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The traction didn't help, but the fact that people have always been able to just dance around Luigi in every Smash game means a lot. Remember, he wasn't good in Smash 64, either, where the sliding would've actually been a boost due to the ease of shield pressure (I don't think he slides much in that one, though). High-level Melee players know that beating Luigi is mostly about knowing when to jump, because his high shorthop, floaty jumps, and poor horizontal aerial movement speed mean that he has to -really- commit when he jumps against characters with noticeably superior mobility. It's largely the same in Brawl (and probably Smash 4, but it's hard to say so early in the game); he has to catch you in order to do any real damage, so put yourself in a position where it's hardest for him to trick you or mix you up. I have a lot of experience against BigLou, have played Boss a couple times in Brawl and Smash 4, and MCPeePants is now our resident Luigi main in Smash 4. That approach to the matchup has always worked really well for me, and it seems to work on paper and in practice.No the reason Luigi has struggled in smash is that he is not able to hold any of the ground he gains. His traction has ruined his approach game because he loses any ground he gains by blocking. If Luigi didn't slide in brawl he would have been a much better character.
If Diddy kong had enough space to double jump, side b with a banana in hand, then how on earth were you pressuring him to begin with? That situation didn't have diddy in a bad spot getting toa better one, it had him going from a good spot to an equally good spot at the cost of him spending 4 seconds to do it.
That command dash you mentioned exists. It's teleports specifically akumas. And Akumas teleport (which can be canceled into ultra, and is a faster mobility option than most characters are capable of) has never been an extremely problematic mechanic. As opposed to rolls which are not faster than almost any characters mobility options.
I also slightly disagree with neutral tools being more important than a lot other elements in this game. Little Mac has INSANELY good neutral tools. But I don't find him to be a very stellar character.
Lastly I find airspeed not to be nearly as important as a strong moveset. Brawl was littered with high mobility bad move characters in lower tiers (jiggs, yoshi, squrtile, falcon, sonic, lucas) while there were plenty of poor mobility good move characters in the higher tiers (IC's, Olimar, Snake, to a lesser extent D3)
The thing about "abusing" spotdodges in neutral is that some of the good characters' other tools were so dangerous/covered so many options that you were forced to respect them instead of actively trying to punish spotdodges, which allows you to get away with a lot more spotdodges. Many of the bad Brawl characters have adequate tools to at least compete with the good characters but cannot do so without leaving themselves open to "random" spotdodges. Smart players know that they can throw in spotdodge into their close-range game after things pokes that slightly stagger the opponent, since many offensive tools whiff and give the spotdodge user massive frame advantage in that case. This is way more effective against "bad" characters because their spacing tools generally aren't nearly so fast/safe. It's basically a traditional Counter with almost no cooldown (Invincible frames 2-20/22 in a world where Falco's F-Tilt animation is 28 frames? Are you kidding me?), the inability to grab the user, and the payoff of having someone attempt to hit you being whatever you want. The desire to do most moves becomes significantly smaller as a result, even in matchups where you don't get punished hard for whiffing. I think it's a real problem and the main reason there is the significant gap between good and bad characters.Well I guess the point I had with that is it isnt because disjointed range and projectiles were strong tools against spot dodge, its because they were strong tools against everything. Kind of an occam's razor sort of deal. Spot dodging is still a mix-up, but if I abuse it in neutral virtually every character has a tool for dealing with this that will win everytime (either these tools mentioned or more likely a long lasting or multi-hit move). But constant use of bananas, pikmin, and lazers were a big part of the metagame, and spacing out opponents with MK's and Marths fair or dtilt (ZSS dsmash/side-b) in neutral was as well. Even if we look at matchups where these tools didnt exist you wont see spot dodge used in the same way these tools were.
The game wasnt degenerative to timeouts so the good characters had tools around these with a good read, but it did slow down the pace (which was fine by me for what it was, I understand others wouldnt enjoy this) and invalidated several characters (definitely not cool).
I dont want you to think Im just spouting BS so I searched "tyrant larry" in youtube and picked the first video. Old one so feel free to take it with a grain of salt, but I think it illustrates swords/projectiles as the go to in neutral while spot dodge turned into the panic option (which was good but still punishable).
https://www.youtube.com/watch?v=-9LBpRcT1NY
I agree the reward you could receive from a spot dodge vs what you got from punishing it definitely wasnt fair which I feel is the biggest issue with it. Spot dodge was a key part of my gameplay in Brawl so I've spent a long time taking apart its strengths and weaknesses.
Jigglypuff does seem to have it hard thanks to her poor ground game, I cant even think of anyone with worse tools on the ground besides maybe zelda. I would think her best option is to corner the opponent, but then again she should be better at this then most thanks to her strong air game/wall. If Im wrong and shes not strong in the air then I dont know what to say about that character.
Regarding melee it depends on what character youre talking about. Fox, Falco, and Peach have true shield pressure so you dont even have to wait for a mistake, or rather even dumb things like shielding or jumping are considered "mistakes" for one character (see: smash 64 when its like that for both) which is what provides them more opportunities. It's quick but it makes approaching with them shallow compared to other characters in the game (except against marth who has his own powerful mechanic). If you removed these characters youd see a very familiar neutral game.
Tangential but approaching fox and falco is a nightmare, every other high/top tier has to generally play on defense and hope the opponent approaches but they dont even need to especially fox.
I only watched the first two minutes 3 minutes of the match so tell me if Im missing something. Clearly diddy has some strong tools to fight rolling and jtails chose not to use them, instead choosing an option that roll is supposed to beat (side-b). Dash attack, peanut pop gun, and banana are 3 simple things I can think of off the top of my head that wouldve been superior options (projectiles and dash attack as I mentioned previously). Watching him lose 3 exchanges picking the same side-b option 3 times in a row was tragic.
I'm no Jiggs main so this suggestion might seem heavy handed but it's out of friendliness. I understand your thoughts about Jiggs struggling and I agree with them, so the best I can suggest is just scaring people into making mistakes via bluffing. I feel like that might be one of the better options for a character like Jigglypuff, might not be viable at all levels of play but I could see it working if you work that psychology really well. For a character like Jigglypuff I think it's especially important and since I play Ganon whose only real roll punishes are Choke, Wiz kick and Dash attack, I sort of understand the feeling of having not a lot or so little. I do think most of the characters I play do have reliable options to cover rolls (mainly dash attacks, Doc and Ganon both, I sub Luigi and he has a fireball and his dash attack is way more reliable)*gigantic snip*
No i agree that Luigi is bad mostly because of his mobility, but also due to his lack of disjoints. Luigi has pretty good moves, but no THAT good because they don't control space.The traction didn't help, but the fact that people have always been able to just dance around Luigi in every Smash game means a lot. Remember, he wasn't good in Smash 64, either, where the sliding would've actually been a boost due to the ease of shield pressure (I don't think he slides much in that one, though). High-level Melee players know that beating Luigi is mostly about knowing when to jump, because his high shorthop, floaty jumps, and poor horizontal aerial movement speed mean that he has to -really- commit when he jumps against characters with noticeably superior mobility. It's largely the same in Brawl (and probably Smash 4, but it's hard to say so early in the game); he has to catch you in order to do any real damage, so put yourself in a position where it's hardest for him to trick you or mix you up. I have a lot of experience against BigLou, have played Boss a couple times in Brawl and Smash 4, and MCPeePants is now our resident Luigi main in Smash 4. That approach to the matchup has always worked really well for me, and it seems to work on paper and in practice.
Akuma's teleport lasts for about a full second and just puts you very far from the opponent. The point of my Blanka-command-dash-but-invincible was largely the fact that it could very easily turn situations where you're being pressured into situations where Blanka could pressure you and have frame advantage just because the opponent picked a move that would be a premier spacing tool in any other matchup. Akuma teleport just puts you on the opposite side of the screen and resets you at full-screen neutral. The made-up command dash I'm talking about has better frame data than a great deal of moves, is hard to react to unless you're just waiting for it, and only loses on start-up to very fast tools, such as Jabs. All of that is on top of the fact that you still have to otherwise fight him like a normal character, with backdash and invincible special moves and such. You end up having to give an awful lot of respect to this command dash, making players naturally gravitate to the characters who don't get their main tools shafted and turned around on them by it.
Little Mac's actually really lacking in a lot of neutral stuff (though what he has is incredible, piece-by-piece). His grab is terrible even if you roll-cancel grab it because of its slow startup and abysmal grab-box, his aerials are tiny and don't threaten anyone (rendering his shorthop game in neutral pretty bad), and he has one of the worst initial dashes in the series, comparable to Brawl Falcon, meaning he can't use it to get around and is largely forced to merely walk in mid-range. He's forced to Jab or Up-B in most up-close situations he wants to go offensive in, and while D-Tilt and F-Tilt are often hard to get in on, they don't really do a lot of damage by themselves. His saving grace, IMO, is (surprise!) his incredible roll, which enhances his pokes a great deal because of the distance he covers and general speed of the option (and the speed of his poking options). The threat of those options deters people from trying to really go in or attempting to play footsies, allowing your options to work more often.
It's worth noting that your list of "slow-mobility-good-moves" excel at controlling others' movement. They are able to say, "No, this is my space, you can't do what you want to in my space," which is a big part of the success of Falco and Peach in Melee, despite them lacking in mobility in a game where mobility is king most of all. I would be a fool to deny that having good moves in general is a great advantage, but I don't think the distinction is as easy to say good moves and bad moves. Pokémon Trainer had some absolutely ridiculous moves but couldn't reliably get to opponents who wanted to abuse invincibility frames. Even if he could make himself pretty safe, he wasn't accomplishing anything but getting fatigued doing that.
I agree 100% While I was playing, I went a bit into auto-pilot.. and re-watching the sets was also tragic to me, I was shouting at myself like "come on.. you know better than that"Well I guess the point I had with that is it isnt because disjointed range and projectiles were strong tools against spot dodge, its because they were strong tools against everything. Kind of an occam's razor sort of deal. Spot dodging is still a mix-up, but if I abuse it in neutral virtually every character has a tool for dealing with this that will win everytime (either these tools mentioned or more likely a long lasting or multi-hit move). But constant use of bananas, pikmin, and lazers were a big part of the metagame, and spacing out opponents with MK's and Marths fair or dtilt (ZSS dsmash/side-b) in neutral was as well. Even if we look at matchups where these tools didnt exist you wont see spot dodge used in the same way these tools were.
The game wasnt degenerative to timeouts so the good characters had tools around these with a good read, but it did slow down the pace (which was fine by me for what it was, I understand others wouldnt enjoy this) and invalidated several characters (definitely not cool).
I dont want you to think Im just spouting BS so I searched "tyrant larry" in youtube and picked the first video. Old one so feel free to take it with a grain of salt, but I think it illustrates swords/projectiles as the go to in neutral while spot dodge turned into the panic option (which was good but still punishable).
https://www.youtube.com/watch?v=-9LBpRcT1NY
I agree the reward you could receive from a spot dodge vs what you got from punishing it definitely wasnt fair which I feel is the biggest issue with it. Spot dodge was a key part of my gameplay in Brawl so I've spent a long time taking apart its strengths and weaknesses.
Jigglypuff does seem to have it hard thanks to her poor ground game, I cant even think of anyone with worse tools on the ground besides maybe zelda. I would think her best option is to corner the opponent, but then again she should be better at this then most thanks to her strong air game/wall. If Im wrong and shes not strong in the air then I dont know what to say about that character.
Regarding melee it depends on what character youre talking about. Fox, Falco, and Peach have true shield pressure so you dont even have to wait for a mistake, or rather even dumb things like shielding or jumping are considered "mistakes" for one character (see: smash 64 when its like that for both) which is what provides them more opportunities. It's quick but it makes approaching with them shallow compared to other characters in the game (except against marth who has his own powerful mechanic). If you removed these characters youd see a very familiar neutral game.
Tangential but approaching fox and falco is a nightmare, every other high/top tier has to generally play on defense and hope the opponent approaches but they dont even need to especially fox.
I only watched the first two minutes 3 minutes of the match so tell me if Im missing something. Clearly diddy has some strong tools to fight rolling and jtails chose not to use them, instead choosing an option that roll is supposed to beat (side-b). Dash attack, peanut pop gun, and banana are 3 simple things I can think of off the top of my head that wouldve been superior options (projectiles and dash attack as I mentioned previously). Watching him lose 3 exchanges picking the same side-b option 3 times in a row was tragic.
Why not a hybrid air dodge? Neutral dodge in air gives you regular smash4 air dodge while holding a direction gives you a melee-esque air dodge that doesn't put you in helpless but has very little invincibility frames?Well by "non-invul airdash" I mean the equivalent of a Melee air dodge.
Dodges in this game, at least in the air, are fundamentally more balanced because you get 22 frames of landing lag, you can cancel it if you do it right but that means you have to do it at the beginning of a shorthop meaning it's kind of linear. Really it's just that you have to actually gamble when dodging into the ground and I think that's perfectly okay. It also lets characters with virtually no recovery mixups add one if they're smart, and it's not incredibly abusable in that regard (all opinion but yeah).
My problem with air-dodging in Melee isn't what it leads to, it's that I find it's very rarely used for its purpose and that it doesn't really...well, help that much. Sure you get invul but you're made immediately helpless in a game like Melee where aerials are really really good. But again, unintended meta etc.
I don't disagree about DD and/or WDing but, I'd rather the latter be implemented more...smoothly.
But hey, so far I'm enjoying the game!
If they were given more than one airdodge per jump and the Melee airdodge, they could airdodge their way back on the stage, so that would be a necessary addition.Why not a hybrid air dodge? Neutral dodge in air gives you regular smash4 air dodge while holding a direction gives you a melee-esque air dodge that doesn't put you in helpless but has very little invincibility frames?
Maybe even make it so that you get 1 air dodge per jump so you can't get spazzy with it. Gives us back wave dashing while keeping what we already got.
I would be perfectly fine with this too TBH. You don't have to go helpless but one airdodge in a jump + landing lag if you do it too low would make it a lot better. It would still functionally aid a lot of characters but make the trap game even more real.One airdodge per jump would be a great addition to commitment that I would wholeheartedly condone.
I think that's called a dash.Rolls just need more commitment behind them. Most fighting games make rolls vulnerable to grabs, but doing that would screw things up worse for those who can barely move around as is.
I kind of wish that in place of rolls dashing was a cancel-able burst movement option that you couldn't cancel into shield but didn't have invincibility. It could basically be the applications of a wavedash without the complication of activation, enabling newbie friendliness, while not allowing it to be abused into itself.
I've done no frame data research to back this up but the other side of that in my observation is that charge smashes seem to release slower on average than they did in Brawl, so charging a smash in anticipation of one action like a cross roll often winds up requiring a read on the timing where before it was reactionaryThe rolls can definitely be a problem. I fought a few characters vs Marth who were able to roll through my preemptive reverse forward smash. They started from in front of me, I started charging a forward smash in the opposite direction, I saw his roll animation, I let go of the forward smash and he still rolled away from it.
As Gannon one of his only redeeming qualities in brawl was his ability to choke loop people who continuously roll after the choke. Not only does this straight not work on some characters, he can't even get the choke on reaction to standard rolls. People have just straight rolled again out of the range of his choke.
The only characters I was able to punish roll with was mega man, and even then that's only sometimes.
The roll needs a cool down time just like grabs have for another roll or shield, or make the shield weaker with each roll or something. I'm down with acting out of rolls quickly but not into more defensive movements like rolling and dodging. It makes some matches just painful.
I could be wrong, but I believe that every roll in this game, is the same as Brawl MK's I think that was stated early into the games life when the idea was first brought up. Every character has MK rolls.I've done no frame data research to back this up but the other side of that in my observation is that charge smashes seem to release slower on average than they did in Brawl, so charging a smash in anticipation of one action like a cross roll often winds up requiring a read on the timing where before it was reactionary
The startup time for Ganon's choke, wizfoot, and poor mobility are a lot of why I've spent less and less time playing him. I'm not sold on him being a solid "read based character" when you try to cover options that haven't even been executed yet and your opponent still easily winds up with frame advantages.
MK's rolls from Brawl are actually a good model, make rolling in a high risk high reward thing that is more reading than pure reaction, make rolling away punishable on reaction if you weren't already committed. Double rolling shouldn't be as good an option as it sometimes is in this game
The main problem with this mechanic would be that it would throw off the timing of the roller quite significantly on their next move that they tried to use. I'm partial to just decreasing the amount of invincibility frames or distance the roll covers, but keep in mind that this is the opinion of a Melee player. I'd like for a lot of things to change that make the game more fluent-feeling to me.I found this thread on the second page and wanted to share a point. Hope this doesn't count as a necro.
So I came up with an idea. I think that the end lag of rolls should gradually increase in succession... similar to move staling. Even with rolls like Little Mac's or Rosalina's, I don't think that the start up or end lag of the initial roll is bad. For just one roll, the startup and end lag is actually pretty fair... so a system like this would reward players for using rolls sparingly.
I really hope they include a feature like that in the next Smash.
lol i just read that post too! i thought it was a rather swell idea as well.I found this thread on the second page and wanted to share a point. Hope this doesn't count as a necro.
So I came up with an idea. I think that the end lag of rolls should gradually increase in succession... similar to move staling. Even with rolls like Little Mac's or Rosalina's, I don't think that the start up or end lag of the initial roll is bad. For just one roll, the startup and end lag is actually pretty fair... so a system like this would reward players for using rolls sparingly.
I really hope they include a feature like that in the next Smash.