ARandomFruit
Smash Journeyman
- Joined
- Feb 18, 2020
- Messages
- 217
It's sad that Patrick's super doesn't have Conch Street or shows SpongeBob flattened anymore like it did in his spotlight.
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I think that's because the Season Pass is also included, and I'm thinking I'll hold off on that until the characters are actually about to come out. Next year.Yeah, although the difference between the regular version + Costume Pack price and the Ultimate Edition's price is only about $10. Still, that's $10 that you can spend on something else.
I noticed that too. I guess since he can also do his super on campaign minions they didn't want to have to render a flattened model for nearly every enemy in the game. But still unfortunate, it was a cute detail.It's sad that Patrick's super doesn't have Conch Street or shows SpongeBob flattened anymore like it did in his spotlight.
It would honestly be improved with a simple change; don't auto use the item after selection. Hold the button down to select your object, show what object is available next to Gerald's portrait, and tap down special to use it. Boom, finnickyness gone.Other than that, Gerald's pretty neat, though his Down Special is very finicky IMO.
Lucy, but that might just be a case of her having a better CPU than everyone else, since I haven't played online yet.So, out of curiosity, have you guys discovered a character you don't enjoy fighting against?
For me, it's probably Reptar.
Reptar in Arcade specifically is very obnoxious on the Kaiju Battle stage; because Reptar was designed with the intent of being a competitively viable heavyweight, he's genuinely a menace on harder difficulties.So, out of curiosity, have you guys discovered a character you don't enjoy fighting against?
For me, it's probably Reptar.
Seen lots of combos without it, but it definitely can be a way to do finishers too, which i think is good that it's not all the time.Might be a hot take but after finally getting hands on with the game, I don’t like slime. When they said it’s not an optional mechanic I didn’t think they meant you can’t combo much without using it period
SpongeBob. Right now, he's the definition of an easymode character. Everything comes for free when playing as him and counterplay to some of his moves feels nigh nonexistent - I'm still not sure what you're supposed to do about EX Bubble Blow.So, out of curiosity, have you guys discovered a character you don't enjoy fighting against?
For me, it's probably Reptar.
Kind of agree. I do like slime canceling a lot, and being able to bring back airdashing is pretty neat as well, but overall, the meter feels like it raises the skill floor a bit too much for what a platform fighter should be. I'm also firmly of the belief that this game would be better if it didn't have supers; they're annoying to get hit by due to how poorly paced they are, and they aren't even fun to land due to how bad the sound design is on most of them. I can get used to the rest of it, but I don't think I'll ever like how this game handles supers.Might be a hot take but after finally getting hands on with the game, I don’t like slime. When they said it’s not an optional mechanic I didn’t think they meant you can’t combo much without using it period
What do you mean about the sound design? You can modify the volume of voices, sound effects, etc. to your likingI'm also firmly of the belief that this game would be better if it didn't have supers; they're annoying to get hit by due to how poorly paced they are, and they aren't even fun to land due to how bad the sound design is on most of them. I can get used to the rest of it, but I don't think I'll ever like how this game handles supers.
I think Diglett is more so talking about the sound effects they chose to use rather then the volume of the sounds. (Or in some cases like the Angry Beavers Super, the lack of sounds.)What do you mean about the sound design? You can modify the volume of voices, sound effects, etc. to your liking
Some of the sounds that trigger on attack are out of place. That was a pretty big issue in NASB 1 that was mostly resolved, but it can still be seen in this title. It's especially noticable with some of the super moves where the sounds are lackluster and don't really convey a big impact.What do you mean about the sound design? You can modify the volume of voices, sound effects, etc. to your liking
I feel that a good option to implement would be a no slime/super game mode, sort of like how you can toggle the final smash meter in Smash Ultimate.I don't particularly like the supers either xD. But the rest I do kinda like, even if I'm not good at it for now.
Some of the hits in the supers just don't have sounds associated with them. It feels like they're unfinished.What do you mean about the sound design? You can modify the volume of voices, sound effects, etc. to your liking
A plat fighter shouldn't really be one thing and one type of difficulty style, that's limiting and bland. Just like how fighting games have ludicrously harder titles than others, NASB 2 being full of depth and opportunity gives it more identity like how MVS does things Smash would never do, that's healthy for the genre to grow.the meter feels like it raises the skill floor a bit too much for what a platform fighter should be.
Speaking personally, slime made this game feel intimidating to get into in a way other platfighters I've played aren't. Even now after getting acclimated to it, I still struggle to actually apply it in the middle of a match. I won't say it's an outright bad mechanic or that it shouldn't be here, but it does make the game feel a little bloated at first with all the ways you can spend meter (is anyone actually using it to avoid taking block damage?).A plat fighter shouldn't really be one thing and one type of difficulty style, that's limiting and bland. Just like how fighting games have ludicrously harder titles than others, NASB 2 being full of depth and opportunity gives it more identity like how MVS does things Smash would never do, that's healthy for the genre to grow.
I'm for a no supers mode, and the rest.. I'm not sure butI like that even if someone isn't good they can still use the kind they find works for them, like using it to recover is pretty good for some characters, for up-b. I dont mind using it that way for now. Extending combos is a bit beyond me right now.Some of the sounds that trigger on attack are out of place. That was a pretty big issue in NASB 1 that was mostly resolved, but it can still be seen in this title. It's especially noticable with some of the super moves where the sounds are lackluster and don't really convey a big impact.
Also there's the issue of character voicelines having weird layering, where they talk over each other or cut off at awkward moments.
I feel that a good option to implement would be a no slime/super game mode, sort of like how you can toggle the final smash meter in Smash Ultimate.
I don't really see the point of a no super mode, most people will not even use them past the first few days just to see them for fun. In other fighters like NRS games nobody uses the super (well before they made the super linked to your hp instead of the gauge starting with MK11).I'm for a no supers mode, and the rest.. I'm not sure butI like that even if someone isn't good they can still use the kind they find works for them, like using it to recover is pretty good for some characters, for up-b. I dont mind using it that way for now. Extending combos is a bit beyond me right now.
I've seen combos into them, so I do think someone can use them. I'm not sure how good they'll be compared to everything else people can already do, but I just .. don't like big strong finishers like them, though the same goes for nigel's 'rest'-clone. Probably good just to see where the meta will go.I don't really see the point of a no super mode, most people will not even use them past the first few days just to see them for fun. In other fighters like NRS games nobody uses the super (well before they made the super linked to your hp instead of the gauge starting with MK11).
I don’t have the game yet, are the supers mapped to their own button or do you have to use them if you have a full meter?I don't really see the point of a no super mode, most people will not even use them past the first few days just to see them for fun. In other fighters like NRS games nobody uses the super (well before they made the super linked to your hp instead of the gauge starting with MK11).
Hopefully the performance fixes help with the framerate.
These are very good changes here. Particularly excited to be able to play on Quickplay without items. Worrying lack of Zim fixes, but we'll get there, I hope.
You press Slime and Block after being launched. Slime is touched upon in the "How to Play" tutorial, but it goes by in a flash and some mechanics like the burst aren't even demonstrated and are just shown to you in a textbox. You will not get it all the first time.I personally haven't even figured out every way to use slime yet. How do I stop my momentum with 2 bars? Do I double tap it? What about amping up strong attacks, I've heard that's a thing but havent figured out how to do it
Tbh a slime tutorial would do a world of good.
I tried it - It's still there, but it doesn't feel as fluid as NASB1's wavedashing IMO.So, I'm not entirely sure, but I think Wavedashing is still in the game, and I discovered this kind of by accident.
Is this news, or was it something only I missed?
Kind of crazy to think about given "You can wavedash as Spongebob!" was a selling point of NASB1I tried it - It's still there, but it doesn't feel as fluid as NASB1's wavedashing IMO.
It is, it's harder to do than the first game though.So, I'm not entirely sure, but I think Wavedashing is still in the game, and I discovered this kind of by accident.
Is this news, or was it something only I missed?
So it's not just me being bad? Great.Kind of crazy to think about given "You can wavedash as Spongebob!" was a selling point of NASB1
I can imagine them patching it to feel better at some point. It's bound to come up in the feedback eventually.