kupo15
Smash Hero
im using .95 so I don't have to adjust back to a brute
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Why? Falcon died from a missed side-b by an edge in every iteration of Brawl and Brawl+. Sure Ganon could save himself, but it's not that big of a loss. Only thing I can say is it makes for some nice platform escapes now. *shrug* It took me one match to readjust to not side-bing next to edges with Gdorf.Ok, I just tested Ganon and Falcon's side B off the ledge, and they rocket out of the stage at breakneck speed.
We need that fixed ASAP.
lol +10 creative points, but I just think its unnecessary. Also, I don't think random power shields are nearly as much of an issue at 2 frames anymore.A little change in topic, revisiting an old idea that we've sorta fixed now but not really.
Powershielding.
Yeah, we've made it so it happens less often by random chance, but it still happens too frequently and without any good reason to. Ultimately, we need to just completely strip the R and L buttons of the ability to powershield. The problem comes from the "parry" being the same input as the normal "guard." It's just bad game design. But the actual PS itself is not. So it should be remapped to some other button. But where should this function be remapped to? I think the most logical location would be the taunt buttons, aka the + control pad, which is currently not used for anything actually related to fighting.
But wait. Wouldn't that be incredibly risky (and not to mention completely ineffective if the PS didn't also cancel the taunt)? Why yes, it would. If you attempted a PS and the opp didn't attack, you'd be wide open.
Enter: taunt canceling
Let's say that we set it so that the first three frames of a taunt have PS properties, and if you successfully PS something, you will be able to immediately act out of your taunt with anything you want. But what if you don't PS anything in those three frames? Well, for the next four frames of the taunt, you shouldn't be able to do anything, but starting on say, the 8th frame of the taunt, you can interrupt it with anything (except maybe the shield). There would also be a timer placed on PSing (say... 20 frames?) so you would be able to do something like taunt -> taunt, but you wouldn't get the PS frames on the second taunt (unless you started it at least 20 frames since your last taunt). The delay between the PS frames and the normal cancel would be so there's at least some lag to take advantage of. If someone just taunts right in front of you when you're not doing anything, you should still be able to smack them for it.
It'd be pretty line intensive, but I think it'd be pretty sweet. Thoughts?
The problem with that is you're essentially telling people who shield with one button over the other "you're wrong." One thing I really like about smash is that you have a bunch of different ways to use the controller, and you use whatever suits your style the best. There isn't an option for "powershield" in the controller options menu, so we couldn't even let people choose which shoulder button they want to use for their normal shielding. Basically, it would needlessly alienate players. As for making it read "jump" as "PS" when assigned to a shoulder button, that wouldn't work, either, as people actually do map "jump" to their L/R buttons specifically to perform certain techs (ie. pk wavelanding with lucas or whatever that's called). Similarly, specials get assigned to this button for the same purpose, and attacks can get mapped there for the purpose of performing DACUS. No matter what you make it, you're going to alienate players.I still say we should stick to one of the shoulder buttons being for PS and the other for shielding.
A little change in topic, revisiting an old idea that we've sorta fixed now but not really.
Powershielding.
*snip*
I think we should leave it alone. Don't let the apple fall too far from the tree.
Boo, It sucks and everyone knows it. Lets do something about it.I think we should leave it alone. Don't let the apple fall too far from the tree.
Read my edit.The problem with that is you're essentially telling people who shield with one button over the other "you're wrong." One thing I really like about smash is that you have a bunch of different ways to use the controller, and you use whatever suits your style the best. There isn't an option for "powershield" in the controller options menu, so we couldn't even let people choose which shoulder button they want to use for their normal shielding. Basically, it would needlessly alienate players.
As for crouching being the way to PS, I don't like that, seeing how crouching during a dash is already a main way to approach for some characters. It would just add even more luck into the game. At least with the shield buttons, you're expecting to have to defend and to have shieldstun, so you aren't going to be looking to get a dtilt or ftilt or whatever off on your opp at the first possible moment. But on crouch, you would already be expecting to get off an attack afterward, so more often than not you would be able to easily hit your opponent afterward, even if you weren't actually expecting the PS. It would be stupid.
..Not really. We've already decreased the window for powershield, and it was linked to normal shield in Melee. Mapping it differently to something that isnt a shield is not smash-ethical and it makes no sense. Plus I dont think it would sit well with most people.Boo, It sucks and everyone knows it. Lets do something about it.
Read mine.Read my edit.
Read mine.
GHNeko, just because it was linked to shield in melee doesn't mean it's good design. Yes, I did just call melee out on a design flaw. It was a *nearly* perfect game, but it did screw up with the PS, as did brawl.
The problem is that there is no risk in attempting a powershield...Not really. We've already decreased the window for powershield, and it was linked to normal shield in Melee. Mapping it differently to something that isnt a shield is not smash-ethical and it makes no sense. Plus I dont think it would sit well with most people.
The problem is that there is no risk in attempting a powershield.
Parrying what?@Zxeon- So? There's no risk in attempting a Parry either (or a melee powershield for that matter). The only risk is "you are now guarding."
This is just completely contradictory to the whole point of a risk vs reward system. Something that is hard to do creates a higher risk, but if the reward is high enough (as it is with PSing), then it becomes worthwhile to attempt. There should be a greater risk associated with a guard option that gives you a perfect defense, rather than a guard option that gives you decent defense.There should be a risk? Powershielding is a reward for good timing in guarding. And by good timing, I mean near-frame perfect timing. Why should there be a risk for something thats hard to do?
No risk in attempting a parry? I thought in street fighter if you held forward with good timing, you could get a parry, while holding back would give you a regular guard. They're different inputs with different risks/rewards, as opposed to being unified by a single button input ruining the integrity of both of them.Dark Sonic said:@Zxeon- So? There's no risk in attempting a Parry either (or a melee powershield for that matter). The only risk is "you are now guarding."
Exactly. Guarding is a risk in itself because of the fact that your guard, as long as its active, will always lose life. If someone is putting on a pressure game and is eating up your shield, you want a way out. Why should there be a risk for someone who properly times a shield right to minimize the loss of shield life and gains the ability to stop a relentless assault on your shield. You'd be giving more power to offense and taking away from defense, which has already been stripped considerably by B+.The only risk is "you are now guarding."
I still say we should stick to one of the shoulder buttons being for PS and the other for shielding.
And yeah, this idea has been criticized to death, mainly because some people shield with L and others with R. But I have an idea to make this work AND to let people map PS and shield to either L or R at will.
We could get a code that makes it so that if you map shield to a shoulder button, you'll shield, but if you map something no one would in their right mind map to that button, such as jump, it'll instead map PS.
So, with this code, let's say I wanna map normal shield to R and PS to L. AT the Controls screen, I would map Shield to R, and Jump to L. The code would see Jump assigned, and instead of assigning Jump to L, it will instead make it so the game reads it as PS. Similarly, one could make R Jump, and you'll get PS assigned there.
How's that?
We could get a code that makes it so that if you map shield to a shoulder button, you'll shield, but if you map something no one would in their right mind map to that button, such as jump, it'll instead map PS.
I facepalmed...no one would in their right mind map to that button, such as jump,