PsychoIncarnate
The Eternal Will of the Swarm
Probably no, but I'll be using it. I've been hoping for something like it
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You are familiar with the concept of combos, right? It's just like little Mac's KO Punch, you can't just land it. To make sure it does, you made it the final part of an inescapable combo.How do you avoid Bayo`s time-slow? You can`t,
Source on that, please?Seeing that you retain your current progress to a new FS on death
Like said before, the inability to use b while having the FS on can be part of the balancing. Little Mac is also stuck being unable to us neutral B when his KO punch is online. It's part of his gameplay.so if they suddenly get the Final Smash, how will they use their neutral B without using up said FS? So again, my preference in short is no.
Isn't this whole game a party game?When Sakurai himself suggests this mode for parties, I think we should take it about as seriously as the developers have when it comes to 1v1 itemless play.
Sigh, my source is the only footage we have of this mode. Lucas uses his final smash, emptying his meter, gets OHKOd by Marth's 38% attack, respawns with 38% meter.Source on that, please?
This. It clearly aimed the competitive scene. Sakurai and his team are certainly familiar with fighting genre to know things like this are standard. I'm sure lots of people though Supers were broken way back in the day and came up with every excuse they could thing of claim otherwise. When the concept came to be just liked combos. They work out fine despite the risks and community adapted as devs adjusted. This how series adapt and evolve. There no reason keep the status quo for sake of it. It also has lot of pontieal to expand the meta and give characters more options to deal other situations they otherwise can't. Surely make Top vs Low tiers less of streamroller fest because some characters are already inherently weaker anyway.It should be, Sakurai's bending over backwards to make aspects of the game more esports friendly (stage hazards, saveable rules) and it would be a shame if it all just gets ignored.
Lots fighters such as SCVI carry meter over rounds regardless of you win or lose and still remain balnced. Moreover if FS can't kill until at least 70 having it early doesn't give you much of advantage. You also lose you neutral B for keeping. If the FSM is balanced then best thing you get out of having at start is just doing some damage.Sigh, my source is the only footage we have of this mode. Lucas uses his final smash, emptying his meter, gets OHKOd by Marth's 38% attack, respawns with 38% meter.
I'm beginning to think very few people have watched these thirty seconds to examine the final smash meter in action before thinking it sounds fun and calling out the smash community pre-emptively for being resistant to change. It's incredibly cynical and ignores key parts of Smash 4's history. Smash 4 being the only "community" that will be carried over to Ultimate, the same one that brought custom moves to their game's very first EVO.
This. A lot of people here are talking about how Final Smash meters would affect the players but almost no one is talking about how it affects the spectators. Sakurai has been adding lots of little things to make the game more fun to watch, such as the slow-mo effects on strong hits, the score after each stock is taken, etc. Final Smashes are hype and i can't imagine spectators not enjoying them.I just see the mechanic as a way to make the game much faster-paced and more enjoyable between audiences and players alike.
Well, spotted. The black bar with the text was hidding it most of the time, it completely escaped me. By the way, it also confirm that the FS fill out by taking damage. and it fill out quite fast, too.Sigh, my source is the only footage we have of this mode. Lucas uses his final smash, emptying his meter, gets OHKOd by Marth's 38% attack, respawns with 38% meter.
Could be from the fact he was killed by an FS.Well, spotted. The black bar with the text was hidding it most of the time, it completely escaped me. By the way, it also confirm that the FS fill out by taking damage. and it fill out quite fast, too.
EVO was the one that did it. At leastit allowed to show if it was worth doing it. In reaction to what just has happened, EVO might actually set that to make sure the next tournament is actually entertaining.at best it will be featured once at one major tourney like customs and that's about it.
(Typing this while I'm tired, so forgive some errors in grammar, wording or context. I've not had the best sleep schedule lately.)Final Smashes are clearly made for FFAs, in both design and balance. (Historical and observed)
In a 1v1 setting, not only do you have some characters like Ness, Lucas, Jigglypuff, or ZSS (big slow aoe attacks that 1 person can casually avoid), but you also reduce the outcome of the game to a very narrow set of interactions.
It's like giving everyone in the game KO Punch, except without the careful weaknesses and counterplay designed into Little Mac.
Except for theory crafting and damage control situations we should not take the most optimistic approach. In any case we should always be mindful of the worst case scenaros.And I would have to disagree. Final Smashes still have their own weaknesses that can be observed through looking at previous ones and seeing just how they work. For example:
--Infernal Climax slows down the opponent, but if the opponent dodges, grabs the ledge or is too far away for Bayonetta to reach them, they can wait out the timer more efficiently.
--Giga Bowser is a mighty punch with massive range, but it's also very slow to aim the move itself and there's no guarantee that it will even hit in the first place thanks to directional air dodges.
--Giga Mac is a swift flurry of punches, but it's not as powerful as KO Punch with meters on and it requries Mac to be up close to the opponent for it to work out properly.
--Octopus can carry people off to their death. However, it has extremely high start up, pushes itself back and can be dodged by a triple jump.
Except we also have to bring down a notch or two the people that want to start doing things without putting much tought on them because of how novel them might be. For example, I was a pro-customs when smash 4, everyone told me to put my feet on the ground but I gave no ****s. After I myself tried to logistics and all the work that had to be put behind them, I saw how optimisticly naive I was being.I hate how most people is saying No when we don't really know how weaken these Final Smashes are.
I say we should at least Give these a chance. THEN will see if they are good or not. Everyone brings up Marth killing Lucas at 20%, but you can argue that there are some factor that we still don't know about Marth's FS, since Lucas was at ponit blank range when this happened. We don't know if it will take Marth acrooss the screen upon activation, if it's just as fast as normal. Same with Bayo, since we have no idea what a weaken verison of her Witch Time might be.
THey might still be tweaking with the Chargable Final Smashes right now, so we can't really say. We have Four more month for this game to come out dangit
This is talking as if FS haven't changed mechanically between Brawl and Ultimate there aren't vast differences. Originally FS were essentially randomized items that actives Supers that you need to chase a ball over the screen to get. They couldn't be blocked and only dodged, once gotten you pretty much instantly won the game since they kill no matter what percentage. There effects such as transforms that took up chunks of the whole screen and stuff were gimmicky power ups that heal to 100%.Final Smashes are clearly made for FFAs, in both design and balance. (Historical and observed)
In a 1v1 setting, not only do you have some characters like Ness, Lucas, Jigglypuff, or ZSS (big slow aoe attacks that 1 person can casually avoid), but you also reduce the outcome of the game to a very narrow set of interactions.
It's like giving everyone in the game KO Punch, except without the careful weaknesses and counterplay designed into Little Mac.
CSM and FS are basically extra moves that alter the characters in some way conceptually. FS however are inherit to a character, completely predictable to both players unlike CSM which required a host of rules even getting past logistics to use and implement them.The comparisons to customs doesn't make any sense. Customs are no different than additional characters or echoes.
Final Smash meters make Smash Bros. into a different game entirely, just like Stamina Mode or Coin Mode. This is true independent of balance concerns.
AgreedIt should be, Sakurai's bending over backwards to make aspects of the game more esports friendly (stage hazards, saveable rules) and it would be a shame if it all just gets ignored.
Before we go to that conclusion, I'd say we test them out first...I say no simply because of this age old reason.
Marth gets his final smash filled you are at 130% and die to his fsmash. You respawn he then hits you with his final smash. Boom 2 stocks gone in potetially less then 5 secs.
Even lessened some final smashs will still kill no matter the percent.
They just simply are not balanced. Its a shame but its the truth.
This isn't just theory. Those of us experienced in Smash 4 know how things grind to a halt the moment Little Mac gets KO Punch.Because the minute somebody gets their final smash, the other player is going to want to camp, use extremely safe moves, and hide behind defensive options since they're only means of safety is physically avoiding the final smash or reading their opponent with a dodge. If you could knock your opponent's final smash out of them, like with dumb items on, it would at least encourage some avenue of agressive play. But as is this takes the worst parts of Brawl/Smash 4's gameplay and cranks it up to 11.
Let's play a quick game everyone, which list of characters do you think will be more likely to have common moves that combo into their Final Smash?Plus it would suck for players when the meta for this mode will only favor characters that a) have good final smashes for a 1v1 setting, and b) can combo into those final smashes easily off of a grab or a noncommital aerial or Dtilt.
That would be correct, if there was no risks to using a Final Smash. While we don't know this yet, it's possible FS this time could be placed on a countdown timer similar to Cloud's limit break. IE, you have to use it within the next 15 seconds, or your charge is gone. And Meter FS could also still be lost upon KO. That would eliminate the campiness, as both would encourage the player to eliminate the opponent's stock as fast as possible to keep his FS from being used. And it'd put much more pressure on the opponent to use their Final Smash as quickly as possible or risk loosing that charge.Because the minute somebody gets their final smash, the other player is going to want to camp, use extremely safe moves, and hide behind defensive options since they're only means of safety is physically avoiding the final smash or reading their opponent with a dodge.
Yes, they did say that it was great for parties. But this is also something that was implemented with the competitive scene in mind as well, since these are being balanced to be much weaker than the Smash Ball equivalents, as well as limiting their use to only one player at a time. A mechanic can work in both settings you know.But neither of these apply to Final Smash meters. It's clear that they are designed for wacky hijink in chaotic free-for-alls, where this problem does not apply. (And of course, this was precisely how the idea was pitched to us in the direct: "BTW, in addition to Stamina mode, here's another crazy option; this one is great for parties.")
You say this as Smash doesn't already do this and unlike with FS you need to lose Neutral B for it. How is camping is worthwhile if you not gonna land anything and you need to take damage to raise you meter at all to begin with? Just keep getting yourself nearly killed just so shot you might kill somebody when most FS probably won't kill until around 80%? Nevermind that you lose it once it is done and have likely get beat up again to get back. How in the world is this practical or even remotely helpful than fighting normally and using FS based on the situation? Even if your meter carries over stocks you need to land the move that opponent still needs to be in kill range and you have the risk of it being dodged or potentially blocked.And one more thing, I strongly disagree that having these flashy kill moves is going to improve smash as a spectator sport. Because the minute somebody gets their final smash, the other player is going to want to camp, use extremely safe moves, and hide behind defensive options since they're only means of safety is physically avoiding the final smash or reading their opponent with a dodge. If you could knock your opponent's final smash out of them, like with dumb items on, it would at least encourage some avenue of agressive play. But as is this takes the worst parts of Brawl/Smash 4's gameplay and cranks it up to 11. Also what's exciting about two characters using the same super move over and over? Especially since getting hit by a final smash makes it extremely likely you'll charge your own and use it upon respawning.
Plus it would suck for players when the meta for this mode will only favor characters that a) have good final smashes for a 1v1 setting, and b) can combo into those final smashes easily off of a grab or a noncommital aerial or Dtilt.
Plus if anyone wants what to do that why even go with this over a Smash Ball that serves that purpose anyway? Watered down versions of stuff like this only really benefit competitive play and what people have been asking Sakurai for long since Brawl so they can be incorporated into meta practically.Yes, they did say that it was great for parties. But this is also something that was implemented with the competitive scene in mind as well, since these are being balanced to be much weaker than the Smash Ball equivalents, as well as limiting their use to only one player at a time. A mechanic can work in both settings you know.
Dont worry the smash community for sure will give it a try first. And we absolutely should.Before we go to that conclusion, I'd say we test them out first...