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A charged Smash attack isn't reward? That's like the highest reward this game has to offer other than Rest or KO punch.Although you can punish rolls with a hard enough read and good timing, there isn't much of a reward for doing so.
You may get one or two hits in but you are better off rolling around like a moron too until they have to approach you.
My hype for this game is slowly dwindling due to the sheer lack of skill it takes to avoid being hit.
Online lagMy internet connection is the problem.
For some characters its not so much of a big deal but like... Little Mac, Palutena, Rosalina... Man it's so boring.As a Melee player, I picked up Smash 4 in hopes of possibly returning to Melee like gameplay. But, playing online, I notice that rolling is a huge problem. It seems too good, to me at least. It is such a good tool for escaping, which is fine in all, but since there is no reliable approach method (I.E. Wavedashing), you have to roll to catch up with the person rolling. Which isn't fun. Jumping at them doesn't work, because they can roll and not get punished. You can't dash at them because you'll get rolled. You can't approach because rolls. So you have to approach with rolls. And then it is just two people rolling and rolling, until someone throws at a move, and gets punished. Repeat. Am I the only one who notices this? Does someone know a reliable counter to rolling, outside a hard read? Am I stupid, and I don't understand Smash?
Not really. The way this game plays online, there's always some sort of input delay. This makes punishing some rolls hell since you have to be so unusually precise to punish them in the first place.Fixed for you because its peer 2 peer connections for online.
I almost never have this issue since the input delay is usually very very minimal. If you're experiencing any bad lag consistently, its your internet connectionNot really. The way this game plays online, there's always some sort of input delay. This makes punishing some rolls hell since you have to be so unusually precise to punish them in the first place.
Well not everyone can have a super-fast expensive internet connection, so it's not entirely someone's fault for that.I almost never have this issue since the input delay is usually very very minimal. If you're experiencing any bad lag consistently, its your internet connection
No, rolling should still be there since it adds variety. It just needs to be nerfed. I suggested earlier that rolling should be kept as good as it is now, if not made better, but rolling too much (like four times in a row) causes you to trip.While it is punishable, it's still a downright nuisance. But then again, I've always been in favour of getting rid of rolling completely and only having spotdodging so, I'm probably just biased.
Can't complain about bad connections if you don't have good internet.Well not everyone can have a super-fast expensive internet connection, so it's not entirely someone's fault for that.
I have a very different opinion, personally. I realize not everybody shares this, but mine is as such: I believe that rolling is something that cannot be balanced. It will either be too strong or too weak, there is no successful middle ground. That is why I don't care for it as a mechanic and why I would prefer to see it gone.No, rolling should still be there since it adds variety. It just needs to be nerfed. I suggested earlier that rolling should be kept as good as it is now, if not made better, but rolling too much (like four times in a row) causes you to trip.
The way I see it, rolling is a "noob option" in Melee, and if I'm correct, this is what people want it to be. It should be used at low-to-mid-level play since players at those levels won't be able to punish well. At high-level play, it should be very easily punishable as constantly rolling around in SSB4 just allows the roller to control the pace of the match instead of the attacker.I have a very different opinion, personally. I realize not everybody shares this, but mine is as such: I believe that rolling is something that cannot be balanced. It will either be too strong or too weak, there is no successful middle ground. That is why I don't care for it as a mechanic and why I would prefer to see it gone.
It's not going anywhere, I'm not delusional. I'm fully aware that it's been in 4 Smash games now (soon to be 5,) and it will probably stay through the life of the series. All I mean to say is if I were the creator, I would have it removed or make a very good effort to balance it properly.
If I can time Pit's arrows to punish a roll from across the stage, I think there's enough time to punish them with normal moves. Like, bust out some SH Nairs or something.
Don't you have any attacks that last longer then a moment? Who do you play as? Because if you have an aerial like Mario's or Pit's, there's really no timing involved.Too difficult; we either need less safe rolls or easier roll-punishing all around. It's not fun when defense-breaking is down to precision timing.
Then defend against the bum-rushing with roll spam. He shouldn't be able to counter if what you say is true.Another thing, rolling apologists are claiming that roll spammers are predictable.
What if we're going up against someone who's alternating between roll spamming and bum rushing? Roll spamming is still rewarded in that case.
You DO understand this game can have up to 4 people playing at once, soon to be 8? You can't have just one air dodge, or one air dodge and a HUGE open window afterwords, especially since there's already an open window if you hit the ground. Just give chase, beat them to the ground, and hit them there.CPUs are especially guilty of abusing it, but yeah air dodges having 22 frames of landing lag is good, but air dodges seem to end before hitting the ground anyway so you can't really punish it that well. Rolling is a non issue, even Sheiks short hops is better than rolling, infinite air dodges are way too safe sometimes.
Not gonna lie, a lot of people I know that don't like this game or how things in it work are mainly Melee players. I always warned them that this game wasn't going backwards, but they didn't listen.I am too used to Melee, that's probably true. And, if I'm reading what you're saying correctly, I don't think I would liken Parrying to Rolling, but I know what you mean. I've played tons of Third Strike, so I understand what you mean, being too predictable means you will eat a combo, so you got to mix it up. Mixing up approaches as some characters is hard, which is why (here's my melee purist side), I wish there was something similar to wavedashing that all characters have and use to approach. (Obviously some characters benefit more from Wavedashing than others, but the general idea of a solid approach for each character is what I want, besides what is standard) It may be discovered eventually, it may not. Maybe I'm stuck in the past on that topic though.
Ending lag would make the most sense as a nerf, people don't spam the roll cause it looks cool, it's because it gives the best results for them. I hate it because it wastes time and forces me to play the waiting game and some roles are so fast they literally have to be rolling into a hit to get hitYou DO understand this game can have up to 4 people playing at once, soon to be 8? You can't have just one air dodge, or one air dodge and a HUGE open window afterwords, especially since there's already an open window if you hit the ground. Just give chase, beat them to the ground, and hit them there.
Not gonna lie, a lot of people I know that don't like this game or how things in it work are mainly Melee players. I always warned them that this game wasn't going backwards, but they didn't listen.
Regardless, rolls aren't broken. Strong? Yes, but not broken, and it compensates for the nerfed air defense (getting attacked from below is much more deadly in this game since they can fast fall and punish your landing with a full-on smash attack or something). We can't have all the defensive options be weak as crap. That isn't smart design. That's just making another UMvC3 all over again. Just play with patience and foresight, and you can punish the rolls better. I personally go for shields more than rolls, myself. I'd rather just block and punish, rather than possibly get d-smashed or read out-right. That doesn't mean I don't roll at all, but mastering both shields and rolls is gonna boost your game way more than just roll spamming.
But some characters have VERY fast dashes. With nerfed rolls, Shiek would be unstoppable once she gets rolling. Wth this, she at least has to time her attacks to keep pressure on.Ending lag would make the most sense as a nerf, people don't spam the roll cause it looks cool, it's because it gives the best results for them. I hate it because it wastes time and forces me to play the waiting game and some roles are so fast they literally have to be rolling into a hit to get hit
You can short hop air dodge -> aerial attack, duh, but you can't easily air dodge while trying to recover from an air chase, while still cutting the animation short with an aerial. So no, you're wrong. Spamming air dodge is still gonna get you punished against a quick/smart opponent. Using one air dodge before canceling it into an aerial, which is canceled by the ground, isn't even "spamming" air dodges in a similar likeness to Brawl.They should make it to where invincibility frames on rolls diminish. If you can install a ledge grab timer and a regrab timer you can figure out how to make rolling punishable after spamming it.
Oh and air dodges are spammable too. You think they can't air dodge into the ground? Lol , you can cancel air dodge animations in this game with aerials. I can Short Hop Airdodge > Any aerial with Marth, so I get rewarded with an option for using an Airdodge lower to the ground. You couldn't even do that in Brawl.
This game is getting more busted by the day.
I play Melee, but all the reasons I dislike this game have nothing to do with Melee (at least the competitive side).Not gonna lie, a lot of people I know that don't like this game or how things in it work are mainly Melee players. I always warned them that this game wasn't going backwards, but they didn't listen.
Of course rolling too much has a penalty, but sakurai made way too hard to expose it. to punish a roll on a fast character like Mac or greninja your reads have to be way harder than their reads when they use the roll, you need to know where they will end up and what attacks reach and when to use it, all they need to know is that you'll attack. A better solution would be if the roll was used in succession way too much it would get gain ending lag basically it would be like move decay for rollsBut some characters have VERY fast dashes. With nerfed rolls, Shiek would be unstoppable once she gets rolling. Wth this, she at least has to time her attacks to keep pressure on.
Which leads me to my main gripe: Why is it that when a game has functional defensive mechanics, people get all bothered like it's an issue? Melee's defensive mechanics SUCKED. I have no idea why people referred to that game's rolls. People just shffled all over the place rather than actually dodging attacks. Now that the game works as intended, there's a problem? Maybe some character specific rolls might need some nerfs, but there's definitely no need for a cast-wide roll nerf. Personally, I'm rather fine the way it is.
Do you see the problem then? Roll spamming is way too powerful.Then defend against the bum-rushing with roll spam. He shouldn't be able to counter if what you say is true.
No, it just means you're using the game's mechanics to your advantage. Those kinds of cancels aren't any different from wavedashing.They should make it to where invincibility frames on rolls diminish. If you can install a ledge grab timer and a regrab timer you can figure out how to make rolling punishable after spamming it.
Oh and air dodges are spammable too. You think they can't air dodge into the ground? Lol , you can cancel air dodge animations in this game with aerials. I can Short Hop Airdodge > Any aerial with Marth, so I get rewarded with an option for using an Airdodge lower to the ground. You couldn't even do that in Brawl.
This game is getting more busted by the day.
That's what made them GOOD. Melee's defensive options were "noob options"; they were useful at low-level play, but at high level play they're fun to punish and force you to have more creativity with your approaches and hit-and-runs.Melee's defensive mechanics SUCKED.
That is one of the reasons Melee got to be so fast, is because defense is non existent, you're forced to be offensive. Makes it more fun all around. Lame options still exist, however, so it doesn't run into Third Strikes problem of "I can't play defensively" (disclaimer, Third Strike is my favorite video game, but I know its flaws), forcing you to constantly be offensively. Melee and Third Strike have the same speed factors like that, but a defensive is possible in Melee. It just isn't strong.That's what made them GOOD. Melee's defensive options were "noob options"; they were useful at low-level play, but at high level play they're fun to punish and force you to have more creativity with your approaches and hit-and-runs.
Did anything come out of the rumor that you could play battlefield online?It's annoying online due to the lag and the fact that every stage is FD. If we had platforms to move around, rolling wouldn't be as prevalent as it is now. For now, either D-Smash or moves with lingering hitboxes work wonders.
Lolno, I'm using your own, flawed, logic to solve a problem that only exists in your head. If your logic was true, the game would revolve around roll spam in tournaments. Show me that's how people win tournaments. If it's not, it's an incredibly stupid tactic that only noobs will use.Do you see the problem then? Roll spamming is way too powerful.
Adding in a random Battlefield to FD would cause more problems then solutions.Did anything come out of the rumor that you could play battlefield online?
How? Battle field would at least add more variety and FD isn't that balance because it promotes a very linear fighting style. I don't see how it would cause problems at all unless you use characters who benefit on FD and don't want to change thatLolno, I'm using your own, flawed, logic to solve a problem that only exists in your head. If your logic was true, the game would revolve around roll spam in tournaments. Show me that's how people win tournaments. If it's not, it's an incredibly stupid tactic that only noobs will use.
Adding in a random Battlefield to FD would cause more problems then solutions.
I'm not seeing any problems with Battlefield in For GloryLolno, I'm using your own, flawed, logic to solve a problem that only exists in your head. If your logic was true, the game would revolve around roll spam in tournaments. Show me that's how people win tournaments. If it's not, it's an incredibly stupid tactic that only noobs will use.
Adding in a random Battlefield to FD would cause more problems then solutions.
I think what everyone is wondering is how specifically can you punish rolls like pros enough that they aren't viable to spam. They obviously arent done in top tournaments, but no one can give a straight answer on how to punish them.Lolno, I'm using your own, flawed, logic to solve a problem that only exists in your head. If your logic was true, the game would revolve around roll spam in tournaments. Show me that's how people win tournaments. If it's not, it's an incredibly stupid tactic that only noobs will use.
Adding in a random Battlefield to FD would cause more problems then solutions.