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yoshi right now isn't that good. the first version of the game i guess had yoshi's tongue as a grab box the entire time his tongue is out, stays out, and grabs characters out of the air and their attacks. so i spent a lot of my matches with aggressive characters playing solely around yoshi's dash away > pivot grab under platforms because the rest of the character was pretty much irrelevant and he could grab cool things like a knee that had already hit him, ganon's down b, or pretty much anything else that i challenged that tongue with. the best way i could come up with to fight it simplistically is to not challenge it, ever, and to lame him out with like falco lasers. I mean i guess it's an answer but it's not good design lolSo mow, care to explain what makes you feel that Yoshi is too good or what issues do you have with him?
yeah i'm convinced.Umbreon, plasma whip is most definitely not all ZSS has. As far as gimmicky characters go, she should be one of the last brawl characters you bring up.
LOL sounds like leftover code from B+.yoshi right now isn't that good. the first version of the game i guess had yoshi's tongue as a grab box the entire time his tongue is out, stays out, and grabs characters out of the air and their attacks. so i spent a lot of my matches with aggressive characters playing solely around yoshi's dash away > pivot grab under platforms because the rest of the character was pretty much irrelevant and he could grab cool things like a knee that had already hit him, ganon's down b, or pretty much anything else that i challenged that tongue with. the best way i could come up with to fight it simplistically is to not challenge it, ever, and to lame him out with like falco lasers. I mean i guess it's an answer but it's not good design lol
yeah i'm convinced.
Her jab comes out in one frame, making it ideal for breaking tick throws and other standing resets. It also has a deceptively long hitbox, making the first hit very good for baiting shield grabs, which can be punished with dtilt. Speaking of dtilt, it frame traps on spotdodges.yeah i'm convinced.
I didn't know that companies looked well on this kind of stuff. I guess it does show ability to code and innovate though.So, about that thing I said about AI. Definetly gonna look into it again.
I plugged up my Wii and USBGecko today.
I also read over my python code for unpacking the games AI into readable script.
While I am doing this moreso for my portfolio/resume, I think Project M will benefit from more findings.
Don't get too hype, but if anything comes out of this stuff, it will be making CPU's use specials better.
For example, right now, Fox/Falco will always pull out their blaster and use it without moving. It is very easy to replace that with a SHL/SHDL script, and thats using the knowledge I have now.
There are many other specials that have been changed and would benefit from altered AI scripts on a percharacter basis.
The holy grail would be tweaking the games global AI, which could completely change the way the AI operates.
Okay... so you are saying physics affect the match length. I see you ignored the fact that Fox and Falco also have garbage recoveries and powerful onstage games but thats fine.We've been over this thousands of times already. Match-ups determine the lengths of the matches. If you have an FF'er versus an FF'er (Falco vs Fox) it's GOING to be quick.
This argument is incredibly relative. Any match could be played safe or aggressive. Falco dittos could drag out for 6 minutes if both players are circling each other and playing hardcore defense.If you have a Jiggly vs. a Falco, it's going to either be quick or it's going to take a little longer depending on how the Falco plays the match-up (playing it safe vs playing it aggro).
This is just gold. You are trying to prove that recoveries don't affect match length, but your example is two of the floatiest characters in the game with some of the best recoveries? Also, are you trying to claim that Peach and Samus don't have competent KO options? Maybe the matches take forever because their physics are so lame they can't hit eachother and they won't die on top of it. Lemme guess, if Peach was playing Fox the match would be fast, right? Well thats because Peach beats fox on the grounds his recovery is bad and he falls fast, and Fox beats Peach on the grounds that he exploits floaties weaknesses with amazing vertical power and speedy jumps.If it's Samus vs Peach, what do you think is going to happen? Is it going to be super fast paced and go by in 2 minutes? Or go up to 4 minutes because both characters take a good amount of time to combo/KO?
I agree, it isn't a flaw, but it has a lot to do with match length. Why would you say that two characters with bad recoveries have a short match, then two characters with polar physics and recoveries have a long match?Recovery has barely has anything to do with match length and it is not a flaw with the game. Get this mentality out of your heads.
Or maybe its because their physics suck? Link and Zelda have terrible wavedashes, attack speed, run speed, and air speed. Slow characters suck. Everyone knew that Link's attacks just had to be sped up to make him good. And Samus is viable, but she is in a similar boat, she is incredibly floaty and has an awful short hop. At least her WD is really good.Melee rarely sees matches with Peach vs Samus or Link vs Fox or hell even Zelda vs Jigglypuff. And why is this? Because those characters in particular (Samus, Link, and Zelda) are ALL not good enough to win a major tournament with.
Well, Zelda, Link, and Samus all have amazing recoveries so i guess that plan is shot... darn.If you want these characters viable, they have to have their own TOOLS to fight back with and one of those tools is recovery for some of these characters.
Alright, I agree, whoever suggested across the board recovery nerf is dumb.Flat out nerfing recovery across the board just so you can have match length shortened to 2 minutes...
Oh, lucky them. They get to play a bit longer before Fox and Falco knock them off again. As i said earlier, a great recovery is useless, and more so, a character is useless if they dont have the physics to fight back. Fox and Falco will inevitably beat any character who is slower than them... (Which is almost every character in the game). Not to mention, their recoveries are awful and yet recovery is somehow be-all end-all to make bad characters effective....will only mean Fox and Falco will continue to dominate these characters as again, I state, some of these characters' tools against Fox and Falco is being able to... recover.
It all depends on how you spin it.I didn't know that companies looked well on this kind of stuff. I guess it does show ability to code and innovate though.
It all depends on how you spin it.
For example, something like....
"Writing python scripts to analyse a unknown file, then writing a C# WPF app to display and edit the files structure."
Sounds a lot better than
"Made tool to edit game"
Its about the skills involved, not about the subject matter.
I assume this post is directed towards me? Falco is not slow. Sure, his airspeed is horrible and his dash is meh, but he has high falling speed (which gives him one of the fastest shffls), he has fast jumps, fast attacks (especially shine and laser) and has an above average WD.falco is slower than the majority of the cast
Overall falco is slow and i know his falling speed is fast (fast faller), his WD isn't much better that others in the cast. No one ever complains about falco's speed and it definitely isn't the reason he wins matchups. Fox is a different story.I assume this post is directed towards me? Falco is not slow. Sure, his airspeed is horrible and his dash is meh, but he has high falling speed (which gives him one of the fastest shffls), he has fast jumps, fast attacks (especially shine and laser) and has an above average WD.
Falco is definitely faster than the majority of the cast. Airspeed and Dash speed arent the only kinds of speed.
^This. A thousand times this.what happened to the good old days of simple posts....i'm tired of reading paragraphs
which mostly consist of drama
....how bout a blogpost for a change
Edit: ...or any insider on P:M's progress
Doesn't support the assumption that recoveries define match length, which was what Falco400 was poking at with that particular example. Falco can make Puff's recovery look negligible by exploiting her slow vertical speed and shinegrabbing often during pillaring -- playing more aggressively, so to speak. Conversely, Falco can play the MU extremely safely, avoiding most of Puff's handsy-*** shenanigans with careful laser play and general competence when on the defensive. Falco vs Puff can either be extremely long or hilariously short (likely the former because if Falco loses momentum due to a Rest / gimp, he'll be hard-pressed to get it back) due to the playstyles chosen by both players. You should also consider that Puff is the lightest high (Puff sucks, I'm never considering her top tier material) tier and dies to stupid stuff like shine --> shine on FoD.This argument is incredibly relative. Any match could be played safe or aggressive. Falco dittos could drag out for 6 minutes if both players are circling each other and playing hardcore defense.
Ok. So, have you noticed that Pichu loses in less than three minutes? Thought not. Match-ups, as stated and referenced to already, define match length for the most part. Recovery doesn't make a character any different offensively or defensively. Smash is a game of covering weaknesses and snatching as many opportunities as possible. If a player makes a mistake and ends up offstage, chances are that they're going to die anyway, despite the efficiency of their recovery options. Recovery, while very important to each character, does not heavily affect match length.I agree, it isn't a flaw, but it has a lot to do with match length.
Oh I don't know -- because Samus and Peach can easily play keep away until one of them lands a kill at 160% while Falco will get a death combo once he gets his hands on something?Why would you say that two characters with bad recoveries have a short match, then two characters with polar physics and recoveries have a long match?
Um... Link nor Samus have bad recoveries in Melee, so I'm very sure they weren't what Falco400 was alluding to. Rather, characters with very linear / limited recovery options, such as Kirby and Zelda, or outright poor recovery, namely Ness, got small yet very useful buffs in that particular area. It doesn't make them any better or worse; matches with those characters will not decrease or increase substantially in duration. In fact, their other, more notable buffs will undoubtedly make their matches slower.Or maybe its because their physics suck? Link and Zelda have terrible wavedashes, attack speed, run speed, and air speed. Slow characters suck. Everyone knew that Link's attacks just had to be sped up to make him good. And Samus is viable, but she is in a similar boat, she is incredibly floaty and has an awful short hop. At least her WD is really good.
LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLYou realize the whole point of this thread is for discussion of the development of the game right? Would you rather us talk about felines and humanoids again?
This is the place to discuss things such as gimmicks, badly designed things and greatly designed things. Even though I was argueing that gimmicks can be bad, I was by no means saying "don't try them out" I was simply pointing out how a gimmick can be bad. Likewise Spam Arrows is pointing out that if large number of characters have a ludicrously good/easy recovery, games and sets will last like Brawl matches.
Because like Brawl, unless you force them into a blast zone, characers can and will recover thus prolonging match length, and changing average kill percentage from say 110% to like 150%
I would say a great percentage of deaths in melee aren't because of hitting the side or top blast zones i'd say at least 50% of kills result from gimping and a charcters inability to recovery. which can happen at relatively low percents.
Also I will not be held responsible for what Falco does to you Spam. lol
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Falco is fast. his shffl alone make him faster than most characters simply because he can utilize his aerials into his other attacks without waiting in midair at all. Marth, for instance, has a great WD and dash speed, but he has to wait longer than Falco to shffl an aerial as quickly as possible (unless he SHDF) and you didn't even comment on how his attack speed and jump speed, which definitely factor into speed. Falco's incredible first jump and the speed at which it gets to that height makes his follow ups incredibly fast. Is shine bair slow? Is dair shine slow?Overall falco is slow and i know his falling speed is fast (fast faller), his WD isn't much better that others in the cast. No one ever complains about falco's speed and it definitely isn't the reason he wins matchups. Fox is a different story.
Sorry, allow me to clarify: Fox has one of the most predictable recoveries. Almost every character in the game can punish his recovery well so that makes it bad to some levels. C. Falcon can travel huge distances but his recovery isn't considered good due to the edge guard factor so why not Fox? I will admite garbage was a poor word choice, its more like a middle of the road recovery.Fox has garbage recovery? God I hope that you're being formally sarcastic. If not, I seriously do not doubt how stupid you are.
You missed the point. ANY MU COULD BE PLAYED HOWEVER PEOPLE LIKE THEM. i was illustrating that Falco400 cant assume that matches between Fox and Falco will always be short, and then matches between Falco and Puff could vary. BOTH COULD VARY. There are no rules on how to play any MU. Saying this does not magically prove that recoveries don't affect match length.Doesn't support the assumption that recoveries define match length, which was what Falco400 was poking at with that particular example. Falco can make Puff's recovery look negligible by exploiting her slow vertical speed and shinegrabbing often during pillaring -- playing more aggressively, so to speak. Conversely, Falco can play the MU extremely safely, avoiding most of Puff's handsy-*** shenanigans with careful laser play and general competence when on the defensive. Falco vs Puff can either be extremely long or hilariously short (likely the former because if Falco loses momentum due to a Rest / gimp, he'll be hard-pressed to get it back) due to the playstyles chosen by both players. You should also consider that Puff is the lightest high (Puff sucks, I'm never considering her top tier material) tier and dies to stupid stuff like shine --> shine on FoD.
Good point. I should've mentioned that character weight is also a huge factor on how effective a recovery is to begin with. Pichu would die incredibly fast beause he is very light but isn't as floaty as most other chars so he isn't as hard to combo as say Samus or Puff.Ok. So, have you noticed that Pichu loses in less than three minutes? Thought not.
But why? Why would it affect match length? What factors in the MU? Is How people play the game? Well that is a weak argument because it incredibly relative as stated earlier.Match-ups, as stated and referenced to already, define match length for the most part.
I never said it did. The players tools and how well their physics compliment those tools would. Samus benefits from playing defensively due to all of her zoning options and the fact she can't use her shffl because she jumps so high and falls so slow. If she had Falco's short hop height and shffl, she could play offensively because she could approach with her awesome aerials. However, she obviously cannot, so that would affect how she is played.Recovery doesn't make a character any different offensively or defensively.
But since Falco's physics and recovery are unfavorable offstage, he has a shorter match? Can you possibly attempt to admit the reason for why matches are short vs long?Smash is a game of covering weaknesses and snatching as many opportunities as possible. If a player makes a mistake and ends up offstage, chances are that they're going to die anyway, despite the efficiency of their recovery options. Recovery, while very important to each character, does not heavily affect match length.
Why does it take until 160%? Is it because they aren't fast enough to follow up on floaty characters when they are floaty themselves and live forever?Oh I don't know -- because Samus and Peach can easily play keep away until one of them lands a kill at 160% while Falco will get a death combo once he gets his hands on something?
Well I'm glad we agree on something lolUm... Link nor Samus have bad recoveries in Melee, so I'm very sure they weren't what Falco400 was alluding to.
That's good. I dig that. Ness certainly needed a better recovery. He couldn't ledge hop aerial either which hurt him badly. and Zelda's recovery isn't that bad. She does have invicbility when she becoems invisible during the teleport.Rather, characters with very linear / limited recovery options, such as Kirby and Zelda, or outright poor recovery, namely Ness, got small yet very useful buffs in that particular area.
Make Samus a fast faller and remove her down-b recovery option and see if her matches are the same length.It doesn't make them any better or worse; matches with those characters will not decrease or increase substantially in duration. In fact, their other, more notable buffs will undoubtedly make their matches slower.
wtf? you're completely disregarding brawl's marginally lower hitstun and momentum canceling. sure, characters like mk and ddd have an easy time gimping people to the blast zone and coming back, but that's not the main reason as to why they tank hits until 180%.Because like Brawl, unless you force them into a blast zone, characers can and will recover thus prolonging match length, and changing average kill percentage from say 110% to like 150%
Neko must speak of this to me, lol.The Final Fantasy VII demo experience almost killed me.
wtf? Do get what i said? I said in Brawl you dont generally kill someone unless your hit knocks them into the blast zones without question. Which doesnt happen until like 150% and you eat a fsmash. Momentum canceling won't stop you from hitting that blast zone outright.wtf? you're completely disregarding brawl's marginally lower hitstun and momentum canceling. sure, characters like mk and ddd have an easy time gimping people to the blast zone and coming back, but that's not the main reason as to why they tank hits until 180%.
lolwut?Momentum canceling won't stop you from hitting that blast zone outright..
that's a point, in brawl you can do an arial to reduce your momentum meaning that you live longer (a less extreme version of bucket breaking). Has this been fixed yet in PM or is that what magus is working on?lolwut?
That's like one of the biggest factors for not reaching the blast zone. You cancel the momentum from the knockback.