Gatoray
Smash Journeyman
If only the 3DS wasn't so hard to control. The Wii U version couldn't be any further away... I feel like the 3DS is pretty much a $40 demo for the Wii U version. I want my GC controls back! ;_;
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There's going to be a thing called the New 3DS. They've confirmed that the second Analog will be used for Smashes.If only the 3DS wasn't so hard to control. The Wii U version couldn't be any further away... I feel like the 3DS is pretty much a $40 demo for the Wii U version. I want my GC controls back! ;_;
Who cares about the C-stick? I want to use a real analog stick, not a flat slidy rubbery circle thing that I'm afraid will break at any time.There's going to be a thing called the New 3DS. They've confirmed that the second Analog will be used for Smashes.
Seriously though?irregardless
I agree with you. Brawl did have a noticeable skill ceiling despite the various anti-competitive aspects that made getting there pointless.That has never, ever been the case. If we're talking about Brawl here, I don't see how lack of tech skill has anything to do with tripping, chaingrabs, Meta Knight, planking, defensive gameplay, etc.
Dafuq again. Being intuitive and accessible, the whole point of the series in the first place, is "something it isn't and shouldn't be"? Are you high?
I wonder if noone used it because it provided no benefit in Brawl. In a ground based game like melee this type of movement is super important but for an air based game like brawl probably not so much. This is a really cool discovery, lets hope that smash 4's game is ground based enough that this will actually be relevant.Heres some of this stuff in Brawl:
https://www.youtube.com/watch?v=D9eYjgR9g1o
https://www.youtube.com/watch?v=_4tmLsflA_c
This tech is difficult. Brawl players were lazy and hardly anyone used it, even in top level play. Here's hoping its different this time around.
Very, very useful stuff.
Well, a pivot at the end of a dash only introduced one more opportunity to trip then a regular dash presents. We're talking about going from one 1% opportunity to two 1% opportunities. Nothing game breaking, and definitely still worth using. It was laziness more than anything else.Actually the problem with it in Brawl is there was a high chance of tripping while doing it making it risky and generally useless.
Well, one of the main reasons Brawl was considered an "air based game" was due to a lack of control on the ground. If anything, pivots were a much needed remedy to that. I think that makes them even more important. But thats neither here nor there, I really hope pivots find their way into the metagame this time around. We'd be silly to ignore them.I wonder if noone used it because it provided no benefit in Brawl. In a ground based game like melee this type of movement is super important but for an air based game like brawl probably not so much. This is a really cool discovery, lets hope that smash 4's game is ground based enough that this will actually be relevant.
Literally everyone. Competitive players disregard the game because of no c-stick, and casual players will eat it up when they realize how much easier it is to control themselves with it.Who cares about the C-stick?
I dunno, everyone on smashboards pretty much unanimously agree that using the c-stick is totally hacking and only used by total n00bs like mango and m2k. Obviously they can't compete on the level of the glorious A button users and need the handicap to feel better. Bill Trinen said so himself so it's totally an undisputable fact. How broken would smash be if you could just instantly smash attack whenever without having to charge anyways?Literally everyone. Competitive players disregard the game because of no c-stick, and casual players will eat it up when they realize how much easier it is to control themselves with it.
The only ones who don't care are ******* who think c-stick is cheating, and i can safely say no one cares about those people.
Brawl is a turtling/camping-based game. There's no ground control due to floatiness, and there's no air control due to the OP air dodge.Well, one of the main reasons Brawl was considered an "air based game".
I think it was more air based all due to that brawl airdodge and the fact that its back in Smash 4 makes me feel like the game will still be more air based even though there is landing lag. The sear fact that you can air dodge and still do things in the air along with those special up b's is what I think contributes to a mainly air based game.Well, one of the main reasons Brawl was considered an "air based game" was due to a lack of control on the ground. If anything, pivots were a much needed remedy to that. I think that makes them even more important. But thats neither here nor there, I really hope pivots find their way into the metagame this time around. We'd be silly to ignore them.
It was a figure of speech. My bad. Yes, I care about the C-stick.Literally everyone. Competitive players disregard the game because of no c-stick, and casual players will eat it up when they realize how much easier it is to control themselves with it.
The only ones who don't care are ******* who think c-stick is cheating, and i can safely say no one cares about those people.
I pull it off consistently, the 3DS pad is perfectly capable of reliably doing it. I have a XL so there might be a difference between that and the original. If you only half way before hitting the edge of the 3DS and flicking it the opposite way is the most consistent way, if you're doing a full flick and then back like how you dash dance in Melee then you're too slow. It's a very small window of what feels like 4 frames.Besides this not being the most useful thing in the world, the 3DS's circle pad isn't responsive enough to consistently pull off movements like this. Anyone that's played the game knows that it can be difficult to simply turn around or the game will read the opposite direction of what you pressed. I thought my 3DS was broken until I started seeing similar complaints online and in gameplay videos.
Works amazing with Greninja!is the momentum from this strong on any other character besides little mac?
Lack of ground control came mostly from dashes being too committal. Smash4 has the same problem, but the increase in speed, VERY short dash ending frames on some characters, short skid IASA frames, and turnaround mechanics allow for many more options. Floatiness and air dodging didn't affect air control either, just game speed and the style of play.Brawl is a turtling/camping-based game. There's no ground control due to floatiness, and there's no air control due to the OP air dodge.
Eh, air dodge lag makes air dodging a LOT worse in this game. Jury is still out, but right now there seems to be a wide variety between grounded and aerial options for all characters. I like the direction the game is headed in so far.I think it was more air based all due to that brawl airdodge and the fact that its back in Smash 4 makes me feel like the game will still be more air based even though there is landing lag. The sear fact that you can air dodge and still do things in the air along with those special up b's is what I think contributes to a mainly air based game.
But yea, I hope this stuff makes it to the meta
Dashing away and pivoting towards your opponent was a safe , defensive, option. There was no excuse for players not at least learning how to do that. Hell, even late in the Brawl metagame, most players COULDN'T EVEN PLATFORM CANCEL. The average Brawl player was lazy in the tech department.also, another note: brawl players weren't lazy, they just knew how bad of an idea it is to dash in general in that game. remember, this is the same game where many characters can CG your stock away, and you don't want to trip into that grab, lest you enjoy the taste of several pounds of salt
Floatiness was supposed to lead to a more aerial-based game, but the air dodge rendered that moot.Floatiness and air dodging didn't affect air control either, just game speed and the style of play.
Yes there is now landing lag and the jury is still out about that but I think you are really underestimating the power of the Brawl style air dodge and how it fundamentally cripples the ground game and as you are experiencing now I'm not the only person trying to bring this point to people's attentionEh, air dodge lag makes air dodging a LOT worse in this game. Jury is still out, but right now there seems to be a wide variety between grounded and aerial options for all characters. I like the direction the game is headed in so far.
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The landing lag means that the ground game is far more improved. It means that now you can play as a Mighty Glacier AND punish annoying short-hop air dodging.Yes there is now landing lag and the jury is still out about that but I think you are really underestimating the power of the Brawl style air dodge and how it fundamentally cripples the ground game and as you are experiencing now I'm not the only person trying to bring this point to people's attention
You could say that it makes the air a safer place to be, but it doesn't cripple the ground game. High level players in Brawl habitually punished players for air dodging, to the point it became very, very unsafe. The only really broken thing about Brawl air dodging was being able to laglessly do it into the ground, because you could buffer another defensive or offensive option out of it, and that meant that you had to make a series of reads to get a single punish. Smash 4 will be fine in that regard.Yes there is now landing lag and the jury is still out about that but I think you are really underestimating the power of the Brawl style air dodge and how it fundamentally cripples the ground game and as you are experiencing now I'm not the only person trying to bring this point to people's attention
I am just testing it with Marth and it feels so goodMarth and Lucina rising on that tier list for Wii U version once this is mastered.
Actually, in Melee you can pivot into the idle animation using the same stick flick technique. Some call it an "empty pivot." I use to try doing pivot utilts with Marth, and it was really hard to do fast enough to make it better than wavedashing into it. But maybe it'll be useful in Smash 4 because it'll still be faster than any alternative.There kind of is, actually: unlike melee pivots, perfect pivots put your character in its idle animation, so nothing stops you from pivoting, waiting several frames then doing a tilt. Still freaking hard, but not that impossible to do imperfectly.