Sonicninja115
Experiment. Innovate. Improve.
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We could just say "bad" gimmicks and "good" gimmicks if totally necessary.
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The problem is, gimmick, by it's definition, is bad already.We could just say "bad" gimmicks and "good" gimmicks if totally necessary.
All this would hardly change anything. Most of those moves are still nearly impossible to land and unlike Soulcalibur and Tekken, evasion is very easy on top of all the means to attack safely from a distance. Also if Yoshi/Bowser Bombs are unblockable then Volcano Kick is too, because that also breaks shields in one hit (although Yoshi Bomb doesn't one shot unless the grounded version hits completely). Now, if Disable was unblockable, on the other hand...A thought to ponder: what if there were more unblockable attacks? So far, as far as I know, Final Smashes, Little Mac's KO, Ryu's Focus Attack, Bowser and Yoshi's Bowser/Yoshi Bombs?, and some other move I can't remember are unblockable. This ignores command grabs for obvious reasons. Now, from the transition from Brawl to Smash 4, some characters were given more armor-like traits to their moves like Roy gaining armor on his grounded Blazer from Melee to Smash 4, Ganondorf gaining armor on his grounded Warlock Punch, the Pits along with an alteration to their Side Specials, gained armor, the Mario characters gaining I-frames to their Up Smashes? - not sure if that existed in previous games -, and Little Mac basically being armor, the character. In Brawl - probably wrong about this -, Ike was introduced as the character with an armored move, Aether - I might be missing someone and I don't count Yoshi's double jump. After that, more characters in Smash 4 were given armor, especially if those moves were very high risk and high reward like Ganondorf's Warlock Punch.
Now, what if other high risk or rather, high startup moves were unblockable? I ask this because someone made a post somewhere wondering why Triple D's fully charged Jet Hammer can't break shields in one-shot and then I connected this with Soul Calibur and Tekken having unblockable attacks and as far as I know, all those unblockable attacks have very high startup or can be charged to be unblockable. So, what if say, moves like Captain Falcon's Falcon Punch, DK's Giant Punch, Ganondorf's Warlock Punch and Utilt, Volcano Kick, Ike's fully-charged grounded Eruption, Triple D's fully-charged Jet Hammer, Kirby's fully-charged grounded Hammer Flip, the Link's Spin Attack, Lucas's fully charged PK Freeze?, Ness's fully charged PK Flash?, and Roy's fully-charged grounded Flare Blade were all unblockable? To give the victims a chance, while they are unblockable, they can be perfect shielded. The idea is giving an incentive to use these moves and having them function in a flashy, ultimate move way could be really fun to watch. Unblockables could also be separated between completely unblockable like KO Punch or straightup shield killers so unless you perfect shield it, then it's going to wreck your shield like Warlock Punch which already does this at times, but could be given something to make it truly unblockable. This could also extend to some Smash attacks like Ike and Triple D's Side Smash and Lucas's Up Smash, but only when fully charged. Or even all Smash attacks - insane route here - so long as they're fully charged, but I could see some exceptions like maybe the invincible Up Smashes of Mario, Luigi, etc. can't or Little Mac's can't because they already have some other property on their Smashes.
If Pac-man's playstyle is what you describe it as, it's called a "vortex-based character".It isn't zoning, it isn't rush down, it isn't bait and punish or hit and run... I don't know what it is called but he continuously forces you into trap situations with his tools that allow him to transition into a heavily damaging offensive game.
I suppose this also raises the question "Why is more options a good thing for a game?"2¢ on 'gimmicks' in Sm4sh: This game May have more gimmicks than Melee or Brawl, but they have a decidedly lesser impact.
Melee in particular has a highly varied top/high tier with more extreme strengths. Each character thrived off of its unique tools, be it 's laser, 's sword, 's air game, 's offstage game, or having a flipping clone of yourself that can help you perform guaranteed 0-deaths .
When it comes to Sm4sh, the unique traits are ubiquitous, but have a far diminished impact on gameplay and matchups. The old 'gimmicks' are a far cry of their former glory (bananas, pikmin, lasers, shines, gimps, ), and the new ones, while very visible, simply do not have that same game-changing impact. Luma, Waft, Aura, and KO Punch are the only real game-changers I can think of off the top of my head.
What this has resulted in, IMO, is a game that is more balanced in the standard sense, but less balanced in a different way. It is more balanced in the sense that matchups aren't as polarized and the cast has more top-to-bottom viability. However, in my humble opinion, it is less balanced when it comes to choosing one character over another. We've seen this when discussing and . Both characters are totally viable high tier characters with nice, mild matchup spreads. But, their power is perceived much lower, since the question is immediately raised, "Why not just play ?" Really, there's not a great answer to that question from a purely competitive standpoint. She has a similar matchup spread with no weaknesses, but she's also just better. I personally think the game could use more meaningful variety, not just window dressing like Monados or the Levin Sword.
Sorry for the long post
Welcome to the classic (bad) argument for why Melee is better than Smash 4 (MORE ADVANCED TECHNIQUES MEANS MORE OPTIONS MEANS GREAT GAME).I suppose this also raises the question "Why is more options a good thing for a game?"
more things to do.I suppose this also raises the question "Why is more options a good thing for a game?"
I know it wouldn't change much, but it would give sort of a safety net? - can't think of the word or phrase -, so that if you use the move and it lands, it's guaranteed unless you perfect shield it. Even with more flexible movement options in Smash, unblockables and slower moves in Soul Calibur and Tekken probably aren't used outside of reads and basically bluffs since you can cancel some of them or chance that your opponent mistimes and runs into a powerful attack.All this would hardly change anything. Most of those moves are still nearly impossible to land and unlike Soulcalibur and Tekken, evasion is very easy on top of all the means to attack safely from a distance. Also if Yoshi/Bowser Bombs are unblockable then Volcano Kick is too, because that also breaks shields in one hit (although Yoshi Bomb doesn't one shot unless the grounded version hits completely). Now, if Disable was unblockable, on the other hand...
Here's a list of true unblockables:
Little Mac's KO Uppercut and Guard Breaker (Side B 3)
Palutena's Reflect Barrier
Pac-Man's Pac-Jump (technically isn't but the jump forces them out of shield)
Shulk's Vision
Meta Knight's 2nd Down B custom
Ryu's Level 3 Focus Attack
My main in Tekken, Dragunov has a relatively quick mid hitting unblockable that doesn't hit hard but hits middling fast (Idk, been awhile since I played). One of the reasons Tekken (Virtua Fighter too) makes use of these kinds of moves is probably related to blockstrings and attack heights. in Smash you don't have to worry about your grab whiffing because they crouched it (For most people. Sorry WFT and Falcon against Kirby). Unblockables I can throw out after I've conditioned an opponent slapping their guard around and frame trapping them sometimes. Definitely a weird interaction based on the complexion of 3d fighting games.I know it wouldn't change much, but it would give sort of a safety net? - can't think of the word or phrase -, so that if you use the move and it lands, it's guaranteed unless you perfect shield it. Even with more flexible movement options in Smash, unblockables and slower moves in Soul Calibur and Tekken probably aren't used outside of reads and basically bluffs since you can cancel some of them or chance that your opponent mistimes and runs into a powerful attack.
Need I ask why?Welcome to the classic (bad) argument for why Melee is better than Smash 4
Yeah, I've seen The Wall utilize it heavily in his gameplay (SHAD Nair is also pretty good). Plus it wouldn't surprise me if a Pika main secondaried Yoshi (ESAM and a few Pika mains on the boards have already done this).This thread isnt about melee vs sm4sh, please dont start that.
You guys see how good yoshi's SHAD uair is? Im thinking about using him as a secondary, he has those polarizing strengths that really pull thru in some matchups.
Pacman9 takin' up the mantle of game-breaking posts that'll change the way we view things in this thread. Good stuff, I love the thought process. :DCaution: Ffamran tier wall o' text ahead!!
To an extent, I do think the roster is quite fixated on individual mechanics or unique trait.
And I think that's what the dev's are trying to remedy in the form of patches. We've already seen countless changes to characters who's gimmicks were too polarizing (Diddy, luigi, rosa...), the pattern is there.
But is it a potential weakness...I would say that it depends on both the strength of the trait and the weakness of the other attributes of the characer. Luigi has awful mobility and terrible traction, but his reward was SO POWERFUL that it almost didn't matter. Pre patch Diddy was another example of a character who revolved around one powerful tool, but what made him stupid was the fact that the rest of his moveset wasn't weak enough to compensate. Even with his pre patch dash attack and jab, his moveset was oppressive all around. I see no problem with having an aspect that makes a characer unique however, it's fun to have diversity in the roster.
Funny you mentioned pacman because I was just thinking about something related to the topic at hand. Is pacman overly reliant on fruit/hydrant zoning? I think so, but only if he continues to be played the way Abadango and many others did/do currently.
He isn't being played to his strengths because well...Pac-Man is not a zoner. In fact, he's terrible at zoning and more people will realize this as time goes along.
Now before many of you unsheathe your keyboards and angrily explain how I am wrong, I want to explain why he isn't the characer we initially thought he was.
Unfortunately, many of us Pac-Mains have adopted a game of "set up a fortress and run" as a primary focus in nuetral. This goes against the natural strengths of the character. Pacman isn't a real zoner because fruit and hydrants aren't built for keeping people out. Fruit come out on frame 12, have an FAF of 45, 5 of them bounce off of shields which allow opponents to easily catch them, and they lose to most attacks when thrown. You can't dream of zoning an opponent out with data like this. Same with hydrant. Loses to any attack when launched, can be sent back to us by the opponent, and fast characters can straight up quantum tunnel right through it (man that is a dumb mechanic).
All of these flaws lead many pacman mains to lean heavily on gimmicky, complex, and all around situational setups to keep the opponent out. It became the bulk of our gameplan. It sort of covers up the flaws of his individual "camp tools".
But we've neglected our normals, our z drop game, our offensive game...we've put too much into one inefficient gameplan.
The way I see our fruit and hydrant tools is the same way I view spin dash. Spin dash is also misinterpreted as sonic's only gimmick. The famous "Spin2Win" strategy of FG newbies.
In reality, spin dash is a weak move when used this way. It loses to most attacks, can be punished by OoS aerials, disjoints give it hell...sound familiar? For sonic, spin dash is only meant to compliment his game play. It forces you to keep guessing sonic's next move and punishes you heavily for overextending and guessing wrong. Pac-Man's tools are the same way, but complement a different style of play.
It isn't zoning, it isn't rush down, it isn't bait and punish or hit and run... I don't know what it is called but he continuously forces you into trap situations with his tools that allow him to transition into a heavily damaging offensive game. An example of this can be how the trampoline is downright broken when used to limit options on the ledge, but rather weak when used against a rush down characer to slow down an approach in nuetral. We should have a free combo on the opponent when ever the trampoline launches them into the air instead of simply waiting on the other side and b-airing them back to the other side.
His normals are further proof of this. He was given average moves all around because his traps + better normals would have been too oppressive. His grab is trash because his z drop fruit pressure already handles it. Oh...and for some reason, fruit are indestructible when z dropped.
A better analogy for those of you that have played yugioh is that Pac-Man is like an Aggro/stun deck (my favorite type!)
Using stun as a means to limit all of your opponent's options so you can relentlessly beat them down. People are currently focusing too heavily on the stun aspect.
Also, MU experience is a must when fighting BowJow. I faced a good BowJow online and had no idea what to do.And ito beat vicegrip before 2-0, seems to be a trend. Ito is out doing tyrant over and over.
The water from Pac-Man's hydrant is unblockable too. IIRC he's the only fighter with windboxes that push you even if you shield. I could be wrong though. I haven't looked into windboxes of other characters that much.All this would hardly change anything. Most of those moves are still nearly impossible to land and unlike Soulcalibur and Tekken, evasion is very easy on top of all the means to attack safely from a distance. Also if Yoshi/Bowser Bombs are unblockable then Volcano Kick is too, because that also breaks shields in one hit (although Yoshi Bomb doesn't one shot unless the grounded version hits completely). Now, if Disable was unblockable, on the other hand...
Here's a list of true unblockables:
Little Mac's KO Uppercut and Guard Breaker (Side B 3)
Palutena's Reflect Barrier
Pac-Man's Pac-Jump (technically isn't but the jump forces them out of shield)
Shulk's Vision
Meta Knight's 2nd Down B custom
Ryu's Level 3 Focus Attack
Nitpicking a bit, but if a move is truly unblockable, you can't shield it. Instead it just...ignores the shield entirely. Not even a shield break. This also means you can't counterattack them, since they run off of the same flag. If you want to allow perfect shields, then you just add a lot of shield damage. (5-Volt does this -- she shatters shields instantly, even Hyper Shield Shulk, but you can powershield her and remain safe, or use a counterattack.)I know it wouldn't change much, but it would give sort of a safety net? - can't think of the word or phrase -, so that if you use the move and it lands, it's guaranteed unless you perfect shield it. Even with more flexible movement options in Smash, unblockables and slower moves in Soul Calibur and Tekken probably aren't used outside of reads and basically bluffs since you can cancel some of them or chance that your opponent mistimes and runs into a powerful attack.
I can understand not Top 5, but I feel this is going too far, even with his (actually not so much) lackluster rep.but it is also said that he isn't even in the top 10.
How is he compared to Aba and Zage?Can we talk about how Koolaid stomped false's sheik in a 2-0 with none other than the Pac-Man?
It really only gets you so far though. Yeah it's a good tool but one of those things you need to just add to the repertoire and not spam as your god given only approach option.Yeah, I've seen The Wall utilize it heavily in his gameplay (SHAD Nair is also pretty good). Plus it wouldn't surprise me if a Pika main secondaried Yoshi (ESAM and a few Pika mains on the boards have already done this).
is broken.I noticed Emblemlord (mainly online smasher, big on anthers) took out Seagull Joe. That shocked me.
Also, this tournament is really showing more power to ZSS with Nairo, Marss, and ADHD