JesteRace
Smash Journeyman
Alright, that's on me for not knowing that. Guess I really don't care one way or another given the current info lol I don't expect it to get much acceptance though. Hope it works out for scenes that do run it.
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Would you like the game more if b moves needed l canceling too?I like L canceling. I like the feeling of accomplishment it brings. I agree with Praxis' big post on the subject
No different timings for hitlag in PM. And there's no fail window. Edit: I know you know there's no fail window, but I think that's important enough to be worth restating.Not in favor of alc since you could argue various hitlag and char attributes lead to various different timings to properly l-cancel, along with a penalty for improper usage (hold it too long get shield, low hitstun counter attack possibly get shield, etc).
You can spam the timing since there is no fail window, but spamming the input gives more room for other errors still. Ideally I think L cancel shoulda been a bit bigger window, with fail window added.
All he said was he liked it, he didn't say it was a good mechanic or needed to stay exactly the way it is. No need to ask him to defend its existence.Would you like the game more if b moves needed l canceling too?
Im just curious if more button presses is more appealing to himNo different timings for hitlag in PM. And there's no fail window. Edit: I know you know there's no fail window, but I think that's important enough to be worth restating.
All he said was he liked it, he didn't say it was a good mechanic or needed to stay exactly the way it is. No need to ask him to defend its existence.
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An interesting take on things, most people avoid the "lcancel on specials' question. Thankyou for taking the time to answer.They are more appealing to me. When I press a buttload of buttons really fast and something good happens, it feels good. Maybe the reward of L canceling shouldn't have ever been a thing, but since it does exist in PM, I get rewarded for doing it and I feel rewarded for doing it. Similar reason I tend to play fast characters like spacies, where the faster you push buttons the more oppressive you are. Just one man's opinion, and I totally respect people who prefer to play the slow game with characters like DDD. It's just not my style, and I think L canceling as it exists in PM compliments my thought process when playing the game.
It would definitely not be as clean on specials because specials are A) a really really mixed bag of effects and B) do really weird things to your momentum more or less all the time. Aerials are clean because as far as I can say off the cuff, no aerials in PM affect momentum other than Wario/Sonic dive kicks. So they're more consistent (with those two exceptions), and the timing is easy if you adjust for fall speed.
I like the question as a sort of equivalent to L canceling aerials but I'd have to say definitely no, specials are far too inconsistent compared to simply learning characters' fall speeds and then Wario/Sonic.
I think generally my thoughts on the whole topic is "things are fine as they are" really.
That doesn't make sense. Hitlag eats into tech frames and certainly affects Melee L-cancel timing. Why would PM be different?L canceling works through hitlag in PM. There's no difference, I've tested it extensively. So in PM the window's going to be like 10+ frames on hit.
Currently salivating at the thought of halved landing lag aerial Wiz KickWould you like the game more if b moves needed l canceling too?
The question implies that landing lag for moves would be doubled, and then you'd have to l cancel them to get the current lag value =p.Currently salivating at the thought of halved landing lag aerial Wiz Kick
OhThe question implies that landing lag for moves would be doubled, and then you'd have to l cancel them to get the current lag value =p.
For instance, Falco would need to l cancel to shb, samus to pmc etc.
This list upsets me. Those starters are not remotely balanced together. Let us know how it works out!So here in Nebraska, we are going to try a slight compromise of sorts for our stagelist. The NE9 will remain, as the 3/3/3 structure with 2 bans is still the ideal setup and people like it logistically if nothing else. What is changing is we are removing Dreamland and adding Delfino's. Reasons have been stated many, many times, so I won't bother. As for the starters, we are moving Bowser's Castle to counterpick. I feel that Bowser's Castle is defensible enough to stay legal, but not as a starter. It has its problems, but imo, there are no alternatives for a 9th stage and simply running 8 stages, 1 ban is not preferable (most people like having 2 bans, in my experience). While there will still be opponents who feel it shouldn't be legal at all, I feel that making it a CP will make the most amount of people happy (as some do genuinely love the stage and many at least tolerate it). So, in short, we're sticking with the NE9 but we're moving forward with Michigan starters.
STARTERS
Wario Land
Smashville
Battlefield
Pokemon Stadium 2
Delfino's Secret
COUNTERPICKS
Green Hill Zone
Fountain of Dreams
Bowser's Castle
Final Destination
I mean, yeah, numerically, it's not distributed evenly anymore. But given the options, I just don't think that's possible while also having good starters. A more practical solution had to be come to. Because SV and PS2 have to be starters, and rightfully so, having a relatively cramped small/medium/large stage for the other 3 gives it a sort of balance in actual play. Plus, there's a great variety in platform layouts here. It's no longer about being "perfectly balanced in all attributes" it's just about encouraging an agreeable stage for all matchups. Or as many matchups as possible. In any case, it is not permanent unless it tests well, so yeah, we'll see how it goes.This list upsets me. Those starters are not remotely balanced together. Let us know how it works out!
A long long time ago, yes. But nobody's done 7 starters for a long time because it takes too long.Thoughts on 7 starters with GHZ, WW, SV, BF, PS2, DS and something like FoD? Someone must've tried this somewhere...
Over the course of a tournament, more time would be wasted by lower level players having to strike more stages. Most sets end without more than 1 CP and most players don't need to use the bathroom before playing. I'm sure most other reasons for slow tourney runtime are not as easily fixable as this.I think people should examine 7 starter again. It shouldn't take significantly longer than 5: people waste more time on CP's, bathroom breaks, etc.
1-2-2-1 I believe, with alternating players.What's the strike order for 7 starters?
I agree, though for some reason I think every region that used 7 starters did 1-2-2-1.2-3-1 is better for 7 starters, 1-2-2-1 has the person with the deciding striking also not being the one to strike first, which is imbalanced.
Using Skyworld as a direct opposite to PS2 down to even being a Starter is an interesting idea. I'm sure nobody would ever accept it, and honestly I'm not even sure if I like it despite being a huge proponent of Skyworld.
Did I show you guys my Skyworld list?
I can't remember.
But it uses the Standard Deviation and compares the stage's value to the standard deviation from the mean/median to classify S/M/L
It's not perfectly balanced numerically but it doesn't favour large bases (which is a huge plus IMO) and ceilings are nicely balanced. Side BZs aren't great but they favour M which is better than favouring S or L I suppose.
It uses YI which has a bunch of problems but realistically you could swap that for Bowser's and it would just make Side BZs 2/4/3 and not affect anything else I think.
Also has:
No Dreamland (yay)
No FoD (I personally think it's too similar to GHZ numerically and half the time when open so I don't actually love them on the same list)
Skyworld (it's like the opposite of PS2 so it's neat as a small starter, platforms are of course tricky)
I look at the standard deviation numbers all over the place and think, what potential would a bit of PMDT tweaking have had to create a more numerically balanced list.