Scootaloo Elzacryst
Smash Rookie
- Joined
- Nov 9, 2014
- Messages
- 7
Warning Received
In my opinion, Melee had a good amount of hitstun, even for the first attack. This allowed you to follow up easily without having to read your opponent or be super tech skilled. It might have been a little too much, but in my opinion it was perfect. There wasn't too much and there wasn't too little. However, in SSB4, it seems like whenever I try to combo into something, I have to read air dodges (even at later percentages), and if the opponent uses a NAIR or DAIR, I get punished for trying to combo, even if I landed the first hit that commenced the combo potential in the first place.
This really bothers me because If Brawl's hitstun was 0 on a scale of 1-10 (because remember, Brawl had no hitstun, as you could cancel it with any move), and if Melee's was around a 6-7, I would say Smash 4's is around a 3. It seems like Brawl's hitstun during the beginning, as there is basically no hitstun with certain moves. It really infuriates me when I'm trying to do a combo around 60-70% with Sheik and they air dodge my Fair even when I was as fast as I could, or when I try to use Mario to upthrow/downthrow/uptilt to up-air at around 25%.
I've never played the N64 version, so I can't say for sure. But, I feel like the hitstun for this one is just shy from being good. If it was toned up a little higher, like just for two more extra seconds on each hit, then I think it would be alright. But, this really affects me on For Glory mode around later percentages too, where I would EXPECT the hitstun to be a lot more, but it still is very minuscule. I always have a scenario where I down throw to Uair, but the hitstun is so low that I have to first:
1) D-throw
2) Full jump towards me opponent
3) Stop for a while, reading the Air Dodge (If they don't Air Dodge or do something else, such as move in the other direction instead of air dodging, then this fails.)
4) Jump again while using Uair to kill
And that's usually around 100%+ since I like to grab/dash attack to mix things up and to do mind games, since Diddy Kong's aerials are rather laggy, and I can pressure with Bananas.
While it is better than Brawl's, it still seems like it due to the hitstun being very little.
But that's just my opinion.
This really bothers me because If Brawl's hitstun was 0 on a scale of 1-10 (because remember, Brawl had no hitstun, as you could cancel it with any move), and if Melee's was around a 6-7, I would say Smash 4's is around a 3. It seems like Brawl's hitstun during the beginning, as there is basically no hitstun with certain moves. It really infuriates me when I'm trying to do a combo around 60-70% with Sheik and they air dodge my Fair even when I was as fast as I could, or when I try to use Mario to upthrow/downthrow/uptilt to up-air at around 25%.
I've never played the N64 version, so I can't say for sure. But, I feel like the hitstun for this one is just shy from being good. If it was toned up a little higher, like just for two more extra seconds on each hit, then I think it would be alright. But, this really affects me on For Glory mode around later percentages too, where I would EXPECT the hitstun to be a lot more, but it still is very minuscule. I always have a scenario where I down throw to Uair, but the hitstun is so low that I have to first:
1) D-throw
2) Full jump towards me opponent
3) Stop for a while, reading the Air Dodge (If they don't Air Dodge or do something else, such as move in the other direction instead of air dodging, then this fails.)
4) Jump again while using Uair to kill
And that's usually around 100%+ since I like to grab/dash attack to mix things up and to do mind games, since Diddy Kong's aerials are rather laggy, and I can pressure with Bananas.
While it is better than Brawl's, it still seems like it due to the hitstun being very little.
But that's just my opinion.
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