Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Removing the infinite isn't weakening the grab game. Why does EVERYONE say that? They would still retain their grab game, but they wouldn't be able to completely cancel out the input of their opponent. If the character NEEDS to have the ability to render their opponent COMPLETELY HELPLESS as you imply, then they NEED to be fixed.If you weaken the grab game, you homogenize the character.
I would be all for removing the infinite, but I say replace it with a 0-death which replicates an infinite for all competitive purposes except stalling.
I hate the word fix in this situation.Removing the infinite isn't weakening the grab game. Why does EVERYONE say that? They would still retain their grab game, but they wouldn't be able to completely cancel out the input of their opponent. If the character NEEDS to have the ability to render their opponent COMPLETELY HELPLESS as you imply, then they NEED to be fixed.
That's ridiculous. If we were going to do that why even get rid of the infinite? Again, if they NEED the ability to 0 death an opponent because there is no way for them to get out of the grab once initiated short of the IC messing up, they need to be fixed.
1. Your main argument is that the chaingrab won't be as good as it was in Vbrawl. I'm sorry but I realize it got nerfed but your making it sound as if the nerf was enough to make it like falco's chaingrab (not saying his chaingrab is bad I mean't comparatively between him and other CG). When, it in fact, is not that much of a nerf.Those are broken Giza. They work on every single character, they're easy to execute, easy to set up and easy to perform, they easily reach kill percent and set up for a kill, and have next to no requirements at all. They're also equipped on characters that are not intricately flawed.
The problem is not that it's a 0-death. The problem is that it's an infinite which the opponent has absolutely no control over their character while it's going on.what about adding a stale move system to the grabs? that way, it would reach the point where doing an infinite for a certain amount of throws would do little to no damage, thus making it useless... it could affect all throws equally (all throws counting as a single move). I dunno if it's possible, but it could be an alternative to just removing it...
I think he means that since its so powerful it would homogenize the way all ice climbers players play. Basically, it would make it so all high level ice climbers players play exactly the same way. I don't agree with this but I still think it would make things more interesting to have tons of different chainthrows that have the potential of being escape but are very hard to would make it better. Since then it wouldnt just be the same chainthrow technique over and over.Homogenizing it with respect to what, pray tell? No other character cares about the grab that much.
Remove the difficulty in the chaingrab? It might not be a lot of difficulty, but IC mains work really hard to never mess up CGs, if you remove that, you'd be left with something like 4.0 beta Rest.*ahem Nana death upthrow
lol @ arugement used against infinites.Who cares about the technical skill? Don't we use auto l-cancelling? If it's learnable, it will be learned.
Yes, and if all the different throws have to be DIed in different ways to be escapable, the grabbed one would have to guess which grab was coming up. For example, the f-throw to nana fair should be DIed upwards to be escapable, when the footstool-thing (don't remember how it was done) should be DIed forward to be escapable etc. THAT would be nice.I think he means that since its so powerful it would homogenize the way all ice climbers players play. Basically, it would make it so all high level ice climbers players play exactly the same way. I don't agree with this but I still think it would make things more interesting to have tons of different chainthrows that have the potential of being escape but are very hard to would make it better. Since then it wouldnt just be the same chainthrow technique over and over.
I still dont see how you would think something like that.Then their grab game would be no better than Marths
No. I'm not making that comparison, you are. I'm explaining how the CG no longer distorts match ups, or at least not to the extent where a large part of the cast are no longer viable. For those who struggle, such as Bowser, they are likey characters that struggle with other members of the cast as well, and thus need to be fixed. Not the Ice Climbers.1. Your main argument is that the chaingrab won't be as good as it was in Vbrawl. I'm sorry but I realize it got nerfed but your making it sound as if the nerf was enough to make it like falco's chaingrab (not saying his chaingrab is bad I mean't comparatively between him and other CG). When, it in fact, is not that much of a nerf.[/FONT]
I am not going to discredit you as a Bowser main, but I really don't think you have enough experience in Brawl Plus to adamantly believe for certain in a logical manner that the Ice Climbers can effectively give your character a huge disadvantage. For that to occur, you would need extensive experience against fighting IC, not a few matches. That's unlikely, but I'll give you the benefit of the doubt right now and just say that it is likely Bowser that needs to be fixed. I can think of a few other characters that give Bowser an extremely hard time as well.2. Some chars STILL get shut down by IC's. I for one know that even though there is a slight nerf in the chaingrab, bowser still has an extremely hard time with the IC's.[/FONT]
They distorted match ups, and gave the characters in question a large advantage. There was no method to prevent that disadvantage other than not being grabbed, which had an unreasonable reward for the user in comparison to the lack of effort needed for the requirement. Also, most of those characters were in fact good characters, top tier even, without the CG.3. What about the non-broken chaingrabs? Like D3's normal CG, falco's CG, yoshi's CG, Bowsers CG and a few others. There not broken yet they were all (?) removed.
-Bowser King
I'd love to see that last one. Everyone here agrees that they don't have anything going for them besides the throw. Taking that away and allowing for an invicible nana could allow for interesting setups as you could manipulate her to do attacks with impuity.New ideas o_o
- remove Infinits
+ increase grab range
+ decrease d-throw knockback (Dthrow CG would be easier and longer)
+ increase up-throw knockback
+ make nana invicible (I mean she cant get hit xd So she wouldnt die that easy anymore (only if you mess up off-stage)... i dont know if this is possible but would be rly cool x)
what do you think ? (is the last one to broken xD ???)
I think the problem is both, not just that its a 0-death or the no control. but why do something that turns useless? this might at least discourage the use of grab-grab infinites... the problem is that IC's have a versatile grab game. it's what makes them unique. we can't just remove it...what about removing the throw damage all together? grab infinites would be useless and force IC to use attacks in combination with the throws. grabs would now be used to set up (that is if they can grab the opponent) and if we give their attacks some buffing, might make a playstile similar to the original but removes the usefulness of infinites (and to a lesser extent, CGs).The problem is not that it's a 0-death. The problem is that it's an infinite which the opponent has absolutely no control over their character while it's going on.
Meh, you can interpret these results anyway you want. That's the glory of numbers and statistics. I'm sure there are plenty of people, myself included, that voted to wait but lean more towards leaving CGs alone.it should:
Take some action 112
Take no action 51
Wait to decide 77
It seems like the current poll is biased against taking action by splitting it up because clearly, 112 people want to change it in some form which is the real question at the momentum. What we do to it should be later because right now, the decision of the current poll would be to wait when in fact more people want to change it in some fashion.
I voted to wait but lean towards removingMeh, you can interpret these results anyway you want. That's the glory of numbers and statistics. I'm sure there are plenty of people, myself included, that voted to wait but lean more towards leaving CGs alone.
Hence why I was completely confused by the poll optionsI thought we wanted to remove the infinite.
Why are we talking about messing with chaingrabs.
And by chaingrabs, I mean chaingrabs that arent infinite and have to even eventually or can be broken out of/DI'd out of.
By that logic, there would be more voting to leave them in, if only at least for now.it should:
Take some action 112
Take no action 51
Wait to decide 77
It seems like the current poll is biased against taking action by splitting it up because clearly, 112 people want to change it in some form which is the real question at the momentum. What we do to it should be later because right now, the decision of the current poll would be to wait when in fact more people want to change it in some fashion.
No. "Wait to decide" means neutral so it would be:By that logic, there would be more voting to leave them in, if only at least for now.
With the numbers right now it would be 118 wanting to do something with the infinite and 135 wanting it kept as is for the time being at the least.
I demand a No Contest.
From punching bag to god tier is just pay back >_>.No. I'd just make ICs broken and remove the one of the criteria for the infinite. Possibly 2.