phurgawtin
Smash Apprentice
as far as stage selection goes, i'm really happy that the "3 platforms in a triangle" theme isn't the only damn tourney-legal platform pattern.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Sure it's possible, but I think that Event matches are outside of the realm of interest of the PMBR.Is that even possible? I recall there being a thread about that a while back, but I don't remember how much progress was made.
I think BTT and HRC are gonna be legit when Project M is finished. Or at least HRC.Can we let the PMBR focus on demo2/ the game as a whole being released "on time" rather than worrying about 1player modes like SSE and Event Matches that have nothing to do with competitive melee-like play? (which more or less the aim of the project iirc) >.>
I know you're just asking a question, and it's nothing against you personally at all, but seriously: a majority of people will be playing this game for the versus mode- not to play break the targets or home run contest with melee physics. T~T
Holy smokes, I could not agree more. Demo 1 characters actually felt like they had coherent structure in their design. I think everyone kind of wrote off Lucas, Sonic, and Snake simply because they had weaknesses and took effort to play effectively... but everyone forgets that almost every other viable characters in Melee requires devotion to play effectively and their own weaknesses to overcome.That's it. That's all Lucas needs, and he retains all of the really neat, nuanced, natural-feeling and really unique options that he had to begin with. Now, though, Lucas has been turned into some kind of Frankenstein's Monster of a character. Changes are made aimlessly, as if the people in charge of the character are just throwing darts at a bunch of post-it notes, and hoping this causes the character to cohere into something meaningful. Why does Lucas now have Guile's Flash Kick? I really wish I knew. All I can say is, Lucas was really cool in Demo 1, and could have had a lot of potential with one tweak. Now he's not cool, and I don't even want to think about his potential.
I'm pretty sure she can't.I'm sorry, but I had to stop taking you seriously there.
85 frames is a second and a half.
Peach can pull, throw, and pull a turnip in this timeframe.
Not as of February, no.ph00tbag, I think your analysis is a bit off on Lucas. I am busy currently but I will offer a full retort to your post later this evening. Cheers.
EDIT: ph00t, have you yourself played the latest testbed Lucas build yourself (Feb 2012), or are you just going off of watching people play various builds of him?
ike basically has no ground game and no air to ground game. the end result is a character that can move around fast that you can basically ignore or just attack his attacks with most characters as long as you don't get hit by an aerial. this is ALARMINGLY easy. keep in mind that most characters can already exploit marth's landing lag and that ike's is much, much worse. spaced fairs/nairs just get you ***** on landing lag because ike has no air to ground game, and in a lot of ways attempting to space aerials is the worst thing he can do against anyone thats been playing smash longer than 3 weeks.Hey Umbreon, would you (or Kiri, for that matter) mind elaborating on why the current Ike can't do anything that's "really threatening"? Spaced FAirs/NAirs seem hard to get around in theory, the jab is a good get-off move, and QD edgeguards (which you've already pointed out) seem solid. I could also see B-reversal QD's and wavedashing out of QD to be good for mixing up grounded approaches, but I haven't played Ike so I can't be sure.
start with a good upthrow and uptilt combos. ike's combos are guaranteed to be limited because all of his air moves are high knockback, so you could at least make it so like upthrow > uptilt > something combos at low and mid-low%. that way ike can realistically do QD > jab > grab > combos or something. anything along those lines will give ike some kind of ground game. a decent combo starter dtilt would be nice too so you can have an option out of a crouch besides reflex-tester style CC grabs.barring starting from scratch, what would you do to make ike playable, umbreon?
Our standards of balance have come a ways since Demo 1. In particular, after Genesis 2 we realized that we weren't really creating the type of characters that have that certain raw, threatening power and depth of options that melee tops / high characters command. Lucas was no exception to this, and in fact, I'd say he was one of the worst of the newcomers.The frame 8 hitbox on uair doesn't KO and can be SDI'd, making the frame 11 KO hitbox just as hard to hit with consistently as Ness's bair, if not harder. Neither Peach's bair or nair have near the KO capacity as Ness's bair. They're edgeguard set-ups.
As far as what I see wrong with Lucas, he used to have trouble approaching, comboing and KOing. But, he's fast on the ground, with a pretty quick projectile, giving him decent oki, and he has one of the best edgeguards in the game, meaning he doesn't really need combos or KOs anyway. But he doesn't have good zoning, or a good way to close the gap. The fixes made were thus: make PK Freeze land cancelable, and allow Lucas to retain his forward momentum during it. Grounded PK Freeze fires upward at about a thirty degree angle. PSI magnet now causes Lucas to advance forward very quickly, eating through any energy projectile in his path, and ending in an attack with buffed damage and knockback. Jab has more range, uair has a high base knockback, and a low knockback growth.
There's no direction to these buffs. The PK Freeze buffs apply to a zoning character, which I've already established that Lucas is not. He can use aerial PK Freeze to create approach openings, but it works better when used in tandem with grounded PK freeze to control both the ground and the air to force the opponent to try to force his way through it by attacking blindly. Psi Magnet was just absurd, and made no sense as a move. To my knowledge, it still hasn't been reverted, which is just silly. The uair sought to make Lucas combo better. Dair was also changed, although all it did was remove a pressure mix-up.
I realized this character was broken after G6, when Twitch started messing around with Lucas, and the only way other characters could even fight him was to bust through PK freeze with an aerial at full speed, and surrender all of the positioning and game time that that takes up. All it took was setting up a good spacing, and you could punish any character's approach. After that, you just combo the hell out of them, then knock them offstage, and edgeguard with PK Thunder. This character was perfect, and that's not a good thing. A month later, a Lucas trashed everyone at some PMBR tournament, presumably using a similar strategy to this, albeit even more nuanced.
So a couple nerfs were added. Lucas's PK Thunder 1 was shortened to pretty much only make it useful for recovering, but PKT2 was also shortened, so it wasn't even really worth it to use that, making rope snake the only viable recovery Lucas had. So to recap, we now have a character that has ridiculous onstage space control, incredible pressure, and protracted, damaging combos. The only problem now is that he can't KO or edgeguard, and he can't recover.
So now a buff is given to solve the KO problem. A new bair. It does absurd damage (therefore absurd blockstun), absurd knockback, and has absurd range. I shouldn't have to break down why this move is just... nonsensical. Just watch any stream with Lucas. He's spammy, lacks nuance, and just doesn't really change his gameplan up much. Most of it is PK Freeze and bair, with a couple uair combos thrown in.
For some context, I spent a lot of time with Lucas around the time Demo 1 came out. I recognized that he wasn't up to par, but I felt that with some dedication, a game plan could at least be figured out. And I figured out some really, really cool things. Fair was an incredible poke, that could be thrown into block strings safely. It also combo'd if DI'd incorrectly. PSI Magnet and ftilt could semi-spike, setting up for really easy edgeguards. Dair could be mixed into pressure strings to punish jumping out of shield. PK Thunder 1 was one of the safest edgeguards in the game. Most importantly, nair chewed through spot dodges, and had short enough cooldown that Lucas could follow rolls with mix-ups afterwards. I found a lot of really neat ways to pressure opponents once I got them locked down. The only problem was that locking them down usually required a pretty egregious error on their part. But then I looked at Lucas's hitboxes and realized why: nair's hitbox doesn't even cover up his limbs. The reason he gets swatted out of so many jump-ins is because he's totally exposed in his only good jump-in move. Around this time, Yeroc asked me for a write-up on Lucas. I gave him two answers. One of them, I'm not so fond of, to the point where I don't think it bears repeating. The one I'm most fond of is this: Make nair bigger.
That's it. That's all Lucas needs, and he retains all of the really neat, nuanced, natural-feeling and really unique options that he had to begin with. Now, though, Lucas has been turned into some kind of Frankenstein's Monster of a character. Changes are made aimlessly, as if the people in charge of the character are just throwing darts at a bunch of post-it notes, and hoping this causes the character to cohere into something meaningful. Why does Lucas now have Guile's Flash Kick? I really wish I knew. All I can say is, Lucas was really cool in Demo 1, and could have had a lot of potential with one tweak. Now he's not cool, and I don't even want to think about his potential.
I like how you go from saying "not too bad for now, but I know how you work" to immediately saying Squirtle works better now.metaknight is....hilariously unfinished, but also not too bad for now. FOR NOW. I know how you ****ers work.
squirtle looks much improved. still potent, but fun to interact with, both as and against.
Yeah, most poeple are apprehensive at first and then when they fight / use him a few times, their oppinions change drastically for the best. I personally feel he's close to complete and may only require minor tweaks if any at all. Still, nothing is ever certain in development and new gameplay feedback is always sought.i thought lucario was cool. i expected him to be gimmicky but his combos are basically the same as combos on any other character, they just happen faster (but you can still escape/DI if you try as far as i can tell). his ground speed is fast in that it keeps you honest in a neutral position but it felt just about right. i might have to see more of him than from only vanguard but he seemed fine as is.
While top and high tier characters have great options... apparent counterbalances also exist in their game. This is something I brought up, and keep bringing up, because "make everything good" is not the correct route. What is SHOULD be, is a pro and con design.Our standards of balance have come a ways since Demo 1. In particular, after Genesis 2 we realized that we weren't really creating the type of characters that have that certain raw, threatening power and depth of options that melee tops / high characters command. Lucas was no exception to this, and in fact, I'd say he was one of the worst of the newcomers.
Fox doesnt really fit into this standard, especially considering Nintendo would have fully understand how good he was going to be. He has high kill power, good recovery and amazing stage control. His only problem is his ability to be comboed.While top and high tier characters have great options... apparent counterbalances also exist in their game. This is something I brought up, and keep bringing up, because "make everything good" is not the correct route. What is SHOULD be, is a pro and con design.
Demo 1 characters actually followed that route. Snake had strong stage control, poor close range options and gimpable recovery. Sonic had amazing manueverability and recovery, but poor KO power. Lucas was more flawed than the other two, I admit, but had the potential of a powerful close and mid range game thanks to being a DJC'er, but still having a "meh" recovery and limited approach options (which would be offset by a projectile and zair)
These aforementioned three felt close to Melee characters in design because they had structure: they capitalized off their strengths to work around their weaknesses. Of course, I understand that they all needed slight adjustments, but addressing every single flaw in these character as well as every flaw in all the other P:M characters is thoughtless.
Being combo'd is still a substantial weakness because it means that Fox can get punished hard. Thats why players have to be constantly mobile and unpredictable with Fox making him technically demanding at high level and maybe even mid level play. Fox is also the best character in the game, so I'll say it again, he has a disproportionate amount of options to his weaknesses... but he still suffices as an example because his major weaknesses FACTOR INTO HIS PLAYSTYLE.Fox doesnt really fit into this standard, especially considering Nintendo would have fully understand how good he was going to be. He has high kill power, good recovery and amazing stage control. His only problem is his ability to be comboed.
First of all, being light is a weakness, and being the lightest character in the game is a significant weakness. While it makes her hard to combo, the main contributing factor to that strength is her air mobility, but overall, being easy to KO vertically is a huge con. Again, this is something that puff players have to consider much like any other major weakness for another character.Jigglypuff also doesnt fit into your logic:
good kill power
great edgeguarding
very hard to combo her
Great recovery
good range and monoverability
light
Inevitability suggests that there is no control over the character development and their design. I'd agree that some characters being better than others simply because certain playstyles and advantages are overall superior to a others is inevitable... but there is no excuse to not give characters clear-cut counterbalances to their strengths.PM has 40 character, which is a massive cast. Its inevitable that there will be some characters who break the current trend of the game and don't have any obvious weaknesses. But given metagame advances, i'm sure there will be problems for them all.
I do however feel that some character's recoveries are slightly too good (lucario and wario for example), that unbalances the strength/recovery/speed triangle and slightly muddies the gameplay.
Note: I hope that lucario's wallcling out of upB has been removed, that sort of extra recovery boost is completely unnecessary
Yes I do. But anyway, my gripe with Ike isn't his ground game, it's his defenses (No good OoS option, god forbid if I don't powershield almost everything, retreating fair/jab isn't as reliable as people may think, etc), how much I need to make use of my quickdraw gimmick to at least try to compete, way too many unsafe and slow moves to compensate his spacing game, how much I need to rely on his surprise factor/mistakes to get around alot of matchups, no solid approach, wins being based around people not knowing the matchup and outplaying my opponents. There is not even a handful of characters I feel I have an advantage on/can go toe to toe with. He just feels incomplete with no truly solid tools outside of his predictable gimmick and not ready to go head on with the stronger characters.Kiri doesn't use this nearly as much as he should from what I've seen, and is probably the best attack he has.
No matter how severely one edits a character, the "pro and con" system will still exist; this is applicable to even the most broken of characters. For this reason, basing each character's design around a series of traits being "balanced" by a set of downfalls is, bluntly put, a bad idea. While our -- we, as Smashers -- opinions on what's important to have in a Melee-esque environment differ, we can at least come to a unanimous decision on which characters are vastly better than a chunk of the available cast. It's not very difficult for any player with a just amount of experience to recognize a good character. That having been said, it's even easier for one to point out the downfalls of said characters (their feebleness, if you will). It doesn't take 1/9001th of a brain to recognize that Fast Fallers are more easily comboed by most, if not the entire cast of characters; however, it takes just a bit of thought to realize that these shortcomings can be covered very well with the character's better assets.While top and high tier characters have great options... apparent counterbalances also exist in their game. This is something I brought up, and keep bringing up, because "make everything good" is not the correct route. What is SHOULD be, is a pro and con design.
Lucas still has **** recovery, and still has to work for his KOs; Snake is still pretty gimpable; and Sonic still sucks at killing. I don't see how any of the characters you'd mentioned had "every single flaw" addressed.These aforementioned three felt close to Melee characters in design because they had structure: they capitalized off their strengths to work around their weaknesses. Of course, I understand that they all needed slight adjustments, but addressing every single flaw in these character as well as every flaw in all the other P:M characters is thoughtless.
To be honest, I'm pretty okay with how things are at the moment. Things seem to be relatively okay so far.standardtoaster, MonkUnit, you two are in the P:M team, right?
Do you have a stance towards my criticisms and opinions with character design?
that's good to hear. How is it edgeguarding wario btw? he seems to have a weird angle that makes it tricky to reach him, and his endlag seems shortYeah, Lucario's Wall cling is removed, so there is no more risk of cheap suicide from Up B.
I think you are misunderstanding my exact beliefs in regards to what makes an ideal pro con. I don't think characters have to be perfectly balanced and 1:1 between their pros and cons.I never like to participate in discussions over the internet, let alone in this thread, but:
No matter how severely one edits a character, the "pro and con" system will still exist; this is applicable to even the most broken of characters. For this reason, basing each character's design around a series of traits being "balanced" by a set of downfalls is, bluntly put, a bad idea.
Like I said, its the fact that those weaknesses are integral to their playstyle thats most important. The fact that a character can emphasize on their strengths to hide their weaknesses makes sense because it still requires some devotion from the player to try and understand their character and how to play them well. A character like Zelda doesn't make sense to me because instead of having to focus on her strong aspects to work past her weak ones, she can simply negate them.While our -- we, as Smashers -- opinions on what's important to have in a Melee-esque environment differ, we can at least come to a unanimous decision on which characters are vastly better than a chunk of the available cast. It's not very difficult for any player with a just amount of experience to recognize a good character. That having been said, it's even easier for one to point out the downfalls of said characters (their feebleness, if you will). It doesn't take 1/9001th of a brain to recognize that Fast Fallers are more easily comboed by most, if not the entire cast of characters; however, it takes just a bit of thought to realize that these shortcomings can be covered very well with the character's better assets.
A character's ability to cloak their weakness via the route of emphasizing strengths would be subjective to the player's ability to do so. And while I agree that it does boil down to MU's, its not so much of a character's inability to cover than weaknesses than it is simply natural advantage.Smash is a game of opportunity -- the recognition and optimization of. Does this mean that if one player covers their character's weaknesses better than the other player, that they'll be able to win? Implications based off of the "pro and con" system can be made in order to properly answer this question, but it ultimately boils down to how efficient each character is against another (assuming that both players are close to being on level ground, regarding their respective skill levels).
The main problem with the point you are making is that Link is a bad character. The reason for this is his poor ability of capitalizing off his strengths.Link is a great example of why the "pro and con" system isn't efficient in character design. Link, by canon, is a character riddled with a plethora of tools -- and his iterations in each Smash game shows this. In Smash Link has a solid projectile game, as well as a pretty good reach, thanks to the always-trustworthy Master Sword. As compensation for such (seemingly) already amazing tools, Link's physics and recovery can be largely exploited by any opposition, making him a "don't get hit" character, more often than not. This being the case, why has Link always been delegated to being garbage? He certainly has the tools to become a top threat -- but what's really keeping him back? Metagame development? I'm pretty sure that there have always been enough Link players to continuously feed Link's metagame, so it can grow at a similar rate to the top tier characters'. Could the players actually be the problem behind why Link is consistently a bad character? See: Skylar and Germ. Could it be the "pro and con" system keeping Link back? Well, many of the top tier characters can outpace, outmaneuver, and generally outclass Link in many aspects -- not due to their advantages and disadvantages, but rather due to their actual design. If Puff having a Sol Katti made sense in Smash, then I'm very sure that her "disadvantage" of being a frail little marshmallow would be even more negligible. This would call for nerfs in a particular area, which would result in a... urg, I'm getting a bit off-topic. Anyway, my point is that the utilization of "pro and con" system in character design can result in large imbalance among the entire cast.
If every character plays by the same rules, you'll find that it'd be more balanced than just porting over the characters between Fox and Samus who do play by pro con and now play characters with absolutely no weakness to capitalize off of. It'd ruin those characters' playability since they'd be hard to use in the shadow of a character that has no substanial con to work past.While imbalance is abundant throughout and easily noticeable in the Smash series, this is a hack meant to severely tone down that imbalance, giving previously bad characters greater viability in the competitive environment, while still emulating a form greatly resembling that of Melee. With strong utilization of the "pros and cons" system, many characters would be at large disadvantage against the higher portion of the cast, due to having to work much harder in order to cover their obvious and easily exploitable weakness. Let it be known that while I, personally, and many others boast no problems with having a "Complete ****" tier in P:M, it's one of the goals of the devs to make every character viable. (Sure, yeah, one could argue that Pichu, for example, is viable at higher levels in Melee, but it's pretty bad to use player skill as an argument for character viability.)
I thought Sonic got improved KO power? And I guess its that Snake has a stronger close range game than stage control game is what kind of saddens me.Lucas still has **** recovery, and still has to work for his KOs; Snake is still pretty gimpable; and Sonic still sucks at killing. I don't see how any of the characters you'd mentioned had "every single flaw" addressed.
I'm more meaning his sideB, is it hard to outprioratise and space it?I'm not sure whar you mean. You,re saying Up-B is efficient to edgeguarding Wario?