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It's called an imagination, it solves all sorts of problems and turns them into strengths.Let's have a character that can't use one of the most basic mechanics in Smash Bros.! That will surely be a good and balanced design, right?
Characters only need to jump to move vertically, and there is nothing that keeps Captain Toad from moving vertically with another mechanism that isnt a first and second jump. A strong upB and he will make up for recovery.I meant what @ Wintropy meant, you see. Just because I said in a overly sarcastic manner, it doesn't invalidate my point.
Your comment on Zelda's moves has nothing to do with the point I was trying to make. Zelda has what are called creative liberties, which are a necessity when taking characters to a differently designed game.
Toad not being able to jump is basically having a character who can't use one of the game's universal mechanics (i.e. any character can jump). That is bad design by itself.
One thing is to have characters and mechanics based on their source material. No problem here as long as they work well within Smash Bros.'s environment. Another is to remove an essential mechanic from a character.
And using aerials.It's called an imagination, it solves all sorts of problems and turns them into strengths.
Characters only need to jump to move vertically, and there is nothing that keeps Captain Toad from moving vertically with another mechanism that isnt a first and second jump. A strong upB and he will make up for recovery.
You do realise that not being able to jump will make him unable to use aerial attacks? Grab ->Throw -> Aerial are the butter-&-butter combos across the entire cast (that's what Hoo Hah essentially is.) Take out his jumps if and only if you make him a joke character.It's called an imagination, it solves all sorts of problems and turns them into strengths.
Characters only need to jump to move vertically, and there is nothing that keeps Captain Toad from moving vertically with another mechanism that isnt a first and second jump. A strong upB and he will make up for recovery.
I can see your ignorance in quality game design written all over that post.It's called an imagination, it solves all sorts of problems and turns them into strengths.
Not a necessity for a character. If he has other options for attacks, then he has other attacks. Aerials are just one type of attack.And using aerials.
To build on that, there are other types of combos. Just means he has to be spot checked for them; honestly I find that a fallaciously docile argument.You do realise that not being able to jump will make him unable to use aerial attacks? Grab ->Throw -> Aerial are the butter-&-butter combos across the entire cast (that's what Hoo Hah essentially is.) Take out his jumps if and only if you make him a joke character.
In the place of the pillar, put a more stable foundation and supportive side walls. Then the pillar is shown to have been helpful in other situations, but not necessary to every solid structure.I can see your ignorance in quality game design written all over that post.
Jumping in Smash is an essential mechanic. It's part of the basis of the game.
Every single character has the following bases for granted:
- 4 ground moves
- 1 running attack
- 5 aerial moves
- 3 Smash attacks
- 4 special moves
- Final Smash
- 3 taunts
- shield
- grab
- pummel
- 4 directional throws
- rolls, spot dodge and air dodge
- jump and at least one mid-air jump
- footstool jump
- running grab
- recovery attacks and rolls
Those are what make up the core mechanics and characters are all designed with those in mind, no exceptions. Take one of them and you effectively break the game. It's like taking a pillar out of a building: everything falls apart.
I know that twelve pages later (maybe less.. I don't know how much of Jumpman I missed) but what I keep seeing missing from all of this Jumpman talk is the actual experience of playing as Jumpman.Okay, so, from what I gather, Jumpman would fight with hammers, oil drums, barrels, fireballs, ladders and scaffolding.
Yep, totally things that no other character could do.
I actually like the idea of Jumpman in Smash.
Just not as a separate character - but if he was a costume, then yeah, I'd sure as hell play as Tex Avery's Snidely Mariolash.
Instead of talking in hypotheticals, if you can provide a good example/moveset of how a character would work without jumping, we'll be more inclined to listen.Not a necessity for a character. If he has other options for attacks, then he has other attacks. Aerials are just one type of attack.
To build on that, there are other types of combos. Just means he has to be spot checked for them; honestly I find that a fallaciously docile argument.
In the place of the pillar, put a more stable foundation and supportive side walls. Then the pillar is shown to have been helpful in other situations, but not necessary to every solid structure.
The entire lack of ingenuity is absolutely baffling and saddening to me. Everything you all have brought up would be arguments you could make about other characters. "A dual character could never work, you would have twice the attacks each hit as anyone else; it would break the foundation of the game!" "A character cannot transform, then they will have access to twice as many moves, and it would make every other character with less moves underpowered; it would break the foundation of the game." Or, "A character cannot have five jumps..."
You can call me ignorant all you want, I call you incapable of conception, and proven wrong by precedent. I accept that you will now attempt to find some statements as to why past precedents are different, despite not actually being so.
DK sucks in this game. I have no idea why he was nerfed so much from Brawl, where he was average at best.After playing a lot of Smash yesterday night since a long time (I guess 3 weeks or so) I am now heavily considering dropping ...
Am seriously much better with both and . And I especially surprised myself with my skill in , as I was able to beat my friend's with him (who destroyed all my other attempts of beating her with: ). It was funny seeing him with a character that could ****stomp my characters as well as I usually do with .
Also, I found out that my also sucks. At least, in comparision to my other characters. And... is actually quite cool to play as.
So, characters I'll put my focus on: (*)
Characters I'll put less focus on:
*: My body wasn't yet ready for a competitively viable Yoshi but now I am.
I don't necessarily agree with DukeNapoleon, but I think it is possible to do. Imagine if ROB didn't have any jumps, just his Up B, maybe make it slightly longer and faster on takeoff to compensate. He could still do aerials, still do combos, still maneuver around decently well, but wouldn't have any actual jumps.Instead of talking in hypotheticals, if you can provide a good example/moveset of how a character would work without jumping, we'll be more inclined to listen.
I already did. A jump is only necessary for recovery, and you can go back to my previous and thesis post on the matter if you want to dispute it. Jumping is not necesary in this game- what IS necessary for gameplay is to be able to move vertically, and there are other ways Captain Toad could do that without jumping, such as his heavily advertised CART, and even something like a grappling hook to tether.Instead of talking in hypotheticals, if you can provide a good example/moveset of how a character would work without jumping, we'll be more inclined to listen.
I feel like I provided just one quick example of how Mario and Jumpman would differ utilizing Jumpmans moveset as well. I can be more explicit in this case, as I can see where it may be necessary.Yeah I get all that, but I still think it's scraping the bottom of the (literal / metaphorical) barrel.
Not gonna tell you who you should or shouldn't support, I just don't think it's good to be repping a game for the sake of repping a game, and there are many, many, many, many other characters I'd much rather have before Handlebar Mariostache.
EDIT: Also what Phanpy said. I know he's talking about Captain Toad, but I think the same principle applies to the Scaffolding Scourer.
First off, no, jumps are used for much more than just recovery. Jumps are also required for dodging projectiles, following up attacks and load of advanced techniques.I already did. A jump is only necessary for recovery, and you can go back to my previous and thesis post on the matter if you want to dispute it.
The only statement you have all said is that 'then he wouldn't have aerials,' to which I also responded. A character need not have aerials, as not all characters* actually have the same number of moves.
*This is even more prominent in a playable perspective scenario, in which characters like Zelda and Sheik pre-Sm4sh had an arsenal of double the moves, which was balanced by making transformation costly.
True. Robo burner is laggy and is unwieldy for general purpose, but it kind of works, I guess.I don't necessarily agree with DukeNapoleon, but I think it is possible to do. Imagine if ROB didn't have any jumps, just his Up B, maybe make it slightly longer and faster on takeoff to compensate. He could still do aerials, still do combos, still maneuver around decently well, but wouldn't have any actual jumps.
Again- give him a means to gain vertical distance (which is what I mean when I say recover), and problem solved. He doesnt need to be able to move 'up' whenever you tilt up on the control stick. In fact, maybe something else happens when you do this, and it gives him further distinction.First off, no, jumps are used for much more than just recovery. Jumps are also required for dodging projectiles, following up attacks and load of advanced techniques.
He could have other distance moves to attack with, in addition to moves that help him navigate the terrain without being able to jump, such as my aforementioned cart and grapple combo. Hell, if his up tilt plucked a turnip from the ground (a quick example), he could then launch that! Of course, I don't think his up tilt should do that, but just one quick suggestion.Let us a take a situation: Capt. Toad used an Up Smash, and the character gets knocked far enough upwards. What is he going to do then? Sit like an idiot waiting for the opponent to come back?
I think the rest of this is moot because you never actually read what I first posted when I responded, that he can move vertically, just not by tapping the control stick. I repeat, JUMPING AND VERTICAL MANEUVERING ARE NOT SYNONYMS.Or take another case: Falco starts lasering him. Without a jump, he can only shield for so long before he gets trapped by the stun and HE CANNOT ESCAPE IT BECAUSE HE CANNOT JUMP.
Or ROB places a gyro on the ground: He cannot get past it without hurting himself. See where this is going?
I repeat, not having jumps is a terrible idea for a Platform Fighter like smash. Unless you give a good work-around, I'm not moving from my position.
True. Robo burner is laggy and is unwieldy for general purpose, but it kind of works, I guess.
You edited that after I posted. >_>I think the rest of this is moot because you never actually read what I first posted when I responded, that he can move vertically, just not by tapping the control stick. I repeat, JUMPING AND VERTICAL MANEUVERING ARE NOT SYNONYMS.
When selecting characters, I keep in mind their stature and how fluidly they would move around the battlefield.Having a character who can't jump via normal jump button breaks the game's premise of having the same controls for all characters. That would be faulty design.
Every character follows the same control scheme, no exceptions:
- Attack button for normal moves, aerial moves and Smash attacks
- Special button for special moves, with each character having their own set of special moves
- Jump button
- Shield button
- Grab button
When you have a character that doesn't adhere to this basic scheme, the game's quality is torn apart.
Seriously, it seems people here don't even play the games themselves.
B-but Capt. Toad looks so much cooler. He's an explorer.I'd rather just have Toad.
I agree, the explorer theme really speaks to my imagination.I actually specifically want Captain Toad.
I like vanilla Toad, of course, but it's the cute little explorer getup and the backpack mechanic that really intrigues me.
They did, he's called Ganondorf.Let's add a character that isn't able to walk, we can just give him a side special that will allow him to move around.
and arguably .Captain Toad would not be the first character in Smash Bros. that does not jump in their own games.
Not being able to jump isn't defining his worlds were like that because its a puzzle game its only there for the gameThe thing with Captain Toad not jumping, is that it is literally the defining factor of his games. The creators have gone on record stating that the worlds of the game were even created as they were, tiny and box like, because of this trait.
I think having a moveset based around this perceived variance is what gives him the best shot at getting in.
In the context of a video game, not really.There is a difference between the character DOESN'T jump and the character CAN'T jump.
Unless captain toad becomes DLC in which case all logic goes out the window.I think Captain Toad getting in over Toad would be like Dr. Mario getting in over Mario.
Yeh he had a recent game, which matters more than it should nowadays, but Toad is an iconic series staple while the Captain counterpart isn't. However it's quite possible Sakurai doesn't see him as a viable fighter, while who knows where he stands on Captain Toad. I don't think it will really matter unless CT gets more games... because in like five years when the next roster is being made his one game is going to be old news.