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Not to mention it would never happen. Even if it happened in Japan, shonen jump's Manga/shows are liscensed to sooo many different companies Its crazy! Like Atari, FuniMation ect. Anyways, This is about SSB4 ect. Not really about Nintendo vs series. As interesting as they are tho.Well Nintendo vs. Shonen Jump sounds a lot worse than a Smash 3DS actually.
Me.Who DOESN'T want to smash in 3D???
It must be, thats why they didnt produce an eglish version of the Jump Ultimate stars game.Well, I don´t think it is that difficult to gather all those licenses taking as a precedent the two Jump games for Nintendo DS bought by Nintendo.
Seeing as most people play this as a 4 player game, I don't think any of those will help.You might as well be asking how to improve anyone outside of the top seven or whatever in Brawl. Before any characters get improved, they need to fix those infinites (Falco can juggle with his lasers, chaingrabs, planking, etc.) and do something like the pre-emptive balancing they did in BBrawl.
Jigglypuff was affected greatly by the reduced hitstun in. Without, the combos she needs to work are nonexistent. Then there's the nerf on rest. So hitstun alone could fix up quite a bit.
Here are some others I have in mind for other characters.
Link: He primarily needs an improvement in his recovery. Balanced Brawl fixed this by letting him do his hookshot out of his Up B. They also improved the strength of his arrows and sword attacks which were really underwhelming as the quickest attack he has has only six frames of startup. However, the next game will more than likely have different physics present so they may not be appropriate for him. Same applies for other suggestions from here on.
Zelda: Balanced Brawl helped her by letting her move back and forth with Nayru's Love which helped her pathetic approaching options. Look at the others for other characters here:
http://www.youtube.com/user/OfficerCooper
Samus: More knockback on her projectiles and the ability to feint them (save for bombs) come to mind.
Ness: PSI Magnet is nigh useless when not fighting a character with absorbable projectiles. Which is why I suggest that PSI Magnet reels in the opponent to him leaving them open to an attack along with his projectile absorbing trait intact. The range for this extends forward and behind him and only catches characters on the ground.
Lucas: Has double the range of Ness' PSI Magnet but this range applies only to the front of him.
Peach: A better second jump. Seriously, I couldn't play as her with her like that.
Care to explain? While I'm at it, I've been trying to figure out how you could even hope to balance a game with four players at a time and items on and I've had no luck. A good chunk of playtesting, besides finding glitches (which they failed at immensely) in the game, is balancing and you need statistics to make your decisions on whether something needs to be changed or not. What if three players gang up on the other, two on two, or whatever? Everything's too inconsistent to say anything unless it's one on one. Obviously, this is a lot different in other genres but that should go without saying.Seeing as most people play this as a 4 player game, I don't think any of those will help.
All I want, is to be able to play as one of my favorite characters and have (realitivly) an equal chance at winning as another person who picked a different character. I understand what you're saying Kuma. I mean Jiggs vs MetaKnight is a whole heck of a lot different than Jiggs vs MetaKnight vs Bowser vs Peach. I understand that to an extent bowser should have an upperhand in some areas in battle over jiggly. But some match ups seem like its almost always going to end the same thats all. It seems ive opened a can of worms that i dont even know where to begin to fix it :SCare to explain? While I'm at it, I've been trying to figure out how you could even hope to balance a game with four players at a time and items on and I've had no luck. A good chunk of playtesting, besides finding glitches (which they failed at immensely) in the game, is balancing and you need statistics to make your decisions on whether something needs to be changed or not. What if three players gang up on the other, two on two, or whatever? Everything's too inconsistent to say anything unless it's one on one. Obviously, this is a lot different in other genres but that should go without saying.
Not necessarily, but I know what you're getting at. Even if Meta Knight has an advantage over Jigglypuff, you should be able to win with her. It won't be easy, but it's not impossible.All I want, is to be able to play as one of my favorite characters and have (realitivly) an equal chance at winning as another person who picked a different character. I understand what you're saying Kuma. I mean Jiggs vs MetaKnight is a whole heck of a lot different than Jiggs vs MetaKnight vs Bowser vs Peach. I understand that to an extent bowser should have an upperhand in some areas in battle over jiggly. But some match ups seem like its almost always going to end the same thats all. It seems ive opened a can of worms that i dont even know where to begin to fix it :S
Do Jigglypuff users make it far in really intense tournaments?Not necessarily, but I know what you're getting at. Even if Meta Knight has an advantage over Jigglypuff, you should be able to win with her. It won't be easy, but it's not impossible.
I never played Brawl competitively despite that I support it (though I do find their stance with MK really stupid). Anyway, she's near the bottom, but she's not part of the Triforce Tier. It's my understanding that anyone below Toon Link on the tier list is considered nonviable.Do Jigglypuff users make it far in really intense tournaments?
Haha that's soo legitI never played Brawl competitively despite that I support it (though I do find their stance with MK really stupid). Anyway, she's near the bottom, but she's not part of the Triforce Tier. It's my understanding that anyone below Toon Link on the tier list is considered nonviable.
BTW, I found this in the SF thread in the Light House. It should give you a good chuckle:
http://i50.tinypic.com/55f2j4.jpg
i lost mad respect for you . kuma your an idiotanyone below Toon Link on the tier list is considered nonviable.
What good does being able to move with Nyrul's Love do?Care to explain?
How are you going to get a statistic for a game in beta?While I'm at it, I've been trying to figure out how you could even hope to balance a game with four players at a time and items on and I've had no luck. A good chunk of playtesting, besides finding glitches (which they failed at immensely) in the game, is balancing and you need statistics to make your decisions on whether something needs to be changed or not. What if three players gang up on the other, two on two, or whatever? Everything's too inconsistent to say anything unless it's one on one. Obviously, this is a lot different in other genres but that should go without saying.
Really? Are you kidding me?! You lost respect for a person because they say something you dont agree with on a flippin videogame? Tsk tsk.i lost mad respect for you . kuma your an idiot
Of course, I could be wrong. All I know is that like half the roster is not viable for competitive play.i lost mad respect for you . kuma your an idiot
1. Zelda can get in safely which is also useful as a get off me move if she's being ganged up on by three other players.What good does being able to move with Nyrul's Love do?
Why does Samus need to make her charge shot. Why doesn't she just shoot it?
I believe so. As for combos, why the heck were you able to do combos in the first two games?Do you really need mind games where there are three other people. What about combos, when another player can screw up your combos?
You play matches several times. Take into account the ratio of wins for both characters such as it being 6:4, 5:5, 7:3, whatever. Find what it is that makes these matchup ratios the way they are and is it okay or do some adjustments need to be made? I haven't gotten into videogame design just yet, but these seem like basic things any developer would do. It's the same thing as doing research when creating new products. Statistics may not be the best word as it's only a part of the play testing process. If I can get my internship at EA later this year, maybe I'll find out more about the process.How are you going to get a statistic for a game in beta?
Do you know anymore than I do? And no, that does not mean just playing 4vs. I'm not really claiming to know much about them.I think this is more you don't know jack about 4vs but think you do.
Seriously? That'd be way too good for helping an allied G&W, Ness, or Lucas, standing at the edge of the stage using spamming it to win stock matches, and everything else, really. If you really think it needs to be improved, I think a better solution would be to allow her to move while charging it up, like she can in so many metroid games.Why does Samus need to make her charge shot. Why doesn't she just shoot it?
How was what I said bad?kuma thats kinda true and smashchu is being dumb again. why would you not charge and just shoot? that is worse then what kuma said. im not sure if you know this but charging it makes it stronger. never have i seen no one charge it and just shoot not evev casual players do that
how was it not is the real questionHow was what I said bad?
Only a foolish fool would be so foolish to raise even more foolish questions.how was it not is the real question
this foolishly foolish tom foolery must foolishly come to a foolishly foolish eddOnly a foolish fool would be so foolish to raise even more foolish questions.
That's sort of the problem though, balancing people for both 4 player matches and 2 player matches is virtually impossible because of the different factors that come into play during each scenario. As hacking projects have shown, going for complete balance in any one scenario not only takes a lot of time but it also makes the game really boring.Seriously? That'd be way too good for helping an allied G&W, Ness, or Lucas, standing at the edge of the stage using spamming it to win stock matches, and everything else, really. If you really think it needs to be improved, I think a better solution would be to allow her to move while charging it up, like she can in so many metroid games.
And, to balance 4 player FFA, run a bunch of test matches, and see which characters get the most KOs, fewest falls, etc., and use that to determine how good each of them are. Only big problem is you need 4 people who know how to play really, really, really well, which is too difficult for a game still in testing, unless they spend a very long time on it.
Says the foolish fool who started all this foolish tom foolery. Now, have you been swimming lately?this foolishly foolish tom foolery must foolishly come to a foolishly foolish edd
Why would you say that it's boring? Sure, if they all play the same, it's boring. Do you mean how it doesn't seem that the characters don't have some really good thing for each of them because that's not always the case. That really good thing could just be hard to do.That's sort of the problem though, balancing people for both 4 player matches and 2 player matches is virtually impossible because of the different factors that come into play during each scenario. As hacking projects have shown, going for complete balance in any one scenario not only takes a lot of time but it also makes the game really boring.