LordShade67
Smash Ace
On the subject of USmash, I actually wouldn't be surprised if it was a decent anti-air. Notice how they lower their body to the ground. That basically means shorter hurtbox. I think the rest speaks for itself.
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Oh ok, I understand what you mean now, sorry if i was being cynical/rude.Well obviously between the video being 30 fps, character percentages not being shown, certain visual effects like the rage steam potentially being edited out, and the fact that they're still balancing the character like you mentioned, getting an accurate picture of how Corrin's going to work from what's been shown is nearly impossible. This is a speculation thread so I'm doing just that and saying what I think of the moves will be like. I didn't mean to come off as if I knew for certain how the character would shape up overall. I also wasn't trying to imply that Corrin would be weak overall. I do think they might be lacking in reliable KO power and I don't think think they'll have many combo's like some have been hoping for, but I'm pretty optimistic about a lot of their moves.
If you are referring to around 6:52 in the smash direct, there might be a portion of the stage that influences the landing lag we see on the move. If you'll notice, a platform rises out of the ground at Corrin's feet when they land. Corrin is still shown to undergo landing lag, and from close inspection it seems possible that they return to their idle animation, but the platform rising underneath them interrupts the animation and initiates another, much like sliding off of platforms can cancel lag for some moves. This makes it uncertain as to whether the landing lag had ended, and when it would have ended otherwise, as the animation is cancelled. It might become more clear with careful analysis, but I think otherwise we should be cautious about coming to conclusions from this instance alone.So I noticed that right after Sakurai shows that Wii U will be getting those songs, they show gameplay on Coliseum. You can see Corrin do a short hop Bair. It looks like it does NOT autocancel. However, the landing lag is extremely low.
Fsmash is usually a character's most powerful attack that doesn't require some serious charge, and it was one of the two normals Sakurai bothered to mention. Even if it's kill power is sketchy it's still protected by charging hitbox. Going for tipper really wouldn't be hard.I'm not really seeing this. Most of Corrin's moves don't look like they have that much kill power and the ones that do seem to have drawbacks to make sure they're not that great in FFA's. Tipper F-smash didn't look like it was that impressive in any of the instances shown so untipped is probably very weak. Combine that with the fact that fishing for a tipper on a move that long would be tough to do consistently in an FFA and F-smash just looks like an OK move in both game modes. Dragon fang shot and its followup (which I agree doesn't look very usable overall) doesn't seem feasible to use for KO's in FFA's considering that you probably want to be able to charge it from a range, but paralyzing an opponent from far away might just lead to delivering a KO to someone else and it's unlikely that the followup would be able to be charged much in an FFA in the event that the shot did hit at close range. Dragon lunge doesn't look like any of its followups have real KO power and neither does Dragon ascent. Counter surge could be OK in FFA's, but it seems like Shulk's in the sense that it can probably be slipped out of. None of their aerials aside from B-air and potentially U-air look like they have any real KO power and U-air doesn't seem to have much more range than a Marcina one and probably doesn't KO till late. That pretty much leaves B-air (which I don't think will hit too hard based on its sound effect but also be decently quick) for a KO move that looks like it can be reliably fished for in FFA's and even then probably only at the edge or offstage. The other two smashes might be good also. They don't overall seem to have the FFA volatility that Zelda has with being able to sneak up and lightning kick or having a charge projectile that kills at range or being able to snipe with Farore's wind or being able to Din's fire two opponents that might be paying more attention to each other than rather than her. Corrin'll probably be more well rounded as a result which can mean passable frame data for 1v1. Also while Sakurai's stated that he wants to have characters have different strengths in the different game modes that doesn't always happen. Ryu and villager (not implying that Corrin'll be at their strength) are excellent in pretty much any mode and while pocket was nerfed for doubles they're probably going to be allowed to stay like that. We also don't know Corrin's weight which is an important factor.
Monado Arts don't change frame data at all. Damage directly influences safety, but that's it.Shulk has bad frame data due to Monando Arts changing them. Corrin doesn't have anything like the Arts, so he probably won't have that problem. Also, considering he has range on two moves, I really doubt they're going to go the Shulk route across the board.
Let's see...Side B is likely going to be mediocre at best in FFA due to stopping Corrin, which means any opponent can just hit him. Also, if another opponent is next to the speared one, they can just steal the hit. His regular sword moves will likely have frame data close to Marth/Robin due to having around the same range, and side smash's probably medium damage when not tippered and long animation means it's really risky in FFAs.
Then again, does anyone really know what works in FFAs? We have literally no proof of if one archetype is better than other and will probably just end up talking in circles until Corrin comes out and it turns out all of us are right.
Came to that conclusion myself. You're nuts if you think they're primarily balancing the game for 1v1s. Why in the world would they balance the game for the 1%?You are assuming they revolve this game around FFA because you probably heard that from someone else. When in fact, no one knows how they balance the game at all, especially DLC characters.
Din's Fire doesn't have protective hitboxes.1. Zelda is very different from Corrin.
Zelda's Din Fire is way slower and laggier than Corrin's Dragon Fang.
Secondly, Zelda's gutted by her almost lack of Fair and Bair, in how inconsistent they are.
Third, Zelda has less range in her moves, while the moves are slower or just as slow as Corrin's.
2. Shulk is a balancing nightmare, because he's essentially multiple characters in one.
His Monado arts can change attributes, making him fast, strong, damaging and fat all at once.
3. Mewtwo was a glass cannon without the cannon part, having no combos or kill power while being very suspectible to being killed himself.
His disjoints were his only saving grace, while having flaws that far outbalance them.
DDD is an heavyweight with trash, and I mean trash, mobility.
He's suspectible to combos, he's slow in both movement and moves and his only projectile can be launched right back at him.
Disjoints is one of his two good parts, the other being his survivability, while having many flaws
Shulk is again hard to balance, and suffers just like Pokémon Trainer from a gimmick that weighs him down.
Do you see it?
None of these characters are bad because they are defense, or have disjoints.
They're bad because they have flaws and I have not seen any of these flaws on Corrin.
Tipped F-smash will be hard to go for in FFA's because of its range combined with the fact that there are 3 other players constantly moving around in reaction to three other players so reading movements becomes mostly futile. The charge hitbox only protects from the front which isn't as reliable in FFA's.Fsmash is usually a character's most powerful attack that doesn't require some serious charge, and it was one of the two normals Sakurai bothered to mention. Even if it's kill power is sketchy it's still protected by charging hitbox. Going for tipper really wouldn't be hard.
Dragon Fang is really powerful because it'll leave somebody open to be killed. Nobody would want to challenge it. If it's not a kill move when charged then it's just useless, and I somehow doubt one of the main things Sakurai went over was designed to be useless.
Counter Surge literally just exists to throw out a giant, presumably powerful, hitbox. None of the counters are particularly prone to having people fall out, just that none really work against rising aerials.
There's no "sneaking up" with lightning kicks. Waaaay too much start-up.
Sweetspots in this game are generally pretty lenient, besides lightning kicks. And even then most of the time the "weak" hit is the same angle and knockback with less damage. It's not hard to catch people distracted too.Tipped F-smash will be hard to go for in FFA's because of its range combined with the fact that there are 3 other players constantly moving around in reaction to three other players so reading movements becomes mostly futile. The charge hitbox only protects from the front which isn't as reliable in FFA's.
The charged shot doesn't kill, just the follow up. Since the follow most likely needs a good amount of charge to have significant knockback the shot will need charge as well. It's unlikely that someone would allow a fully charged dragon fang shot to hit them at close range so it would most likely hit at a distance where another player could then steal the kill.
I thought counter surge's animation was slower than it was (somewhere closer to Vision's speed) when I checked it again. You're right. It probably doesn't let opponents slip out.
Lightning kicks are frame 6 and 9. combined with a frame 6 jump squat, they shouldn't be too hard to get on an already distracted opponent.
That's down smash, yes. What about it?
Just an example of what down smash would be like. Looking back at it you can probably crouch under it since it looks higher than wii fits.That's down smash, yes. What about it?
Because that's how they're balancing the game, and wether or not Corrin will be good or not pretty much depends on how his playstyle, balanced for FFAs, works in a 1v1 environment.Why are you discussing so much about FFA?
They balance for 1v1s and FFAs, not only one or the other.Because that's how they're balancing the game, and wether or not Corrin will be good or not pretty much depends on how his playstyle, balanced for FFAs, works in a 1v1 environment.
They primarily balance for FFAs and band-aid things for 1v1s when they can.They balance for 1v1s and FFAs, not only one or the other.
Look man, I don't know who gave you your V.I.P. pass to Sakurai's mind so as to know with certainty the deliberate manner in which he has chosen to balance every character in the game, but is it possible that you could hook me up with some of that for maybe a weekend or so? I'd really appreciate it.They primarily balance for FFAs and band-aid things for 1v1s when they can.
"Another problem we have to consider is that battles can take on many formats in Smash. There are moves that are completely useless in a 1v1 battle, but in a four-player free-for-all those moves might prove quite useful. Therefore, if I played only one kind of battle, the game would feel very slanted towards a particular style of play." - translation of a Famitsu column by Sakurai.They primarily balance for FFAs and band-aid things for 1v1s when they can.
That isn't even remotely the case nowadays. Nearly every balance change has been catered towards singles/FG.They primarily balance for FFAs and band-aid things for 1v1s when they can.
Just look at the way the game was built and what the balance patches have done. There's no equality between the balance of FFAs and 1v1s whatsoever. People can't even agree what half of a tier list most characters would be in a FFA, and yet in 1v1s we have characters as good as Sheik and ZSS and characters as terrible as Puff and Zelda. You'd think they'd at least nerf Sheik a bit because one weak character in FFAs wouldn't be a big deal, but nope. And they go out of their way to make characters that explicitly only work in FFAs when everybody works in FFAs.Look man, I don't know who gave you your V.I.P. pass to Sakurai's mind so as to know with certainty the deliberate manner in which he has chosen to balance every character in the game, but is it possible that you could hook me up with some of that for maybe a weekend or so? I'd really appreciate it.
But silliness aside, I would like to know what source you got this information from, as I can see that it's widely accepted and largely known that all modes of play are taken into account when the Smash team creates and balances a character, but I don't recall any sources claiming that FFA takes such a huge priority over 1v1 in this aspect. Just to clarify, I don't mean to belittle your argument any, but rather that I actually don't know of (and am much too lazy to look for) a source which verifies your claim, and some help would be appreciated. In addition, I've sort of lost track of where this point of contention came into play about FFA vs. 1v1 regarding Corrin's balancing, but I'm fairly certain that with as little as we know about Corrin at the moment, it's impossibly difficult to gauge how well their moves would fare in either format, let alone how their potency in those respects would finely interact with how the Smash team decided to balance Corrin altogether. Just my thoughts on the matter, as a largely puzzled onlooker.
It's slanted lmao. They're just not going to say it is."Another problem we have to consider is that battles can take on many formats in Smash. There are moves that are completely useless in a 1v1 battle, but in a four-player free-for-all those moves might prove quite useful. Therefore, if I played only one kind of battle, the game would feel very slanted towards a particular style of play." - translation of a Famitsu column by Sakurai.
Band-aids. Really, it wouldn't be hard to significantly balance out the top and bottom tiers. They just don't because they care about FFA balance so much. Zelda and Shulk are forever doomed to be bad.That isn't even remotely the case nowadays. Nearly every balance change has been catered towards singles/FG.
...I thought people agreed that Mac's nerf was due to FG? And how is Ike an argument when you yourself say that he was bad in all modes?And we've had plenty of buffs and nerfs that have effected FFAs. Ike was a joke in any mode until the buffs. Mac dies a lot more after the side B nerf. Gordos aren't near as reliable. Electroshock killing people at 50% too.
You realize your argument is literally that Sakurai's not telling the truth because you disagree with him, right?It's slanted lmao. They're just not going to say it is.
"Furthermore, if I went with what is fair according to advanced players, the beginners wouldn’t be able to keep up. For example, Kirby’s Stone attack probably won’t hit a player above intermediate skill level, but if I made it more powerful, it would destroy beginners." -same column. Also in case you haven't noticed, they have been balancing high/low tiers, just not a handful of them (ZSS/Jigglypuff/etc). Sonic's kill power was nerfed, Falcon's U/Bair has weaker knockback, Ganondorf got a bunch of damage increases, Marth's Jab and DB got tweaked, and we all know about Diddy, Luigi, and Ike.Band-aids. Really, it wouldn't be hard to significantly balance out the top and bottom tiers. They just don't because they care about FFA balance so much. Zelda and Shulk are forever doomed to be bad.
You were the one that first suggested that they primarily balance for FFAs.But really guys, how long we intend on keeping things derailed?
I honestly don't think Etika really offers good information on the subject. At least, the information he gives isn't really stuff that wasn't known already.This may help a bit. Etika's eye for detail may help us determine some things about Corrin
I think only 1~5% of the characters could crouch, because normaly thoses down smash hits bellow the animationJust an example of what down smash would be like. Looking back at it you can probably crouch under it since it looks higher than wii fits.
Nah, I'm pretty sure most characters with even a somewhat good crouch still will go under it. Just for example these are a few that would definitely go under it:I think only 1~5% of the characters could crouch, because normaly thoses down smash hits bellow the animation
Yeah don't forget to check If you can pin vertical surfaces not just horizontal for wall climb purposes like on duck hunt.Side special (How pinning works in general, hitbox in air)
Almost forgot that one. Editing the post. Also, I wonder if you can wall cling with it and do a back kick. That would be since crazy edge guard shenanigans. Similar to bouncing fish off of wall.Yeah don't forget to check If you can pin vertical surfaces not just horizontal for wall climb purposes like on duck hunt.
I'm pretty sure we've seen all of them. I remember someone saying they saw all three and posted a gif of it. One is the dragon roar looking animation where he gets his dragon head. The second one, they just swing their sword around. The third they plant their sword in the ground.Did anyone see any possible Kamui taunts in the direct?
Choosing my own is important to me.
If anyone did see any possibilities,please post a GIF ;_;
isn't swinging the sword an idle animation? Looked like itI'm pretty sure we've seen all of them. I remember someone saying they saw all three and posted a gif of it. One is the dragon roar looking animation where he gets his dragon head. The second one, they just swing their sword around. The third they plant their sword in the ground.
It might be. I think we saw the idle animation elsewhere. The one I'm talking about is at the end of the trailer.isn't swinging the sword an idle animation? Looked like it
great everyone's gonna go for the dragon taunt...It might be. I think we saw the idle animation elsewhere. The one I'm talking about is at the end of the trailer.
Only his head goes dragon bro. Honestly, I personally think it looks dumb.great everyone's gonna go for the dragon taunt...
Did anyone see any possible Kamui taunts in the direct?
Choosing my own is important to me.
If anyone did see any possibilities,please post a GIF ;_;
Mac was the biggest loser, remember? The only conceivable reason they'd nerf such a character is because the people actually doing things right were winning a lot. Even his best players weren't winning 1v1s... Mac was definitely way overtuned for FFAs though. Lived waaay too long for the kills he got....I thought people agreed that Mac's nerf was due to FG? And how is Ike an argument when you yourself say that he was bad in all modes?
You realize your argument is literally that Sakurai's not telling the truth because you disagree with him, right?
Also, why wouldn't he? He doesn't really have any reason to not say the truth. It wouldn't exactly be a PR nightmare if Sakurai said they mainly consider FFAs while balancing. He'd just have to say that it's because that's what the majority of people play or something and we'd just shrug and move on.
"Furthermore, if I went with what is fair according to advanced players, the beginners wouldn’t be able to keep up. For example, Kirby’s Stone attack probably won’t hit a player above intermediate skill level, but if I made it more powerful, it would destroy beginners." -same column. Also in case you haven't noticed, they have been balancing high/low tiers, just not a handful of them (ZSS/Jigglypuff/etc). Sonic's kill power was nerfed, Falcon's U/Bair has weaker knockback, Ganondorf got a bunch of damage increases, Marth's Jab and DB got tweaked, and we all know about Diddy, Luigi, and Ike.
You were the one that first suggested that they primarily balance for FFAs.