Gatoray
Smash Journeyman
@
Muro
It would be great if you could add this link to the main post on this thread. It's a chatroom to Anther's Ladder that we've made for SLHG matchmaking purposes. http://www.smashladder.com/netplay/SLHG
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wow that's great man, gonna add it now. Thanks.@ Muro It would be great if you could add this link to the main post on this thread. It's a chatroom to Anther's Ladder that we've made for SLHG matchmaking purposes. http://www.smashladder.com/netplay/SLHG
Thanks! I just tried it out with a few people. I'm a believer now. We need to get this mainstream! Like, wow.wow that's great man, gonna add it now. Thanks.
I know I'll be sounding like a broken record, but I really like the idea of seeing Zelda in this game mode (although I wouldn't consider myself good enough to be the one to do it. Would you consider her side B and down B useless enough to warrant an allowance for customs?edited: I'd be fine with players using a distinguished better (but not broken) setup for some characters that would be really lacking otherwise (for example 2122 Ganon, Dash Swipe Bowser etc.) But what I dont want to happen is the infinite counterpick potential of having multiple choices of each character depending on the situation. That kinda downplays the smooth lander factor a lot and i feel is better reserved for Vanilla Sm4sh.
As a Zelda main myself, I would prefer to change them. They don't make her much better but her custom Dins and phantom options are slightly less useless than the standard ones imo.I know I'll be sounding like a broken record, but I really like the idea of seeing Zelda in this game mode (although I wouldn't consider myself good enough to be the one to do it. Would you consider her side B and down B useless enough to warrant an allowance for customs?
Hey, I saw you in the chat room, welcome.At first when I heard about this, I thought it was just some dumb attempt to try and melee up the game, but it's so much fun.
Tell me this mode won't gain traction when you can do such silly stuff like actually combo out of throws with Marth and Lucina, and even "shine-spike"! I'm all for this, but I feel that maybe customs, outside of up-b's that make it so characters can actually recover, maybe shouldn't be allowed, just because they are already polarizing enough without the added 'jank' that this mode could perceive to have. Really excited to see where this goes.
It wasn't too hard actually. I was just messing around with someone, and they used Fox's down-b when I was at a highish percent, and bam! I was pushed offstage and couldn't recover well enough. Its a really nice punish for recovering normally on ledge.Hey, I saw you in the chat room, welcome.
How on earth did you actually land a shinespike? I've never done it, unless of course you're talking about just edgeguarding with Falco's, which is significantly easier. That's still good, but if you're talking about Fox, then wow.
We use The second build because it is universal to every system instead of farming for an anchor jump badge. Also the moonlauncher protection badge in the second build balances out vertical and horizontal kill moves again.So what's good about Heavy Gravity compared to Anchor Jump? Heavy Gravity makes recoveries go to hell and forces players to get an overwhelming amount of their kills horizontally, which considerably limits vertical kill options. Plus I might be remembering incorrectly, but doesn't Heavy Gravity hurt vertical jump height?
Wrecking some of the recoveries ruins the viability of certain characters because it negatively affects only specific recoveries.@ W.A.C. Accessibility mostly. Also from what I'm told it isn't as good and depending on your perspective nerfing recoveries is a good thing because it promotes edgeguarding. There's a post earlier in this thread that goes into it a bit.
How was edge guarding not previously possible? My mains are Diddy Kong and Meta Knight. Diddy Kong can edge guard just fine and Meta Knight thrives off of his ability to edge guard. If a character can spike off stage, they can edge guard. It's certainly harder to edge guard in this game because of the changes to the ledge mechanics and improved recoveries, but it encourages way more fighting off stage and makes getting those gimps far more rewarding. Some of the fighting off stage in this money match between two very skilled players was just beyond hype. I love how this game's recoveries are considerably better than the ones in previous games (except lol Brawl Meta Knight).And yes, certain recoveries go to hell. But this makes it so that edgeguarding is actually possible so I see this as a plus.
I don't agree with you, i think your statements seem un-acquainted with how this mode really affects things.The only character that it really affects after all things considered is Sonic, and he's still really good with pivot cancels and grab baits. Like Hobbes said, please don't focus on what this game mode hinders, and instead pay attention to what it brings. That's why we like it, and that's why we believe others will like it too. It is aggressive and rewarding, and most of all it plays differently than sm4sh, while maintaing core fundamentals throughout.Heavy Gravity makes recoveries go to hell and forces players to get an overwhelming amount of their kills horizontally
The thing is, Anchor jump isn't a standard custom for everyone, you'd have to hunt for it. Everyone has the ability to go get some challenges done, by hammer or otherwise, but nobody wants to wait through the RNG fest that is equipment rewards. And imo, Heavy Gravity feels very good, it makes sure your tech game is on point, and that you know how to recover smart. Sonic is screwed over in this version, sure, but he gets an insane juggle game onstage. Really, this mode needs work to get accepted as it is, and something that's completely random vs. just setting up Heavy Gravity seems like the smarter and easier choice."The way I see, look more at what this mode gives instead of what it takes away."
"please don't focus on what this game mode hinders, and instead pay attention to what it brings."
That is a really bad philosophy when trying to come up with a different way to play this game competitively utilizing the additional options this game has to offer. Heavy Gravity makes a lot of aspects to this game considerably worse. Melee, Project M, and Smash 4 with Smooth Lander feels a lot better than Heavy Gravity - Smooth Lander. When looking for other ways to make the game more combo friendly and faster paced without making other aspects to the game much worse, Anchor Jump sounds a lot better. I haven't been able to use Pro Glider or Anchor Jump yet, but Smooth Lander - Pro Glider - Anchor Jump sounds considerably more fun than Heavy Gravity - Smooth Lander. Heavy Gravity just flat out sucks. It makes everyone feel like they're carrying a bucket of rocks on them.
This is almost entirely subjective. I prefer the heavier gravity over the floatiness of vanilla. And I don't think it's a bad philosophy to focus on certain aspects that bring stuff to the table that certain players might prefer over vanilla. This mode is quite fundamentally different from previous iterations of smash and even from vanilla. Some will like what it has to offer and others won't. Apples and oranges really."The way I see, look more at what this mode gives instead of what it takes away."
"please don't focus on what this game mode hinders, and instead pay attention to what it brings."
That is a really bad philosophy when trying to come up with a different way to play this game competitively utilizing the additional options this game has to offer. Heavy Gravity makes a lot of aspects to this game considerably worse. Melee, Project M, and Smash 4 with Smooth Lander feels a lot better than Heavy Gravity - Smooth Lander. When looking for other ways to make the game more combo friendly and faster paced without making other aspects to the game much worse, Anchor Jump sounds a lot better. I haven't been able to use Pro Glider or Anchor Jump yet, but Smooth Lander - Pro Glider - Anchor Jump sounds considerably more fun than Heavy Gravity - Smooth Lander. Heavy Gravity just flat out sucks. It makes everyone feel like they're carrying a bucket of rocks on them.
Ok I'll give you better reasons, this is better both from a gameplay and logistic perspectives. A big reason I created this thread was to steer people into a viable solution, instead of the dead end that is random equipment. Turns out HG is actually better for more reasons than I initially thought."The way I see, look more at what this mode gives instead of what it takes away."
"please don't focus on what this game mode hinders, and instead pay attention to what it brings."
That is a really bad philosophy when trying to come up with a different way to play this game competitively utilizing the additional options this game has to offer.
seriously, having an anther's ladder is on of the best things we could do@ Muro It would be great if you could add this link to the main post on this thread. It's a chatroom to Anther's Ladder that we've made for SLHG matchmaking purposes. http://www.smashladder.com/netplay/SLHG
You're not alone my friend... (me too)I think I'm the only european who wants to play this. The timezones are so annoying.
I have a ton of work to do this week, but after that I'll be playing with you for sure man.I think I'm the only european who wants to play this. The timezones are so annoying.
After playing a good bunch of It, I can say this is amazing and fun as hell, in fact it reminds me of the good old times when me and my close friends played nothing but Project M.
But I do have a bit of issues with this, the reduced jump height itself doesn't feel like an issue at all. Except for our good friend charizard, who's jumps now only reduces his fall speed rather than actually letting him fly. Not to mention metaknight who can't even gain altitude when using his multiple jumps no more.
Jiggly and Kirby plays just fine though.
Also I'm quite worried, ZSS seems to be able to connect Up-b after Down-throw at most percents. Has anyone had any success DI-ing away from that? It would suck for my main to become the new Diddy.
I feel like Sakurai just knew we were going to try this, because the most efficient build has the moon launcher badge, which really REALLY helps with this problem.since it is still slightly harder to kill of the top anyway
I'd also like to mention the fact that all 3 badges are very close to each other on the board, and all are very difficult to acquire.I feel like Sakurai just knew we were going to try this, because the most efficient build has the moon launcher badge, which really REALLY helps with this problem.
*Sakurai and company playing this exact build days before launch.*I feel like Sakurai just knew we were going to try this, because the most efficient build has the moon launcher badge, which really REALLY helps with this problem.
YO The Mewtwo comeback though. And yeah Little Mac is still a beast. Horizontal kills do him in easily, but vertically his recovery now isn't the worst. *Looks at Diddy and Sonic*In other news, this might be the hypest replay so far...
And here's a good replay showing Little Mac's great pressure game, his recovery ain't bad vertically either.
I think my second kill in the second video is a good example of why moon launcher kicks *** for heavy gravity.
It's in the "how to play in SLHG" section, that could probably be streamlined, let me see if I can organize it better.@ Muro You should probably put this video on the main post. It's super informative: https://www.youtube.com/watch?v=lvWT-bK9w_M
Oh wait, you already have it linked. Maybe an embedded video would be better. Also, I notice your information is slightly outdated. You should update it to mention the current 3-equip build that we use.
True, but you have to remember she can't staircase combo because she falls too fast now. She's fine.Also I'm quite worried, ZSS seems to be able to connect Up-b after Down-throw at most percents. Has anyone had any success DI-ing away from that? It would suck for my main to become the new Diddy.
I watched that (actually subscribed to your channel since the replays tend to be pretty damn good. Apart from the *ahem* shaky start that match was so good. God damn that last stock.I'd also like to mention the fact that all 3 badges are very close to each other on the board, and all are very difficult to acquire.
In other news, this might be the hypest replay so far...
Agreed, surprised to see how little the recovery nerf really affected him, but loved the on stage spring shenanigans, almost looked like an actual part of a Sonic game.sonic is surprisingly fun to watch
me too, he can survive a falcon d-tilt at 100% near the ledge (with good DI), so he's not completely hopeless.Agreed, surprised to see how little the recovery nerf really affected him, but loved the on stage spring shenanigans, almost looked like an actual part of a Sonic game.
Nah Sonic gets the shaft in terms of recovery. Your options are double jump spring, or Neutral B if the opponent is on the stage. Side-B sends you down too fast.Watched a bit of that Sonic match and started wondering if anybody has already talked about how and if the Spinshot is affected by Heavy Grav. Is it a better recovery tool than dj -> spring or does it get hit hard with the grav nerf?