-oh we’re IMMEDIATELY doing Last Resort, I see
-Side tangent - for most moves, the way I comment on them is alongside reading the blog for the first time, I’ll read through each paragraph and stop in-between ones when I have something to say. This can lead to writing something that I immediately redact and reconsider, but IMO that’s part of the process, the author(s) gave me information in a deliberate order, as far as I’m concerned that’s a valid way to structure thoughts while reading through them. If they make me consider/believe one thing, only to subvert and counter it shortly afterward, that’s the moveset working as intended.
Wanted to mention this as it’s the way I’m prooooobably going to parse the remainder of 16, but Last Resort is a rare exception. It’s the kind of move where initial impressions are far too polarized, and having the full picture is worth breaking the formula.
Edit: I did not, however, read ahead to check other moves. Which makes one of my paragraphs a little excessive.
-For positives, this sounds like a blast in casual matches and hectic FFAs. The ticking time bomb aspect adds a harsh tension to the match that could create some delightfully hype moments, and I like the potential of the “failure” consequence still being weaponizable as a consolation prize & giving the move an alternate use. Being able to prime the bomb at a moment’s notice is awesome, there’s no reason to make that part committal.
Deleting characters who are caught by the clap even if they bounce off a wall is funny~ although at that point, it’s a bit subjective whether it’d be more appealing to have the clapped victim explode on the spot with Gevo or fly away at Mach 16.
-Unfortunately, it’s hard to stay positive.
I feel this move treads too far into extreme territory, to the point its design is painfully restricted. Because it instant kills, you deemed it necessary to give it horrific downsides, which defeat the purpose entirely.
For SUCCESSFULLY LANDING a move in the same echelon as a heavyweight F-Smash or one of the iconic power moves, you’re dealing 100% damage to yourself. In the absolute best case scenario, your reward for taking this risk isn’t far off from playing normally, taking the first stock, but receiving your fair share of damage in the process.
The price you must pay for this reward includes the classic problems of bad range, bad startup, egregious endlag, no setups, purely for outplaying the opponent… on a surface level. In addition, it is not available at all times, you must prime it for a temporary period, 15 seconds at most. That is not only the sole window you have to even attempt this move, but it is also an active bet made by the player that it will succeed. For if the gods are left unsatiated, if you are unable to claim the prize you so ambitiously strove for, you will take a ridiculous 50% self damage, and similar if not even worse recoil than if you had attempted it. This is irrespective of your current state, there are no take-backsies, you will suffer for your hubris and you will suffer immeasurably.
Your faulty gamble at least comes with a little piece of pity pie, as the detonation deals 20% to nearby opponents and kills around 130%. If it works, the 50-damage swing will merely be a 30-damage swing, and they will be unable to punish you, either returning to neutral or maybe dying at higher%s.
Compare this to Falcon Punch, which comes out slower and has an unclear comparison of endlag (but likely isn’t much different, regardless of being longer or shorter), doesn’t instantly kill, doesn’t have a complimentary pity explosion, and isn’t a grab. But in exchange, Falcon Punch is usable whenever you please, has no repercussions when whiffed unless used stupidly offstage or if the opponent meaningfully capitalized on it, and despite not killing at 0%, is far bigger is easily strong enough to kill in nearly any realistic scenario you’d need it to.
Last Resort’s greatest strength is that it’s in the faster category of big moves, instead hanging with the thicker F-Smashes, leading to more legitimate opportunities to landing it without an omega read. And the command grab aspect certainly helps, surpassing a shieldbreak in sheer lethality as even parries won’t save the target. But every remaining stat shoots 16 in the foot so thoroughly and counterintuitively, the move is left in a state that is difficult to salvage.
-The activation telegraphing the next 15 seconds, and the massive consequences for failing (and even for succeeding) hinders the type of conditioning and panic-exploitation that makes these moves occasionally work.
Falcon Punch works best when you scare the opponent into dodging or otherwise committing to a punishable option to flee something else, such as when they think they’re about to die from a powerful aerial or Smash Attack, or they take an exploitable route while recovering. However, without the threat of visiting the respawn platform in other ways, why would people be scared enough to commit? And obviously, if you overuse Falcon Punch, they’re not going to leave themselves as vulnerable to it - you’ll have to work on conditioning them to fear your other moves again.
I think the fact that it insta-kills ironically undermines the move in a similar vein, because it’s balanced around the value of obliterating somebody as low as 0%, and therefore the most meaningful to go for it would be on the healthiest opponents possible. People are far less incentivized to take the committal escape options when the risk of ignoring them isn’t lethal, and are further incentivized to avoid them when taking them might kill them on the spot.
You can use this at higher%s to increase your overall kit’s threat level, and have a higher chance of the auto-detonation killing them as a last resort (hehe), but it’s all downhill as their damage climbs. At mid%s, you’re losing significant value on the insta-kill over the other beeg moves, and the final detonation is unlikely to kill in most scenarios. Aren’t you a heavyweight, why not just use F-Smash or D-Air or something if you want to kill them around this time? Let alone at high%s, it’s a wastefully lopsided risk for a reward you’ll achieve by using a few moves normally, and while the auto-det is as viable as can be, it’s still not ranking high on the move tier list.
Amusingly, didn’t you say 16 struggles to combo at the beginning? Assuming that stays true, there’s decent odds he falls into the same heavyweight pitfall as the others - higher damage doesn’t mean much if your only combos are two-taps that do 20-30% at most, when someone like Mario has much faster and reliable moves that’ll rack up 40-50+ at lower thresholds. Likewise, again compare someone like Falcon, who MIGHT Falcon Punch an airdodge every now and then, but will much more likely continue his aerial strings into guaranteed (or at least threatened) F-Airs or D-Airs.
Even further, because he takes 50% at minimum for failing the time limit, 16 is forced to take action. At least with other moves, another part of their surprise factor is that they can come at any time, and they’re rarely used otherwise. Against other moves, it’s not reasonable to keep your guard up at all times and play around the random Bowser F-Smash unless you should logically (or emotionally/gut-feeling) expect it. You also have other things to worry about in stressful scenarios like a potentially-deadly combo, close-quarters disadvantage against a heavy, or a do-or-die recovery, which is where your guard slips in other ways.
This isn’t a super state that 16 COULD capitalize on but always has the choice to fake it. 16 willingly enters this state and takes this risk, and for 15 seconds, all you have to do is not get hit by one move. It’s not great to get hit by the other moves, but trust me, it’s okay to get hit by a couple tilts or aerials, as long as you don’t die or lose the next few engagements, anything you take will usually pale in comparison to the automatic recoil he’ll take.
There’s a huge difference between being ready for the random Dedede F-Smash, VS being ready for 16 politely asking you to play carefully for the next 15 seconds. Heck, it’s not as helpful to his other moves in exchange, as you always know when instant death is on the table, you’re always reminded. You might forget you could get Falcon Punched. You’ll never, ever forget you could get Last Resorted.
-Not fond of the counterplay being overly binary and one-dimensional in nature, particularly for the automatic detonation when time runs out. There’s no way for either player to alter it other than 16 landing the clap, and you don’t give any scenarios where the auto-det could be cancelled or negated. Which is fine on paper, the explosion is large but even slow characters can find ways to dodge it with good timing on dodging or knocking 16 away with good timing - offhandedly, would be helpful if there was a clear indicator the timer’s about to run out, doesn’t NEED to be a UI meter but some faster blinking or more intense glow at the very least would be good.
My main question is whether the explosion interrupts 16’s current state, and if so, whether that includes hitstun or other forms of non-actionability. If it paused the timer until the hitstun wore off, I’d have no issue, an opportunistic player could hit him mere frames before the explosion (or do an extended combo beforehand, to make that window easier for them) but place the explosion a safe distance away from them. If it doesn’t, then it could create some boring cases where you’re forced to disengage even if you successfully hit him and maybe even combo him, or are disincentivized from using high hitstop/lengthy multi-hits since you’re keeping him close.
I’d like that there’s potentially a little bit of risk-reward with throws if the detonation doesn’t interrupt them, a ballsy player could time a throw so they’re invincible as the detonation goes off, but they’d have to go for a grab during the critical last seconds, if not shorter based on his % and the player’s mash speed. But that goes unmentioned, and it’s a very risky/predictable gambit compared to spacing him out in safer manners, or instead throwing/hitting him a bit earlier, so he can’t reach you again in time. Other than that, the first 10-12 seconds don’t really matter for the opponent as long as they don’t put yourself in heavy disadvantage or get hit by the clap, and all of the onus is put on GTFOing or preparing a dodge in the last moments. And for many characters, the smartest thing is to just not engage, which isn’t hard for them.
With the comeback mechanics we already have, at least they typically have a way to hit the opponent around and do something about it, you can forcibly deactivate K.O. Uppercut, Limit uselessly vanishes if it’s not used, you can knock Arcene or Rage Drive out of Joker/Kazuya, you get the idea. I get the thematic “I will explode in 15 seconds and there’s nothing you can do about it” unstoppable vibe behind it, but idk if it’s a healthy decision in the long term.
-Addendum to the above, once there’s ~2 seconds left, what’s stopping most opponents from just jumping and Up B-ing into the sky? Unless you gave 16 the DBFZ Super Dash as an Up B or something similarly low-commitment, it’s likely a huge commitment for him to chase them up there and stay within range of his explosion, particularly nimble characters would require a hard read on which direction they’re going in (if he can even keep up with them).
Game & Watch and Inkling both have high and fast Up Bs (G&W is particularly mean), R.O.B. and Snake can stall for a while, the Kirby/Kid Icarus/Animal Crossing characters can leave quite easily, good luck catching Olimar if he ditches his Pikmin, Bayo and Sora are self-explanatory, Wario and Bowser Jr.’s vehicles give extra jumps and add stall, Wolf can mix between a sudden Side B or a traditional Up B, good luck catching a high% Lucario, Paisy need platforms for great height but hella stall with Float and Parasol, Rosa/Yoshi/Jigglypuff abuse their floatiness, a high% BotW Link can simply adios out of there, and others could be argued for.
Remember, helpless fall after an Up B does not matter if 16’s guaranteed to blow up and put himself in heavy endlag, worst case scenario it’s not like failing to punish him is a painful lost opportunity, he’s taking 50% recoil and he’d be lucky to merely reset to neutral. And I’m not saying 16 CAN’T reach the listed characters, but what I’m saying is there’s many ways to take something that’s normally evenly-handled for both sides and put 16 into a massively disadvantageous position for little to no risk. On the rare occasion, I have no doubt a good 16 can read an opponent and delete them. But how many times will the inverse happen, how much easier is it for the opponent?
To a slightly lesser degree, characters with decent recoveries can throw themselves offstage - it’s far riskier since getting nicked by the explosion is much likelier to kill, but in exchange it’s ALSO vastly riskier for 16. Either he can’t go too far ‘lest he burn too many resources to get back, or he can risk the endlag killing him outright like a diet Rest. At a certain point, it’s not worth it, and he’ll just take the 50% fruitlessly.
-Speaking of recovery, there’s nothing telling me you don’t just straight-up die if you’re forced to recover as the auto-detonate activates. Even if you don’t plummet to certain doom, you take a massive altitude cut, and will need every resource you can get to recover. In plenty of cases, whether by your own helpless hand, or by the opponent putting you out of your misery.
Is this a necessary addition to the downside pile? As covered above, there isn’t an equal repercussion for the opponent, it’s simply extra misery.
-Despite seemingly being geared towards a casual setting, it feels unnecessarily hostile towards those in a way the Falcondorf Punches and other big moves aren’t. There’s arguably nothing fundamentally wrong with it being a lethal grab, the first-time knowledge checks are often funny memories people think back upon fondly, and the realization “oh, can’t shield that” usually sticks. But the rest of the design has some quirks.
It’s weird you two didn’t discuss how long the grab lasts for, not only how unusual it is for a grabbox to linger for a full half-second, but also the obvious gameplay implications that come with it; easiest example, it’s impossible for non-Bayo/Mythra characters to spotdodge it, and how possible it is to run/roll into it. Easily fixed point, but knowing Ultimate’s jank, unless the grabbox doesn’t overlap 16’s body too much, wouldn’t be surprised if there were some “WTF was that” clips where somebody rolled through 16 to escape behind him, but still got grabbed because their intangibility wore off while still clipping into him.
The duration can cause a second, even nastier knowledge check than the command grab aspect, as unless you make it clear how long the grab lasts (via exaggerated particle effects or having him glow prominently, perhaps?), it would be hard to tell when you could run in and punish. It’s not an issue for patient players or those who use lengthy disjoints, but imagine a close-range brawler who needs to get close for their finisher, perhaps Fox. It’s basic instinct in this game to see a high-endlag move, run up as soon as the attack is over, and start charging your Smash Attack of choice.
It’s fairly intuitive to see a grabbing motion and quickly learn shielding isn’t an option. But is it intuitive to have to wait a prolonged, arbitrary amount of time before it’s safe to approach? Is that a fair and funny lesson to learn, that you tried to run in just a smidge too early and got clipped on the last couple of frames this lingered, guess you’ll die now? Without your text justifying it, I question why it lingers for so long. Yes, this isn’t something knowledgeable players will be punished by, but is it worth punishing the unaware for not looking this information up?
-This could be annoying to fight in late-game team battles, where you can reliably set up a Smart Bomb-sized explosion that basically deletes anyone trying to recover. You sacrifice your teammate’s stock and take 100% yourself, but in situations like knocking the opponent offstage, you can make it nigh-impossible for them to avoid a GIGANTIC hitbox that will often secure their death, outside of extremely clever resource management or particularly generous recoveries (in which case, don’t go after those, go for the smart plays).
Again not a large issue, but I specified late-game because it could damage the classic tension of a 2v1 where the opponent might just clutch it out with some clever thinking and recovery.
A greater issue might be that a team battle is far, far easier to set up into a Frame 30 move, primarily because it lingers so long. There’s comboing into a Frame 53 Falcon Punch (where it’s so slow and tightly-timed that it’s impressive no matter how you look at it), or holding someone at high%s in place for a similar finishing blow (where at that point, if it’s taking that much mashing to escape, a simple charged Smash Attack would do the trick) - and then there’s a simple back-and-forth team combo that uses multi-hits to burn time, a lengthy Rapid Jab holding them in place, or other tricks. Thankfully though, Last Resort being a command grab is a bane in disguise; otherwise elementary low% throw combos would fail due to the 60-frame mercy window.
Not that it’s easy, but I feel once you get good enough at the game and have a sufficiently synergetic partner, the challenge of pulling this off might become lower than you’d prefer.
-The size has implications in FFAs, although I’m not negative towards that. You don’t specify anything like the explosion’s duration or how long it takes to reach max size, and while the timer is still telegraphed, it’s easier to get distracted or occupied by other things, and harder to keep the sheer danger radius in mind; there’s also implied lack of a sourspot, meaning if somebody gets snagged (I believe each player added to the fray is an exponentially higher increase of success, loosely speaking), all hell will break loose.
I’d love to see how it’d affect the iconic shieldbreak scramble that occurs when one unlucky player grabs everyone’s attention, how 16 can jump in without caring who he grabs, and other players have to make the snap decision whether to commit to their strongest finisher or bail like cowards. The diplomacy would be hilarious, imagine a full group of adults agreeing to a sacrificial ritual for the birds.
Admittedly, I’ve barely played Ultimate with more than 4 players since Joker came out, mostly sticking to online, tournament settings, or smaller hangouts with friends. So I’m not sure how much Hero’s Kamikaze impacts a large FFA, but I assume it’s hard to be upset about it in such a chaotic environment, and Last Resort is far less random/sudden.
This move has many questionable details to discuss in serious gameplay, buuuuuut in FFA matches, this feels far comfier and genuinely funny.
-The uses for this move while edgeguarding are worth considering, the immense risk would discourage it in most cases (especially since it’d be competing against simply smacking them with an aerial), though I worry it might cause some unpleasant checkmate scenarios against vulnerable recoveries. A flawed comparison, but speaking as a Dedede main, there are many reliable ways to land a Frame 26 ground attack that lasts for “just” 16 frames - where Last Resort (assumedly) wouldn’t have the low hitbox, it’d make up for it with airborne capabilities and lingering for almost twice as long.
Side note, you don’t mention how this affects his air momentum at all. That’s not an issue for the other big moves, but this one lunges him forward and presumably halts his fall momentarily, was wondering how quickly he’d start falling, whether he accelerates to his regular fall or fastfall speeds… bonus points whether his acceleration matches his gravity or is altered in any way, that’s not necessary but it’d be helpful and show some thoughtfulness.
A good reason to ask would be how useful it’d be for covering the ledge (and/or surrounding relevant “the opponent will probably have to recover through here” space), as the initial timer activation is non-committal enough that you could knock somebody offstage, and judge whether they were knocked far enough away for you to set up. If 16 doesn’t fall too fast, he could hop offstage and do it in front of the ledge, covering that critical area for a bit - if he falls too fast, imagine a lingering stall-’n-fall with a sweetspot of death, but the entire duration is the sweetspot. There’s a large goldilocks zone in between though, which I assume he meets.
I don’t deem this a prominent issue, as outside of last-stock situations where the recoil doesn’t matter, it’s overkill that hinders yourself even if it works. That, and the easier it is to line up this gambit, the more likely it is they were already dead, or were already easy to gimp in other ways. This concern is mostly nitpicking, as most characters would have ways to dissuade 16, but I dislike dumping on characters with bad recoveries any harder than we need to.
-The mentioned mechanic of certain moves having gameplay implications on the post-explosion stage doesn’t give me good impressions.
Will have to read them to judge how impactful they are, but ironically for a moveset, I hope they’re not much more than small cosmetic changes. Personally, if you have a move as polarized and hard-to-use as this, and put a bunch of fun bonuses for landing it afterwards, it feels like a wasted opportunity: imagine Hero has some secret spells that add even more diversity to his spell list, but you only gain access to them for the rest of the match if you hit somebody with his full-charge Side B or something. That might be cool in casual matches, the novelty would be appreciated on some level… but if they’re impactful, why lock unique, cool mechanics behind something most players will rarely get to play with, let alone the comically exaggerated risk in going for it? On a character entirely designed around taking risks to unlock achievements and gain power, something like that would be part of the appeal, but if it’s tacked onto one extra-gimmicky part of a much-larger unrelated kit, it’s a far trickier argument. Could cause unnecessary frustration for newer players who just want to try the cool lava stage things in a match but keep screwing themselves over with Last Resort (not everyone has consenting friends), and experienced players have to concede that those extra aspects are unfeasible in 99% of balanced/meaningful matches.
I may be speaking way too far ahead. Not to mention the “glass half-full VS half-empty” subjectivity to it, where I may believe a mechanic is unnecessarily limited and niche, another may believe it’s an awesome bonus that’s special because of how rare it is.
-Also, while ignoring shields is an obviously massive upside, command grabs aren’t all sunshine and rainbows.
Another unspecified detail is whether it has armor/priority, which is a factor in two understated benefits of big moves: trades and clanks. If it has armor/priority, then it’s comparable to Alolan Whip, which ignores the classic shield/attack/grab triangle and is an effective tactic against non-disjointed attacks. If it doesn’t, then it gains a large susceptibility to simultaneous attacks, frequently losing outright.
Falcon Punch is usually binary, either it works and they anguish, or it doesn’t and you anguish. But in a synchronized clash, it’s got a winning ace tucked inside that glove; transcendent priority. Even if you hit it with a monster of a move, even if you send him flying, if that punch went off and is still active, odds are you’re taking the full brunt as a trade. No clanking, no interruptions. Unless you punished the startup, directly challenging it is suicide. While a rare scenario, it can happen, and the punch’s legendary power means Falcon often comes out on top.
Last Resort, unless there’s a safeguard left unmentioned, is the opposite, and will effectively lose to countless attacks in the game on same-frame interactions, with the bonus weakness of clanking with grabs as well. While the lengthy duration is still a great upside as mentioned before, and will beat mistimed approaches, a wise opponent with the correct move can still time their attack and slam right through a still-active grab.
This is absolutely a sidegrade, and even if it were a hitbox, these aren’t comparable concerns to some of the above. Yet it’s again another trait that Last Resort’s peers entirely ignore, another weakness to consider.
(sorry for the overexplanation, my habit of over-clarifying kicked in)
-An extra note to the above, I need to research it further and can’t confidently speak on the matter, but remember that the hurtboxes across a character’s body aren’t created equal, with certain areas (typically limbs) working as normal when attacked, yet ignoring universal grabs as if they were intangible.
The parts I’m uncertain about are whether they also work against command grabs, and whether they remain ungrabbable during attacks. If so, that’d mean not only could disjoints easily beat it, but melee brawlers wouldn’t be disadvantageous if their timing is good enough, which typically is in the hands of an experienced player.
Dedede is a hazy comparison, but speaking from experience, good players don’t struggle to ignore Inhale and just hit him through it, even as limb-based fighters like Joker or Falcon. Though I can’t tell for sure how much of that is the moves themselves and how much of that is this potential interaction.
-IMO I’d either put a version of this on a Taunt (could be funny if it was usable in the air, if that would be a dealbreaker for y’all otherwise) to free up Neutral Special but keep the fun casual volatility of it, or perhaps if you want to keep the secondary uses & powerup aspects of it, why not place more focus on it and turn it into a dedicated, more viable tactic? You can keep the funny nuke that goes brrrrr on a held input or something, but there’s lots you could do - maybe the ticking timer gives you a quicker grab that has far less reward but turns that part of the stage into dangerous territory (could be temporary or permanent), maybe it powers up the rest of his grabs/Specials (perhaps making them explosive, perhaps giving them the lava upgrade on success, perhaps giving them variations, etc.), maybe he can manually detonate the time-over effect… Apologies if this is armchair design and you’re happy with what you’ve made, I just feel this move is underbaked, but HAS potential.
-TL;DR, moves like Falcon Punch are already noob traps in the vast majority of situations, and at best are rare hype clips. Which is fine, but Last Resort doubles down and is one of the noob trappiest noob traps I’ve ever seen in my life, in exchange for not thaaaaaaaaaat much reward, relatively? These big moves already kill quite early, I think killing even earlier is just plain greedy.
Best way I can sum it up, it’s baffling to me that both of you played this move entirely straight. You acknowledge it’s slow and hard to land, and that it’s risky, but you give it the same gravitas as far better moves, despite its dysfunctionality in experienced play, potential unhealthy cheesiness scattered about, and reliance on party sizes. Perhaps it’s a commitment to the movesetting tone you wish to uphold, wanting to keep the reader positive and interested in the move, and if that’s the case, I can respect it.