO'ing someone in Melee spaced it for away from other stamina based fighters.
Have you played Super SMash Bros. 64? Thats how the original Smash was. Brawl is going back to its roots.According to Gimpyfish, characters seemingly live for much longer now than in Melee. It's almost virtually impossible to KO anyone before the 120%'s. And then there's the added "bonus" och super-freeze-frame to DI (though this is just a side effect).
It would've been a blast to sit in on that meeting where they discussed this. "Hmm... Melee was too broken! People would die at 70% if they got owned through edgeguarding and edgehogging. Let's make it much harder to KO people!"
For once, I agree with you 100%Why would you want to kill your opponent easily?
Link's recovering, I run to the edge as Ike, he uses his B-Up, I Counter, he's smacked away and explodes.
*Yawn*
What I would want to see is:
Link's recovering, I run to the edge as Ike, he grapples, jumps up, and Master Sword's my face!
Matches where you win easily are boring, I want a challenge, it makes you feel so much better when you win.
Items and Ultra-Smashes =)Thats weird. In the gameplay videos I saw plenty of people dying.
Hmmm.......
*scratches head in bewilderment
The footstool jump doesn't work? I got killed at 0% with a footstool jump, and I was Meta Knight. >_>You just don't get it, do you? There's still things such as floatiness and weight in the game. Different characters require different levels of damage to get KO:ed by the exact same attack.
By generally raising the bar for KO:ing, the characters who live longer will gain a much greater advantage.
For example, let's say that MetaKnights Fsmash would KO Peach at 120% in Melee and Bowser at 135%. In Brawl, you need 1.3 as much damage as in Melee in order to KO, so the same attack would KO Peach at 156% and Bowser at 175,5%. Instead of just a difference of 15%, it's now a difference of 19,5% and that's just a random example.
As for the Footstool Jump, have you read how it works? Not that good.
This man is your FRIEND. He fights for FREEDOM.The footstool jump doesn't work? I got killed at 0% with a footstool jump, and I was Meta Knight. >_> :D
But Yuna, you are blowing this situation out of proportion. Because characters live for a longer time doesn't mean that the game is imbalanced character wise, it's possible that the KO ceilings for some stages have been expanded. The greatest example would be Battle Field. More than often I would witness characters falling down off the stage and dying late. Alot of characters also took some time to recover horizontally on stages such as Lylat Cruise, but the vertical kill percentage rates were lower than those of battlefield by 30%.
I remember being hit by Ike's U-smash at 68% on Yoshi Story and gettinf KO'd. But on Battle Field I didn't get KO'd by Ike's U-smash until the 90% mark. I theorized that there may be percentage barriers in Brawl that don't alow you to Vertically KO at X percentages (I can assume that 50% would be the minimal).
Also, the characters in Brawl have become more balanced. Speed characters and power characters now have the ability to work with their distinct advantages. To name a specific character; Sonic, who wasn't able to get kills till around the 100% mark. Characters such as Bowser were able to kill around the 80% mark.
Brawl has evolved into a different game. Take into consideration that this is not Melee, and viewing it from that perspective is invalid.
Melee is not Brawl. Brawl is far more balanced.
That is why I <3 EPF.The footstool jump doesn't work? I got killed at 0% with a footstool jump, and I was Meta Knight. >_>
But Yuna, you are blowing this situation out of proportion. Because characters live for a longer time doesn't mean that the game is imbalanced character wise, it's possible that the KO cealings for some stages have been expanded. The greatest example would be BattleField. More than often I would witness characters falling down off the stage and dying late. Alot of characters also took some time to recover horizontally on stages such as Lylat Cruise, but the verticle kill percentage rates were lower than those of battlefield by 30%.
I remember being hit by Ike's U-smash at 68% on Yoshi Story and gettinf KO'd. But on Battle Field I didn't get KO'd by Ike's U-smash until the 90% mark. I theorized that there may be percentage barriers in Brawl that don't alow you to Vertically KO at X percentages (I can assume that 50% would be the minimal).
Also, the characters in Brawl have become more balanced. Speed characters and power characters now hav the ability to work with their distinct advantages. To name a specific character; Sonic, who wasn't able to get kills till around the 100% mark. Characters such as Bowser were able to kill around the 80% mark.
Brawl has eveolved into a different game. Take into consideration that this is not Melee, and viewing it from that perspective is invalid.
Melee is not Brawl. Brawl is far more balanced.
Why take out wavedashing? Because they want to. They want to deliver a new experience from Melee. As for the effectiveness of edgeguarding, you're absolutely right. But, as I've said so many times, this only serves to make the game harder, not easier, because the edgeguarding player will have to work that much harder to ensure his/her opponent stays dead.I agree with some points the lack of wavedash is something terrible I mean why take out such a versatile technique? it added a lot of depth to the game, it also seems that edgeguarding is not as effective as in melee another technique that made the game more interesting.
QFT.I think the main purpose of changing the damage levels at which people die is part of balancing. Even in Melee power characters were capable of killing at lower percents than speed characters, however it was only 10-15% lower, which constituted maybe 1 attack meaning there was little to no variance of the level at which you could kill(aside shine spiking).
Now with people dying at 120%+ and Extreme power characters like Ike not dying till 200% and killing at 60% there is an actual differential in kill damage to set apart the advantage of speed. being light or a fast faller now also has disadvantages to go with the advantages. Getting knocked off the screen rather than just off the stage MEANS something now, rather than just the ability to get them off the stage.
Lastly, remember length of recovery =/= good recovery, take a look at Ganon. Great horizontal recovery, even the vertical isnt' horrible; but if you can't ledgeguard him there is somethign wrong with you.
Don't forget Mario's magical Up+B, which can now KO people at 10%.Items and Ultra-Smashes =)
Who do you play with? XDIf im playing in Hyrule Temple I can already hang around as Roy up to 350%. Thats just gonna be crazy if I can take more.
yeah I agree with you too I'm tired of all these fun but no challenge games I want something that has some hard as heck challenges. RAAAAAAAAAAAAAAAAAAH!!!!!!!!!Why would you want to kill your opponent easily?
Link's recovering, I run to the edge as Ike, he uses his B-Up, I Counter, he's smacked away and explodes.
*Yawn*
What I would want to see is:
Link's recovering, I run to the edge as Ike, he grapples, jumps up, and Master Sword's my face!
Matches where you win easily are boring, I want a challenge, it makes you feel so much better when you win.
enjoy playing Melee for 1 min. 25 second matches with fox on final destination then while the rest of us enjoy Brawl.The thing is that in Melee, you already could survive 'til high %s. On Final Destionation, as Peach, you rarely die below 150% unless hit by one of the Big Ones like a Marth-Tipper, Fox U-smash, etc. Living even longer will only make it boring.
that is the report of what sonics upb does from the person who signed up to figure stuff out about him.UpB: spring. As already demonstrated, sonic goes way high, and the sping lasts for a significant bit when used on the ground (however, unlike in sonic games, it must be jumped on to be activated and cannot simply be run into (I think)). Sonic gains control very quickly (sometime before the apex), and can perform any a move. He can also perform airdodges. He definitely cannot perform another upb but I'm not certain whether he can perform his other bmoves. It does hit in the initial ascent, but doesn't knock back at all. Nonetheless I've opened a smash ball with this move. If used in air the spring goes tumbling down and bop people. It doesn't deal significant damage or any knockback but is a great way to annoy people. Sonic will not snap to the ledge as he passes it, unlike many characters upbs now.
Wait.. What?Don't forget Mario's magical Up+B, which can now KO people at 10%.
Mic talked as if it wasn't a lot harder to kill Bowser than Peach. While it was a lot easier to edgeguard him, killing him just like that (with the move itself) was much harder.Sigh . . . You're not good at reading comprehension, are you? You adressed everything a moderator on a video game forums already knows.
So we have a small number of characters which have alternates. Peach had the float in SSBM. Doesn't mean all or the majority have the same options.Meta Knight?
Sigh . . . Actually, I'm just going to leave now. This is obviously pointless.
People just love to say "This is just a demo". They've been saying it for over a year about crap like the ultra-freeze-frame-**** now. Just because something is stupid does not mean it'll be gone in the final version. A lot of stupid stuff gets overlooked, even by companies which make some of the big fighters like Tekken and Street Fighter.Second, unless you have played the demo I would hesitate before calling any of the new features "broken." This is an entirely new game, so its possible to add new features like auto-sweet spotting and multiple air dodging while still keeping all the characters equally balanced.
Third, what was shown at E4ALL was not the final game - just a demo. The final product will likely see some drastic changes before hitting store shelves. All I'm saying is that it is much too early to pass judgement.
As opposed to anyone else whose Up B isn't a multi-attack move (rendering edgehogging useless) or has zero lag on landing (+ good priority)?Isn't the reason Sonic isn't rendered useless after his up-b so people will actually use it as an attack? This seems like a good thing considering how many up-b's in melee were rarely used when not recovering.
Using an example to show genereally lowering the knockback output will only make the differences between the Hard to KOs and Easy to KOs even greater.You're comparing smash brothers to any other fighting game.... WTF? The only game like smash brothers is.... well... the other smash brothers....
Almost everyone is a sitting duck after their Up Bs. Why not just give his move attack frames and be done with it?Exactly, it doesn't stay in the air, but have you seen the air he gets with it? he would be a sitting duck, part of it being balanced is still giving him the chance to defend himself...
Ummm what? When did I "not want to talk about start-up lag and the ability to hit"? And who are these people who've "discovered" that Bowser's a lot easier to combo than Peach? It must just be that Bowser's generally a lot easier to combo (because of a bad jumpout, bad hitstun, whatever) because unless Meta-Knight has a shine-like move, there's no reason why it'd be easier.You want to get into weight and floatiness but then you don't want to talk about start-up lag and the ability to hit? Meta knight can potentially combo bowser A LOT better than he can peach, giving him to ability to get Bowser to 175 a lot faster than peach to 156. There is A LOT to consider about the game (a lot isn't known yet) before making any kind of assumption about being broken.
1) The mod addressed me first and I responded. It's called, um, replying.1. going after a mod? no no...
2. bowser hard to KO? harder than peach? So again you overlook COMPLETLY how easy it is to be combo'd among other things...
3. Melee did have aerial combat, brawl is attempting (and by buffing all of the recoveries effectivly doing so) making it better and more common. You also seem to miss that this also means you can actually go out and off the stage and attack as well (oh look! More air games!)
4. as far as I know Sonic is the only one allowed to attack out of his upB....
5. If you only know of two ways to recover with your character you have a lot of work to do...
We have the trailers and the beta. If we can't criticize the game for stuff in the beta, can we praise it? Can we talk about anything at all? I'm so sick and tired of people saying "This isn't the final game! Why are you complaining?!". Then why are we talking about the game whatsoever?! Quick, close down the boards! The game's not out, after all. You can't prove Sonic's gonna be in the final version!You're thread is based off a very biased opinion. NOTHING in this thread can be proven (what I said and others included) because the game's not out. You know NOTHING of the game just like the rest of us so stop trying to interpret info you don't have...
No, Pikachu's downsmash really does eat away your shield just as badly or even worse than Peach's in Melee, hit your feet below your shield, do a good deal of damage and kill you vertically at 90%-ish.It depends, I do think Direction Influence is still possible in it, perhaps in the video, the player had the missile hit slightly upward...But to me it seems no different from Melee, except for Bowser is Bowser not easier to kill then peach
Umm... whut? Do you mean Super Armor? Correct me if I'm wrong, but didn't they say that while using Super Armor, you take no damage?I think the reason for harder KOs is to balance speed and heavy/power characters.
Heavy Characters have to deal with some damage, because its harder for them to doge attacks and (new) they take damage with heavy armor.
No, just being heavy/a power characters does in no way mean you'll have a hard time hitting your opponents. Being a slow character does that to you.They really now really like Tanks. But on the other side they dont have much chances to hit there opponet, but if there is a hit than its big damage.
So instead of just balancing the game by making it so that the characters with good comboability and finishers are less broken, the solution is to make it generally harder to KO? What about those characters who were fast, good at KO:ing and lived for a very long time? As I said, making it generally harder to KO will make the gaps even greater. It's not generally balancing the game in favour in those who are slow. They still have to deal with speedy characters zig zagging between their legs.Now there is the point. Heavy characters need time, becauce they dont hit often. In Melee Speed Characters ownage the heavy or balance ones, becauce they could to damage fast and kill on low damage. Now the Heavy and balance characters got more time to hit there opponets.
You're not getting it.Its not neccesarily a buff if EVERYONE dies at higher percents.
And this differs from Melee how? The only fast character in Melee that could KO (and by that I mean get off a clean kill, not "Throw off the stage and edgeguard you to death") you at below 100% was Fox and only against really light characters on smaller stages, anyway.[URL="http://smashboards.com/member.php?u=39777" said:Eternal phoenix Fire[/URL]]Also, the characters in Brawl have become more balanced. Speed characters and power characters now hav the ability to work with their distinct advantages. To name a specific character; Sonic, who wasn't able to get kills till around the 100% mark. Characters such as Bowser were able to kill around the 80% mark.
It just means that you have to be smart. Either sweetspot perfect, or if you think they're gonna edgehog/after edgehogging, don't sweetspot, knock their *** off the ledge, double jump back to safety. However, the inability to auto-sweetspot does detract a lot.Not being able to sweetspot the edge with such a vertical move can make Sonic's Up B easy to edgeguard as well.
I'm in a rush, but I'll just post this:Umm... whut? Do you mean Super Armor? Correct me if I'm wrong, but didn't they say that while using Super Armor, you take no damage?
How is itBy the way. I'm not saying that "harder to KO = automatically bad". I'm saying that it just doesn't work that well in this case because of how it was carried out and how funny I think that it's their idea of generally balancing the game.
Maybe you've played better Bowsers/Worse Peach's than me. I don't find her a lot easier to kill, except for some vertical moves.Mic talked as if it wasn't a lot harder to kill Bowser than Peach. While it was a lot easier to edgeguard him, killing him just like that (with the move itself) was much harder.
Exactly. So Sonic could very well be the only one with the "stuff after up-b's" then.So we have a small number of characters which have alternates. Peach had the float in SSBM. Doesn't mean all or the majority have the same options.
Just for the record to whomever it concerns, the "freeze-frame" stuff was in PAL Melee. It's no big deal.People just love to say "This is just a demo". They've been saying it for over a year about crap like the ultra-freeze-frame-**** now.
Which is why some lighter characters have better recoveries, like Sonics.Using an example to show genereally lowering the knockback output will only make the differences between the Hard to KOs and Easy to KOs even greater.
Because that would be boring. If we use that logic, Almost everyone has a melee special, a projectile special and a reflecting one. Why not make them all the same attack and be done with it?Almost everyone is a sitting duck after their Up Bs. Why not just give his move attack frames and be done with it?
I would have thought being able to attack after dodging an increase in airial combat skills.3) Brawl is buffing aerial edgeguarding, not aerial combat. Both parties have to actually be, you know, combating, in order for it to be an actual combat.
Which is why Rest is broken, Sing is broken, DK's headbut is broken (Smash someone stuck into the ground, holy hell!) but, oh wait, it really isn't once we have a large group of people play for a lot longer than a few short matches to work things out. There is no way ANYTHING can be said to be broken in Brawl's current position.4) Which is why Sonic being able to do is broken because he's got something no one else (except Jiggz, whose Up B is useless for recovery, and Yoshi, whose Up B is almost equally useless) has.
We do? Pass me a copy! Oh wait, no we don't, we had about 3 days with a version of the game that had a very reduced number of playable characters, small stage choices, 2 minute matches and unwieldy controller options.We have the trailers and the beta.
Critisize is all you want, but from what we've seen and know, it's not broken.If we can't criticize the game for stuff in the beta, can we praise it?
No, you just don't flinch, like Gigabowser.Umm... whut? Do you mean Super Armor? Correct me if I'm wrong, but didn't they say that while using Super Armor, you take no damage?