theopenlink22
Smash Cadet
- Joined
- May 13, 2015
- Messages
- 71
Didn't see that many match ups, It was a "Wow I didn' know that" Wow.
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Thanks. Just making sure it wasn't bad or anything.Didn't see that many match ups, It was a "Wow I didn' know that" Wow.
How much endlag does it have? If it's unpunishable I agree, but if doing it at close range means you get hit, there's a reason to not always do it. I thought L-canceling was removed because it's a superfluous input.I agree, this is the reason L-canceling was removed as there is no reason not to do it when possible.
My point is that whenever you can do it, you should do it. @Cirby64 is saying something Similar about how you want to have a clone. Always. If you can L-cancel, you should. Always. The only reason not to make a clone is if you are about to be attacked (As you said.) It's pretty brainless to just go "near me? Nope, clone", so I wouldn't really count that as having to think or know whether it is a good option. L-canceling is the same sort of thing, but with a even smaller amount of times you shouldn't do it. This isn't exactly my opinion, but the Devs seem to be against this sort of thing and I think (maybe) that what I'm talking about is what Cirby is trying to put his finger on. I would suggest reducing CPU control of the clone to just movement. Perhaps mimicking attacks, but move independently and add a little more cool down. Plus side for Forsburn players - Skill can more directly translate to power. People who want more to the clone - Less RNG, can't be "spammed" (but not really spammed in the first place), and feeling less like using a pokeball in smash. Another change suggestion I have heard is the clone costs 1 smoke. (That sounded a lot shadier than intended)How much endlag does it have? If it's unpunishable I agree, but if doing it at close range means you get hit, there's a reason to not always do it. I thought L-canceling was removed because it's a superfluous input.
I didn't even think of having it cost smoke, that's a pretty good idea, although you couldn't have a clone and charged down b, and smoke is really easy to clear out if you keep rushing Forsburn. The reason I say superfluous is that it created a wall for casual players to get into competitive, which is exactly what Sakurai didn't want. Using side b is just a matter of knowing that move's good. I do agree it needs changes, although I don't think Forsburn needs a nerf. If your clone acted just like a ice climber partner (with some options to desync) I'd call that a good enough change to warrant something like a 10 second cooldown or costing 1 smoke.My point is that whenever you can do it, you should do it. @Cirby64 is saying something Similar about how you want to have a clone. Always. If you can L-cancel, you should. Always. The only reason not to make a clone is if you are about to be attacked (As you said.) It's pretty brainless to just go "near me? Nope, clone", so I wouldn't really count that as having to think or know whether it is a good option. L-canceling is the same sort of thing, but with a even smaller amount of times you shouldn't do it. This isn't exactly my opinion, but the Devs seem to be against this sort of thing and I think (maybe) that what I'm talking about is what Cirby is trying to put his finger on. I would suggest reducing CPU control of the clone to just movement. Perhaps mimicking attacks, but move independently and add a little more cool down. Plus side for Forsburn players - Skill can more directly translate to power. People who want more to the clone - Less RNG, can't be "spammed" (but not really spammed in the first place), and feeling less like using a pokeball in smash. Another change suggestion I have heard is the clone costs 1 smoke. (That sounded a lot shadier than intended)
I actually like the idea of expending smoke to get the clone, and I'm assuming you mean smoke that you've absorbed already.My point is that whenever you can do it, you should do it. @Cirby64 is saying something Similar about how you want to have a clone. Always. If you can L-cancel, you should. Always. The only reason not to make a clone is if you are about to be attacked (As you said.) It's pretty brainless to just go "near me? Nope, clone", so I wouldn't really count that as having to think or know whether it is a good option. L-canceling is the same sort of thing, but with a even smaller amount of times you shouldn't do it. This isn't exactly my opinion, but the Devs seem to be against this sort of thing and I think (maybe) that what I'm talking about is what Cirby is trying to put his finger on. I would suggest reducing CPU control of the clone to just movement. Perhaps mimicking attacks, but move independently and add a little more cool down. Plus side for Forsburn players - Skill can more directly translate to power. People who want more to the clone - Less RNG, can't be "spammed" (but not really spammed in the first place), and feeling less like using a pokeball in smash. Another change suggestion I have heard is the clone costs 1 smoke. (That sounded a lot shadier than intended)
A nana that dies in one hit, but respawns before you lose a stock. You have to spend time later in the match to make it come back, instead of spending time saving your partner.,
Also, just to clarify, are you proposing that the clone become Rivals' equivalent of Nana?
Oh, I wasn't saying it was a bad idea or anything, I was just wondering if that was specifically what he meant. So, yeah, I could see that being an interesting way to take the clone.A nana that dies in one hit, but respawns before you lose a stock. You have to spend time later in the match to make it come back, instead of spending time saving your partner.
I don't want ICs per say but I want something that makes people feel like the clones is less jank, for the lack of a better word. The reason I say this is because people view it as campy and you have only some control over him, meaning it (this isn't me, but this sounds like something my friend would say) isn't you who won (in the salty player's mind but the clone who won. In a perfect world, I would want the clone to move around with the right stick (tap jump forced) instead of strong attacks. That might make Forsburn have the highest skill ceiling, possibly infinites, and the best character in the game for those skilled enough to use him. Obviously this is not the best idea, but I can always dream of nana moving with my c-stick.Oh, I wasn't saying it was a bad idea or anything, I was just wondering if that was specifically what he meant. So, yeah, I could see that being an interesting way to take the clone.
*From here on out, this is addressed to anyone that wants to reply*
And returning to what I said previously, I'd like to retract my statement about how this would cause people to not use the clone and therefore not use Forsburn as well as they could be. I'm changing my mind after giving it some thought, and I came up with something new, so if you guys want to point something out or ask for clarification, then please do. What I'm thinking now is that doing something like this could potentially create a larger set of play-styles for potential Forsburn players: Those with good clone mechanics/clone awareness (would probably end up being similar to the Ice Climbers) and those who do not use the clone to the same extent (I'm thinking along the lines of Marth, mostly just 'cause of the weapon). While Forsburn is already a pretty good character in his own right, if, for instance, these changes to the clone benefit Forsburn more than the current clone mechanics do, then that would probably become the dominant play-style, and we might run into the same situation where people will just find another way to have out the clone as much as possible and have there be next to no actual drawbacks. Then again, this might also mean that Forsburn players would have two different avenues to take to improve their game.
Of course, this is all hypothetical, and this could be either really bad or really good for Forsburn, but hey, that's why we're here and we're talking about it, right?
Also, I would like to ask what you guys think about the changes they had in certain builds that allowed Forsburn to decide when his clone attacked, but the movement was controlled by AI. Personally, I thought it was a step in the right direction, but do you guys think that something else (like the IC's-esque concept) could potentially do better?
Looks like you have things under control. Thank you for not adding the falling while charging to wrastor. Since he seems to combo then apply pressure in order to get smash, drifting releases pressure. For changing the animation, making it seem more intense than put you hands in the air like you just don't care upsmash will be niceLots of Forsburn clone discussion here.
The clone has been changed a bit since the June Build:
We did explore lots of other options and requiring smoke. The issue with smoke is that we didn't want to lock out 2 of Forsburn's 4 specials to requiring smoke absorbing (which isn't even the most evident thing to begin with). We did however change it so the clone removes your third charge just like using smoke. The logic is that Forsburn gives up deception when he is charged up and both Nspecial and Fspecial are considered deception specials.
- Youll have to input the special button to make it attack.
- The cooldown is still 2.5 seconds after it gets destroyed so you can't get one out immediately.
- And you can't tank hits for the clone any more so it can get destroyed pretty easily.
- The clone only performs tilts, aerials and dash attack.
- Basically we made it more offensive while taking away some of its defensive capabilities (tanking for each other).
We will definitely be keeping an eye on the clone as we want to make sure that camping is not Forsburn's best strategy for winning.
@ Big Papi
Some good stuff in your post. Not sure I agree 100% on the staleness comment. I think staleness is tied to depth. The more you see something happen for the first time, the more fresh the game will be. I don't think the camera, animations in the background, or hit effects will have too much to do with that as they become noise quite quickly to those familiar with the game. Smash 4 backgrounds and hit effects are way cooler than Melee. I find Smash 4 more stale to watch already than i find melee.
I do think that those things are important for attracting new players though and we will constantly be working on the player feedback. We also will look at things like grunts but those will take time / commitment / voice acting.
As for attack animations, I will be working with Ellian to improve the worst offenders of jankiness over time. Don't really think Wrastor should fall as he charges but the animation on him could be less static for sure. (drifting or not drifting is a gameplay thing not an animation thing though)
-Dan
I appreciate your response.Lots of Forsburn clone discussion here.
The clone has been changed a bit since the June Build:
We did explore lots of other options and requiring smoke. The issue with smoke is that we didn't want to lock out 2 of Forsburn's 4 specials to requiring smoke absorbing (which isn't even the most evident thing to begin with). We did however change it so the clone removes your third charge just like using smoke. The logic is that Forsburn gives up deception when he is charged up and both Nspecial and Fspecial are considered deception specials.
- Youll have to input the special button to make it attack.
- The cooldown is still 2.5 seconds after it gets destroyed so you can't get one out immediately.
- And you can't tank hits for the clone any more so it can get destroyed pretty easily.
- The clone only performs tilts, aerials and dash attack.
- Basically we made it more offensive while taking away some of its defensive capabilities (tanking for each other).
We will definitely be keeping an eye on the clone as we want to make sure that camping is not Forsburn's best strategy for winning.
@ Big Papi
Some good stuff in your post. Not sure I agree 100% on the staleness comment. I think staleness is tied to depth. The more you see something happen for the first time, the more fresh the game will be. I don't think the camera, animations in the background, or hit effects will have too much to do with that as they become noise quite quickly to those familiar with the game. Smash 4 backgrounds and hit effects are way cooler than Melee. I find Smash 4 more stale to watch already than i find melee.
I do think that those things are important for attracting new players though and we will constantly be working on the player feedback. We also will look at things like grunts but those will take time / commitment / voice acting.
As for attack animations, I will be working with Ellian to improve the worst offenders of jankiness over time. Don't really think Wrastor should fall as he charges but the animation on him could be less static for sure. (drifting or not drifting is a gameplay thing not an animation thing though)
-Dan
I remember seeing a match on Air Armada where Wrastor did an uncharged smash after hitting the bounce pad and still had momentum. This was back when you could jump out of down smash though, so I don't know if any changes removed that from happening.Wrastor - sorry about the slightly descending idea XD but making his animation better for that and his momentum carry a bit for his strong attacks would both be good to add (maybe after immediately jumping into them or something idk the best solution for frozen charging Wrastor)
Yeah that might be true. I have to check. But the charged strongs should change a bit.I remember seeing a match on Air Armada where Wrastor did an uncharged smash after hitting the bounce pad and still had momentum. This was back when you could jump out of down smash though, so I don't know if any changes removed that from happening.
I believe thats still in. If you dont charge your smash you have normal momentum and falling, if you charge you freeze in place. I personally really like this mechanic, I think it adds some cool depth to Wrastors aerial finishers. Like I said I think that is still in the game (It was in the June build) but I could be wrong?I remember seeing a match on Air Armada where Wrastor did an uncharged smash after hitting the bounce pad and still had momentum. This was back when you could jump out of down smash though, so I don't know if any changes removed that from happening.
Alright, thanks for letting us know how the clone is potentially going to work, though I do still have two questions about it:Lots of Forsburn clone discussion here.
The clone has been changed a bit since the June Build:
We did explore lots of other options and requiring smoke. The issue with smoke is that we didn't want to lock out 2 of Forsburn's 4 specials to requiring smoke absorbing (which isn't even the most evident thing to begin with). We did however change it so the clone removes your third charge just like using smoke. The logic is that Forsburn gives up deception when he is charged up and both Nspecial and Fspecial are considered deception specials.
- Youll have to input the special button to make it attack.
- The cooldown is still 2.5 seconds after it gets destroyed so you can't get one out immediately.
- And you can't tank hits for the clone any more so it can get destroyed pretty easily.
- The clone only performs tilts, aerials and dash attack.
- Basically we made it more offensive while taking away some of its defensive capabilities (tanking for each other).
We will definitely be keeping an eye on the clone as we want to make sure that camping is not Forsburn's best strategy for winning.
@ Big Papi
Some good stuff in your post. Not sure I agree 100% on the staleness comment. I think staleness is tied to depth. The more you see something happen for the first time, the more fresh the game will be. I don't think the camera, animations in the background, or hit effects will have too much to do with that as they become noise quite quickly to those familiar with the game. Smash 4 backgrounds and hit effects are way cooler than Melee. I find Smash 4 more stale to watch already than i find melee.
I do think that those things are important for attracting new players though and we will constantly be working on the player feedback. We also will look at things like grunts but those will take time / commitment / voice acting.
As for attack animations, I will be working with Ellian to improve the worst offenders of jankiness over time. Don't really think Wrastor should fall as he charges but the animation on him could be less static for sure. (drifting or not drifting is a gameplay thing not an animation thing though)
-Dan
No, not yet.Have there been any good doubles matches yet? I can't seem to find any, and I'm curious about the metagame and team combos.
Oh, it's friggin' gorgeous. I just find it amazing.@ Bi_o lmao I love that you're using the freezeframe of Zetterburn that I showed you. It's beautiful isn't it?
Honestly, I've been curious about doubles, too. I've only seen it once, and it was on a stream but it wasn't uploaded or highlighted, so let's hope that it becomes bigger in the future, since I think doubles would be super hectic and interesting, even if the game is balanced around 1v1.Have there been any good doubles matches yet? I can't seem to find any, and I'm curious about the metagame and team combos.
GameCube support not included but x360ce works well, there is a guide to use it on the subreddit. Xbox is only native controller just use x360ce for everything else. DInput support planned for full release.so can someone update me on controller support? mayflash for gc controllers?
Wait, there's no mayflash support on pc for early access? It will be on the full release though, right? And what do you mean when you say that DI input is planned for the full release?GameCube support not included but x360ce works well, there is a guide to use it on the subreddit. Xbox is only native controller just use x360ce for everything else. DInput support planned for full release.
None in the slightest worth recordingHave there been any good doubles matches yet? I can't seem to find any, and I'm curious about the metagame and team combos.
You can get mayflash working through xbox360ceWait, there's no mayflash support on pc for early access? It will be on the full release though, right? And what do you mean when you say that DI input is planned for the full release?
Yeah I just didn't want them to come across as something super important. It was just some concerns I had bc at the moment, I much prefer playing this than any smash game for the exact reasons why Dan created it for to begin with, and I just want it to be as polished as possible. Good enough that my melee elitist brothers and friends will want to play it almost as much as I do haha.And @ Big Papi , you don't really need to apologize for making the suggestions that you did, since they were something that you thought would help the game, so even if there's a disagreement, we still appreciate that you put your idea out there.
That should be our back of the box quote. "Good enough for melee elitists but also fun for other people!"Yeah I just didn't want them to come across as something super important. It was just some concerns I had bc at the moment, I much prefer playing this than any smash game for the exact reasons why Dan created it for to begin with, and I just want it to be as polished as possible. Good enough that my melee elitist brothers and friends will want to play it almost as much as I do haha.
Yup, you can use xbox360ce if you want to use something other than an Xbox controller.Will early access have 360_ce support
I know that the increased-height pillar by stage is a thing. But I'm pretty sure this was intentionally put into the game because Kragg's jumps are so short that he wouldn't be able to get back,even with his second jump. Or if he can make it back, he should be able to make it back with only one jump (and airdodge) rather than double jumping and potentially airdodging.I am the pioneer of the meta! After about 12 hours straight of playing Rivals of Aether with one of my buds, I have several things I found out.
Kragg-I do not know how this happened, but during the match my friend used his recovery which landed BARELY above the stage. It was too low to hit with any move, but I couldn't walk over it. If I could find a way to do this, you could effectively make a wall and then camp with neutral special. Also, I invented a new strategy, as Kragg, create a pillar right next to The side of the stage and spam up tilts and guard with up airs and n-specials. This is unbeatable from what I have seen.View attachment 73068
I think he meant not as a edge gaurd, just as a thing to do?I am the pioneer of the meta! After about 12 hours straight of playing Rivals of Aether with one of my buds, I have several things I found out.
Kragg-I do not know how this happened, but during the match my friend used his recovery which landed BARELY above the stage. It was too low to hit with any move, but I couldn't walk over it. If I could find a way to do this, you could effectively make a wall and then camp with neutral special. Also, I invented a new strategy, as Kragg, create a pillar right next to The side of the stage and spam up tilts and guard with up airs and n-specials. This is unbeatable from what I have seen.View attachment 73068
Physical copy confirmed.That should be our back of the box quote. "Good enough for melee elitists but also fun for other people!"
:D
But Dan... My wallet... I can only buy so many copies... /sPhysical copy confirmed.