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Smash will always be at EVO.Smash 4 in general will be the death of smash at EVO. Slow gameplay + Timeouts + Customs (which people are allowed to take their sweet time setting up before EACH and EVERY match) + Fighting game players already think that MELEE is a slow paced game..... yeah.
RIP Smash @ Evo.
I'd be down.Could they remove footstools altogether? EVERY infinite involves footstools.
No, it won't. It got dropped before, and it will get dropped again. For the reasons I stated in my other post. We are going to be a laughing stock (pun intended) because of how lame & gay smash 4 competitive play is.Smash will always be at EVO.
Why should we care about what the rest of the FGC elitists think of Smash? They're not going to change their mind about Smash even if Melee was the only game at EVO.Smash 4 in general will be the death of smash at EVO. Slow gameplay + Timeouts + Customs (which people are allowed to take their sweet time setting up before EACH and EVERY match) + Fighting game players already think that MELEE is a slow paced game..... yeah.
RIP Smash @ Evo.
Nice opinion bro. You're forgetting that Sm4sh is getting tons of viewers and succeeding as a spectator sport. If you're talking about customs, that's EVO's own fault for having them on. They'll be illegal after EVO is done, trust me.No, it won't. It got dropped before, and it will get dropped again. For the reasons I stated in my other post. We are going to be a laughing stock (pun intended) because of how lame & gay smash 4 competitive play is.
Also, EVO can't continue to host melee since it's really really old now, and EVO always deals with the newest versions of fighting games. Smash isn't even technically a fighting game, we're lucky to be there at all.
back in the 64 days, I used to think he said "fkn kick.... Malcom punch! and Show me a moose! / Show me ya boobs"Fkn kick!!
...anyone else hear this?
Please stop repeating this BS. The reason custom moves aren't allowed on For Glory is because they didn't want new players getting confused by moves they hadn't unlocked yet. And customs have been changed in every major patch.I I think it's pretty clear that the main balancing team didn't put as much focus into them as they did with regular moves. That's why they're not allowed online. Sakurai himself said at e3 last year that "in order to keep balance...you won't be able to use them online." Plus customs are rarely touched upon, if ever, when a new patch rolls out.
infinites in any of the smash games tend to be quite boring.who knew sm4sh had something as boring as wobbling
Rolls aren't a problem. I would love to see smooth lander applied to all the characters as that would speed up the game and allow more interesting chains without adding in L-Cancelling. Shields are strong in this game but mainly because of the non existing shieldstun as the other attributes such as the durability is the weakest in the series.Instead of these bull**** custom moves that stun the guy forever, could we not just have less ****ing lag on aerials and make shielding / rolling weaker? Would be better than this boring *** lame play.
Or... they could just bring L cancelling back. It made smash more fun to have a higher technical skill barrier to seperate good players from not so good players, and eliminating landing lag by being good at L cancelling is a very rewarding feeling.Rolls aren't a problem. I would love to see smooth lander applied to all the characters as that would speed up the game and allow more interesting chains without adding in L-Cancelling. Shields are strong in this game but mainly because of the non existing shieldstun as the other attributes such as the durability is the weakest in the series.
I always thought he said "show me a moose" tooback in the 64 days, I used to think he said "fkn kick.... Malcom punch! and Show me a moose! / Show me ya boobs"
The problem isn't footstools, it's the fact that aerial footstools aren't techable.Could they remove footstools altogether? EVERY infinite involves footstools.
He is high tier at bestISN'T CAPTAIN FALCON A LITTLE OP IN THE FIRST PLACE? HIM HAVING AN IFINITE COMBO CAN REALLY UP HIS GAME!
#CF2STRONG
#BETTERNERFGRENINJA
L cancelling felt like an artificial way to create a skill barrier that is not needed when he could just lower the recovery frames for all moves. Wavedashing on the other hand is a great way to introduce a skill barrier without feeling like an unnecessary tacked on technique.Or... they could just bring L cancelling back. It made smash more fun to have a higher technical skill barrier to seperate good players from not so good players, and eliminating landing lag by being good at L cancelling is a very rewarding feeling.
Honnestly in smash 4 I don't miss wavedashing as much as I miss L cancelling.
A lot of people seem to think this way, and it's a pretty valid point but I just can't agree with it.L cancelling felt like an artificial way to create a skill barrier that is not needed when he could just lower the recovery frames for all moves. Wavedashing on the other hand is a great way to introduce a skill barrier without feeling like an unnecessary tacked on technique.
That is true but they aren't really aiming at giving Captain Falcon players that are in the competitive sceneMan this is ancient history that this channel is capitalizing on. We on the Falcon boards have known of this for a very long time now.
From how Sakurai designed Smash 4 I wouldn't be surprised if the next Smash for the NX would be geared to more hardcore gamers. Brawl was geared towards casual players while Smash 4 was geared towards intermediate level players so perhaps Smash 5 will be a mix of Melee and Smash 4 to appeal to more hardcore smashers. What I would like is to at least see ground to air momentum back and a feature to change the air dodging system in the select screen options. Just imagine all the gameplay possibilities if we can change the airdodgeing system between Default(Brawl/4), no airdodges(64) and Directional Airdodges(Melee)A lot of people seem to think this way, and it's a pretty valid point but I just can't agree with it.
I guess it's my inner smash "snob" side, I liked that if I went to play with casual players in melee or 64 I would ridiculously dominate them because they didnt know about L cancelling (I've been playing smash since it came out and Isai literally blew my mind with his combo videos in 64 so I learned about Z cancelling in 64 early on)
I get that it's annoying for some people because when would you NOT want to L cancel a move?
But I felt it rewarding to learn the technique and go from 2-3 hit combos on over to 10-12 hit combos in 64 thanks to Z cancelling giving you ZERO lag (it was a glitch in 64 technically)
It would be really cool if there was a PM style mod of smash 4 one day. It would probably be the best smash game if it had all the great characters + melee's engine. But that's lightyears away, or may never happen at all![]()
The problem is that while Sm4sh MAY have been intended for intermediate level players, all Nintendo did was slightly increase the pace. In exchange, they removed every advanced technique they could find, simplified the neutral game as well as followups, effectively removed edgeguarding even moreso than in Brawl, and implemented Rage, possibly the worst mechanic ever to be in a Smash game. Objectively, Brawl seems more suited to be a competitive game. Either Nintendo implying that this game would be the "middle ground" was a bold-faced lie to boost sales, or they simply don't understand the elements of what make a game competitive, and honestly, I don't know which of these answer I hate more.From how Sakurai designed Smash 4 I wouldn't be surprised if the next Smash for the NX would be geared to more hardcore gamers. Brawl was geared towards casual players while Smash 4 was geared towards intermediate level players so perhaps Smash 5 will be a mix of Melee and Smash 4 to appeal to more hardcore smashers. What I would like is to at least see ground to air momentum back and a feature to change the air dodging system in the select screen options. Just imagine all the gameplay possibilities if we can change the airdodgeing system between Default(Brawl/4), no airdodges(64) and Directional Airdodges(Melee)
With all due respect, Rage being a bad mechanic is debatable. What's not debatable is that the two worst mechanics ever are random tripping and being able to attack/dodge during hitstun.The problem is that while Sm4sh MAY have been intended for intermediate level players, all Nintendo did was slightly increase the pace. In exchange, they removed every advanced technique they could find, simplified the neutral game as well as followups, effectively removed edgeguarding even moreso than in Brawl, and implemented Rage, possibly the worst mechanic ever to be in a Smash game. Objectively, Brawl seems more suited to be a competitive game. Either Nintendo implying that this game would be the "middle ground" was a bold-faced lie to boost sales, or they simply don't understand the elements of what make a game competitive, and honestly, I don't know which of these answer I hate more.
Ground to air momentum back would be absolutely spectacular, though. This and dashdancing would really help to make the neutral much more complex, as well as more entertaining for viewers.
Well said!The problem is that while Sm4sh MAY have been intended for intermediate level players, all Nintendo did was slightly increase the pace. In exchange, they removed every advanced technique they could find, simplified the neutral game as well as followups, effectively removed edgeguarding even moreso than in Brawl, and implemented Rage, possibly the worst mechanic ever to be in a Smash game. Objectively, Brawl seems more suited to be a competitive game. Either Nintendo implying that this game would be the "middle ground" was a bold-faced lie to boost sales, or they simply don't understand the elements of what make a game competitive, and honestly, I don't know which of these answer I hate more.
Ground to air momentum back would be absolutely spectacular, though. This and dashdancing would really help to make the neutral much more complex, as well as more entertaining for viewers.
Rant incoming:With all due respect, Rage being a bad mechanic is debatable. What's not debatable is that the two worst mechanics ever are random tripping and being able to attack/dodge during hitstun.
"Removing edgeguarding even more so than Brawl" is also questionable considering the defender can't renew their invincibility now and you can grab the edge after them to force them off. The defender gets only one shot to get up and a limited amount of time to do so.
No, the weaker player can't benefit from rage as much because he's less prone staying alive at high %s and less prone to good reads.Simply put, much like tripping, players can't exert a healthy amount of control over the mechanic, but the mechanic is much impactful, and whereas tripping generally affected both players equally, Rage usually benefits the weaker player, which in a competitive environment is much worse. Both tripping and Rage create situations where there's a lower chance of the better player winning than otherwise, but Rage has a much, MUCH bigger impact.
Regardless of the lesser player being less likely to get reads, that doesn't mean he's not going to get them at all. We've all died to weaker players getting a good read on us, or even outright bad players just getting a lucky Smash attack. Rage is much more impactful in practice than in theory. Far too many reads in this game are really just 50/50 chances, and of course the better player will generally be winning these, but no one gets the right reads all the time, especially not when it's a simple 50/50 or a game of rock-paper-scissors.No, the weaker player can't benefit from rage as much because he's less prone staying alive at high %s and less prone to good reads.
Rage in no way reduces player agency. Both players are aware of its effects and know when they're at risk of dying because of it. If someone dies because of rage it's his own fault.
Tripping is 100% unpredictable. And no, it doesn't affect both players equally. Not all characters can punish a trip equally well and not all characters are equally affected by being unable to foxtrot or pivot safely either. Even in ditto matches, its effects may oven out over multiple fights but you only get one shot at advancing through the brackets, so the randomness it introduces is very impactful.
There's no way you can argue that a mechanic that randomly punishes players for moving on the ground is worse than a mechanic that simply increases knockback.
It is absolutely their fault. How did their % get up there in the first place? You don't "lose to rage", you lose to your opponent. Rage helped, but he got your % up there and you failed to stop him. That's the crux of the matter. Complaining about rage is a cop-out to devalue the opponent's victory or not take responsibility. You say he wouldn't have killed without rage, I say he wouldn't have killed if you have avoided one more hit.Second, in no way is it someone's fault if they die as a result of generally outplaying their opponent and properly building up percent, only to die because they got grabbed and lost a 50/50 on the airdodge, to die to a move that without Rage would not have killed.
The first scenario is akin to saying "you outplayed him, but you deserve to lose because you didn't outplay him more." Either way, that's a bad thing.It is absolutely their fault. How did their % get up there in the first place? You don't "lose to rage", you lose to your opponent. Rage helped, but he got your % up there and you failed to stop him. That's the crux of the matter. Complaining about rage is a cop-out to devalue the opponent's victory or not take responsibility. You say he wouldn't have killed without rage, I say he wouldn't have killed if you have avoided one more hit.
Why don't you make the same argument for stale moves? You can absolutely fail to kill because your kill move wasn't 100% fresh. How is rage any worse?
Tripping is not something your opponent does to you or even something you do to yourself. You can absolutely lose to tripping, because neither you or your opponent have any control over when it happens and neither can plan for it. If you trip and lose, it's not because you made a bad move or because your opponent made a good read. It's because the game rolled some dice and decided you should fall.
Ha ha ha! I know! Especially when it is about one of your mains!That feeling when you see a new ''My smash corner'' video.
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