Nstinct
Smash Journeyman
If you want to see the scalding FLUDD here's the full length Mario Fastball, Electro Cape, and Scalding FLUDD clip: www.youtube.com/watch?v=VGHahndbEck#t=2m42s
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Watching that in slow motion, it seems like the shocking cape doesn't reflect projectiles at all but lets mario travel through them.If you want to see the scalding FLUDD here's the full length Mario Fastball, Electro Cape, and Scalding FLUDD clip
To be fair the first one was over 10 characters.I will give no credence to anything Sakurai claims is unbalanced, by the same virtue as I will also never have faith in anything he says is balanced. Something he could think is completely broken could be rendered a complete joke in a week of play.
Seen here. Believe it also might have been briefly discussed at the round table.
Could just "Like" the post if all you are going to do is agree with it and not add any of your own thoughts. The minimum 10 character limit is there for a reason.
If you look on the right side, there's a large explosion which I believe was from that green spark the Mii shot. I wouldn't be suprised if that had no hitbox on it until it exploded. But if that's the case, that's a pretty terrible air-to-air choice the Mii made.Watching that in slow motion, it seems like the shocking cape doesn't reflect projectiles at all but lets mario travel through them.
Though it could just be a bug due to miis being new or some different way in which that projectile works.
Yes the explosion is from the green shot, though it might go a set distance and then explode or it might explode on contact until it goes a certain distance and explode anyway, really hard to tell at the moment.If you look on the right side, there's a large explosion which I believe was from that green spark the Mii shot. I wouldn't be suprised if that had no hitbox on it until it exploded. But if that's the case, that's a pretty terrible air-to-air choice the Mii made.
A little late to this since I know someone must have already said it already.Once something gets banned it will not be unbanned.
Yes."We've made it so that customization options, including special attacks, will be disabled when you're playing online in With Anyone mode. After all, we have to think about game balance, and it's crucial for anonymous players to be able to use reliable tactics against one another. When you're playing in single player, battling with friends online, or playing locally, you're free to play however you want--with or without customization."
So I interpreted this comment in today's PoTD as Sakurai not including custom moves in Anyone mode, emphasis on Anyone, because anonymous players won't know what the other player would be using and tactics used for default movesets might not work for custom movesets. It's basically so anonymous players can know what to expect of their opponents character.
That doesn't seem like a reason to ban them in competitive play.
Going by Sakurai's judgment for anything competitive related is flimsy though.
Yeah but that's the same kind of thing though really, you can either use the custom moves to help your matchup (going to have trouble getting back on? switch to the better recovery that does less damage etc) or you can just use which ones fit your style of play the most.Sure but it seems you can also tweak your recovery (cf mario's super ultra jump) with custom move. Basically you trade recovery lengh for safety, or offensive power.
While the Brawl Backroom banned Metaknight, TOs still have superiority over them. So technically Metaknight was never banned since so many TOs were against it anyway.A little late to this since I know someone must have already said it already.
"Once something gets banned it will not be unbanned."
Unless it's Meta Knight. >_>
That "ban" never really went through in the first place. Many regions ignored the BBR's ruling on the banning of MK, which is also when the BR became a joke to people basically, with the biggest and most important one being SoCal, where Apex is held. He dun count.A little late to this since I know someone must have already said it already.
"Once something gets banned it will not be unbanned."
Unless it's Meta Knight. >_>
We can't agree on stages ever, I can't imagine us even getting close to agreeing on specific moves.One thing I don't think has been touched on is the banning of *specific* special moves, or combinations thereof.
Thoughts?
People will use this as proof that customisable moves are unbalanced, but the phrase "reliable tactics" heavily implies that they're only banned because you won't know which custom moves another player is using until they actually use them due to random online games working differently to every other mode, casual players would hate that.Here is why there's no customization options available in online mode
I think it should be an all or nothing thing, we either keep them all or we ban them all, if you start banning only some custom moves but not others, people are going to start getting pissy. What if we find out that a certain move is somehow overpowered against a certain character but not against anyone else? If we ban it then you have people complaining about other certain moves being over powered against certain characters and then you have the people that play the character saying that the move is the only way they can make that matchup more fair and it just becomes a massive cluster****.One thing I don't think has been touched on is the banning of *specific* special moves, or combinations thereof.
Thoughts?
What I hope is that custom moves are different enough to allow different player to play differently regardless of the matchup.
For exemple someone could play a certain character more defensively with a lot of long range attack and a very good recovery, but another person could play it much more aggressively with short range but powerfull/fast specials and maybe a more deadly up-B.
What I don't know is if both opponent should know prior to the start of the match what move the other have chose.
I think we'd have to wait until the 3DS version has been released so we can check just how different the custom moves are, but in terms of picking them it could go multiple ways:
Have people pick characters first so they know which character each are playing and then blind-pick custom moves
Pick characters and then have both players pick specials one at a time (player 1 neutral > player 2 neutral > player 1 side > player 2 side etc)
Have people pick characters first so they know which character each are playing and then blind-pick custom moves and then after that allow some form of counter-picking (if the moves are various enough to make that much of a difference).
I think the second method would work the best (though it technically favours the second player so you might have to do RPS to see who picks second), but it all depends on what all the customisations are.
Well, it depends, I guess. I feel that the gut reaction with one OP custom move will be to ban them all. However, assuming that only a small amount of custom moves are ban-able, then using them will just be grounds for a lost match / ejection from the tournament.One thing I don't think has been touched on is the banning of *specific* special moves, or combinations thereof.
Thoughts?
Too much trouble to have it bound to the player name, when you're entering your name or customising your controls it's fine but you won't know which character you're going to be against to choose accordingly.In brawl we could customize our control scheme and bind it to our user name. Maybe in smash4 customization will also be tied to player name.
I highly doubt that we won't be able to customise our moves via the CSS, I also doubt the amiibos will store the special moves for every single character and even then you still have the problem of maybe wanting to change a few moves to counter a certain type of character you're facing, making the amiibo pointless.I am against anything that adds a lengthy amount of time to matches. At this point, I believe it is a safe assumption that we will be able to use Amiibos. Hopefully for both custom moves and control schemes. Unless there is some type of display on the CSS, it will be hidden information. Which, as I said, isn't really that big of a deal.
i'm gonna be honest and say it should be an all or nothing type of deal.I mean just the sheer amount of combinations that there will be is stagerring. Like has already been stated, if there were to be 50 characters in the game there would be 600 moves to customize in total, including default specials. Each character would have like what 144 possible combinations? And in total that would be what 7200 combinations in total? I probably did my math wrong, so someone correct me if I did. But even if it is wrong, it is still going to be a ridiculously high number that just isn't pratical to bane certain ones over others. The sheer amount of possibilities is just staggering lol. And this isn't even taking into account of how there is a big possibility that one combination might be broken against one character but weak against another.One thing I don't think has been touched on is the banning of *specific* special moves, or combinations thereof.
Thoughts?
There are 3 rules laid out by Sirlin to ban something.i'm gonna be honest and say it should be an all or nothing type of deal.I mean just the sheer amount of combinations that there will be is stagerring. Like has already been stated, if there were to be 50 characters in the game there would be 600 moves to customize in total, including default specials. Each character would have like what 144 possible combinations? And in total that would be what 7200 combinations in total? I probably did my math wrong, so someone correct me if I did. But even if it is wrong, it is still going to be a ridiculously high number that just isn't pratical to bane certain ones over others. The sheer amount of possibilities is just staggering lol. And this isn't even taking into account of how there is a big possibility that one combination might be broken against one character but weak against another.
As a fox player, I would prefer to see new and exciting changes. However, I find that an acceptable way to include "more" characters on the roster.It'd be messed up if Falco and Wolf where alternate costumes of Fox but each of Falco and Wolf's specials served as Fox's custom moves.
50 characters each having 24 different movesets equals 1200 total different possibilities.i'm gonna be honest and say it should be an all or nothing type of deal.I mean just the sheer amount of combinations that there will be is stagerring. Like has already been stated, if there were to be 50 characters in the game there would be 600 moves to customize in total, including default specials. Each character would have like what 144 possible combinations? And in total that would be what 7200 combinations in total? I probably did my math wrong, so someone correct me if I did. But even if it is wrong, it is still going to be a ridiculously high number that just isn't pratical to bane certain ones over others. The sheer amount of possibilities is just staggering lol. And this isn't even taking into account of how there is a big possibility that one combination might be broken against one character but weak against another.
wat.... ok first of all50 characters each having 24 different movesets equals 1200 total different possibilities.
I wouldn't normally correct you but this is the second time ive seen ridiculous math in this thread and it was bothering me.
That's the point I disagree the most with. If anything, using Custom should be allowed for the first 3-6 month and from there we can actually see whether or not custom make a tournament better or not. Large scale experiment will be the only real test to see if using custom as potential to add fun, complexity and strategy, or kill the game. I would simply suggest that during that time, the money bargained remain reasonable so that not too sore feeling emerge from that if it turn out the system is broken.(...)
>Should still be banned for a 3-6 month period after the game launches (it needs to be tested and there is no way everyone will have all the parts for initial tournaments. This problem will be easier to remedy if someone uploads their save file off an sd card)
(...)
You forget that our community has banned lots of things in the past that under that criteria would be legal simply because "they don't like it". Top players and TOs alike have done this. While it's a good system if the people themselves don't support it it means nothing.There are 3 rules laid out by Sirlin to ban something.
Enforceable, Discrete, and Warranted.
Let's assume that X number of custom moves are warranted to be banned. They are just too good. Let's look at the next two.
Enforceable: Can it be reliably detected and that the player is purposely using the banned action?
Yes. It is a custom move that is "turned on" at the start of the match.
Discrete: Can it be precisely defined?
Yes. It is the custom move in question.
See? Easy to ban. If Super Fireball is too OP, it isn't allowed to be used. If it is, the player in questions automatically forfeits the round/match/is ejected from the tournament, depending on the TO and their rules.
You should be using 4! not 3^4wat.... ok first of all
Each character has a default set + 2 variations right? That makes a total of 12 moves per character. 4 moves, with 3 possible options at each. That means that there are 3^4 possible combinations.
3^4 = 81 possible variations.
Assuming there are 50 characters, that means that it is 81 * 50 = 4,050 possible character lay outs.
He's talking about combinations of specials, not the amount of specials they have.You should be using 4! not 3^4
There are more combinations in pokemon. They have a tier list.Really, here's my only shpeel with the whole issue. How the heck is this game ever going to develop a proper tier list when there's literally thousands of moveset combinations to evaluate? The proper thing to do would be to somehow have both vanilla matches and custom matches coexist without one gaining more traction than the other. That way, we can evaluate character strengths/weaknesses on a base level, and then we can find out which custom moves better suit each character (or even if certain custom moves should be banned outright.) Now, here's he kicker though: as has been stated before, we can't ban custom move matches, even temporarily, because the Smash community almost never unbans anything. But if we don't have any vanilla matches to compare, it'll be really tough to determine a proper tier list to make sure custom moves are set fairly. So...how do we fix this?