Grim Tuesday
Smash Legend
Why do you say things with an air of authority in regards to match-ups that we have no real reason to believe you understand?
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Liiike...? I only talk about characters I use lolGrim, why do you say things with an air of authority in regards to match-ups that we have no real reason to believe you understand?
That is all.ZSS does not beat Ice climbers you are correct.
Ivysaur-DK is +2 in Ivysaur's advantage. Probably the same for Ivysaur-Charizard.No one ever thinks ZSS beats their character until they get beaten by ZSS and go "oh"
Do you feel Squirtle beats ZSS? I know out isnt the right thread, but I'm curious. I'm between -1 & 0.Ivysaur-DK is +2 in Ivysaur's advantage. Probably the same for Ivysaur-Charizard.
This can be applied to your statement, is what I mean. I know the feeling.
I do play offline lol damn steam you think if i played nothing but wifi i'd still be playing this game? probably not to be quite honest Sakurai and lag seem to have it in for me :/ and what makes you think i'm full of it? I just state my opinions and argue points accross like everybody else.I'll say it then. PMC is full of it. Doesn't actually play beyond wifi and thinks wolf >= snake
Strengths balanced by weaknesses = good game design.Too bad Marth's fair arc makes him weak to anti-airs.
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Funniest thing I've heard him called is "the angry condom"http://www.smashbros.com/en_us/stages/stage03.html
The Whimsical Support Ghost. I know Sakurai doesn't capitalize "Whimsical," but it's too good not to.
I pray at the Temple of the Whimsical Support Ghost. I yell out his name when I need him to save me.
Very much this. Its far more interesting when balance is attained by everyone being really good rather than everyone being really bad. Look at low tier tournaments.I can't speak for your preferences, but in general you aim to design characters based on the flavor of the character and shooting for specific strengths. You should never design an inherent weakness (fatigue anyone?) and balance should be the result of interesting interaction between characters' strengths.
Wouldn't that lead to the fighting game, being more of a game of rock-paper-scizzors?So u want chars to be flawless?
Sorry I like my games where everyone is good but has at least one or two exploitable weaknesses. Though only a few games really hit that mark.
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but if a character has a strength, that means comparitively it has to have weaknesses too right? or else the character is perfect and having a character that can do everything is counter productive to balance.I can't speak for your preferences, but in general you aim to design characters based on the flavor of the character and shooting for specific strengths. You should never design an inherent weakness (fatigue anyone?) and balance should be the result of interesting interaction between characters' strengths.
Effect: Marth finds himself weak to anti-airs.but if a character has a strength, that means comparitively it has to have weaknesses too right? or else the character is perfect and having a character that can do everything is counter productive to balance.
^ This. Even then, it can be difficult because even when testing a game, they find and assume characters are balanced...but when it gets released to the public and when people start playing it, we mostly discover the strengths and weaknesses (which is why we have a form to discuss), but some games do put in a weakness and strength on purpose. Take the newer Street Fighter games for example. Most of the female characters as well as Akuma and Seth have low health and quick stun. On the flipside, You have Zangief who a huge fatty.Effect: Marth finds himself weak to anti-airs.
Good game design:
Cause: Marth's Fair is designed to be used to dominate horizontal space and link from the rest of his moveset.
Bad game design:
Cause: Marth's moveset is designed to space horizontally in order to prevent this from becoming a problem, we will intentionally saddle him with a weakness.
Two different examples:
Ken's flavor broadcasts him as a Ryu-like character with an emphasis on his shoryuken and not his fireball game because it is interesting from a flavor standpoint to have the point/counter-point. In SFIV his fireball game is pretty ***. This is not done to intentionally leave him with a weakness, but because it makes sense with the idea behind the character.
Lux in League of Legends is designed as a mage who deals a lot of burst damage with skill shots. She has an issue with high mobility assassin characters because she has pathetic defenses and is designed around skill shots that a high mobility character can generally avoid. She has these weaknesses because she is a little girl and because skill shots don't do **** if you don't land them.
Both of these characters were not designed with weaknesses in mind, but rather had their weaknesses inherently based on the interactions between their strengths and the opponent's strengths. If you have an overpowering character and buffing others isn't reasonable (generally the better solution), the trick is to tone down his strengths so that other characters can match it or to remove gameplay elements discovered that do not match the character's original purpose and flavor.
EDIT: Basically, you guys act like I have to give a character a tool for every single situation because I don't intentionally include a weakness. Weaknesses should not be in mind when characters are being designed, the idea of making them too strong should be, but you should not intentionally add a weakness. You should make a character interesting and make him match his flavor. Weaknesses should only be determined by the effect of another character's strengths when measured against your own. Balance generally means shoring up the weaknesses of those characters who's kit do not give them a leg to stand on. The nerf bat should be used sparingly and with good judgement.
Buff carefully and nerf with even more care even in the pre-release versions.but some games do put in a weakness and strength on purpose. Take the newer Street Fighter games for example. Most of the female characters as well as Akuma and Seth have low health and quick stun. On the flipside, You have Zangief who a huge fatty.
So yeah, Nerf and Buff carefully..although SSBB wasn't even touched after it was released.
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Elaborate please? I don't think it's out of the question, but it hasn't really shown up in tournament often at high levels for matches to be used as a reference (inb4kainvsdakpo)ZSS +1 wolf btw
I found your problem.youre basically saying the same thing as us and the only difference is mentally how you interpret the information.
Personally I would say that juri is made to (intentional weakness) have lower health and stun and a bad fireball game (from long range) because she is a girl who is very fast and mobile and has painful mix ups and combos (strengths)
when you look at the character, the character is the same regardless of whether youre playing her or I am. But how we interpret her design is where the difference in opinion comes from.
Personally, I think its a bit disingenuous to say that Giefs strength of being a powerhouse grappler with massive health isnt intentionally mitigated by his lack of a projectile and lack of options to get in on people.
I was actually just trolling PCM. Dakpo vs Kain is the first time I've ever seen the match-up played at a high level and it didn't even look like Kain knew what to do, so no clueElaborate please? I don't think it's out of the question, but it hasn't really shown up in tournament often at high levels for matches to be used as a reference (inb4kainvsdakpo)
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Buff carefully and nerf with even more care even in the pre-release versions.
As for your SF example, that's no good. Akuma and Seth are both designed around the concept of being glass cannons. Incredibly strong, but without being bulky which allows them speed. They fit into the glass cannon archetype as a branch of the character's flavor and their health and stun are made to reflect that. The female characters, as in most games, are designed to be slimmer, faster, and less solid than their male counterparts. Their health is made lower because of that.
I mean, look at Juri and then look at Gief. Now back to Juri, and now back to Gief. Sadly, she is not Gief and she cannot be expected to take a punch like Gief, so let me pre-emptively shut down that Soviet Russia response.
lol just checking. I'm just going to cut things off here before theorycraft ensues thenI was actually just trolling PCM. Dakpo vs Kain is the first time I've ever seen the match-up played at a high level and it didn't even look like Kain knew what to do, so no clue
I think Wolf has a few things working against him on paper, fall speed and size for one.