xX1337Sn1PeZaSsAsS1nXx
Smash Cadet
Obvs being faster is better but if you lack range then what.
Being able to zone characters out is a trait in itself.
Being able to zone characters out is a trait in itself.
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!
Bold! Bold, I say!@master knight
i see what you're trying to do with some of those, but either they way you're explaining them or their original natures would be counter productive makes it seem like you don't exactly know what you're talking about.
and i suppose you do? Because, you know, bowser was defeated in super mario bros. 3 by just punching him, rather than potentially getting all the way to him with an active hammer suit without getting hit, or even just plain dodging his idiotic behavior of continuously trying to jump onto you in a place with a fragile floor.
i understand you want to make it so that power based characters have an equal grounding in this game with speedy characters. It's true by it's nature, speedy characters have the advantage. Rather than implementing some weird system non flinch weak hits universally,
which is why i recommended the power system. You can use an armor power to retain momentum for when you want to attack.
i think that powerhouses should house potentially large amounts of super armor//heavy armor/light armor. Take a look at p:m bowser. He's a perfect example.
fire away.
light armor crawling to get around annoying projectile harass,
never mind that club users in kiu still get kited even when they move at full speed without issue.
super armor on all of his smashes and two aerials make him not only harder to juggle but even scarier to try poking out on pressure. Let's just hope the new team put super armor into better use than sakurai did, cuz that was pathetic.
i see a lot of claw users on kid icarus uprising's online who think they can melee rush me, the guy with the defense power club that will proc counter as soon as they try it. It's a miserable failure of a strategy only enabled by claws dealing too much melee damage, even getting to the point where they can actually 2hk me when i have top notch defense and they have no offensive buffs active. The thing is, claws are the fastest weapons in the game and they still have projectiles, weak though they may be. It would kill them somehow to use the bloody projectiles in combination with a power set that has being able to combat clubs in mind, rather than the idiotic method of trying to melee combo the guy who will just laugh off the knockback, retaliate, and just easily catch you, good job accomplishing the very thing the guy wants done.
Super armor can be fought under circumstances that aren't unreasonably broken. If you believe otherwise, you're wasting my time.
i'll be completely honest, aerial smashes sound stupid and counter productive to what you want.
what i want is better variety. Aerial smashes would provide better than just pick the right direction and hope for the best.
only faster characters would benefit from this.
really? How would you know they wouldn't provide things like better super armor?
stronger aerial kill moves, stronger hitting gimps, delayable juggle moves would destroy any character.
that's only if the power characters can't fight back because reduced attack power sucks at being an exploitable weakness.
hard hitters already have aerials like smashes. Take a look at ganon. I never want to get hit by any aerial of his except his neutral air at best.
and what makes you think the aerial smashes won't have smash bonuses like the regular smashes do? They have less reason to be shallow than moves that already aren't quite so.
and it's nice to see you want to improve character diversity, but remember a few things. Before messing with system mechanics, try tweaking the character balance first.
there are a few characters i'd like to see tweaked, but generally, mechanics handling is to blame.
and also, smash is a game heavily based on it's movement.
so i should have my dash attack interrupted by a cheap, puny jab. Gotcha.
it doesn't really have much of a cancel system, so you only need to focus on links for combos and the movements necessary to connect those links. So just because they may do things to help the heavy hitters, don't be surprised if the system still favors the speedies just little bit.
that is if comboing even stays able to do anything useful on power guys with decent defense
also, i personally feel kb decay is a stupid system.
i don't know, i'd rather no one move be spammable.
maybe mk is ridiculous atm, but because of it characters like sonic or rob can't compete. Nerf mk, get rid of kb decay. Simple.
i have a better idea: Tone up tanking-bolstered tactics by making them usable.
also, i wouldn't mind being able to shield out of initial dash. It's the shield itself that needs a nerf if you want it to be a more offensive game.
i'd rather the shield be revamped to let some damage punch through, so that blocking power attacks would be a worse off idea.
i've said also a lot this post.
There's no strategical depth behind choosing to leave yourself open longer or not.How about no auto L-canceling. You might as well just say "low landing lag on all aerials." That would make shield pressure too easy, as the differences in light shields, full shields, hitting an opponent, or hitting nothing all require different timings for reducing landing lag, as opposed to automatically reducing lag which doesn't punish you for predicting incorrectly by missing when you intended to hit, or when when you expected to hit nothing but hit a shield instead. What I'm saying is that it deepens the defensive game AND offensive game by requiring conscious thought on both parts.
I agree with the rest of what you mentioned though.
Wavedashing is not a glitch. It's an exploit. The very existence of directional air dodges allowed it to be possible.Yeah just the airdodge. Not wavedashing. Because if some of us can't put in the effort to learn how to use it, it shouldn't return so nobody else can use it against us. Also, because wavedashing is just a glitch that can be fixed if someone would just look at the code again and see what they missed.
Technical depth? I've heard this so many times that I never really get a good definition of this. Please define this for me unless it's something more than arbitrary execution barriers.If I just wanted strategy, I'd play chess. No, there's no strategic depth in L-canceling (except on defense, then you might choose to light shield/full shield/dodge to throw your opponent off). There's technical depth.
They may be different games, but the overall concepts of rush down, footsies, spacing, okizeme, abare, etc. are conceptually the same in Smash in comparison to other fighters, even if it's a significantly different form. To be honest, I'd say there's more similarities between Smash and traditional fighters than people seem to realize.Also, please stop trying to compare this to other fighters. Other fighters generally lack the mobility options of smash, meaning that slow characters without those mobility options lose out more in smash than they do in traditional fighters. I'm not arguing with that part of your post, I'm just asking you to not make comparisons to games that aren't anything like smash. Make comparisons to smash. Or maybe even that one TMNT fighting game Sakurai made. But not traditional fighters.
That's exactly right. Just like comparing any smash with, well, anything else really.apples and carrots.
I am not arguing for that. Each of those have strategical and spacing maneuvers behind them. You can have reasons to tech in a certain direction or not at all. Powershielding can be forced early by conditioning the opponent making it a somewhat of an offensive mixup - make me want to block now or later. Sweet spotting is really just the game rewarding proper spacing. You could argue that in the case of the sweet spot being on the farthest point of the hitbox that you're sacrificing higher damage potential for safer, ranged, damaging standalone attacks which, again, adds strategical depth.Also, there's no situation when you wouldn't want to tech, powershield, or sweetspot, and since they require a bit of dedication to master, the game should just do them for you.
Please, I know this stuff all too well. A fighting game is very much psychological warfare between opponents. I get into your head and get you freaked out, I win. Your execution gets sloppy; you fall for feints; you're pressing buttons out of desperation.Nerves
Lol if yer not gonna put effort into something then you can't complain when someone is better than ya. Truth is though, that wavedashing was fully intentional, it just looked so awkward that the creators didn't wanna emphasize it as a legitimate mechanic.Yeah just the airdodge. Not wavedashing. Because if some of us can't put in the effort to learn how to use it, it shouldn't return so nobody else can use it against us. Also, because wavedashing is just a glitch that can be fixed if someone would just look at the code again and see what they missed.
was all sarcasm. Maybe I shoulda put that in sarcasm tags. I figured it would have clear that I'm a complete melee***, but if anything I'd be one of the first clamoring to have wavedashing returned. If anything I was making fun of the guy that posted just before me about removing wavedashing but keeping the dynamic air dodge.Yeah just the airdodge. Not wavedashing. Because if some of us can't put in the effort to learn how to use it, it shouldn't return so nobody else can use it against us. Also, because wavedashing is just a glitch that can be fixed if someone would just look at the code again and see what they missed.
i never said that either. i was providing a somewhat bad example of how wavedashing could ruin the experience of a newcomer. now that i look at it in context to the conversation, it was a bit out of context, you're right.Nobody said a casual had to enter the competitive scene.
this is exactly what i mean. i understand that pro smashers understand the various intricacies of the game better than i can, or could, but i really doubt wavedashing is the make-or-break tech that makes you pro or not.If they have a problem with wavedashing, just don't get competitive. How dare something competitive be hard. How dare they have to work to win at something, amirite?
I don't disagree, but I would say the opposite is also true. A lack of movement options strips average level players of tools that could help them stay competitive in increasingly lopsided matches.I mean, some say something like wave dashing doesn't make to much of a difference, but every new form of movement adds up.