Slashy
Smash Lord
This could make charging Smashes useful and buff mindgame potential.
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Charging smashes is not useful? >_>This could make charging Smashes useful and buff mindgame potential.
They are not as useful due to no knockback/damage decay at all.Charging smashes is not useful? >_>
Don't make a new thread just for this.
Then how about you predict your opponent properly instead of whine about it?They are not as useful due to no knockback/damage decay at all.
They leave you too vulnerable if you fail to predict your opponent properly.
They're exactly what I thought of when I first saw this topic too. Problem is the Focus Attacks do have a universal risk to them (Taking damage during them) and canceling charged smashes don't have the same risk for every character. It'd be a great idea if they had a risk to them but some characters have smashes that are fast enough for them to punish any attempts to counter.Basically, be able to cancel out of a charged Smash if you decide not to attack? I don't see why not. It'd kinda be like SF4's Focus Attacks (minus canceling it into a dash or something). And we would see more use of Charged Smashes for mindgames
But I also don't see why go through the trouble either. Do we want that?
But when you are charging either of them and decide not to attack and instead cancel, you are pretty much safe from attack. It's when you decide not to cancel the attack that you are vulnerable if whiff it. Though some characters have better cool-down then others in Smash as oppossed to SF4 where a whiffed Focus Attack for anybody is pretty similar in cooldown.They're exactly what I thought of when I first saw this topic too. Problem is the Focus Attacks do have a universal risk to them (Taking damage during them) and canceling charged smashes don't have the same risk for every character. It'd be a great idea if they had a risk to them but some characters have smashes that are fast enough for them to punish any attempts to counter.
Adding the ability to carry your running momentum into the air didn't make Brawl+ Melee. Ergo, adding the ability to cancel Smashes when charging wouldn't make Brawl+ Street Fighter (or just SF4).We're not making Street Fighter.
Canceling a charge sets up for a grab/UpB. If you get punished for charging a smash, it's not a problem with the game.
That's I'd say my biggest issue with it. Cooldown in SF4 is pretty much equal all over for the characters for missed and canceled Focus Attacks, so the chance for punishing any character doing or whiffing one is equal. In smash some characters can just sit back and wait for a moment to stop charging and actually go through with the smash. Should they whiff it... they've already recovered, so they use another one and boom, it connects.But when you are charging either of them and decide not to attack and instead cancel, you are pretty much safe from attack. It's when you decide not to cancel the attack that you are vulnerable if whiff it. Though some characters have better cool-down then others in Smash as oppossed to SF4 where a whiffed Focus Attack for anybody is pretty similar in cooldown.
On the other hand though, charging Smashes have no type of armor frames (though some have some type of armor when attacking) while Focus Attacks have 1-hit armor throughout charging and attacking.
Are u kidding? u could just hit with the smash attack in the early frames, and then skip out on the lag by sheilding. WAY too good.I don't see charged smashes used all that often in plus. I wouldn't be opposed to a mechanic like this. It really wouldn't overpower most defenses. Worse case scenario, a few smashes will have to be slightly adjusted. Just add a frame of lag for the cancel.
This is something that should seriously be tried, talking about how broken it could be doesn't help much. A code that cancels smashes with shield button shouldn't be very hard to make at all.
DK Punch, Samus Charge Shot, Sheik Needles, Lucario Shadow Ball. All those moves are charge attacks that can be canceled instead of just charge and attack, so it's not just a one character trait. While I wouldn't want the ability to keep built-up Smash power after a cancel, those are all pretty similar to this.Allowing smashes to cancel into a roll would benefit those with great rolls over those without. Players like Lucario have absurdly effective rolls. The characters seeing the most benefit would end up being the chunk of the cast most people think are strong enough already.
Smash canceling, given set number of frames of lag when canceling would benefit the segment of the caste with slow, laggy smash attacks the most. This is a very good thing, especially for those who depend more on their ground game (Bowser).
The suggested gameplay addition is already present in Smash one way or another, the DK Punch, for example, is very close to what we're suggesting. I hardly think it makes approaching DK impossible. Maybe certain characters have smashes would be more of a problem (Wario?), but please state these characters and the problematic move. Still, though, we should use the DK Punch as a model for how to implement this kind of gameplay addition.
Oh, so before the hitbox comes out? If so, that would be fair.Do you really think I'm suggesting the Smash attack should be something that can be canceled while the attack is being used? Yeah, that would obviously be stupid. What we are talking about here is allowing the attack to be prevented from starting in the first place, by canceling it while it was charging.
Think of it this way: Mario Tennis, an incredibly fun game, had a system where you could charge up a hit beforehand for an extra powerful attack. Knowing that players have options to easily see the charged hit and react to it in a way that puts the person charging the attack at extreme disadvantage, the developers made the charging of the attack cancelable, so the player could make much weaker hitting dive to catch a ball out of range. Developers knew that if the charging couldn't be canceled, players would not often use it (in singles matches).
In Brawl+ characters have so many more options to counter charged smashes: low lag aerials, faster group speed, faster tech rolls, and combos (much more punishment). The ground game has suffered, the new options make charged Smashes obsolete in most instances. To aid the ground game dash canceling was added, but even this is angled to aid non charged smashes.
They need a buff to keep ground and air games somewhat balanced. Either reduce risk, by making them cancelable, or increase reward by making the increase in knockback higher for charged smashes than it usually is for charged smashes. The latter would end up benefiting those with low lag smashes more than those with high lag smashes (who generally also and slow startup for the smashes). Clearly the former solution is the best, and should be strongly considered.
YepOh, so before the hitbox comes out? If so, that would be fair.
I don't think you're looking at things clearly. Whiffed smash attacks are punished, yes, and this happens in gameplay often, but in almost all instances these smash attacks are not charged. Non charged smash attacks would come out just the same, do difference there. You mentioned how important it is for the smash attacks to have a risk, this doesn't change the risk of being punished when you go through with the attack. With risk must come balanced reward. If players aren't charging their smashes ever there is either too much risk or too much reward. Canceling reduces the risk of choosing to charge it, while eliminating reward if they choose to stop charging it.I dont think this would be a good idea, punishing wiffed attacks is part of the core game... if you essentially remove that risk (sure, its not FULLY removed... but its still being removed in a relatively large chunk) then your completely altering the core of the game different from any previous SSB.
If I understand correctly, you can't cancel a non-charged Smash. No charge means it will just come out. You can still punish whiffed Smashes. This only effects charging Smashes.I dont think this would be a good idea, punishing wiffed attacks is part of the core game... if you essentially remove that risk (sure, its not FULLY removed... but its still being removed in a relatively large chunk) then your completely altering the core of the game different from any previous SSB.
Add the ability to cancel and yes, charged Smashes will see more use. However, I doubt it would become spammy and broken. You still sacrifice mobility and surprise when charging a Smash. The ability to cancel just means if a player sees that their charging Smash won't hit (like the opponent is out of range waiting) they cancel. Neither side gains a real advantage right then.The difference between a charge move (i.e., DK punch, Lucario/Samus charge shot, etc) and a charged smash is that a charged smash commits you to that action. A chargeable special allows you to charge it, carry it with you, and deploy it whenever you want. A charged smash is an absolute commitment, sacrificing mobility and surprise for power and knockback. If you take away the commitment, you end up with charged smash spam. Why bother with anything else if you can get major damage and knockback with no commitment, no risk, and no punishment? If the opponent doesn't approach, cancel the smash and do whatever. If the opponent approaches and shields, cancel the smash and do whatever. If the opponent tries to rush, hit him with the smash. If the opponent does anything else, cancel the smash and act normally.
This results in a pure win/win situation. How would you like playing Rock-Paper-Scissors if they changed the rules so that Rock wins no matter what?
Look @ this:If I understand correctly, you can't cancel a non-charged Smash. No charge means it will just come out. You can still punish whiffed Smashes. This only effects charging Smashes.
No other Smash game has such low landing lag without L-cancel, crouching in dashes to alow moving attacks that aren't U-Smashes, dash attacks, and grabs. It's not a good argument against this.
Add the ability to cancel and yes, charged Smashes will see more use. However, I doubt it would become spammy and broken. You still sacrifice mobility and surprise when charging a Smash. The ability to cancel just means if a player sees that their charging Smash won't hit (like the opponent is out of range waiting) they cancel. Neither side gains a real advantage right then.
Your Rock/Paper/Scissors analogy doesn't work. Once you shoot, you can't take it back. But with this, you aren't making whiffed Smashes unpunishable. You are making charged Smashes that aren't released able to cancel.
Good thing that's NOT what this addition would do eh?
There's three things you can do with charging Smashes that makes them USEFUL that you probably don't attempt to do at all (which is why you say charging smashes aren't that "good").This could make charging Smashes useful and buff mindgame potential.