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Do you think that the hitstun for SSB4 is too low?

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Scootaloo Elzacryst

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Nov 9, 2014
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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. :)
 
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Blazing Ambition

Smash Journeyman
Joined
Aug 27, 2014
Messages
349
Would you rather you DON'T have to play around your opponent's escape options?
I mean, Down-throw to Up-air is pretty free as it is...
 

Team Plasma N

Smash Apprentice
Joined
Mar 28, 2014
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190
Location
Unova Region
3DS FC
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While I do feel it's easier to combo in Melee, I don't particularly mind the hitstun in Smash 4 if I'm going to be honest. In Melee I felt that there were times where I was just absolutely helpless when a higher tier character was played at an insane level, I literally wasn't able to retaliate in response to some combos. That feels like a problem to me, I'd want to be able to retaliate at some point. Don't get me wrong, I love Melee, I just felt that sometimes it can get a bit ridiculous. Though then again, I probably just suck at it :p.

In Smash 4, some combos still exists, but I feel the problem with Smash 4's combo game is that it's very limiting. I've been watching a lot of Melee singles and Smash 4 singles lately, and they most definitely are different in terms of their combo game. In Melee I see the combos are slightly more diverse, whereas in Smash 4 I already know what combos to expect from the player due to the options being a bit limiting. I feel each game have their pros and cons regarding how hitstun and combos work, but we gotta keep in mind these are to be treated as different games.
 

shapular

Smash Ace
Joined
Dec 17, 2004
Messages
772
Location
Chattanooga, TN
Maybe a little bit more to make those followups that are just out of reach possible, but nowhere near Melee levels. I don't think having to earn followups is a bad thing. Melee players like things taking more skill to do, right? I guess it doesn't apply to combos though. The problem with Melee's hitstun is that a lot of times you can do overpowered things for free. For example, Fox's jab effectively kills at like 70 in that game because you can combo it into an upsmash.
 

ChronoPenguin

Smash Champion
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May 26, 2007
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2,971
Location
Brampton Ontario, Canada
3DS FC
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Lol is the hitstun multiplier even different? Brawl had the same as melees if I recall but you could cancel it which made all the difference. Plus no L-cancel.
 
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Code Bread

Smash Ace
Joined
Aug 18, 2014
Messages
577
3DS FC
1736-1424-9042
The hitstun is just a tad too low in my opinion. Just a tad. But true combos do exist; many do, so it's something I'm okay with. If we had more advanced techs like wavedashing and l-canceling, I think the neutral game would be a lot more interesting, and sm4sh is all about the neutral game.
 

Thinkaman

Moderator
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Aug 26, 2007
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6,535
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Madison, WI
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Thinkaman
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TIL Brawl has literally no hitstun. Huh. Hoodwinked for 6 years.
 
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