Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
That's the thing, which of those do you think would work best for balancing Ridley's large size and long range?I would prefer just to play as one kind of Ridley.
bah you see this this is why ridley no why sakurai doesn't want him in to much **** to deal withHmm... I've been thinking about how to "balance Ridley" for the past hour and these are some options I've thought of.
1. "Wreckless Ridley"- Some of his attacks are so powerful that they hurt him (like Pichu in Melee) and/or they severally slow him down for awhile whether they hit or miss (like Hyper Beam in the Pokemon games).
2. "Fatigue Ridley"- As Ridley takes more damage, the slower he becomes and his jumps become shorter.
3. "Hovering Ridley"- Ridley's Up B attack puts him airborne and he can fly around like Peach's hover. The downside is, while airborne, he can only go back on the ground by using his B down attack which causes him to crash down onto the ground (like his attack in the SSE) and he can't use his jumps. Also, as time goes on, he sinks down lower until he touches the ground or falls to his death if he's over a pit. He can also only use aerial attacks and use special attacks cause him to sink down lower.
Any thoughts on the issue?
Looks like people are just making it harder than it seems.bah you see this this is why ridley no why sakurai doesn't want him in to much **** to deal with
What? The fact you say this leads me to believe you do not play Smash Brothers.@SmashChu
It doesn't really matter if the stick is analog or not. To do a Smash attack, you have to quickly tilt anyway while you don't for tilts. I don't see the problem.
Not nessecarily balanced but definately not retardedly broken which is what a character like Ridley would run a risk of being if not made right.I didn't really understand if you answered my question or not, Do we have to mess up Ridley for him to be "balanced"? Does every character have to be balanced? No. Are they all ever going to be? No.
What would you suggest Hero Dude? More Punch Out?
Believe me, I have played Smash from the very beginning. Besides, do you think I would be posting in here since this thread was made if I didn't play Smash?What? The fact you say this leads me to believe you do not play Smash Brothers.
To do a Smash attack, two conditions must be met
1)The button and the movement of the stick must occur at the same time
2)The stick must be at the farthest point (so, for a down smash, the stick must be pointed down as far as it will go)
#2 is what is unique about Smash. Smash utilizes analog control. This is why you can't do a Smash attack if the controller isn't at the very edge of it's limit.
Play with the Wii Remote alone and you'll see what I'm talking about. To go a Smash attack there, only condition one must be met, but this means you have limited control and you can barely do up tilts.
Also, Smash Brothers fans are not fighting game fans (or traditional at least). Smash fans would not go out an buy an arcade stick.
I think you're gimping him a bit too much. Fatigue Ridley and the former half of Wreckless Ridley is pushing it, I would think.Not nessecarily balanced but definately not retardedly broken which is what a character like Ridley would run a risk of being if not made right.
He may have range, but his ground moves won't be fast enough to warrant trouble for those who try to approach. In fact, they could probably easily punish Ridley for using a tilt, smash attack, etc.Add in: Basically, a strong, large character with a long reach and the ability to fly is something that could easily be very broken in Smash Bros. You make him heavy or given him too quick of aerials, he becomes extremelly hard to kill vertically, you make his range too good and he can poke through most characters' shields and shut down most character's approaches, and, as we have seen with Metaknight, making a character's recovery too good brings its own problems too like making edgeguarding obsolete for other characters while making it freakishly good for Ridley.
Stop.New Topic!......................(Someone make one, PLEASE)
check out this thread and put some of your input in http://www.smashboards.com/showthread.php?t=251536New Topic!......................(Someone make one, PLEASE)
If you have played Smash since the beginning, this should be common knowledge stuff.Believe me, I have played Smash from the very beginning. Besides, do you think I would be posting in here since this thread was made if I didn't play Smash?
I don't understand what the heck you're saying for #2. That doesn't seem like analog control to me. An arcade stick can already point down as much as possible so it would satisfy those two conditions. I wonder if you yourself have used an arcade stick.
That's a new one (but I saw him more as a Yoshi character).People may reject another member from the Mario family but adding Shy Guy would be sweet.
There really wouldn't be a point though considering it's a generic enemy.People may reject another member from the Mario family but adding Shy Guy would be sweet.
Well, I haven't played Smash, aside from four small sessions, in a year. There's probably a mix of subconscious controlling and rustiness.If you have played Smash since the beginning, this should be common knowledge stuff.
When I get back to my dorm Sunday, I'll test this out with my stick and my 360 controller to see what happens. It's not that I don't believe you, but I want to see if there is possibly an exception of this.The problem is an arcade stick can read the in between space (it probably just considers it natural). A Gamecube controller can read if the stick is a little left or all the way left of the natural position.
Again, I'll test this on Sunday. However, it should be noted that most fighting games don't need that feature so this is currently indeterminate.Look at most fighting games and you'll see what I mean. If you jump, you can't determine by how much you move right or left. You always jump the same distance (The vs Capcom games are the exception since you in the air long enough to press back and left to effect your movement).
There are five? I only noticed three: Tip-toe, walking, and running.Characters really have like five movement speeds and you can affect how fast they move by how you move the stick.
Plenty of room for improvement...Which seeing the ammount of time they spent on in the first place, I'd rather not see it at all. It wasn't really that bad...As a platformer, but this is a fighting game, and event matches are surely something I'd like to see improvement on instead of a downgrade that have potential to making a story. (Seriously, Event Matches...Brawl...What was the good addition asides from co-op events? )Yeah, considering how probably a good 60% of Brawl's development focused on the SSE, it wasn't that good. On the upside though, it wasn't bad, just mediocre which means it has plenty of room for improvement in the future. Personally, the main thing I think that would make it a lot more fun is online co-op.
On something differentAnyway, this is just a reminder to anyone reading this. I'm not saying an arcade stick should be a standard, but it COULD happen.
I sometimes wonder if the fanbase really knows what it wants. Most players have probably never played another fighting game so it's difficult to determine if they would want it because most have never touched one.On something different
Like I said before, Smash fans would not accept an arcade stick because it's not what they want. The gamecube controller is already the controller for Smash. Also, the button layout on an arcade stick isn't favorable for Smash.
About the movement speeds. What you mentioned was the animations for each character. The speeds for those animations varies a lot. Running, however, is always the same speed.