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I think I know why these matches last longer. The stage is roughly the size of FD, which is too big imo. Is there a chance we could get a smaller version (main platform size = battlefield main platform)?Great comeback, what an ending
Pretty good man, keep them coming :DYOU. NEED. TO WATCH THIS.
This is without a doubt the hypest set I've ever played, and it has the coolest combo I've ever seen in SLHG.
No. Yeah he gets stuff off of down throw, but his entire game pretty much relies on reads to get a combo started. And let me tell you, out of maaaaaany games of playing Falcon. That was the first time a string of that caliber was performed.Falcon is by no means noobish, but his combo game is the easiest to perform in SLHG.
Thats not really what I'm talking about.No. Yeah he gets stuff off of down throw, but his entire game pretty much relies on reads to get a combo started.
You pretty much hit the nail on the head of what I was saying earlier. If we ever want to see the true potential of SLHG, we can't be afraid to play characters with very high skill curves. Playing 1-25 matches with Fox will get you a little ways, but sticking with him and looking for any sort of exploitative AT's along the way is what will make you a better player. I've personally been practicing my Falco tech a lot (he might be better than Fox...), it's just too bad my internet setup prevents me from practicing with a bunch of skilled players online :/There's a key reason for this, though! Nobody is taking risks when attempting to do things.
guys we need to push Marth to top tier pls there can't be a game where he isn't top tier PLSPLSPLSPLSPLS HELP ME
1. Because Tornado Hold can be unlocked by clearing a Master Orders with Mega Man so it is super easy to get.
2. Rush Coil has the inifinite jump that can be abused
3. Beat is a ridiculous recovery move that also shows up at random instead of fixed.
Ah, that's what it was. I know about the stall issues with Rush, but forgot that tornado hold can be unlocked from the challenge wall. I unlocked the custom moves for all the characters I play a long time ago.His default up b was broken, so we either had to limit it through the ruleset or swap it. Getting tornado hold is easy and we avoid messing with the ruleset.
Thank you. Although I need to get smarter (or at least better timing) with many of my edgeguard attampts. And I guess I do play Ganon and Falcon a lot but I'm trying to be diverse with my other characters to see what we can do. My next meta developing character of choice is Bowser with clawdash.Nobody is taking risks when attempting to do things. The only player I've seen take risks with edgeguarding and combos is ArtfulHobbes, who has probably pushed this mode further than any of us have. However, even then, he only plays Captain Falcon and Ganondorf, who are much harder to take risks compared to other characters.
Which Donkey Kong Up-B? Not dongnado because windboxes are banned and we don't want people ragequitting. His other one I don't think is that good. It leaves him an open target because of no hitbox, and standard Up-B goes very far horizontally anyways.I agree @ Aunt Jemima Also if customs are on, I wanna rally for DK's up B, DK is not even the best character in the game, and he really needs that up B to compete with the likes of shiek (do you see my point?)..
Im fine with Ganon getting a recovery buff if everyone else is...As a samus player i can say her recovery feels fine in slhg...tether for long ranged recovery,up b for close ranged. She feels good so far as default in slhg. Same goes for Falco..His offstage game and down grab resets from shines and dairs are really good(just dont ever shine off stage,its insta sD). I just wish his laser was better on cooldown but it has its uses (laser a recovering player,follow up with offstage fair or dair).I come back from the dead. Sorta. I'll continue working on SLHG stuff in a week or so, as I'll have a bit more time to myself then.
Anyways, I just came back here for a second to "request" something from you all. From the videos I've seen, including my own gameplay, none of us are taking advantage of SLHG. The main problem is that we're playing through with the mindset of vanilla Smash 4. While some may disagree with that, everything I've seen has just been faster-paced Smash 4 gameplay.
There's a key reason for this, though! Nobody is taking risks when attempting to do things. The only player I've seen take risks with edgeguarding and combos is ArtfulHobbes, who has probably pushed this mode further than any of us have. However, even then, he only plays Captain Falcon and Ganondorf, who are much harder to take risks compared to other characters.
We're doing a lot of cookie-cutter stuff right now, which is why matches go by so slow. Most players here do a throw combo or a two/three hit combo and back off, dropping the whole thing. Using an example from the Bowser vs Peach match is at 0:10. Here, I do N-Air > D-Tilt > D-Throw > F-Tilt > N-Air, and then immediately throw out a F-Smash that whiffs. However, if I was taking it further, I could have done N-Air > D-Tilt > D-Throw > FC'd N-Air > SH D-Air > FH floating D-Air into U-Air/Parasol/F-Air, which would have allowed me to start juggling Bowser or edgeguarding him. Along with that, if the F-Smash I threw out right away hit Bowser, neutral would be reset due to the endlag on the move.
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When it comes to potential, from initial impressions, the following characters have a lot of growing room (in no particular order):
While every character has quite a bit of growing room considering this mode is only a couple weeks old, those are the ones that have stood out to me as threats here. At the moment, the only character I'd say is "bad" is Robin, which is solely because of their mobility. Their disadvantage state is so horrible here, they're just a punching bag for most characters.
Actually, while on the discussion of characters, I've heard that Little Mac can confirm his KO Punch out of D-Throw at low percents...? If that's true, he's a billion times more threatening when he has it, and becomes a heavily risk/reward based character.
If anybody is wondering why Marth is up there instead of Lucina, my opinion on Marth vs. Lucina has changed pretty quickly. When it comes to the highest level of play, Marth will generally be better due to his tippers on his moves -- we just gotta find out what he has in store. However, Lucina is still just as viable, as she isn't completely overshadowed. I feel like they're more MU based, so players of one will most likely want to main both here.
Oh, and going back to customs, the only customs that should be tournament-legal (in my opinion) is Bowser's Claw Dash, Ganondorf's Drop Kick and Charizard's Dragon Rush. Obviously, Mega Man's Tornado Hold and whatever Duck Hunt mains would like are required, or else those characters are pretty much useless. The main reason for these changes is because Bowser, Ganondorf and Charizard are all completely useless without them. Bowser can't approach at all and is beat by basically everybody without it. Ganondorf dies at 45% near the ledge because his recovery is just that bad (less vertical knockback + less air time + horrid air speed = no horizontal recovery), and Charizard needs Dragon Rush to move in general. However, these customs all need more testing from more people other than us before we decide anything.
Link, Toon Link and Samus may warrant recovery changes, but that's completely up to those characters' mains to decide. While at first I thought they were fine, they're more vulnerable than Captain Falcon off-stage, as any hit, even projectiles, will kill them. Usually tethers would fix this, but tethers are seemingly harder to use here due to the falling speed. I'm not sure, though~
One last thing, though. From my testings, only Pit, Meta Knight, Mewtwo, Olimar, Peach, Pikachu, ROB and Villager can make it under Final Destination. While Pit, Olimar, ROB and Villager are fairly simple, the others require very precise timings to get across. Mewtwo was definitely a challenge to get under FD, but it's super satisfying. Wario and Lucario can also go under Final Destination if they have their Waft and Aura.
That's all for now, I guess.
guys we need to push Marth to top tier pls there can't be a game where he isn't top tier PLSPLSPLSPLSPLS HELP ME
Yea, I really miss Melee/Brawl lasers... I still have a LONG way to go before I master Falco, but can wreak some havoc.I just wish his laser was better on cooldown but it has its uses (laser a recovering player,follow up with offstage fair or dair).
Very good. We need some Paultena user to start developing that meta. Also, you should try and use her super speed and lightweight customs to really bring out her potential as well. I think those two customs in particular can make her an absolute monster with potential we have yet to see.On another note, I think I'm gonna main Palutena from now on. She was one of my favorite characters in Vanilla, and she absolutely destroys in SLHG. She has grab combos for days, and she has every option covered out of a D-throw. Don't sleep on her.
Also very good, another character we have sleeped on. Lucario's comboes probably vary the most depending on rage/aura affect, but I can see him being amazing especially given his amazing recovery. Down throw/up throw to up-air kills. Remember this.hoo boy only a few hours and I'm figuring out some shinanegins with if his aura is at 100 he has a nasty kill setup
first hit dair ->grab ->pummel-> uthrow-> uair-> dead. Killed samus at 78% on FD
Those particular customs are more suited for Vanilla imo. They're definitely cool, but the level of abuse combined with SLHG is quite honestly too much; Palutena gets a substantial boost from both Smooth Lander and Heavy Gravity anyway. I prefer to use her default for match-up purposes (Counter and Reflect), the reason this Pikachu wasn't using Neutral-B is because I had been reflecting it every time, so he caught on.her super speed and lightweight customs to really bring out her potential as well. I think those two customs in particular can make her an absolute monster with potential we have yet to see.
...Making this falco player proud ^_^...Good displayThose particular customs are more suited for Vanilla imo. They're definitely cool, but the level of abuse combined with SLHG is quite honestly too much; Palutena gets a substantial boost from both Smooth Lander and Heavy Gravity anyway. I prefer to use her default for match-up purposes (Counter and Reflect), the reason this Pikachu wasn't using Neutral-B is because I had been reflecting it every time, so he caught on.
Edited: I didn't want to double post, but some people wanted to see in action.
You need to play a lot with both Smooth Lander and Heavy Gravity to really see why the two go together. But I'll explain.(like GUDBI and ZADD said) when players will be more and more trained to this mode with their main character and 0-100%(death) almost true combo will rain over the meta.
Thank you for your very well written explanation (and your time) !You need to play a lot with both Smooth Lander and Heavy Gravity to really see why the two go together. But I'll explain.
Windboxes are banned? why do you want to hold my character down like that? shiek is much better than DK why can't he have his good customs? As soon as you start going down this road, you can't justify giving some characters customs and others not. You can't have an impartial criteria to decide which customs get allowed based on a subjective idea of who's good and bad.Which Donkey Kong Up-B? Not dongnado because windboxes are banned and we don't want people ragequitting. His other one I don't think is that good. It leaves him an open target because of no hitbox, and standard Up-B goes very far horizontally anyways.
Thanks and welcome. There was actually a FAQ in the beginning, but then I felt it was cluttering the thread so I took it out. Now that there are more questions maybe it's time to bring it back.Thank you for your very well written explanation (and your time) !
Idea : it would be great to see a small FAQ in the OP to directly inform people what's this community need to expand and share this mode (stream/tourney/sharing/mastering it), details on why SL + HG (like the ZADD's response) as well as current discussion about how avoid poor recoveries for some characters (implement custom and which ? ), and others question someone which enter the topic would know instantly.
Thanks all !
I agree, customs overshadow the entire purpose of SLHG, on top of being logistically difficult to implement. The only customs I see being legal are Mega Man, DHD, and the 3 heavies (Bowser Claw, Dragon Rush, Wizard Kick).Anyway, I feel like this discussion is a bit offtopic at this point. Customs are not an integral part of the mode, we can just say the decision up to the TO whether to allow them or not. I strongly feel they ruin the game though.
...Now that there are more questions maybe it's time to bring it back.
When Ryn had his stream and we were fooling around with stuff, we realized windboxes needed to go. With windbox customs, it gets rid of precise spacing and instead relies on a gimmick to edgeguard opponents. We agreed that any custom that added a wind effect, should be banned.Windboxes are banned?
As of right now, I agree on the 5 customs allowed in this mode as well.I agree, customs overshadow the entire purpose of SLHG, on top of being logistically difficult to implement. The only customs I see being legal are Mega Man, DHD, and the 3 heavies (Bowser Claw, Dragon Rush, Wizard Kick).
The 3 major questions I would address in the OP are:
-What about recoveries? Doesn't Heavy Gravity make most of the roster unusable?
-Why use Smooth Lander with Heavy Gravity, why not just Smooth Lander?
-Doesn't SLHG make U-tilts and U-airs OP? Wouldn't Mario and Diddy be broken?
Unless you're fighting Kirby.3. Aren't up-tilts and up-airs OP?
Up-tilts still work pretty much the same from Vanilla smash 4. And up-airs allow for combos but are avoidable with DI. In this case, it's your fault if you get caught in an up-tilt or up-air string.
I agree with you here. It becomes very dubious to say custom X is okay and because this character benefits, while custom Y is banned because that character doesn't need it. Where we differ with regards to banning is that until something proves itself to be a problem, I don't think we should ban ANYTHING straight out of the gate. I've seen DK players take tournament sets by spamming the wind up-B in vanilla smash, and combined with what @ ArtfulHobbes just said about windboxes in SLHG, there might be reason to consider banning that custom in particular. (I haven't tested it myself, or seen anyone else use it, so I can't say for sure. But from what I have seen, it might be degenerate enough to warrant a ban). Another example is Megaman's standard up B, which is obviously broken as any player can stall to timeout as soon as they are ahead in percent.As soon as you start going down this road, you can't justify giving some characters customs and others not. You can't have an impartial criteria to decide which customs get allowed based on a subjective idea of who's good and bad.
It would also be terrible for the perception of our really small scene, it would be perceived as extremely scrubby.
Anyway, I feel like this discussion is a bit offtopic at this point. Customs are not an integral part of the mode, we can just say the decision is up to the TO whether to allow them or not. I strongly feel they ruin the game though.
Also Link's Ripping Boomerang. Which I think could also benefit Link because the muiltihits allow him to follow up with it.The customs unlockable from the challenge wall are as follows:
-Pacman's dire hydrant
-Falco's accel-reflector
-Diddy Kong's exploding popgun
-Marth's dashing assault
-Charizards's rock hurl
-Dark Pit's guiding bow
-Mega Man's tornado hold
I can say the same about bowser. His dash claw or whatever it is requires little to no spacing because it covers so much ground with almost no endlag. You're missing the point though. Rulesets shouldn't have stuff as subjective as that. You're picking a couple of characters you perceive as bad and give them customs to help them, but other people perceive other characters as bad, and they'll want their characters buffed like you want bowser buffed. That's just a bad way to make a ruleset.When Ryn had his stream and we were fooling around with stuff, we realized windboxes needed to go. With windbox customs, it gets rid of precise spacing and instead relies on a gimmick to edgeguard opponents. We agreed that any custom that added a wind effect, should be banned.
And that's a fair stance to have. We just disagree on what the best version is but at least you're not cherry picking who you want to be good.@ KeithTheGeek
Where we differ with regards to banning is that until something proves itself to be a problem, I don't think we should ban ANYTHING straight out of the gate.
I agree.Rulesets shouldn't have stuff as subjective as that. You're picking a couple of characters you perceive as bad and give them customs to help them, but other people perceive other characters as bad, and they'll want their characters buffed like you want bowser buffed. That's just a bad way to make a ruleset.
I agree with this statement. I think the only heavy who needs tweaking is ganon because he gets 0 horizontal momentum on up B.I can say the same about bowser. His dash claw or whatever it is requires little to no spacing because it covers so much ground with almost no endlag. You're missing the point though. Rulesets shouldn't have stuff as subjective as that. You're picking a couple of characters you perceive as bad and give them customs to help them, but other people perceive other characters as bad, and they'll want their characters buffed like you want bowser buffed. That's just a bad way to make a ruleset.
And that's a fair stance to have. We just disagree on what the best version is but at least you're not cherry picking who you want to be good.
If you can come up with a better way to decide which customs are bad that doesn't include "I think this guy here needs it" then I'd reconsider my stance. Meanwhile here are several different levels of custom legality which don't rely on subjective decisions. All these are subject to the rule "if a move (custom or not) is broken, it's banned".
1. All custom moves are allowed.
2. Only custom moves not randomly obtained are allowed (includes challenge board customs).
3. Only custom moves unlocked from the start are allowed (palutena + miis)
4. Only 1111 build is allowed.
If you want to give an edge to characters with bad recoveries, custom stages are the way to go. Just have the edge close to the blastzone (think duck hunt instead of walkoffs), and that will make the difference in recoveries not show as much. A stage like that would make for a good counterpick for characters with bad recoveries.
Ok guys, I'll try to address the FAQ section today, no promises though because I'm a very lazy person.