IWontGetOverTheDam
Smash Lord
When it gets right down to it, Final Smashes are an element of balance. If you take away Smash Balls, you basically eliminate what tournaments strive so hard for.
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Final smashes are not an element of balance. If you could use them any time you wished instead of having to break the smash ball, it might be arguable, but as it stands, smash balls just tilt the match too far towards whoever gets it first, it doesn't balance the characters because only one person at a time is likely to get it.When it gets right down to it, Final Smashes are an element of balance. If you take away Smash Balls, you basically eliminate what tournaments strive so hard for.
I can definitely see your point. Final Smashes are potentially game changing items and with such a small sample size in tournament standard matches it could truly change the outlook of the battle.Smash Balls are more interesting than regular items, and can be fun to play with, but they seem really unsuitable for the competitive scene for a number of reasons.
First of all, in spite of all the little checks they have, they can still be random and have a drastic effect on how a game turns out. If you get knocked far off a stage and the Smash Ball appears right next to your opponent, they get it for free. If Link star KOs someone just as a Smash Ball appears, he can get it without opposition and probably kill you straight from 0% when you spawn. It's not ALWAYS random, but it CAN be random, and a random smash ball can very easily determine the outcome of a game. If tournament matches were played with fifty stocks it would probably work out, but three- or four-stock? Too many games would be won or lost depending solely on where and when the Smash Ball decided to spawn.
I won't disagree that there is a disparity in the ease of opening Smash Balls for certain characters. It's a strong point. Although, I believe the examples you have given may be the result of small sample size, the point still stands that some characters have a greater ease in getting to/opening a Smash Ball. Idealistically, a slower character would be able to attack the faster one, who is attempting to open the Smash Ball. Unfortunately, I can't seem to see the balance in that.Also, not all characters have an equal chance of getting a Smash Ball. Most of my current exposure to Brawl has been in free-for-alls (sometimes with Smash Balls on, sometimes not), and it's very clear that certain characters have a MASSIVE advantage in obtaining these things. If a Pit is in a game, he'll get the Smash Ball over anyone else a good 75% of the time. And I don't think I've EVER seen R.O.B. miss a Smash Ball. I think I once got five in a row...people always complain when someone plays R.O.B. in a Smash Ball game because his is the only Final Smash that anyone's likely to see. So if you've got a tournament match with R.O.B. versus Donkey Kong, the R.O.B. player is probably going to get most--if not ALL--of the Smash Balls across multiple games, because he has such fantastic aerial maneuverability allowing him to locate and chase them really easily whereas Donkey Kong does not. Furthermore, due to that same lack of maneuverability, R.O.B. is probably going to get a free KO on Donkey Kong every time he gets a Final Smash. 30-ish seconds of invincibility, during which all he has to do is look at you while standing on the ground for them to die. Big ol' DK ain't avoiding that too often the way I see it.
Once again, a definite tactic that must be considered. An easy way out of this problem is to place a ban on "stalling." Unfortunately, such a blanket statement would be difficult to determine and enforce. What constitutes "stalling" in that situation? Even if you could establish a benchmark of stalling, players would simply cut it as close as possible to the benchmark. I can't seen to refute this point.In a duel, Smash Balls promote stalling. If you're on your last stock with 75% damage on yourself and your opponent has a full stock lead on you, as long as you're playing a reasonably maneuverable character, your best choice will pretty much always be to just stall and avoid your opponent and wait for Smash Balls to spawn. If you go head to head, you'll almost surely lose, but if get lucky and can live long enough to grab a couple of Smash Balls, you might be able to gimp your opponent a couple times and come off with a win. Stalling is seen as a bad thing. Stages that are exceptionally good for stalling tend to be banned for that very reason. And even though it might be impossible to stall unfailingly on the remaining stages, encouraging a losing player to stop fighting and just evade for three minutes in hopes of seeing a couple of Smash Balls show up and save them does not push matches forward. In fact, my group of friends has started to promote a house rule wherein players are no longer allowed to pick up Final Smashes once there are only two players left alive.
I can't refute this, nor can I think of anything to add to this.And really, the whole "most Final Smashes are avoidable"/"you can knock it out of the opponent" mechanics don't function very well in a duel. If you're in a free-for-all, with a lot of stuff going on all the time, then yeah, it's not uncommon for someone to have the Smash Ball knocked out of them immediately before they get a chance to use it. ... ... ...
Smash Balls in team battles, eh? Sounds like an interesting idea. I feel that your points would still stand in that situation, but it would make for an interesting test. Would a doubles environment really change the Smash Ball situation? Personally, I think that it would still be game changing and have enough randomness to force it to be an imbalanced situation, but it is something that should be looked at.Between Friendly Fire and the basic element of having more characters on the stage at once, I could definitely imagine Smash Balls having a much more reasonable claim to viability in a 2v2 environment compared to a 1v1. But I don't have any experience with high-level team play, so I can't really comment on it specifically. I'm skeptical that it would ever actually happen, what with players being so used to the current rules, but conceptually, it seems like it might be worth considering.
Its not important that some Final smashes are unbalanced with certain characters, even though this is true. The fact of the matter is that Final Smashes are very game-breaking in matches and require little/no skill to use.It's really nasty where scrubs took this discussion
like it or not, character balance is not a valid reason to ban final smashes
find sumtin else, won't be too hard
\They're definately more balanced than I thought you'd be. Like Lucas' seemed to suck, but you can use it immediately without having to chase them. Marth's is a lot easier to dodge than I'd thought, as well.
But some of them... I mean, Shiek's has huge range, is a 1HKO, you can't dodge after she's started the animation (like you can with Marth's), it doesn't leave her very vulnerable, and she doesn't seem to have much trouble getting it. So I dunno.
the metagame will develop around obtaining the smash ball.Its not important that some Final smashes are unbalanced with certain characters, even though this is true. The fact of the matter is that Final Smashes are very game-breaking in matches and require little/no skill to use.
oorrr , godforbid, allow it, and try it out?Once again, a definite tactic that must be considered. An easy way out of this problem is to place a ban on "stalling." Unfortunately, such a blanket statement would be difficult to determine and enforce. What constitutes "stalling" in that situation? Even if you could establish a benchmark of stalling, players would simply cut it as close as possible to the benchmark. I can't seen to refute this point.
Ever heard of "using it while you're on the ground"? It won't kill you.Marth's isn't broken in fact it sucks because if you miss with it t will kill you and it is easy to avoid with any decently fast character.
Why would you ban anything in Brawl? For the sake of balance and providing the best, most varied gameplay experience possible while maintaining a fair and balanced playing field that rewards skill over luck. The fact that you think people want to ban the smash ball just because it's new shows that you probably haven't read a single post in this thread.why the **** would you ban it? Why not just play with it? why the ****!!!!!
Oh yeah. Let me revise that:Not true. Pit, anyone?
It spawns randomly and at random times. Plenty of times, it'll spawn when someone's recovering. It also sometimes fly in a random direction when hit.the smash ball is a totally different kind of item. It floats in from the top of the screen. It has to be attacked multiple times and flies away once hit. Once the item is obtained, it can be knocked off of the person.
No, we argue so much more. You just choose to ignore it.What do all these things mean? Well, People argue that the smash ball is cheap because it gives an instant or freebie KO. But ... what about the battle for the smash ball? Isnt that a test of skill? What about the ability to dodge certain FS's. What about the skill involved knock the ball out of your enemies hands.
Which can be comboed into. One-hit-Ko that can be comboed into? Yeah, no.Yes there are a few smashes that are quite different. Bowsers FS for instance can be used immediately, with no penalty or danger, and it gives him a huge advantage. As opposed to Marths, Ikes, MK, or Zelda, who do instant attacks, which are hit or misses.
Say hello to "Everybody plays Marth".The idea here is to have 2 types of tourneys. The first would be normal, no items. The second is to play with the smash ball item.
Host your own tournaments. Good luck with that.The rules can be different. For instance. The stock can be raised. Perhaps it can be put on timed mode.
And also luck and one-hit-KO-combos... and Marth.The skill in the Smash Ball tourneys would be based around typical fighting skill, but also around strategies of obtaining and preventing the other player from obtaining the smash ball.
Lucario whiffing it against all 3 other people or a double/triple-KO as Marth? Oh yeah, we'd love us some more of that.Any1 thought about allowing smash balls in 2v2s??? Could lead to some epic stuff.
Easier to dodge than it seemed to be in the first videos, at which point in time everyone else (even the ones with a whole ounce of intelligence) thought the same thing.\
WOWOWOWOW@!!!!!!!!!!!!!!!!!!!!
MArths FS IS ZOMG!!! EAZY TO DODGE?!?!!?!
people with even an ounce of intelligence have been saying this since day one.
it really took peole 1 month to figure out how to dodge a straight attack when you essentially KNOW its coming?
Not to mention we all saw a lvl 3 computer yoshi avoid pits FS like .. the during e3.
They're also wrong. The FS:es are no more part of their movesets that the Beam-sword is. Both are items with different effects depending on which character you play as.Those who want items off but Smash Balls on confuse me even further. I can sort of understand the "but it's a part of their moveset" arguement - but it doesn't really counter the fact that having a Final Smash at your disposal would be preferable to holding the deadliest, cheapest and most unbalanced regular item in the game.
It's been apparent to me how easy/hard it is to dodge/run away from certain FS:es from the first time I played the game. It's not rocke science.Easier to dodge than it seemed to be in the first videos, at which point in time everyone else (even the ones with a whole ounce of intelligence) thought the same thing.
Who was that for?Great example bro
So in order to justify having a random and overpowered item on, we should add more randomness (items)?Perhaps if items were on the smash ball would be a rare occasion to mix up the gameplay and test the ability of the players, to see who is skilled enough to control the smash ball, fight off the opponent and maintain access to safe ground (so you dont suicide as soon as it has been gained, which I have seen, its funny).
It would be interesting to experiment with the idea, see if it works.
There always will be tiers, characters with better final smashes for 2v2 should be higher tiered for 2v2 then characters with bad ones if that's the acceptable play environment, just like a good f-smash made Marth more powerful in melee because it was acceptable in the play environment to use f-smash...but then, with friendly fire on, certain FSes would be be so much better for 2v2.
Marth's vs Ness's? Many characters have uncontrollable smashes that attack everyone on screen, including your partner, while some can be controlled. It would throw 2v2 tiers all out of whack.
my 2 cents.
There always will be tiers, characters with better final smashes for 2v2 should be higher tiered for 2v2 then characters with bad ones if that's the acceptable play environment, just like a good f-smash made Marth more powerful in melee because it was acceptable in the play environment to use f-smash.
What's wrong with having different tiers for 1v1 and 2v2?
In 2vs2, you can kill your teammate but also your opponents. Two stocks for the price of one, so it would just make it a bit riskier. But kinda worth it.Having smash balls on during team matches will make some characters unusable because of there final smash. The idea is the same for single player, but it would be much more game breaking for 2v2. It would be as if marth's f-smash was so good that it made all the other characters useless. I suppose that's just my opinion though right, and smash balls add just so much depth that its okay to throw balance to the way side.
heres a crazy thought.The problem I've observed with Smashballs is this:
If the only item you're allowing is a Smashball, even with items set to "Low", there are still Smashballs spawning so fast that almost every kill is from a Final Smash. I'll try to find the videos I'm recalling where only Smashballs were turned on, but I think that you can picture the results of a Smashball every 30 seconds by yourself.
Now, if we could create a timer that dictates when Smashballs spawn, much like powerups and power weapons in a FPS, this wouldn't be a problem... but Smash doesn't give us that option.
Wouldn't it be easier just to turn them off? Is there a specific reason why we would need to have them on (btw I assume you're talking about tournaments, not friendlies).heres a crazy thought.
increase stock or maybe make it a timed game?
Increased stock:heres a crazy thought.
increase stock or maybe make it a timed game?
fr0st2k is an ardent supporter of Final Smashes in tournaments.Wouldn't it be easier just to turn them off? Is there a specific reason why we would need to have them on (btw I assume you're talking about tournaments, not friendlies).
I disagree, no final smash is unusable in the situation, some simply require a great deal more care, and/or quick reflexes from your ally.Okay, let me rephrase then.
Having smash balls on during team matches will make some characters unusable because of there final smash. The idea is the same for single player, but it would be much more game breaking for 2v2. It would be as if marth's f-smash was so good that it made all the other characters useless. I suppose that's just my opinion though right, and smash balls add just so much depth that its okay to throw balance to the way side.