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SpiderMad
Yeah, I rather meant a list sorting them by usefulness, because there is a continuum of usefulness.
I want to use them in my games but I'm not sure what is possible and what is good, so to speak.
One general problem I see with early aerials is that most characters' aerials can be punished before the second aerial comes out, so one can't spam them like crazy. I try to view it as in a mixup game between early aerials, late aerials and other options (grounded ones and tomahawk), in which the ability to throw out a 2nd aerial for the early aerial strategy equals a buff, and the resulting Nash equilibrium will swing a bit more into favour of early aerials.
About the applied gravity, to be honest, I'd like it a lot better if they made it like in Melee, not because I like Melee so much but because one could vary the jump height much better, as it can kinda works as a "super short hop", the same for the reduced full jump. I'd actually prefer that option you can actively choose by using the aerial 1st instead of 2nd frame much better from a tech and design perspective. It is a shame though that many of the early aerials would not be possible then... There might be the possibility to let the player choose by an additional input (maybe in jumpsquat), but that also had a negative side, because it goes against the "simple rules->complex metagame" elegance. I could appreciate that, but it shouldn't be the standard way to handle a difference between a Melee feature and a feature used in previous P:M versions.
I find it a bit sad that there are so few moves that you can autoland with (while passing through a platform). There is MK's nair and kind of Snake's dair, but that one is not a continuous hitbox so it only counts half. Together with dropcancels (which are 14 moves this version iirc, and they can only be good if both players are on platforms), this is my true love, as early aerials are yours, and I just get so much less of it. I think more spinning nairs with a spin component around x- or z-axis (Wolf's, Pikachu's, Ivysaur's, Kirby's, Lucas', Sonic's and Squirtle's) should be given this possibility.
I am also considering doing tech and metagame videos (maybe not in the next days/weeks but long-term, especially if my greed for PM increases with upcoming patches), any recording tips?
Just as a side note, should I use a post colour or is standard fine? When some posters use it it looks ridiculous, for others (especially Kadano) it gives their posts an even better touch.
By the way, what do you think of crouch-cancelling, as there was some debate going on about it. The mechanic helps the game somtimes and hinders it at other times. To name examples, it allows a player at lower %s to have an advantage in the neutral game, which could be considered good because percentages can swap so quickly that it is a good way of turning the previous results in actual advantages. Also, it helps depolarizing a lot of matchups where walling out could be a bigger issue otherwise. On the other hand, it renders half the cast's jab and some tilts useless, which is taking potential depth away. It could also be one of the reasons why some big characters' matchups are polarized, because their strength in CCs makes it very grabintensive and characters which can do that have an advantage while others have a disadvantage (other factors play a role of course, but the polarization effect is there). Also it is shifting the mixup game even more in favor of grab, and just from my intuition I'd think it is a tiny bit too shifted towards grab right now. I would neither completely let it as it is nor remove it for above reasons.
- One could induce an animation of constant length after the CC, but now only the quick moves will be the only CC punishes which are guaranteed, and that is not wanted because a read shouldn't only give you access to 5-framers or faster. There is also a risk because faster moves succeed in so many aspects that it will cause balancing problems
- ASDI distance reduction so it only works at lower %s than now: will reduce both positive and negative aspects and is therefore not a real solution
- Finding a way to lower the weight/CC-ability curve: Something said by many quality posters and strong players is that in Melee, it wasn't a problem because heavy characters were mostly bad, and the effect was wanted for lighter ones. By lowering the curve one would effectively fight those "overdimensional" CC-abilities while still not unifying it, so an advantage is kept. The real problem is how exactly to do it, at best we wouldn't need to change how ASDI works and we wouldn't need to introduce a new variable, but I don't see a concrete way right now.
- Inducing an animation, its length based on any other factors (maybe knockback, percentage, damage or shield damage): Here I actually prefer the shield damage idea (I consider this the most useful of all listed ideas, "last but not least", you know?
). Alternatively there could be a new variable for a move but this should be avoided if possible anyhow. It could also be possible to form a new number depending on several of those, I will mention that later. The animation based on any other factor would have the following advantage: More characters have a move that counters CC which isn't grab (similar to Peach's d-smash, but without the multi-hit being necessary). And since it should be a finesse somehow and the counter-move shouldn't just be the rawest of all, shield damage seems optimal. I will have to put a bit more thought if this messes up CC's and shields advantages and disadvantages over each other. If this happens to be the case, I would suggest one uses a combines quantity which optimizes the functional necessities CCing has to fulfill.
I am very interested what you have to say about this.