muscrester
Smash Rookie
- Joined
- Oct 27, 2019
- Messages
- 13
So, I finally got a switch recently and got SSBU immediately. I haven’t played a smash game since Brawl where I was a, yes, unfortunate, Jigglypuff main. Anyway, I picked the Puff up again, but my God the game has changed a lot. And I have a lot of grievances, given I’m stuck at a GSP of 5,400,000, which I think is nearing Elite Smash?
Anyway, have just made an account, hoping I can discuss the changes here and ways to adapt to them.
First, everyone can recover well now?!? Given the way I used to net KOs was by carrying people off stage and then giving them a kick, this is a problem. Before, the majority of characters would not make it back. Now, unless I can actually push someone to the blast line, the majority can make it back. I mean, some of the Up B’s are ridiculous. Everyone’s got a height boost: Fox’s travels basically from the bottom blast line right the way up to the stage edge on FD. What. Additionally, big fat characters that before had recoveries as their weakness, to compensate for big powerful hard-hitting moves, now don’t enter helpless states or have insane recoveries like King K. Rool. His travels so far, but also has hitboxes. In Brawl, recoveries that immense, like Pit’s, Rob’s, Sonic’s or Lucario’s, didn’t do damage with their bodies, making them interruptable. Now, his, and Piranha’s Plants are hard to interrupt. Additionally, given people’s recoveries in general are better, and side B’s don’t often put people in helpless, a lot more people can successfully get back to stage (or the edge, WHY IS EDGEHOGGING GONE!!!) with their Up B. Which means there’s a whole bunch of new Up B’s I need to figure out when it’s safe to interrupt.
I’m hoping this can be a thread in itself, if not already existing – HOW TO INTERCEPT EACH CHARACTER’S UP B (OR RECOVERY STYLES).
Second, why does air dodging put you in helpless again now?!? As Puff lives in the air, this is also a setback for me, given I can only air dodge once before needing to return to ground. Also, why on earth did they think each character needed to fall the same amount before being able to move after air dodging? This means Puff takes a stupid amount of time before being able to move again, crippling it more than any other character. Floatiness is already a negative in general, to stack this on it too is just cruel. It should be based on equal time, not distance.
Third, the rage mechanic. I understand this isn’t as impactful as in SSB4, but again Puff as one of the lightest characters benefits the least from this. Given it is KO’d at much lower percentages, there is much less time overall that it can actually use rage-boosted moves. It should be scaled to weight, to stop it yet again doubling down on the already negative trait of lightness.
Fourth, burying throws?!? Well, burying in general. It is an amazing effect, it basically gives you a guaranteed KO following it once someone is around 80%, by easily landing a smash move. In Brawl, outside of final smashes, it was just DK’s headbutt that did this. Making it unique, and also the move had a bit of wind-up, giving chances to escape. Now, many more moves have this effect, which come out quicker, but worst of all are the Down Throws. This just isn’t fair. Grabs are too easy to achieve to have this as an effect. The fact they can be done out of shield in a couple of frames, means that characters with them, in my opinion can really abuse this. Shield whenever someone comes in close, grab, bury, smash. Allowing a KO combo from relatively low percentages. Unless there is a better way of getting out of them that I don’t know??
Fifth, special gauges. Less of an annoyance, more of an ignorance on my part so far. But so many new characters, each with new gimmicks: limit meters, GO, redemption, KO punch etc… I guess my big annoyance is things like Hero’s critical hit chance. Pokemon have critical hits too, can they be given this option. Well, actually I’d rather Hero’s got taken. Less of these random match swinging factors, the better!
Sixth, and most annoying for me, but I only just remembered, but the number of moves that now have KO ability?!? It seems to easy now, some moves that were already very useful, for recovery, or additional effects have now got KO potential as well. Farore’s Wind, Screw Attack?!?, PK Freeze, PK Thunder?!?! Link’s spin attack, counters in general… Worst of all, Sonic’s ****ing homing attack?!?!?!!?!? How is this allowed to KO? A homing attack, that can KO. No. Not OK. And not surprisingly, I find it super abused online. But, struggling to find a way around it.
I’m hoping to also start some thread’s entitled “How to get around [X]”. For people to discuss strategies they have to get around people who abuse certain moves / combos. Because I can’t see many specific ones at the moment.
Seventh, a small one, but Sing. This has improved. But now that Hero’s Snooze can affect airborne foes in the way it does. Why can’t Sing? Let’s face it, Puffs still need all the Buffs they can get. But I do appreciate the Buff to Rollout too (a move I think is often overlooked. I think it is the way I net most KOs atm, thanks to mind games, and I guess people not knowing how to handles it).
Anyway, rant over. And I guess the take aways are:
I want to make a thread dedicated to listing strategies to interrupt each character’s Up B / recovery. Identifying when and where they are vulnerable during it.
I want threads set up around countering specific abused moves or combos online.
Unless either of these exist, but I could not find any. These forums seem good for learning how to use a character well, but not how to beat that character well – perhaps we can have beating this character guides, as well as character guides, in the characters subforum?
Anyway, have just made an account, hoping I can discuss the changes here and ways to adapt to them.
First, everyone can recover well now?!? Given the way I used to net KOs was by carrying people off stage and then giving them a kick, this is a problem. Before, the majority of characters would not make it back. Now, unless I can actually push someone to the blast line, the majority can make it back. I mean, some of the Up B’s are ridiculous. Everyone’s got a height boost: Fox’s travels basically from the bottom blast line right the way up to the stage edge on FD. What. Additionally, big fat characters that before had recoveries as their weakness, to compensate for big powerful hard-hitting moves, now don’t enter helpless states or have insane recoveries like King K. Rool. His travels so far, but also has hitboxes. In Brawl, recoveries that immense, like Pit’s, Rob’s, Sonic’s or Lucario’s, didn’t do damage with their bodies, making them interruptable. Now, his, and Piranha’s Plants are hard to interrupt. Additionally, given people’s recoveries in general are better, and side B’s don’t often put people in helpless, a lot more people can successfully get back to stage (or the edge, WHY IS EDGEHOGGING GONE!!!) with their Up B. Which means there’s a whole bunch of new Up B’s I need to figure out when it’s safe to interrupt.
I’m hoping this can be a thread in itself, if not already existing – HOW TO INTERCEPT EACH CHARACTER’S UP B (OR RECOVERY STYLES).
Second, why does air dodging put you in helpless again now?!? As Puff lives in the air, this is also a setback for me, given I can only air dodge once before needing to return to ground. Also, why on earth did they think each character needed to fall the same amount before being able to move after air dodging? This means Puff takes a stupid amount of time before being able to move again, crippling it more than any other character. Floatiness is already a negative in general, to stack this on it too is just cruel. It should be based on equal time, not distance.
Third, the rage mechanic. I understand this isn’t as impactful as in SSB4, but again Puff as one of the lightest characters benefits the least from this. Given it is KO’d at much lower percentages, there is much less time overall that it can actually use rage-boosted moves. It should be scaled to weight, to stop it yet again doubling down on the already negative trait of lightness.
Fourth, burying throws?!? Well, burying in general. It is an amazing effect, it basically gives you a guaranteed KO following it once someone is around 80%, by easily landing a smash move. In Brawl, outside of final smashes, it was just DK’s headbutt that did this. Making it unique, and also the move had a bit of wind-up, giving chances to escape. Now, many more moves have this effect, which come out quicker, but worst of all are the Down Throws. This just isn’t fair. Grabs are too easy to achieve to have this as an effect. The fact they can be done out of shield in a couple of frames, means that characters with them, in my opinion can really abuse this. Shield whenever someone comes in close, grab, bury, smash. Allowing a KO combo from relatively low percentages. Unless there is a better way of getting out of them that I don’t know??
Fifth, special gauges. Less of an annoyance, more of an ignorance on my part so far. But so many new characters, each with new gimmicks: limit meters, GO, redemption, KO punch etc… I guess my big annoyance is things like Hero’s critical hit chance. Pokemon have critical hits too, can they be given this option. Well, actually I’d rather Hero’s got taken. Less of these random match swinging factors, the better!
Sixth, and most annoying for me, but I only just remembered, but the number of moves that now have KO ability?!? It seems to easy now, some moves that were already very useful, for recovery, or additional effects have now got KO potential as well. Farore’s Wind, Screw Attack?!?, PK Freeze, PK Thunder?!?! Link’s spin attack, counters in general… Worst of all, Sonic’s ****ing homing attack?!?!?!!?!? How is this allowed to KO? A homing attack, that can KO. No. Not OK. And not surprisingly, I find it super abused online. But, struggling to find a way around it.
I’m hoping to also start some thread’s entitled “How to get around [X]”. For people to discuss strategies they have to get around people who abuse certain moves / combos. Because I can’t see many specific ones at the moment.
Seventh, a small one, but Sing. This has improved. But now that Hero’s Snooze can affect airborne foes in the way it does. Why can’t Sing? Let’s face it, Puffs still need all the Buffs they can get. But I do appreciate the Buff to Rollout too (a move I think is often overlooked. I think it is the way I net most KOs atm, thanks to mind games, and I guess people not knowing how to handles it).
Anyway, rant over. And I guess the take aways are:
I want to make a thread dedicated to listing strategies to interrupt each character’s Up B / recovery. Identifying when and where they are vulnerable during it.
I want threads set up around countering specific abused moves or combos online.
Unless either of these exist, but I could not find any. These forums seem good for learning how to use a character well, but not how to beat that character well – perhaps we can have beating this character guides, as well as character guides, in the characters subforum?