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If you can get out of the chain grab with DI and not just having to wait until they get you to a higher percent or they drop, I don't see a problem with it.They were called chaingrabs in Melee so I see no reason for them to be not called chaingrabs in Smash 4 as well. In Brawl throws with set knockback and no nontumble DI allowed inescapable chaingrabs.
That's another thing we could have in Smash 4, more non BF/FD clone stages that aren't horrible garbage. In Melee, there's Pokefloats, PS1, Mute City, and Cruise. In Brawl, there's PS1, Cruise, Delfino, Lylat, and Frigate. That's ~13% per game.Or we could rather not be fools and legalize stages other than 5 different versions of Battlefield the Melee stagelist is nowdays? How can you chaingrab someone when the stage flips, moves, interrupts or doesn't give you the room to perform it?
Not horrible garbage, I said.
The number of opportunities to land grabs would be greatly reduced. Weak attack -> grab would no longer be a thing, as "hitstun + time" before you're able to be grabbed immediately after, say, a landing B-Air with Squirtle, so the opponent will have enough time to stick out an attack of his own, roll, spotdodge, jump, etc. As a result, fast characters lose their most reliable way of landing grabs, which takes away a good deal of their general usefulness in close range.Why are you assuming that this would get rid of all combos, and that grabs will be useless? You main PT, you should know better. edit: to clarify, I meant that Charizard has a phenomenal grab game without chain grabs and Squirtle has many combos that aren't just the same move 5 times. Also to clarify:
The number would be different for each move, it wouldn't be a fixed value that applied equally to everything.
Unless you're suggesting some sort of throw mix-up (say, if they DI D-Throw optimally, they get out, but if they DI B-Throw unoptimally, they can be grabbed again, and vice-versa, with optimal and unoptimal directions being different for both throws), you're taking out a potential follow-up in the game and limiting weak-knockback throws to throw -> single attack set-ups, which would be taking a potential dynamic for throws out for no good reason.If you can get out of the chain grab with DI and not just having to wait until they get you to a higher percent or they drop, I don't see a problem with it.
So tech-chase based chaingrabs aren't chaingrabs? lolThat's not a chain grab, that's just having another grab as a follow up option.
If you're talking about Brawl Falco, then you're the dumbest person on Earth. Falco can 0 to death with his chaingrab and it takes absolutely no skill.I see absolutely nothing wrong with something like Falcos chaingrab. It only works on low % and it really works well around his character design.
I think it's perfectly clear where you stand when it comes to Smash knowledge in general, and that's the "I know don't know anything, but I sure act like I do."Chaingrabs need more conditions and they are perfectly fine. Or we could rather not be fools and legalize stages other than 5 different versions of Battlefield the Melee stagelist is nowdays? How can you chaingrab someone when the stage flips, moves, interrupts or doesn't give you the room to perform it?
Wow.That's another thing we could have in Smash 4, more non BF/FD clone stages that aren't horrible garbage.
In Melee, there's Pokefloats
Brawl has Rainbow Cruise, Brinstar, PS2 and possibly more. It mostly depends on how far you are willing to go.
Clearly I am talking to someone who lacks knowledge about this game. Sorry, wasting my time here.
No, he can't, at least not any more than Dedede can D-Throw chaingrab -> F-Smash for a 0-to-death; anyone who dies to it just doesn't understand a very important part of the game, and is therefore not very good at it. SDI makes it so that Falco's chaingrab should never end with a kill.If you're talking about Brawl Falco, then you're the dumbest person on Earth. Falco can 0 to death with his chaingrab and it takes absolutely no skill.
You seem to be completely mistaken. You think that I'm saying that after you do ANYTHING, grabs will whiff until hitstun + time. No, I'm saying that after you do a certain move a certain number of times, ONLY THAT MOVE will whiff until hitstun + time. Weak attack -> grab will absolutely work. I honestly don't even see how you got this idea.The number of opportunities to land grabs would be greatly reduced. Weak attack -> grab would no longer be a thing, as "hitstun + time" before you're able to be grabbed immediately after, say, a landing B-Air with Squirtle, so the opponent will have enough time to stick out an attack of his own, roll, spotdodge, jump, etc. As a result, fast characters lose their most reliable way of landing grabs, which takes away a good deal of their general usefulness in close range.
The point of that is to stop "combo off of stage -> strong move" or "combo really far off stage" to gimp people. Obviously the scaling wouldn't be gigantic on the level of only getting in two hits, and once again you have the grab thing completely wrong.Still, combos being less valuable was mostly in relation to the idea of hitstun scaling, though low-percent comboing would probably be much riskier for most characters without the threat of a grab lingering after each hit.
Yes, that's what I meant.Unless you're suggesting some sort of throw mix-up (say, if they DI D-Throw optimally, they get out, but if they DI B-Throw unoptimally, they can be grabbed again, and vice-versa, with optimal and unoptimal directions being different for both throws)
But if there's no way to escape than the offensive player gets a large reward for what's really a small accomplishment. What honestly sounds more fair, "I grabbed you once, instant 60%" or "I grabbed you, I will put on a variable amount of damage that relies on how well you predict me and how well you DI"?That would still allow for "guess wrong between these throws and I either get another grab or a D-Smash if I guess correctly," but that doesn't really force any pressure until higher percents. I'd rather reward the player who chose to take the inherent risk of going on the offensive than make it especially easy for the person who wasn't able to avoid the offensive maneuver.
Clearly it's you who knows nothing, for you have disagreed with my opinion and my word is the truth!Clearly I am talking to someone who lacks knowledge about this game. Sorry, wasting my time here.
Because the thread is about chaingrabs and how to prevent them from being a problem, not making other moves less useful.You seem to be completely mistaken. You think that I'm saying that after you do ANYTHING, grabs will whiff until hitstun + time. No, I'm saying that after you do a certain move a certain number of times, ONLY THAT MOVE will whiff until hitstun + time. Weak attack -> grab will absolutely work. I honestly don't even see how you got this idea.
The point of that is to stop "combo off of stage -> strong move" or "combo really far off stage" to gimp people. Obviously the scaling wouldn't be gigantic on the level of only getting in two hits, and once again you have the grab thing completely wrong.
But if there's no way to escape than the offensive player gets a large reward for what's really a small accomplishment. What honestly sounds more fair, "I grabbed you once, instant 60%" or "I grabbed you, I will put on a variable amount of damage that relies on how well you predict me and how well you DI"?
Once again you don't understand. The whiff after x amount of times is a failsafe to stop inescapable infinites or zero-kill % combos. The point of doing this instead of changing the properties of the moves would be that changing the move properties could also change other things whereas this would be just removing the bad parts. Obviously if you can do three U-tilts without getting the guy to kill %, x would be much more than three, probably around 15. For grabs I'm thinking around five.All the same, much like stale moves, all it does is turn what might be the optimal move into a less optimal move. If U-Tilt -> U-Tilt -> U-Tilt -> U-Air would normally be most reliable, what good comes from taking away potential options and making U-Tilt stop working?
Because you get an entire stock for a single combo. That's too big of a reward. Also characters with subpar recoveries will become underpowered.What's wrong with a decent string into a strong move? Again, if I managed to set it up just right, I should be rewarded for that.
I meant "I grabbed you once, now you will be at at least 60%".As far as "get grabbed, take 60%" is concerned, that's fine as long as the window is small to take it. If you knew that the window for that was between 0 and 15 percent, why would you let him grab you at that percent?
If you have a solution that isn't the classic "no more defense make everything like Melee again" I'm all ears.The only reason it's a problem in Brawl is because the defensive options are so ridiculously good that there's little room for reliable spacing, so pseudo-random spotdodging and enormous hitboxes will make it a risk no matter what. There just needs to be a better balance between strong pressuring offense and reasonable universal defense.
I would actually prefer the former. I was never fond of the idea that you could easily escape a "combo" because you DI'd a certain way on every single attack. Just suck it up and take the damage.But if there's no way to escape than the offensive player gets a large reward for what's really a small accomplishment. What honestly sounds more fair, "I grabbed you once, instant 60%" or "I grabbed you, I will put on a variable amount of damage that relies on how well you predict me and how well you DI"?
No, I get it. Jeez. However, you're just throwing out numbers. In the case of knockback happening to be similar, my U-Tilt deals 5% and another character deals 10%, and the number of hits will be skewed toward the character that deals more damage. That's not fair, and making it based on damage instead of number of hits will just get players stretching it out as much as possible. Same with grabs; one grab might deal 6% and the other might deal 12%.Once again you don't understand. The whiff after x amount of times is a failsafe to stop inescapable infinites or zero-kill % combos. The point of doing this instead of changing the properties of the moves would be that changing the move properties could also change other things whereas this would be just removing the bad parts. Obviously if you can do three U-tilts without getting the guy to kill %, x would be much more than three, probably around 15. For grabs I'm thinking around five.
Because you get an entire stock for a single combo. That's too big of a reward. Also characters with subpar recoveries will become underpowered.
I meant "I grabbed you once, now you will be at at least 60%".
If you have a solution that isn't the classic "no more defense make everything like Melee again" I'm all ears.
You say you get it but you don't, otherwise you would've known that it varies from move to move. Meaning where Squirtle's U-tilt would end at 15, a stronger U-tilt might end at 10. With grabs, I'm referring to the actual action of grabbing, not the throws themselves.No, I get it. Jeez. However, you're just throwing out numbers. In the case of knockback happening to be similar, my U-Tilt deals 5% and another character deals 10%, and the number of hits will be skewed toward the character that deals more damage. That's not fair, and making it based on damage instead of number of hits will just get players stretching it out as much as possible. Same with grabs; one grab might deal 6% and the other might deal 12%.
I said pretty much exactly this earlier, there's no problem if you can reasonably DI out of a move without taking, like, 70% damage.Either way, it still affects some characters more heavily than others, and as long as attacks have reasonable SDI modifiers, individual hits should never be an issue. The reason Sheik F-Tilt is a thing is because opponents can't reasonably SDI it. If you try a U-Tilt lock with Squirtle, it's easy to SDI out. This is also why attack-based combos aren't of much concern--DI and SDI will always give people the ability to get out if they choose wisely.
Why do you think that spot dodges are so OP? You can't just do them rapidly and doing one at the wrong time leaves you extremely vulnerable. Someone in the L Cancelling thread explained this better than I did, I'll try to find it.It wouldn't be an issue if his spotdodge had more than two vulnerability frames after it starts, or if more characters had decent spacing options that take less time to complete than a spotdodge.
Something as simple as making airdodges incur the same amount of landing lag as if a character had used their Up-B would help significantly. Give spotdodges significantly fewer invincibility frames and/or make the total animation longer. Make moves safer on hit at low percents. A lot of little things make multiple scenarios turn to "go back to neutral position or accept the luck of the draw."
You threw out a number for "grabs," so it was easy to assume you meant "all grabs should have a limit of 5." You can't be general and tell people they shouldn't have assumed you meant more than that.You say you get it but you don't, otherwise you would've known that it varies from move to move. Meaning where Squirtle's U-tilt would end at 15, a stronger U-tilt might end at 10. With grabs, I'm referring to the actual action of grabbing, not the throws themselves.
I said pretty much exactly this earlier, there's no problem if you can reasonably DI out of a move without taking, like, 70% damage.
Why do you think that spot dodges are so OP? You can't just do them rapidly and doing one at the wrong time leaves you extremely vulnerable. Someone in the L Cancelling thread explained this better than I did, I'll try to find it.
This was the point of knockback scaling, so that kind of stuff doesn't happen either. Or, at the very least, that stuff doesn't have too big an effect.Where do you draw the line, though? Is it okay for Fox to take 50% because of his fall speed or Bowser because of his fatness, compared to 35% for Mario or something? A set number would be skewed toward helping certain characters, and variable numbers would be difficult to balance for the whole cast.
Okay then, just make the cooldown for spot dodges larger, no need to nerf them into oblivion.The issue with spotdodge is that the good characters all have really good options that take up the space that an opponent must be in to punish a predicted spotdodge. If you wait on Snake, you might just end up taking 21% from F-Tilt. Wait on Falco or Ice Climbers and they grab you. That's why you rarely see people throw out nearby pokes against the good characters in Brawl--Too much risk for too little reward, which is the same for things like fastfall airdodge mix-ups, etc. Watch a really successful Snake or Falco do their thing; Razer, Ally, or DEHF will spotdodge for half of their close-range game because of this. This is pretty much the primary reason competitive Brawl matches drag on for so long.
It's not that simple, though. Fox would still have trouble getting out of a situation past that because of his weak horizontal aerial mobility, while Bowser doesn't have any options to protect himself from underneath, so it won't change much as far as how vulnerable they are.This was the point of knockback scaling, so that kind of stuff doesn't happen either. Or, at the very least, that stuff doesn't have too big an effect.
Double jump away and shine on landing.It's not that simple, though. Fox would still have trouble getting out of a situation past that because of his weak horizontal aerial mobility,
Make his Dair good.while Bowser doesn't have any options to protect himself from underneath, so it won't change much as far as how vulnerable they are.
For Fox, it's usually not as simple as that, especially if you were frame trapped into getting your double jump taken away mid-combo.Double jump away and shine on landing.
Make his Dair good.
But Bowser's Dair is already ****, that's its own problem. Also, none of these characters need tools for my change, these situations you're bringing into question arise from an already existing problem. I think that you already know this but want to "win" the argument so you had to say something. If this is the case then I really don't feel like discussing this anymore.For Bowser, you're suddenly advocating changing much more of the game in order to fit one thing. That's way outside the scope of this topic, as a lot of the cast suddenly needs new tools to make up for your change.
The characters' moveset weaknesses are mostly fine. The issues with things like Bowser D-Air only come into play when certain characters are screwed over by your proposed infinite prevention system; it hurts some characters a great deal more than others.But Bowser's Dair is already ****, that's its own problem. Also, none of these characters need tools for my change, these situations you're bringing into question arise from an already existing problem. I think that you already know this but want to "win" the argument so you had to say something. If this is the case then I really don't feel like discussing this anymore.
Oh yeah, the same way that SDI makes it so that Falco's chaingrab doesn't work? Or perhaps the way that Melee Puff's Uthrow into rest shouldn't work on spacies because of SDI? lolNo, he can't, at least not any more than Dedede can D-Throw chaingrab -> F-Smash for a 0-to-death; anyone who dies to it just doesn't understand a very important part of the game, and is therefore not very good at it. SDI makes it so that Falco's chaingrab should never end with a kill.
Also, as far as skill is concerned Falco had to get the grab to start it in the first place; what were you doing letting him grab you? He earned something; that's all that matters. What's this sliding scale from high-skilled moves to low-skilled moves, and should every option take great skill to use?
I...agree with you? I'm confused, that usually never happens. "Don't get hit" is the least helpful and most nonsensical advice you could give to a person. Realistically you're probably only going to not get hit if you're playing someone leagues below you. Hell, Isai has only had one perfect recorded match and he's the god of 64.Oh yeah, Metaknight has to hit you to kill you. What were you doing letting him hit you? lolomg oversimplified world
He plays Brawl, he's considered by many to be the best PT in the world (him or T-Block, although I don't think I've ever seen his).I don't know if you play any games other than Melee
Actually, you could argue that it makes each player's skills all the more important. By putting a higher risk and higher reward on everything, players have to make every action count and hope for the best when they've got to take gambles - but this mean you can't have things like jabs and pokes though. If you make it where a player can get out with any given attack dealt to them, that takes away a lot of the risk and in some cases, makes the attacks usless.But then combos would take the other player's skill completely out of the equation.
After getting hit, DI-less combos take the skill of the other player completely out of the equation. inb4 "don't get hit".Actually, you could argue that it makes each player's skills all the more important. By putting a higher risk and higher reward on everything, players have to make every action count and hope for the best when they've got to take gambles - but this mean you can't have things like jabs and pokes though. If you make it where a player can get out with any given attack dealt to them, that takes away a lot of the risk and in some cases, makes the attacks usless.
Well, that's the thing. Don't get hit. No need to turn every combo into one of King's chain grabs - now that is pure guessing when it comes to escaping.After getting hit, DI-less combos take the skill of the other player completely out of the equation. inb4 "don't get hit".
Falco can only chaingrab you at lower %. You know, like he can't kill you off of it or anything. The first 60% are also the least meaningful in the game as it's not hard to reach for like any character so it's fine. If he could do it from 60%-120% it would change everything.If you're talking about Brawl Falco, then you're the dumbest person on Earth. Falco can 0 to death with his chaingrab and it takes absolutely no skill.
I'm pretty sure that most rational people will classify PS2 as absolute garbage even if it's a legal counterpick sometimes.
Welcome to fighting games. I hope you enjoy your time.But then combos would take the other player's skill completely out of the equation.
I hate spotdodges. It's probably the dumbest thing in any fighting game ever, not counting Xfactor obviously. You turn invincible for half a second without any real lag. What the hell? Especially considering how stupid the reward for doing so is. It needs to be either removed or nerfed to last like an airdodge.The issue with spotdodge is that the good characters all have really good options that take up the space that an opponent must be in to punish a predicted spotdodge. If you wait on Snake, you might just end up taking 21% from F-Tilt. Wait on Falco or Ice Climbers and they grab you. That's why you rarely see people throw out nearby pokes against the good characters in Brawl--Too much risk for too little reward, which is the same for things like fastfall airdodge mix-ups, etc. Watch a really successful Snake or Falco do their thing; Razer, Ally, or DEHF will spotdodge for half of their close-range game because of this. This is pretty much the primary reason competitive Brawl matches drag on for so long.
What the hell? SDI doesn't do **** to chaingrabs because the only throw I know of that can be SDI'd is Puffs Fthrow in Melee. You SDI the dair so you know, you don't die. And even if you don't, only like 5 characters die to it anyways.Oh yeah, the same way that SDI makes it so that Falco's chaingrab doesn't work? Or perhaps the way that Melee Puff's Uthrow into rest shouldn't work on spacies because of SDI? lol
Actually you can SDI into the stage or a tech in every single situation on I can think of in a legal stage. I guess a Dedede comparison would be Dthrow -> Dash attack.At a broad range of chaingrab percentages, Falco can spike you for a kill, and not every character has good recovery, nor can you SDI into tech every situation and requires exponentially better execution than the chaingrab itself. DDD chaingrab into fsmash isn't nearly as viable.
Execution is not what defines a better player. Is just your ability to do certain stuff and it's not correlated to your skill in the actual game. Though it will be a must to have in higher levels of play obviously. Still doesn't make you a higher level player.I don't know if you play any games other than Melee, but there's a clear line between what takes good execution and what doesn't. And if you're unable to discern such basic concepts, then that's just unfortunate.
It's not horrible advice. You just have to realize what he means with it. As long as you don't get hit, your opponent can't combo, chaingrab, kill whatever you. The point is to play safe, don't take risks too much and punish when your opponent is vulnerable. Like you know, don't just run at Snake or you get tilted, bait the tilt, punish when the opponent is doing the move and stuck in lag. That way you won't get hit. Obviously it doesn't help you become a good player, but it's pretty much the simplest piece of advice that makes sense, ever.You're going to get hit. You will probably never have a perfect game at a tournament. "Don't get hit" is horrible advice because never getting hit is borderline impossible. Isai is the god of 64 and he's had a total of one recorded perfect game.
Is that a joke or do you think that's a good thing?Welcome to fighting games. I hope you enjoy your time.
Remember it's the first hit that counts.
But that's almost completely different from what he said. He was saying that you deserve to get punished hard if you ever got hit, and the solution is don't get hit ever and you'll be fine.It's not horrible advice. You just have to realize what he means with it. As long as you don't get hit, your opponent can't combo, chaingrab, kill whatever you. The point is to play safe, don't take risks too much and punish when your opponent is vulnerable. Like you know, don't just run at Snake or you get tilted, bait the tilt, punish when the opponent is doing the move and stuck in lag. That way you won't get hit. Obviously it doesn't help you become a good player, but it's pretty much the simplest piece of advice that makes sense, ever.
Actually thank you, because normally your posts are way too small.Sorry about the huge messed up wall of text
Also it doesn't exist yet.Holy ****, you people need to relax. It's a ****ing video game.
Neither. I don't take a stand in either way when it comes to combos.Is that a joke or do you think that's a good thing?
This is what some Meta Knight players started to do, not get hit, and the morons added several artificial and dumb rules to make sure people can't not get hit. Because you know, we need more flashy epicness action combos speed and stuff because Smash is totally a sponsored game where spectators entertainment brings us so much money we have to keep them happy.But that's almost completely different from what he said. He was saying that you deserve to get punished hard if you ever got hit, and the solution is don't get hit ever and you'll be fine.
I tend to try and get my point said as fast as possible. I see no reason to make long stuff unless someone requests a longer response. Either way most of my wall of text was just quotes from other people with oneliner responses.Actually thank you, because normally your posts are way too small.
I wish I could tell that all hockey and football fans that it's just a ****ing game...Holy ****, you people need to relax. It's a ****ing video game.