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New Counter Move?

Razgriz

Smash Journeyman
Joined
Aug 6, 2006
Messages
223
Location
Charlottesville, Virginia
I propose a feature in Brawl where if you predict exactly which attack your opponent is going to use, you can press the corresponding buttons and the shield button at the same time to perform a counter. Example: You're Marth, and you're fighting a Sheik who just wont quit with the down tilt to FAir combo; He charges you with a grab, you spotdodge, and of course Marth's spotdodge has a long duration and Sheik has broken recovery time, and once again Sheik is going to down tilt to FAir you, so you tilt down and press A+L just as you get hit. (Give the counter a window of about 5 frames or so. I don't want to kill comboing.) Your character performs a flashy ground-based animation (there will be an air-based and grab-based animation as well) for the counter and Sheik is tought a lesson about being predictable.

Marth, Roy, and Peach already have counters, but what I'm proposing works completely different. For one thing, existing counters last a long time, and are a lot easier to pull off, and they are VERY punishable, and of course you can't do them when you are in the midst of recovery, thus you rarely see advanced players using them. What I'm proposing can be done during the recovery time after an attack, or during the time when you are helpless after an up-b or airdodge, or during hit stun, or during shield-hit-stun, or even during wind-up lag, so slow moves can be utilized as bait for a brutal mind game. Think about the oohs and ahhs this would provoke from an audience, the depth it would add to the game, and the alternative it would offer to the rather frustrating cycle of recovering and being edgeguarded repeatedly.

I certainly don't want to go for a traditional fighter feel for Brawl by throwing in a counter, quite the contrary. I also want the game to be faster. I was rather upset with Sakurai when he insinuated that Brawl would be slower. However this change would not change the overall flow of the game. With a frame window of 5 frames, it's gonna be 4 times as hard to pull off as edge-teching, and how often do people do that? And unlike edge-teching, where all you have to predict is that fact that your going to be hit (kind of like in DOA, Soul Calibur, or just about any fighting game for that matter), with this you need the forthought to predict exactly what you're going to be hit with. And also unlike edge-teching, in which you know exactly when the other guy has to hit you, you must predict when you are going to be hit as well. With all of these stipulations, the only reason it would be used as often or more often than edge-teching is that it would be applicable in many more situations. Because it is so difficult to pull off, you'll only see more advanced players doing it, and then it'll be on rare occasions, and they will be moments of glory. Keep in mind that putting this in the game with a window of 20 or 30 frames would be a bad idea, and would indeed have a huge impact on the way the game is played, and not necessarily for the better.

Adding such a feature to the game would provide yet another technique that would serve to further widen the gap between the noob and the pro, and anything that does that is a good idea. The number of ways a game provides for you to apply new skills and improve shares a direct correlation with its fun factor and replay value, and such is the reason that games like Smash Brothers have remained fun for so many people for so many years, so keep this in mind before you write this off as a superfluous technique that would frighten away newcomers. Melee has not come as far as it has by being merely another party game that offers immediate gratification without dedication or ability. This is just what the game needs. Let me know what you think.
 

KalimariDark

Smash Apprentice
Joined
Mar 6, 2007
Messages
105
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P-Town, OR
Make Brawl even faster and more complex?!? I'm too much of a noob, I don't think I'll be able to handle it! XD But, actually, that's a pretty interesting idea, even if it sounds like another, albeit more complex, version of side/air dodging.
 

Shai Hulud

Smash Lord
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Dec 21, 2006
Messages
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Oregon
Oh God no.

Hmm...actually if it were implemented correctly it might not be that bad. If there were a counter limit similar to the tech limit (one tech attempt per 40 frames) to prevent spamming, and if the frame window were sufficiently small, it might be good.

I just don't want to see Smash become DOA.
 

Razgriz

Smash Journeyman
Joined
Aug 6, 2006
Messages
223
Location
Charlottesville, Virginia
Oh God no.

Hmm...actually if it were implemented correctly it might not be that bad. If there were a counter limit similar to the tech limit (one tech attempt per 40 frames) to prevent spamming, and if the frame window were sufficiently small, it might be good.

I just don't want to see Smash become DOA.
Excellent point. a limit of one attempt per a certain period of time would be crucial to prevent spamming.
 

Adi

Smash Lord
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New Paltz, NY
That would be pretty cool, would put much more focus on mind games and predicting your opponent
 

Pima

Smash Journeyman
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Apr 10, 2006
Messages
221
Location
Mexico
Nah, I prefer ye-old-trusty-ball-shield. I find this too complicated =S I personally wouldn't be able to use it, as I know many wouldn't either
 

Master Peach

Smash Ace
Joined
May 25, 2006
Messages
734
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Washington D.C
Excellent Idea. I had a similar idea when I saw a picture of pit's side dodge.



In this picture he looks like he's about to counter mario.
 

Red Exodus

Smash Master
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It sounds cool, as long as it's punishable if spammable or can't be spammed at all.
 

Overswarm

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21,181
C-C-C-C-Combo BREAKERRRRRRRRR





No. KI Gold was broken for that reason. No.
 

Verde Coeden Scalesworth

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Please don't remind me of the Clashes or whatever the heck they're called in Soul Calibur 2. You can barely watch a match without getting a headache. It's like back and forth between 2 wrestlers on No Mercy, or something like that. Within a time frame isn't a bad idea, but I like to keep the counters small and crappy(I.E. Marth and Roy's, which wasn't that great anyway).

If it was like those Clashes, the game would become button timing, and not very fun. Probably the reason I don't play Soul Calibur that much anymore...
 

Razgriz

Smash Journeyman
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Messages
223
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Nah, I prefer ye-old-trusty-ball-shield. I find this too complicated =S I personally wouldn't be able to use it, as I know many wouldn't either
The shield wont help you when you are in the midst of recovery or in the air. And this is not supposed to be easy. If it was it would break the game (or at least change it significantly to the point of being a completely different game.) This is also one of those things for pros. This ain't for your average player. To quote the angry Irishman whom everybody loves to hate, Dylan_Tnga, Brawl should have "A highest potential well beyond the capacity of the average smasher." Let's let our Smash Demi-Gods stop being held back by an invisible ceiling the result of a limited amount of ways to apply their skills. I would love to give them wings and watch them soar above the rest of us, and maybe join them one day.

If you are a casual player you don't need to worry about this much anyway because novice players don't have honed reflexes and battle plans that pros have for given situations that they can execute out of habit without much conscious effort. They are often in response to the very same behavior from your opponent. These plans are often predictable, but with the game as it is, there is often very little or nothing you can do about them. You might have a few options, but your opponent can just memorize what to do and predict & punish you. This would give YOU a chance to predict and punish HIM back, and add much more depth. Again, novice players don't have to worry about this as much, because they are by nature unpredictable. Their timing fluxuates and they often don't respond to mind games. Mark Twain said "The greatest swordsman in all the land need not fear the second greatest swordsman, but the ignorant antagonist who has never held a sword, for he does what is wrong and the master is not expecting it."
 

Razgriz

Smash Journeyman
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Messages
223
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Charlottesville, Virginia
It sounds cool, as long as it's punishable if spammable or can't be spammed at all.
This would have a limit of one attempt per 40 frames or so, like teching.

Oh God no.

Hmm...actually if it were implemented correctly it might not be that bad. If there were a counter limit similar to the tech limit (one tech attempt per 40 frames) to prevent spamming, and if the frame window were sufficiently small, it might be good.

I just don't want to see Smash become DOA.
@Overswarm & Hyperfalcon: Thats why it only gets a frame window of 5 frames. The counters in traditional fighting games are too easy to perform, and are designed for the casual player to be able to execute without much practice, making the game more fun for a wider audience immediately, but overall robbing the game of a lot of depth and fun because all you have to do is predict that you're going to get hit. What I'm proposing wouldn't affect the game for casual players very much because of its difficulty to execute, but would affect the more competitive community. I get frustrated watching people cease improving, and I want more ways to apply skill and techniques, and to remove limits and boundaries and how good you can become. This is also the reason I want Brawl to be faster as well.
 

Pye

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If it ain't broken, don't be fixin' it!

The smash bros "bubble" shields are awesome, origional, and they work beautifully: their very useful, but not brokenly strong. Why change them? I don't want Brawl to be a radically different game from Melee.

Beeing able to counter in hitlag...meh, I dunno, sounds like it would become a timing game, and as HyperFalcon said, that made Soul Caliber II unbearable.

EDIT: Just thought of something...this insta-counter sounds a lot like powershielding is in Melee. Impossibly difficult to do, but can absolutely turn the tables of a match when done.

Still though, I'm against combo-breakers. DI is the best "combo-breaker" I've ever seen in a fighter game. Ever.
 

Razgriz

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If it ain't broken, don't be fixin' it!

The smash bros "bubble" shields are awesome, origional, and they work beautifully: their very useful, but not brokenly strong. Why change them? I don't want Brawl to be a radically different game from Melee.

Beeing able to counter in hitlag...meh, I dunno, sounds like it would become a timing game, and as HyperFalcon said, that made Soul Caliber II unbearable.

EDIT: Just thought of something...this insta-counter sounds a lot like powershielding is in Melee. Impossibly difficult to do, but can absolutely turn the tables of a match when done.

Still though, I'm against combo-breakers. DI is the best "combo-breaker" I've ever seen in a fighter game. Ever.
There's no reason not to make the game better. This wouldn't change the "bubble shields" in the least. Nor would it make the game radically different. And again, due to its difficulty, it would not even remotely resemble the counters of traditional fighting games. DI is great and would still be used to escape combos, but what about inescapable combos like Sheik's dtilt to FAir? Not that I want to remove comboing from the game; comboing is one of the things I like most about Melee. I just hate feeling helpless. I just want an opportunity to fight back when I'm in such situations from which DI can't save you.
 

FreakoFreako

Smash Apprentice
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Oct 19, 2006
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Cali
I don't like the counter idea. I think if you're keep getting owned by the same tactic, you need to think up a new strategy because the one you're using isn't working..

Also, people would get really good at countering to the point where comboing is near impossible.
 

AverageScalp

Smash Cadet
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Feb 1, 2007
Messages
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I support this idea a slight bit more than when you originally brought the idea up, but even if it would work oh so wonderfully, Smash is not a game designed for the competitive player, and probably never will be... so an idea like this has pretty much no chance of being implemented at any time.

Unless say, it's a hidden thing that the developers secretly put in there to be exploited, heh.
 

Cronius

Smash Apprentice
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Feb 16, 2007
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127
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St. Louis, MO
...Smash is not a game designed for the competitive player, and probably never will be... so an idea like this has pretty much no chance of being implemented at any time..
Are you kidding me? If it weren't designed for the competitive player, then why does this site exist? Why does the game allow for so many strategies? When Smash64 came out, they realized they had hit gold with competitive players, that's why more moves were implemented.
 

AverageScalp

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Are you kidding me? If it weren't designed for the competitive player, then why does this site exist? Why does the game allow for so many strategies? When Smash64 came out, they realized they had hit gold with competitive players, that's why more moves were implemented.
Gah, I do not in any way wish to take over Razgriz's thread with an argument that has nothing to do with the topic. I will simply state that the high-level, tournament-going players that use advanced techniques represent a VERY small portion of those that bought/play smash as a whole. Thusly the main market for the game is for the casual player, not the advanced players that inhabit these boards. Yes, they do put in more specialized techniques (by accident in many cases) but that is not at all the main focus.
 

KoopaKoot

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Jun 1, 2006
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Counters would have no limit in a game like this, making fights just like in SC2, a horrible guard impact match. Also the CPU would spam it like crazy, like they do with power shield.
 

Eggm

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Lol, the reason down tilt to forward air is inescapable and a combo is BECAUSE ITS A COMBO, your suppose to feel helpless and get hit by it, you already have to choose which move your going to get hit by to DI correctly, if you DI for fair shiek will sometimes mix up up air if they are good so that up air kills you when you DI for fair, I think this idea would make the game corny. Smash is so fun cause it brought comboing to a new level, because of DI mind games and having to follow your opponent to combo. If your in hit stun from a move and get hit by another move, then.. you should get hit thats why there are combos and they work and are fun.
 

Master Peach

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May 25, 2006
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I'm starting to agree with everyone whoes against this.

But I agree with what Shai Hulud is saying. Doing the counter per 30-40 frames would be a good idea.

Oh God no.

Hmm...actually if it were implemented correctly it might not be that bad. If there were a counter limit similar to the tech limit (one tech attempt per 40 frames) to prevent spamming, and if the frame window were sufficiently small, it might be good.

I just don't want to see Smash become DOA.
 

dotdotdot!

BRoomer
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May 15, 2006
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I think it would be cooler to implement a Street Fighter 3-style Parry system. Then you could get the Smash Bros version of that good ole "Ken Parries an entire Chun-li supermove then finishes her off" video.
 

petre

Smash Lord
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closest to Sterling Heights, MI on your wii foreca
hay u guyse y d0nt wii mak3 it s0 tat u kan pr3ss l r and z and ten u wi11 b3 invincib13!!!1!11!!!1

i say no. people will master this, and matches will become who can throw out the most rediculous unpredictable attack and hit with it, or they will become campfests. either way, matches would last wayyy too long, and alot of it would be luck (guessing the right attack).
 

Razgriz

Smash Journeyman
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I don't like the counter idea. I think if you're keep getting owned by the same tactic, you need to think up a new strategy because the one you're using isn't working..

Also, people would get really good at countering to the point where comboing is near impossible.
You're missing the point. This isn't intended as a combo-breaker. I love combos. This would not kill comboing. Not with a 5 frame window. It does give people a means to fight back against combos and not be totaly helpless, but that's not its main purpose. It's main purpose is to add further depth to the game and provide professionals with yet another way to apply new skill and technique, and to further broaden the range of improvement, and help bring the games highest potential far beyond the ability of your average smasher.

Pick up another figher if you want counters.
**** generic fighting games. I love Melee more than life, and I want to see it get even better. Other fighting games just aren't fun. And I certainly don't think the same counter system should be implemented in Melee. I thought my disclaimer in my first post would prevent this stupid argument. Apparently not.

Counters would have no limit in a game like this, making fights just like in SC2, a horrible guard impact match. Also the CPU would spam it like crazy, like they do with power shield.
Sure they would. They would have a 5 frame limit. Maybe you don't understand what that means. There are 60 frames per second. 60/5=12. That's 1/12 of a second. Not a hell of a lot of time to respond to a precise prediction of what you're getting hit with and when with a near frame-perfect reciprocation. This would NOT result in a "horrible guard impact match." And as far as CPUs go, I don't give a flying **** what CPUs do. For those of you who do; they will only spam it if they are programmed to. The programers seem to be making good decisions thusfar, and will probably fix the annoying powershield-happy AI.

Lol, the reason down tilt to forward air is inescapable and a combo is BECAUSE ITS A COMBO, your suppose to feel helpless and get hit by it, you already have to choose which move your going to get hit by to DI correctly, if you DI for fair shiek will sometimes mix up up air if they are good so that up air kills you when you DI for fair, I think this idea would make the game corny. Smash is so fun cause it brought comboing to a new level, because of DI mind games and having to follow your opponent to combo. If your in hit stun from a move and get hit by another move, then.. you should get hit thats why there are combos and they work and are fun.
Ahem... THIS MOVE WOULD NOT BREAK COMBOS!!!!!!!!!
 

Razgriz

Smash Journeyman
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how would it not break combos? fox grabs you, uthrows you, you fly straight up, he jumps immeadiately afterwards, and is right below you... so you counter for u-air. C-C-C-COMBO BREAKER!!
This move can certainly be used to break combos, but it wouldn't "break combos" in the sense that people couldn't even combo anymore because people would just counter constantly. I don't mean to say that this wouldn't be a "combo breaker", it just wouldn't "break comboing". This counter is a hell of a lot easier said than done. Due to its difficulty, it would be something people would often attempt, but rarely accomplish, with better players pulling it off more often. But due to its stipulations and a 5 frame window, it would be a rare occurance. It would be one of those "GOOD ****" moments. I don't know if this sounds easy to any of you guys, but trust me, it wouldn't be.
 

petre

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yah, but...something like that would take alot of coding (different things for every single attack's counter, about twice of what melee has). i dont know if the developers want to waste that much time/memory to implement this.

i have yet to see someone that has mastered powershielding, but if this happens then im sure there will be many who just camp and counter everything. even if it is just a 5 frame window, if you think about it, alot of technical stuff has a very small window to perform, such as reading DI when chaingrabbing (and powersheilding of course! one frame!). i dont think it would be very long before we saw people abusing this tech.

if it was included, however, i think there needs to be a limit, not as in how many frames between counter, but things such as you can only counter if you have take more than 20% damage in the last 3 seconds, or something like that...otherwise people will be using it at the second hit of most combos, and ending them. i dont know, im kinda mixed on this, just trying to show the negatives of it...i dont completely oppose the idea. it would be cool if they could balance it out somehow.
 

M4g1c

Smash Rookie
Joined
Mar 11, 2007
Messages
8
Nice idea, but I don't think it would work out well. It seems a bit too complicated to pull off successfully.
 

Razgriz

Smash Journeyman
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Aug 6, 2006
Messages
223
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Charlottesville, Virginia
yah, but...something like that would take alot of coding (different things for every single attack's counter, about twice of what melee has). i dont know if the developers want to waste that much time/memory to implement this.

i have yet to see someone that has mastered powershielding, but if this happens then im sure there will be many who just camp and counter everything. even if it is just a 5 frame window, if you think about it, alot of technical stuff has a very small window to perform, such as reading DI when chaingrabbing (and powersheilding of course! one frame!). i dont think it would be very long before we saw people abusing this tech.

if it was included, however, i think there needs to be a limit, not as in how many frames between counter, but things such as you can only counter if you have take more than 20% damage in the last 3 seconds, or something like that...otherwise people will be using it at the second hit of most combos, and ending them. i dont know, im kinda mixed on this, just trying to show the negatives of it...i dont completely oppose the idea. it would be cool if they could balance it out somehow.
Very good points. Even with the programming necessary, I still think its a good idea. Its true that other techs with small frame windows get used quite a bit, but I believe this to be fundamentaly different (reading DI for example has only a few possible outcomes, while this technique requires much better prediction) and I don't think it would be abusable. It's difficult to argue however.

Nice idea, but I don't think it would work out well. It seems a bit too complicated to pull off successfully.
It's not all that complicated of itself. It's implications are complicated, but that's the whole "adding depth" to the game thing I was talking about. And I'm counting on it being difficult to pull off successfully.

hmmm... idea sound like... sf3, tekken, soul calibur much?!? yeah, good idea, but been done before!
*sigh* I feel slightly like a busted record player... It is fundamentaly different from traditional fighting game counters, which are easy to execute, last a while, and require only that you predict that you are going to get hit, and in a fighting game, especialy one in which you are locked on to your opponent and can't properly retreat or jump etc., you're bound to get hit. This technique would not make Melee more like a traditional fighting game.
 

KoopaKoot

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Jun 1, 2006
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Sure they would. They would have a 5 frame limit. Maybe you don't understand what that means. There are 60 frames per second. 60/5=12. That's 1/12 of a second. Not a hell of a lot of time to respond to a precise prediction of what you're getting hit with and when with a near frame-perfect reciprocation. This would NOT result in a "horrible guard impact match."
If that's the timing then I guess it would be OK. :cool:

It's main purpose is to add further depth to the game and provide professionals with yet another way to apply new skill and technique, and to further broaden the range of improvement, and help bring the games highest potential far beyond the ability of your average smasher.
The Pros will no doubt get the timing perfect allowing them to perform it at will.

It sounds cool the more I think about it. :)
How would the counter affect the opponent? Would it leave them recovering from their move, will it knock them away, or something completely different? :confused:
 

Razgriz

Smash Journeyman
Joined
Aug 6, 2006
Messages
223
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Charlottesville, Virginia
There is also another problem deriving from the issue of lag when playing online.
Dude if Brawl has lag this would be the least of its worries. Unless you're saying that this would cause lag. I don't think that's true, as its just memory, not extra signal, but I don't know enough about that whole chesnut to argue it.

If that's the timing then I guess it would be OK. :cool:



The Pros will no doubt get the timing perfect allowing them to perform it at will.

It sounds cool the more I think about it. :)
How would the counter affect the opponent? Would it leave them recovering from their move, will it knock them away, or something completely different? :confused:
I don't think the pros would "get the perfect timing". This isn't like L-cancelling or wavedashing where YOU call the shots. With this, your opponent calls the shots, and you have to predict them. You can never "master" this to the point of doing it consistently unless your opponent is both consistent with his attacks and an idiot, in which case he deserves to be *****.

This move would counter your opponent with something of an "area of effect" counter, with a hitbox that surrounds you and knocks people back, so you can hit multiple people at once after countering one of them. Modest damage and knockback. A lot like the counters already in the game, in the event that you succesfuly pull it off.

If it just knocked them away as Koopa Koot is asking I would be all for it. Stopping their combo and once again leveling the playing field.
I don't like the term "leveling the playing field". That's the last thing I want to do. I want the more skilled player to win by an even wider margin, making a clear distinction as to who is better.
 

freddybones

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Oct 7, 2006
Messages
208
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Clearwater/Tampa
I like it.
I'll never be able to pull it off more than once every few matches, but I like the idea.
This isn't just 'Hey, I'm about to get hit. Better counter in this insane 5 frame window I have'.

It's 'Hey is he going to hit me with a Fair? I better jump and try a Fair counter in this 5 frame window.'
Then he hits you with a Nair and you didn't counter a thing. It isnt as simple as it sounds and it forces people to not to the exact same moves over and over and figure out different ways to kill people.
 
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