AbsoluteBlack
Smash Apprentice
The kragg side b mixup to avoid parries is to turnaround on top of them, dropping your hitbox and hitting them in their parry lag.
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Yeah, I did say that before.... but I checked later and think I was wrong about that. It looks like turning does not drop the hitbox, you still might be able to turn around right before hitting them but I dont think you can turn back around fast enough to hit them out of their parry lag with side-b. you can try running away but if they react and are smart they just follow you and smash you on get out. You can also try getting out of side-b ASAP but if the react to that they can hit you too (though I think thats harder to react to.)The kragg side b mixup to avoid parries is to turnaround on top of them, dropping your hitbox and hitting them in their parry lag.
At first I thought you meant Pokemon style (certain types are more effective.) I really like the idea though, just needs more "mixes" for balances (as evident with the new sheik and watch development.)Are there any plans to have different elements effect each other? An example would be zetterburn burning maypul's plant so anyone who passes through it is burnt, and the seeds that pass it would gain a damage increase and burn instead of mark, but the plant would be destroyed when the fire stops. I just thought that it might be an interesting concept for teams, so different characters would have synergy with each other, and could really put more focus on learning character matchups.
I really hope there's nothing that broken at launch. I know its based off melee, just with automatic teching and l canceling, so 0 to deaths will exist, but having a single move with an easy setup as an instant kill would just be broken. It has as many "playable" characters as melee, and I'm curious to see how the meta develops at launch. This would be a major mechanic, so it might get saved for a sequel, if there is one.At first I thought you meant Pokemon style (certain types are more effective.) I really like the idea though, just needs more "mixes" for balances (as evident with the new sheik and watch development.)
In order to get a mac setup working, you need to use Wineskin Winery. I won't get too technical about the requirements at the moment, but the most important thing you need to do is install Winetricks that emulate the resources that the game needs (directx, .NET, etc.) at the moment, Wineskin doesn't support controllers in any form, and x360ce doesn't function at all in Wineskin.@ N00ne , I'd like to talk to you a bit about getting mac setups working. Can you use something similar to x360ce to make dinput controllers work?
Can't wait! Will there be commentators?Tournament starting in a few minutes at http://www.twitch.tv/bigfriendlygames !
You're welcome, I'm always happy to give advice. Missed your stream, but enjoyed the Maypul glitch. Do you think I should put up some sort of video or article of some kind for other people asking about a Mac version?I was bigfriendlygames in your stream, we went over it. Thanks again for that.
Can't wait to see those GCC tutorials in case EA doesn't have native supportTournament went great! Vods should be up in a few days, hopefully a gfycat or two tonight. I also have two HUGE posts to make, about technical stuff (mostly controllers) and game balance (mostly things I've already said but now have more evidence for). I'll put those here and on reddit.
Major shoutouts to all of our viewers, especially d4nace himself! Loved you guys.
Also major shoutouts to FX Game Exchange for hosting us, and to my roommates and co-TO's, and to Youngblood of the dev team for all of their help.
Oh my god did you play with the Falco Seeds? It was insane esp against Forsburn and Kragg. Even now Maypul can play a very effective campy style (probably a bit too effective honestly.) Falco seeds was beyond the pale.Why was there a seed nerf? I think it should stay at 2 and deal minimal knockback, like falco's laser. Also, please add big stages!
Really looking forward to the Vods. Sadly, I couldnt watch live.Tournament went great! Vods should be up in a few days, hopefully a gfycat or two tonight. I also have two HUGE posts to make, about technical stuff (mostly controllers) and game balance (mostly things I've already said but now have more evidence for). I'll put those here and on reddit.
Major shoutouts to all of our viewers, especially d4nace himself! Loved you guys.
Also major shoutouts to FX Game Exchange for hosting us, and to my roommates and co-TO's, and to Youngblood of the dev team for all of their help.
Those won't be realistically possible due to the fact that the sprite dimensions can't have a camera scale out smoothly to show every character without distorting the sprites. It works in Smash because they are much higher resolution models.Question 4Nace, will you continue to send the us playtesters the updated versions? Also, can you make large stages like temple from Brawl/Smash 4?
Thats true but I think the sentiment is well founded. Some stages that are larger than the current ones would be really nice, and totally doable. Something more on the order of final destination, or... spear pillar (people remember that stage right?) or Smashville. I mean aether rock wall is huge, we just need something like that but without destroyable platforms and walk offs.Those won't be realistically possible due to the fact that the sprite dimensions can't have a camera scale out smoothly to show every character without distorting the sprites. It works in Smash because they are much higher resolution models.
aww...Stock sharing is already in the game. Pressing the back button steals a stock from your teammate.
When do you see Zburn killing at 20-30%?2) Zetterburn: Zetterburn is an insanely powerful character. He has a great camp game with his down special, and side special. He can make a wall of fire that pressures and camps the other character. With fire strong attacks, he can do great DMG and kill at 20-30%. He has some good combo game, and great approaches. In all, he is an absoluteglasscannon that can adapt and change in the match. Giving him the NO.2 spot.
Which build are you even using? Because in the June build Zetterburn doesn't kill anyone bar maypul until 70%+ when burned unless you're gimping a CPU Orcane.So after playing the game for a while, I thought it may be a good idea to post my character tier list. This is of course not final and does not mean anything, for you can be amazing at any character. For these characters are very well balanced.
1) Wrastor: Wrastor is the highest for a few reasons. In general, Wrastor is a great character. He has the speed and air mobility of jiggs, and the best combos, follow ups, priority, and kill setups. He is extremely fast and agile in the air, matched by no other character, giving him control and easy retreats
Throughout combat. This mobility is even more influenced by his side special. Almost every single move he has leads into combos, he has great Air attacks that have range and speed like no other. He can combo at any time or situation, giving him the No.1 spot on my list.
2) Zetterburn: Zetterburn is an insanely powerful character. He has a great camp game with his down special, and side special. He can make a wall of fire that pressures and camps the other character. With fire strong attacks, he can do great DMG and kill at 20-30%. He has some good combo game, and great approaches. In all, he is an absoluteglasscannon that can adapt and change in the match. Giving him the NO.2 spot.
3) Orcane: Besides being the most derpy looking character in ROA, he is amazing. Orcane is a complex and reliable character, able to control and manipulate the neutral game with his puddles. He has great killing moves and can do sliding strong attacks like there is no tomorrow. He is a powerful character that can adapt and change the battlefield, giving Orcane my NO.3 spot.
4) Kragg: My boy Kragg has been getting some hate, let me change your mind. He is a strong but not so slow character, with surprisingly good combo game. He has great disjointed specials that are none dared challenge. He has the best recovery in the game, that he can instantly throw out to stop any combo. He has an awesome spike, and good setups and a great foothold in the neutral. He does lack speed though, giving him NO.4.
5) Maypul: I never really thought Maypul was that good since the beginning. She does have a good camp game, with good specials and long range strong attacks and decent combo game. She does have speed on her side though. Ariel attacks are pretty good,
With a spiking fair.
Recovery is not good in combat, it
Has too much ending lag to it. Decent character, kind of quirky though giving her NO.5 spot.
6) Forsburn: Eh... Forsburn never caught my eye. I think a prankster trickster character is a cool concept, but you are lucky if you are to keep the smoke out for more than 5 seconds! His strong attacks are quirky, but be does have a good down spike. His recover is full of lag though, making it down air spike food! He lacks enough combo material to be a solid character though, making him last on my tier list.
Please tell me what you think! I will probably end up changing it!
The size constraints are a good point. Maybe a stage that is larger vertically, rather than horizontally could help. Again... sorry to keep referencing Spear Pillar (which had some of the most annoying stage "hazards" of any smash stage ever....) but maybe something like that, where there is a lower section, and a higher section separated by actual ground, not just platforms. Ceiling combos could be fun. Bigger doesnt have to mean wider, I think we just need some options with more places to fight.Teams in Rivals suffers because the game really can barely keep every one on the screen (often it can't at all, tbh.)
When two people fight on the right side of stage and two fight on the left often people get scrolled off of the screen.
Even in 1v1 people get scrolled off of the screen at awkward times sometimes.
Larger stages just don't seem possible given the way that 4Nace is scaling the game... and as someone working on a pixel art game myself I can't say I blame him because scaling in real time almost always looks like crap (frustratingly so.)
Also: I prefer not having stock sharing because it kinda defeats the whole point of being two separate people.
actually a stage that was like final destination but with one long soft (droppable) platform about 2 character's length up might be really fun.The size constraints are a good point. Maybe a stage that is larger vertically, rather than horizontally could help. Again... sorry to keep referencing Spear Pillar (which had some of the most annoying stage "hazards" of any smash stage ever....) but maybe something like that, where there is a lower section, and a higher section separated by actual ground, not just platforms. Ceiling combos could be fun. Bigger doesnt have to mean wider, I think we just need some options with more places to fight.
Just throwing around ideas.
@ Steel Banana Thanks for that info! I think I didnt know that because the way I have x-box buttons mapped to my GC controller there is no back... Maybe I will set it to down d-pad. That should be fine. It will also make quitting matches way less annoying...