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!
You're reading a bit too much into what I'm saying. What I'm saying is that if you do a random Falcon Punch in the far corner of a stage, I should be able to kill you, even if you are at only 30%, because you are on the edge of a stage, and I can combo you into a spike. Doing stupid stuff like that deserves some sort of high-level punishment beyond a equal or less than amount of damage done if a Falcon Punch landed system like we had in Brawl. Basically, the punishment (the damage done to the Captain Falcon) should top the crime (doing a stupid Falcon Punch). If you have a lead and you do something stupid like this, a significant portion of your lead should be able to be taken away.I do think that it's too easy to keep a percent lead in Brawl, however I don't think spike combos are a good way to fix that. A whole stock is a little much for one mistake IMO.
Like in Brawl, go behind him and do a charged smash attack or something really powerful that you normally couldn't land. And how are you going to differentiate between comboing into death from a falcon punch or comboing into death from a missed smash? It's not like the combo starter is gonna be slow and powerful like the finisher.You're reading a bit too much into what I'm saying. What I'm saying is that if you do a random Falcon Punch in the far corner of a stage, I should be able to kill you, even if you are at only 30%, because you are on the edge of a stage, and I can combo you into a spike. Doing stupid stuff like that deserves some sort of high-level punishment beyond a equal or less than amount of damage done if a Falcon Punch landed system like we had in Brawl.
I do think that Brawl's vertical KO game was very lacking, but what you're suggesting is just killing you for going off-stage and getting hit once. This would all but ruin the off-stage game, and even getting comboed off-stage would be a death sentence. At this point, why not just make every kill move three times as powerful? It would at least balance the horizontal/stage game with your addition.Also, I was more referring to Brawl's lack of actual spikes. Seriously, those spikes only spike at really high percentages; they should spike like they do in Melee. Melee's spikes and the percentages they worked at were pretty much perfect (most spikes working around the 20's or 30's %).
It's not like smash where you press a direction while being hit. It's just a faint directional influence over your position while being defenseless in the air.Soul Calibur has DI? That's news to me.
You know, maybe that's not such a bad thing.Because then you'd be able to do a lot more combos at high percents, meaning you'd be able to easily chain from ~70% to kill% into a kill move, making the average character relatively Jigglypuff. Just having more/better hitstun would be better because it's designed specifically so that you can't do huge combos at high percents.
tl;dr because it would defeat the entire purpose of knockback.
Think you might have it backwards, more hitstun = more combo opertunity. It's the amount of time you spend in the flinch animation. Ideally I just want to add a touch more maneuverability while flinching.Because then you'd be able to do a lot more combos at high percents, meaning you'd be able to easily chain from ~70% to kill% into a kill move, making the average character relatively Jigglypuff. Just having more/better hitstun would be better because it's designed specifically so that you can't do huge combos at high percents.
Charging a smash attack without giving Captain Falcon enough time to recover from his Falcon Punch won't do as much damage as a Falcon Punch would for 95% of the roster if you charge said smash attack as a reaction to Captain Falcon using said move.Like in Brawl, go behind him and do a charged smash attack or something really powerful that you normally couldn't land. And how are you going to differentiate between comboing into death from a falcon punch or comboing into death from a missed smash? It's not like the combo starter is gonna be slow and powerful like the finisher.
No, it's making people have to think about the risks of going off stage, and putting more control in the hands of the offensive fighter. It also would have done well in Brawl with proper ledge grabbing frames, preventing such things as planking and edge stalling.I do think that Brawl's vertical KO game was very lacking, but what you're suggesting is just killing you for going off-stage and getting hit once.
Only if you do dumb crap like a Falcon Punch on the edge of the stage at 30%. Also, with multiple air dodges, you'd be safer than ever from that. Also, Melee's off the stage (recovery) game was way more interesting and on-the-edge your seat because of that. It made surviving getting knocked off the stage huge, as well as rewarded players for timing out opponents and tracking down their opponents' tendencies.This would all but ruin the off-stage game, and even getting comboed off-stage would be a death sentence.
Only if you're on the edge of the stage, doing a Falcon Punch, and at 30% (or so) or higher. That's not too crazy. You're blowing this out of proportion. I agree that we shouldn't have combos like the various shine combos on in Fox and Falco, but mostly everything else in Melee I felt was fair. Give say a Melee Captain Falcon or Dr. Mario level of offensive diversity, combos, and overall efficiency (at the most) for each character.At this point, why not just make every kill move three times as powerful? It would at least balance the horizontal/stage game with your addition.
Because he thinks Fox News is for smart people. Seriously, if you want to have a debate, debate the person's points, not their legitimacy based on things that are mere speculation.Why is it that every time someone disagrees with Bizzaro's conclusions and makes their case, it is followed by a lame attempt to discredit, sum up, and undermine the other person?
YesPeople are over thinking this. Combos are Fun. Who cares if you need it? The only reason not to have combos in a fighting game is because of balance
I'm from a Smash background, so of course I wanted to be pressing buttons at all time, and not have phases where my opponent is playing guitar hero and I'm hopelessly watching.
But the usual combo breakers in non-smash game don't seem to work quite well for me. It's usually a costly option, or a tech which is often a bad choice. In smash, it's always a good choice to try to break from a combo, but the rate of success is pretty low, I like that about it. You have to make the most out of an advantageous situation or lose the least out of a disadvantageous situation, and not just wait passively for it to end.
Yes
Really any Naruto fighting game (any of them) has a good concept.
Substitution, an effective combo killerWhen you are getting combo'd you can substitute out of it by pushing whatever the button is with fairly lenient timing
For those of you who haven't played any naruto games, there is a gauge that measures your chakra (energy w/e) you get more chakra by hitting your enemy and getting hit.
It takes X amount of chakra to substitute (basically take a hit then teleport behind the enemy) out of a combo and your gauge holds Y amount.
You can do things like turnaround, predicting the substitution and and continue comboing. This is a similar concept to tech-chasing in smash.
Typically it seems to be a lack of understanding of how Smash's combos play out in the first place.Why are people trying so hard to make drastic adjustments to Smash's staple combo system, one of the best things about the entire series, when there are so many other systems to tweak and cover?
Forgive me, but I clicked that Touhou arrangement and completely forgot about this thread myself.That's more of a postulate than an opinion.
I've been staying away from this topic intentionally due to a combination of really not caring about the combo game of Smash and wanting to avoid discussion with Bizarro.
As long as a character is at least +1f for getting a hit and characters are dying before 160% I don't really care if that's due to 5 3-peice combos or individual hits that tack on over time.
By "brawn" do you mean survivability? Because although he can live longer compared to Fox and Falco, I feel like he has the hardest time scoring KOs.I agree!
Fox: Highest Speed
Wolf: Highest brawn
Falco: Higest combos
This is their difference and I think it should be like that for all the characters in the game:
Someones fast, someones strong and SOMEONES with high combos. But not more than Falco.