OmegaXXII
Fire Emblem Lord/ Trophy Hunter
Me neither, but I really don't specialize in the technical side of things, at least in Smash that is.
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Wavedashing is an amazing tool for spacing and making sure you're in the correct spot. With Melee being as fast-paced as it is, being able to move so quickly without having to turn around or leave your neutral position is incredibly valuable. Any ground-based character will find wavedashing a MUST for competitive play, while more aerial focused characters will use it less often (though it's still useful).Damaging opponents, I assume.
@what is the deal with that wavedashing and l-cancelling? It seems a bit overrated IMO.
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Wavedashing has a lot of uses. Getting in, getting out, etc. It has more options that a regular dash, but it requires you to commit to the wavedash.Damaging opponents, I assume.
@what is the deal with that wavedashing and l-cancelling? It seems a bit overrated IMO.
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I think you're over complicating this.But my concern with the idea is that it is geared toward a gameplay framework where attacks are classified in strict "high, mid, low" categories, and therefore, specific types of blocking is intuitive.
In smash, while to my understanding, the point at which an attack hits a player does influence how the player is struck, such black and white distinctions are not explicit enough to make differentiated blocking intuitive.
Of course, perhaps you intend for it to only really be relevant if you're playing at an advanced level.
It's just that when I think of concepts, I try not to neglect the average player in favor of the advanced player, so maybe my input is meaningless. Or maybe I just don't know what I'm talking about.
This was very funny. Did you mean 64?Kirby needs buffing like Melee, just sayin'.
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Ah, I see what you're saying.Just think of it where you have two (technically three) types of blocking. Logically speaking, what should you go for if Fox does his DAir? Not the downblock because he'll just drill into your head. Standing block keeps your head safe. Try to think of like rock, paper, scissors. That and just play the game and learn what you can and can't do.
The problem with Melee is that some of the techniques are too difficult for no real reason. Change Wavedashing to a QCF or QCB input or something and it's much easier to pull off. L-Canceling could just be removed for the most part except with certain moves as you typically don't have a reason not to L-Cancel, so just make it "automatic".I may be a competitive player but I still care about the accessibility of the game. Most or maybe some of my friends even in the competitive side didn't like melee because it was too technical for them.
I feel the opposite. I feel like Brawl is too bland and it's roof is too low for me. I feel compelled to get better with Melee, with Brawl, I have a lot less to perfect. I like a long, complex check list of skills I need to master.I may be a competitive player but I still care about the accessibility of the game. Most or maybe some of my friends even in the competitive side didn't like melee because it was too technical for them.
I don't see how... it's just as easy to play Melee casually as it is to play Brawl casually.I hope ssb4 is more similar to brawl than melee. Melee looks very confusing and difficult for beginners to get used to.
Wow, impressive, seems like you know your technical stuff, man I need to learn more in-depth someday.Wavedashing is an amazing tool for spacing and making sure you're in the correct spot. With Melee being as fast-paced as it is, being able to move so quickly without having to turn around or leave your neutral position is incredibly valuable. Any ground-based character will find wavedashing a MUST for competitive play, while more aerial focused characters will use it less often (though it's still useful).
L cancelling allows for combos that aren't normally possible as you can cancel the landing lag you would receive from performing an aerial by pressing dodge (L, R, or Z) exactly as you hit the ground. This cancels all lag so you can follow up immediately (perhaps even with a wavedash).
They're difficult because they're exploiting the physics and programming to a level that Sakurai never intended for them. XP Which is why when he made Brawl, he didn't find it important to preserve those aspects. Or perhaps he deliberately eliminated them (which would be dumb).The problem with Melee is that some of the techniques are too difficult for no real reason. Change Wavedashing to a QCF or QCB input or something and it's much easier to pull off. L-Canceling could just be removed for the most part except with certain moves as you typically don't have a reason not to L-Cancel, so just make it "automatic".
Agreed, maybe like Project M but not to much.I hope the physics and gameplay is a balance between melee and brawl.
I hope ssb4 is more similar to brawl than melee. Melee looks very confusing and difficult for beginners to get used to.
I think you're the first person ever to say this, seriously!!I hope tripping is kept in ssb4, but I want it to happen less and i want the tripping rate same for all characters.
I think they should just have a setting for Tripping: On/Off. XPI think the chance of tripping needs to increase. I swear I've gone through matches were no one tripped in it's entirety
Be nice to the new kids y'all. They don't know muchI think the chance of tripping needs to increase. I swear I've gone through matches were no one tripped in it's entirety
Exactly what I suggested earlier, no need to suffer with this effect, a simple switch would have saved the competative scene alot of trouble and dissapoinment, thus is why Project M was created and such, Smash 4 doesn't need it mandatory, maybe just optional or preferrably not at all.I think they should just have a setting for Tripping: On/Off. XP
for whoever crazy people actually like it.
In all seriousness, the only time there should be tripping in matches is when you are against Diddy KongExactly what I suggested earlier, no need to suffer with this effect, a simple switch would have saved the competative scene alot of trouble and dissapoinment, thus is why Project M was created and such, Smash 4 doesn't need it mandatory, maybe just optional or preferrably not at all.
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It's not supposed to "add balance" per se. It's supposed to add to the party aspect of Smash.In all seriousness, the only time there should be tripping in matches is when you are against Diddy Kong
I doesn't add balance in any way and is just annoying
I wouldn't mind if people did that as long as everyone else doesn't get d/c'ed. It's like that in mkw.No quit option? How about offing the console?![]()
Lol..I think that Brawl's tripping will have people traumatized in SSB4 if tripping were to be removed and a player used Diddy with banana's, people would be like "OMGZ TRIPPIN' AGAIN!! NO!"In all seriousness, the only time there should be tripping in matches is when you are against Diddy Kong
I doesn't add balance in any way and is just annoying
You play MKW?? We should play sometime.I wouldn't mind if people did that as long as everyone else doesn't get d/c'ed. It's like that in mkw.
I think either argument has valid reasoning. Either way, a setting hurts nobody.Actually, it's not suppose to add to the party content. It's suppose to make it "More" realistic.
Mortal Kombat has me by the soul. Anytime is see MK I just want to rant about that game.You play MKW?? We should play sometime.
Yea, I hate DC'D in online races, I end up losing VR as well which is never fun. :/
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A lack of tripping hurts nobody, and makes a lot of people happy. No one's going to go "AWWWE MAN! NO TRIPPING!?"I think either argument has valid reasoning. Either way, a setting hurts nobody.
I quit MKW because people with low vr kept winning me with items, especially on luigi circuit. But maybe I can play against you with no items one day, but I quit for a while now so I won't be as good.You play MKW?? We should play sometime.
Yea, I hate DC'D in online races, I end up losing VR as well which is never fun. :/
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