Tri Knight
Smash Ace
- Joined
- Aug 10, 2015
- Messages
- 783
How does Hero make Link obsolete...
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Game & Watch players rarely, if ever, go for Judge. The move can be difficult to land and some results are quite punishable. It's high-risk, high-reward. Though with Peach, if we could remove the randomness of her turnips, we would.robin yes. shulk no. i can also make an argument for link.
also RIP robin. there's no reason to play her now.
we've had this since melee. peach, game and watch have been doing this for 20 years. why is this an issue now?
The argument sounds similar to how people claimed back in Sm4sh that Cloud made Ike obsolete.There isn't a single character that renders another, non-echo/clone character obsolote
Cmon now
I hope he has some noticeable weaknesses, otherwise the character would break the game (which is true of every character).According to Dabuz, Hero's framedata is really bad, especially his aerials.
So we'll see how this balances things out but that means he can't really approach (yeah, he's a zoner but apparently you can jump over the electric and fire attack. Recovery doesn't look that great as well.
So, I'm looking forward to him.
Why play Sheik when you can play Greninja or Joker?There isn't a single character that renders another, non-echo/clone character obsolote
Cmon now
What would make these statements funny is if Robin gets noticeable buffs in 4.0.I'm sorry, but I have to ask; How exactly does the hero make Robin utterly obsolete like so many of you are surmising? So far not a single soul has given any good reasons for why that is
That's more on Sheik being mediocre(?) than those 2 straight up rendering her invalid as a character. There are dozens of characters in this game that outclass others (ex: 0 reason to play Corrin over Ike) but not to a degree where you are objectively hindering yourself by playing them.Why play Sheik when you can play Greninja or Joker?
Serious question. What is her niche that one of those two can't touch while still being significant? (Example: I wouldn't call her having a teleport recovery significant.)
Here is a list of common points between Greninja and Sheik playstyles:Why play Sheik when you can play Greninja or Joker?
I had a feeling this was gonna be how they offset his plethora of abilities. Not being able to approach will hurt him. Hope it's not the case.Hero's framedata is really bad, especially his aerials.
Them. I mean, they had it bad enough, now the Heroes show up and take their gimmick. Course, doesn't help I'm not a fan of them (or the artstyle with only one of them that I actually like their look). Oh, and the excessive use of gimmicks since 4. Or really powerful ones, especially for third party DLC (4 Limit, Arsene).robin yes. shulk no. i can also make an argument for link.
also RIP robin. there's no reason to play her now.
we've had this since melee. peach, game and watch have been doing this for 20 years. why is this an issue now?
To be fair, Cloud kind of did that to most fighters.The argument sounds similar to how people claimed back in Sm4sh that Cloud made Ike obsolete.
It could be but as you said he goes up pretty fast. It's also chargeable and slows him down in the air which could potentially mix up his recovery. It's a very vertical recovery but it looks like his free movement with it is pretty good so he can at least get a bit of distance horizontally. Definitely not as bad as I though it'd be.One thing I'm not seeing people talking about is Hero's recovery. It seems kind of exploitable.
The MP cost for Woosh and Swoosh (5 and 9) don't seem absolutely terrible considering the rate at which they recover at, but there's nothing to indicate that Hero has a hitbox or armor or something to protect him on the way up. It seems to move pretty quickly though.
But by your definition of "good RNG" and "bad RNG" for competition, Hero still has bad RNG. His smash attacks can do critical hits, which can do ~40%. Imagine if you die early because Hero got lucky with the smash attack. You'd be perturbed to put it mildly.About RNG :
I can't remember when I read something about it (maybe something by a MtG designer? idk), but randomness isn't necessary bad for a game, even a competitive one. There are arguably "good" and "bad" RNG however (in the context of a competitive game, I'm not saying that D&D would be more fun without dice rolls lol).
"Good" RNG tests your decision making by throwing you in unpredictable situations, and seeing what you can do with them. Hero's down b would arguably be simpler to use if you could pick the spell you want everytime, as the question becomes "What is the best spell in this situation?". Over the time, Hero players would learn which spells are the best for each matchup in each situation, and follow a flowchart. In its current iteration though, the question is "What is the best spell available to me for this situation?", which is way more complicated. "Is it worth picking one, or should I wait for a better roll?" is an other interesting question raised (probabilities yay, this question happens a lot in poker/autochess/roguelikes). It also makes sure that the worse spells get to see some play sometimes: you can't balance them all and some of them will be outclassed by the other... unless the best option isn't available right now. Also you are likely to use down b a bunch of time each game, which helps in regard to randomness.
I'm definitely not saying that a "pick your spell at will", or even a rotating deterministic spell system would be inherently less skilled, but RNG has its merits sometimes. Even peach turnip raises interesting situations, as it leads to new game states (neutral is different when peach has a stitch face in hand. or if mr saturn is on the stage).
"Bad RNG" tests your.. not much, and randomly rewards you according to a dice roll. G&W Judge is the worst offender here, because games can literally be decided by luck (I just watched Maister vs leo, at least one of the game was decided by Judge RNG). But at least you can argue that choosing between Judge and a nair is a decision in itself? Situations like "I need Zoom or I die here" also go in this category but well, you are bound to have cases like this (it's pretty much Pavel babbling book lol).
And then you have Hero crits, which have absolutely nothing to do in a competitive game. But yay, flavor!
Here is a list of common points between Greninja and Sheik playstyles:
- They move fast.
- They have to kill the opponent 3 times to win.
That's all I can think of. It's like you said "why play Lucas when you can play Ness?".
ness is just better by a lot. better pk thunder, better pk fire, better grab, better ledge trap (yo-yo). better spike. better combo game. better bair. better fair. better nair.About RNG :
Here is a list of common points between Greninja and Sheik playstyles:
- They move fast.
- They have to kill the opponent 3 times to win.
That's all I can think of. It's like you said, "why play Lucas when you can play Ness?".
While insinuating that Sheik and Greninja play similarly is definitely false, I still find it heavily cathartic when people say this after years of people calling Greninja a worse Sheik.Why play Sheik when you can play Greninja
Because, those are rare enough occurances and will sometimes hinder the player rather than help them (overshooting stage with misfire, getting a 1 using judge, accidentally exploding a bob-bomb) but most of Hero's abilities are a chance of occasional really good luck without enough unlucky moves to balance this out IMO.we've had this since melee. peach, game and watch have been doing this for 20 years. why is this an issue now?
Hero apparently passively regains 1MP per second, and they can regain quicker by doing damage with normals and smashes. In other words they can get MP back pretty easily it seemsI feel like Hero's MP will hinder him more than people are giving it credit for. It was said for Frizzle that if you don't have the MP for a spell, you simply won't be able to use it.
This is different from Robin, who can use any spell as long as he's not empty. And his recovery is tied to his MP, alongside most things he does.
Plant is from a different cloth. It's both first party and more of a late add on (it's the only one with a guidance).Because, those are rare enough occurances and will sometimes hinder the player rather than help them (overshooting stage with misfire, getting a 1 using judge, accidentally exploding a bob-bomb) but most of Hero's abilities are a chance of occasional really good luck without enough unlucky moves to balance this out IMO.
If Hero is a fast character and if his abilities going to work like we imagine, I think we will have another DLC Top Tier. They just need to buff Piranha Plant's aerials and up-tilt and we could have a DLC High Tier as well.
It's a matter of degree. Those characters have 1 move that involves RNG, whereas Hero has at least 3 (crits on smashes, moves chosen by down B, the effect of Thwack). At a certain point random chance starts to play too much of a role.we've had this since melee. peach, game and watch have been doing this for 20 years. why is this an issue now?
I won't be playing him, or the rest of the patch, until tomorrow, so I will experience him then. From what it seems, Hero looks like a fun character to play as, but no where near as ridiculous as some people painted him earlier today.https://smashboards.com/threads/patch-4-0-0-discussion-thread.487079
someone remind me in an hour if I forget.
Rejoice, we're back!
Hero is amazingly fun. PvE and PvP intertwined has never felt so... engaging.
A lot of the RNG power will probably come down to 3 out of the 4 options in the menu (so in other words, one extra press at most to quick pick things). Training your peripheral vision and quicksnap responses to what you're most after (snooze) or wanting to avoid (kamikaze) one spell at a time will take people along time I'd say (and I'm not sure how much the human brain could have capacity for such a "thoughtless" response to a long list of things), but there's somethig quite glorious (and probably cheesy) at landing nair/uair/a throw into quicksnap snooze.
Definitely a whole range of different skills and facets to a character not really seen in Smash (or much of any game I think I've played) before.
RNG really is cool. Seriously, gets too much of a bad rep ;_;
Good luck (in more ways than one) to anyone really trying to push or main them.
He can literally kill people at like 24-40% with AoE spells (so not close range like Mr Game & Watch), he's the most RNG based Smash character ever and if he doesn't end up banned he's likely to become the most hated character in the game.From what it seems, Hero looks like a fun character to play as, but no where near as ridiculous as some people painted him earlier today.
Crit Smashes..early Whack/Thwack kills and getting Hocus Pocus effects like becoming giant or invincible will make people salty, that is certianHe can literally kill people at like 24-40% with AoE spells (so not close range like Mr Game & Watch), he's the most RNG based Smash character ever and if he doesn't end up banned he's likely to become the most hated character in the game.
He's very fun. He hits extremely hard and is capable of hitting even harder. Hocus Pocus spell made Hero a giant the first time I used it.https://smashboards.com/threads/patch-4-0-0-discussion-thread.487079
someone remind me in an hour if I forget.
Rejoice, we're back!
Hero is amazingly fun. PvE and PvP intertwined has never felt so... engaging.
A lot of the RNG power will probably come down to 3 out of the 4 options in the menu (so in other words, one extra press at most to quick pick things). Training your peripheral vision and quicksnap responses to what you're most after (snooze) or wanting to avoid (kamikaze) one spell at a time will take people a long time I'd say (and I'm not sure how much the human brain could have capacity for such a "thoughtless" response to a long list of things), but there's somethig quite glorious (and probably cheesy) at landing nair/uair/a throw into quicksnap snooze.
Definitely a whole range of different skills and facets to a character not really seen in Smash (or much of any game I think I've played) before.
RNG really is cool. Seriously, gets too much of a bad rep ;_;
Good luck (in more ways than one) to anyone really trying to push or main them.
Both Armada and Leffen seem to think he's the worst designed character in the game (dethroning Little Mac), and I am inclined to agree. A character based around RNG is not really a good fit for a competitive fighting game, although it is a good fit for a casual party game. Shame there's no way to get two versions of Hero, one suited for competitive play and the one we got.-Hero is fantastic. Not necessarily in terms of viability, but overall design. There's a nice ebb and flow to the character where you play the usual tug of war with your opponent until you have that golden opportunity to press your advantage and go for the potentially game-changing down special.