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According to the Source tweet, it charges over time, meaning certain characters (not naming any names but Bayo knows who she is) will benefit immensely from running away the entire game.
Errr, welp. I'll be honest with you guys, after hearing that it charges itself over time I'd say that this is pretty much 100% banned lol.
We know for a fact this false. at least in the build we have seen presented. The analysis of it has shown it only charge when you deal or receive damage. It's probably a bad translation, or a bad way of saying "as you fight each other".You combine all that with the ability to just run away and get your smash on for free,
I'm very skeptical about bad translations in today's day and age. There are plenty of bilingual fans in this community, there are quite a few japanese players in this community (none of whom have said anything to the contrary), and this was translated by source gaming. They do tons of translations and they're known for it. I highly, highly doubt that it was translated incorrectly.We know for a fact this false. at least in the build we have seen presented. a deep analysis has showed it only charge when you deal or receive damage. It's probably a bad transmation, or a bad way of saying "as you fight each other".
As for Bayo, we know she'll get a nerf. And the nerfed FS might require an higher percentage.
So, we now have some strong hypothetical arguments against Metered Final Smash. I'm sympathetic to those arguments. However, they are arguments constructed in a vacuum; we do not have the game yet.
I still want us to test Metered FS. The most likely result is the predictions of a negative impact on play are correct and will bear out in actual play, but then we'll truly know. We won't be guessing. We'll have observations to back up the conclusion and show it is correct.
Final Smash Meter You can also turn on the Final Smash Meter, which charges over time (by default, this function is set to “off”). In most fighting games, there’s usually a gauge that when full allows the player to perform some kind of finishing blow or a super combo – the Final Smash Meter was meant to imitate that. It can cause the match to unfold in a pretty exciting way, so it’s probably more suited for parties and the like than serious matches.
Link?keef has put out a video on it and he wondered why they should be off in smash when they are in other games. this is a flawed argument and question and demonstrates a lack of understanding on how other fighting games work in comparison to smash.
Typoin other games enter
Even in DBFZ, meter is used on EX moves and vanish (especially vanish) just as often as on supers.is a resource to be used for enhanced offensive options, defensive options, and movement options. rarely is it correct to use meter for super moves (unless you are playing dbfz where meter is granted like candy).
Stage morphing is unlikely to be legal as well, solely because stages that transform have historically been janky as hell.Meter is ultimate will just be a waiting game and people eventually will just see it like they do rage. they will complain hate and act like it alone is the reason they lost., due to the toxicity of this community and the proven fact this community cannot adapt. id not support final smash meter in serious play. i'd support stage morphing easily.
i dont want to side track the thread but morphing stages that transform havent really had issues with the stage itself since melee pokemon stadium. ussually there are other elements like water or hitboxes. but the stage morphing discussion is a lot closer than final smashes are. we couldnt even do custom moves now people want to have final smashes?? thats funny. its not happening.Link?
Stage morphing is unlikely to be legal as well, solely because stages that transform have historically been janky as hell.
i dont want to side track the thread but morphing stages that transform havent really had issues with the stage itself since melee pokemon stadium. ussually there are other elements like water or hitboxes. but the stage morphing discussion is a lot closer than final smashes are. we couldnt even do custom moves now people want to have final smashes?? thats funny. its not happening.
I don't know about custom Palu, but I do know that Villager stalling at EVO 2015 was a major part of customs being banned despite only like 3 Villys making top 64. As a general rule, if something's legality is up for debate and it can be camped with, it will be banned. Characters are the only exception, and even then MK almost was.I'm sure they'll try it. Someone has to.
Will it stick, is the question, and I think the answer is no. Competitive Smash is practically allergic to non-standard features, and there are some good reasons for it. TOs don't want to risk their tournament with added complications or potentially "jank" features, and pro players don't want another match-up or stage consideration to think about on the way to winning, so even Stage Morph might not make it.
I don't remember exactly, but didn't AeroLink win ONE tourney as Custom Palutena, and then every other tournament redacted the option?
I really hope this is the case.From what I've read, he said it charges "as you fight" which could mean anything, unlike "over time". Standing around in a taunt party probably isn't his definition of a fight.
People need to stop exaggerating this. Not only are Supers used differently tons of FGs, but there are plenty that use it exact just for Supers. Some fighters even have separate bar for EX or whether independent for Supers. Universally, Supers most damaging moves in the game and top players lab hours in combing into and are extremely common in high levels of play in most Fighters. Supers are not just damage moves some even used to power up attributes of characters, like Gulity Gear's Sol Badguy's Dragon Install. Smash already does similiar with FS like Super Sonic.keef has put out a video on it and he wondered why they should be off in smash when they are in other games. this is a flawed argument and question and demonstrates a lack of understanding on how other fighting games work in comparison to smash.
in other games enter is a resource to be used for enhanced offensive options, defensive options, and movement options. rarely is it correct to use meter for super moves (unless you are playing dbfz where meter is granted like candy). Meter is ultimate will just be a waiting game and people eventually will just see it like they do rage. they will complain hate and act like it alone is the reason they lost., due to the toxicity of this community and the proven fact this community cannot adapt. id not support final smash meter in serious play. i'd support stage morphing easily.
even if characters like bayo and MANY others have it toned down, at what percentage are people going to be ok dying? supers in other games can do upwards of 33 percent of a life bar. so you ok dying to a hut confirm at 50 percent? 70 percent? what is the line?
I've never played Darkstalker so I had no idea. Blazblue has one character that builds meter over time, so yeah it's not necessary less competitive which I agree depending on the game but I feel it is gonna make FS meter a much harder sell.Doesn't Darkstalkers also have a meter that builds over time, and that works fine?
It goes up over time, you can see in the direct, this isn't just translation.Sakurai said "while you fight", not "over time". "while you fight" may sound very vague and it could mean over time or when you both fighting over time IDK. Also said it "might be better suited for casual play" meaning it is a possibility but he is unsure. He never stated it was better suited for casual play: he just said it may be because of the more hectic gameplay.
In most other fighting games, characters have more moves to utilize as zoning tools and playing keepaway thanks to special and situational moves being inputs, which effectively boils down to the same thing. There are characters who's entire playstyles revolve around zoning and cheesing.It goes up over time, you can see in the direct, this isn't just translation.
Also you can't compare smash to most fighting games, in most fighting games you cannot camp from your opponent, you're on a flat field and there's nowhere you can run.
Really? Like what? I can think of plenty of examples, but all of them have factors that drastically change how they're used compared to Final Smashes.People need to stop exaggerating this. Not only are Supers used differently tons of FGs, but there are plenty that use it exact just for Supers.
Which was changed. Transformation final smashes don't exist anymore in Ulti. Also, Dragon Install doesn't make Sol literally invincible.Smash already does similiar with FS like Super Sonic.
First of all, what do you honestly think are the chances that Bayo's final smash will be nerfed that drastically?Even Bayo's global FS isn't gonna be much of an issue if it just lasts 3 secs she has to be near you and you can't be blocking to do anything.
I've never played Darkstalker so I had no idea. Blazblue has one character that builds meter over time, so yeah it's not necessary less competitive which I agree depending on the game but I feel it is gonna make FS meter a much harder sell.
Yeah that looked like it went WAY too slow to start camping for meterIf that was natural generation, then it looks incredibly slow. I don't see how anybody would even get one off in a 2-minute match with that speed.
Not only that but the structure of that game is the closest to Smash out of any other traditional fighting game. There are no "rounds", instead characters have a certain amount of times they can recover with full health after losing it all. Just like Smash's stocks.I've never played Darkstalker so I had no idea. Blazblue has one character that builds meter over time, so yeah it's not necessary less competitive which I agree depending on the game but I feel it is gonna make FS meter a much harder sell.
Because being afraid to attack someone with a super ready never happens in other games?Here's what I feel will happen.
In a game, you're against a bayonetta, she has 95% of her meter filled up. At this point there's two options.
I think the system would be fine if you only got meter with attacks, but It doesn't feel like that was the intended implementation here.
- Attack her, this fills up her FS meter and allows her to witch time the entire screen and punish you. Even if you kill her, she still respawns with full meter and does the same thing.
- Stay away from her, over time the FS meter fills up and allows her to witch time the entire screen and punish you.
That second one wouldn't happen as much as you think cause even if it fills up by itself, It would be PAINFULLY slowNot only that but the structure of that game is the closest to Smash out of any other traditional fighting game. There are no "rounds", instead characters have a certain amount of times they can recover with full health after losing it all. Just like Smash's stocks.
Because being afraid to attack someone with a super ready never happens in other games?
And besides, it'd be fun to watch final smash combos (though depending on how they do, they may just get banned though I hope they at least end up in exhibition type matches)That second one wouldn't happen as much as you think cause even if it fills up by itself, It would be PAINFULLY slow
That's an extremely surface-level comparison that ignores almost every mechanical aspect of how each game works as well as the extreme difference in power between each game's supers.Not only that but the structure of that game is the closest to Smash out of any other traditional fighting game. There are no "rounds", instead characters have a certain amount of times they can recover with full health after losing it all. Just like Smash's stocks.
You say that as though it has literally any relevance to whether or not it's a good thing.Because being afraid to attack someone with a super ready never happens in other games?
I am pretty sure he was using his cape when it increased, which, while not dealing damages in itself, still count as an attack.View attachment 159534
Here's proof that it charges over time. No he wasn't dealing damage at this point by the way.
He wasn't. I did a frame-by-frame analysis of the footage, and it goes up mid-roll at one point.I am pretty sure he was using his cape when it increased, which, while not dealing damages in itself, still count as an attack.
View attachment 156297
So, There is finally a non-random way to use the Final Smash. Let's say it actually make the game more pleasurable to play, even in competition, is there a chance it will become Tourney Legal, or will force of habit impose itself and still ban it "on principle".
Unless it make the game too unbalanced, make things too unfair, I don't see no reason to turn this off.
Mario MVP: I personally welcome the Final Smash Meter; I’ve been speculating on it since the Switch launched with the rumors of a new Smash Bros. Also, since it was revealed in the Smash Direct, (FIY, it aired on my birthday!) it made my wishlist come true.View attachment 156297
So, There is finally a non-random way to use the Final Smash. Let's say it actually make the game more pleasurable to play, even in competition, is there a chance it will become Tourney Legal, or will force of habit impose itself and still ban it "on principle".
Unless it make the game too unbalanced, make things too unfair, I don't see no reason to turn this off.
and thats the main issue here. the issue isnt that the moves are strong. the issue is the meter has a singular use and purpose. it promotes linear gameplay inherently smash antithesis. The issue isnt how easy to gain meter is (see dbfz is given for free there) the issue is there are no ex moves, no enhanced options, no movement options, no tag options, or combo break options tied to the meter's ise. going back to dbfz meter is used for special tags, all H moves, and supers.Here's what I feel will happen.
In a game, you're against a bayonetta, she has 95% of her meter filled up. At this point there's two options.
I think the system would be fine if you only got meter with attacks, but It doesn't feel like that was the intended implementation here.
- Attack her, this fills up her FS meter and allows her to witch time the entire screen and punish you. Even if you kill her, she still respawns with full meter and does the same thing.
- Stay away from her, over time the FS meter fills up and allows her to witch time the entire screen and punish you.
Not that I'm for the Final Smash meter being legal (though I still think they'd be cool to see in competitive, but too unbalanced as is) but in this situation it seems that, as usual, Bayonetta is the big problem. Out of all Final Smashes, hers is the only one with negative counterplay and no ability to evade it (surprise surprise, worst designed character gets the worst designed Final Smash). Again, Final Smashes as they are now could never be legal, but Bayonetta certainly doesn't help.and thats the main issue here. the issue isnt that the moves are strong. the issue is the meter has a singular use and purpose. it promotes linear gameplay inherently smash antithesis. The issue isnt how easy to gain meter is (see dbfz is given for free there) the issue is there are no ex moves, no enhanced options, no movement options, no tag options, or combo break options tied to the meter's ise. going back to dbfz meter is used for special tags, all H moves, and supers.
knowing this community there is no way the campy and slow gameplay of meter final smashes would be tolerated. The closest example of meter final smashes in the scene is lil mac ko punch. Many Many players argued the proper approach to deal with mac ko punch was to wait him out. this leads to many matches with lil mac resulting in a player running away because risk reward is so out of balance. No lets change that to marth, bayonetta, diddy, rosalina, or cloud. How much worse do you think it'll be?
also there is nothing you can do to Bayonetta fs and not have it be toxic in a competitive scene. time slow is universally a good ability in fighting games. every super ive seen it in (Amaterasu umvc3, viewtiful joe umvc3, skull girls) its not common for a reason and i dont want people calling with actual justification to ban my main.
she isnt the only one who is an issue. there are others you cant do anything about either in a competitive setting. marth, lucina, palutena, ganon, bowser, shulk, cloud, ryu, and maybe others im missingNot that I'm for the Final Smash meter being legal (though I still think they'd be cool to see in competitive, but too unbalanced as is) but in this situation it seems that, as usual, Bayonetta is the big problem. Out of all Final Smashes, hers is the only one with negative counterplay and no ability to evade it (surprise surprise, worst designed character gets the worst designed Final Smash). Again, Final Smashes as they are now could never be legal, but Bayonetta certainly doesn't help.
No no, I agree, but even the others can be avoided occasionally. As I said, I'm not for Final Smash meter, just an interesting note of odd design choice (why not just make hers a trapping Final Smash anyway?)she isnt the only one who is an issue. there are others you cant do anything about either in a competitive setting. marth, lucina, palutena, ganon, bowser, shulk, cloud, ryu, and maybe others im missing
ignoring whatever your other commentary on characters and design, Bayonetta herself isnt the issue at hand, because you cannot argue that ALL the others are ok except hers.
because it goes against how the Bayonetta games work. shes about freeflow combat and combo creativity having a set combo done isnt her.No no, I agree, but even the others can be avoided occasionally. As I said, I'm not for Final Smash meter, just an interesting note of odd design choice (why not just make hers a trapping Final Smash anyway?)
Yeah sure let's go with thatbecause it goes against how the Bayonetta games work. shes about freeflow combat and combo creativity having a set combo done isnt her.