L9999
Smash Champion
Than vainilla Smash 4 Bowser.I thought he was way better?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Than vainilla Smash 4 Bowser.I thought he was way better?
Ha. Megaman for top tier in SLHG.For everyone saying megaman's recovery is bad. I put this video in the OP, but it seems it didn't get much attention lol. If anything his up-b needs a dedicated anti-stalling rule like melee jiggs or brawl mk, or forced switch to his other up-b.
So SHLG actually gives us an infinite stall? That's ironic.For everyone saying megaman's recovery is bad. I put this video in the OP, but it seems it didn't get much attention lol. If anything his up-b needs a dedicated anti-stalling rule like melee jiggs or brawl mk, or forced switch to his other up-b.
First and foremost it gives good gameplay. It has a few quirks, but the core is something worth playing.So SHLG actually gives us an infinite stall? That's ironic.
So does regular Smash 4.First and foremost it gives good gameplay. It has a few quirks, but the core is something worth playing.
This thread a reference so if you want to tell your friends about it you just need to link this one thread and be done with it. Vanilla sm4sh won't be replaced don't worry.This mode is really interesting, but let me understand this: This is not intended to replace the Smash 4 vanilla meta, right? I mean, it hasn't even been a year into the Smash 4 meta. I know you said in the first post that this is for other threads, but I am just clarifying that this is not the intention for this thread.
All smash games have quirks and gameplay is subjective. This mode is for people who are looking for an alternative way to enjoy vanilla. Not a hard concept.So does regular Smash 4.
What are your thoughts on jump height with speed set that high? Is it too good?ive found that just buffing speed a bit on the cast like +50-70 with smooth lander makes the game feel like melee 2.0 without the need of HG then you dont need to suffer the nerfs from HG but it allows for crazy combos and earlier deaths.
me and my bro tested playing with buffing chars slghtly to sort of optimize them and found some crazy stuff like drmario down throw fair killimg wario down throw into waft just lots of cool combos from upping the speed. and it all feels balanced because the game was made with these stat boosta in mindWhat are your thoughts on jump height with speed set that high? Is it too good?
Also, have you given glider a whirl with smooth lander? I'd be interes.ted to hear what you think about that as well.
No offense, but, speak for yourself. I like regular gravity, with enhanced recoveries thanks to glider. I think it encourages more off-stage ledge guarding, since you're less likely to SD.we like the nerfs to recovery though, it's a reason we like HG.
I think I'm gonna have to farm for it then If the effects are exactly the same from HG that's pretty cool. I'll have to test it myself but it's definitely going in the OP if it is indeed a copy of HG effect in equipment form. Btw what's the fastest way to get it?yeah anchor jump its the same than SLHG
Look if you don't like heavy gravity it's fine, It's your preference. However there's no question that recovering is more dangerous in heavy gravity, and I like that. In the base game you have too many options to recover, which makes guarding the ledge a much better proposition than going offstage. HG limits the options for recovery so that not only you have to recover more horizontally, your recovery will be more predictable because before the edgeguard even begins you have already used some of your options. It also makes characters more unique in their playstyles, some characters are good at recovery and edgeguarding like shiek and pikachu, some are only good at recovering like ZSS though going offstage to edgeguard is dangerous for her, others are better off staying on stage etc etchowever by optimizing char stats by buffing speed and power a bit (whixh results in a slight def drop) combos last longer and people get kod way faster theres no need to nerf recoveries, also people are learning to punishing recoveries even in the vanilla game so they arent a problem. hell i was playing 4 stock matches this way and running in melee time.
None taken, we're talking video games here lol and yes, I can only speak for myself. Given the thread we're in though, I don't think I'm the only one. Normal gravity and buffed recoveries on top of that? It doesn't appeal to my personal taste.No offense, but, speak for yourself. I like regular gravity, with enhanced recoveries thanks to glider. I think it encourages more off-stage ledge guarding, since you're less likely to SD.
I think we can all agree though, that smooth lander is the key ingredient in what makes the awesome happen. IMHO, balancing via landing-lag is shoddy at best.
Instead of double posting, please use the edit function.well i guess its just a matter of opinion and i respect yours i just feel with HG on it takes away from all that cool ledge play smash 4 offers, and from what ive tested jump height is fine with buffed chars, and if its shorthopping youre worried about that works just the same as normal.
i would like to add though with this optimizing chars idea it adds infinite more options and combos for the whole cast and there are so many low percent kill setups that chars gain so its not all that living to 130 crap, stocks go fast.
What equipment do you use for Crazy Orders and is there an easy way to get them? That home run bat one seems useful for thisI have 7 SL and 4 Anchor Jumps, I got them by this method.
https://www.youtube.com/watch?v=EXZtgV-DCCA
invincibility,homerum bat,lifestealWhat equipment do you use for Crazy Orders and is there an easy way to get them? That home run bat one seems useful for this
It's friggin useless. It increases your fall speed, yes, but it does not affect your gravity, nor does it affect your recovery a la Sonic/Megaman/Olimar.Ok, y’all have been experimenting with different kinds of equipment, what's the fastest/easiest way to unlock anchor jump so I can test it? @ SAHunterMech @ Balgorxz @ Gamebox_64 @ SpandexBullets , or anybody else that knows of a good method...
remember this is mainly about experimenting for normal gameplay not about competitive gameplay, its about new ways of having fun that might lead to different ways of "standard play".Does anyone know the stat effects from the Double Final Smasher Protection Badge (equipment) that you get from the 9.0 intensity challenge?
I believe there may be a universal smooth lander set that utilizes that, the smooth lander badge, and the item hitter agility badge that are all acquirable via challenges.
The effects they bring would never really be utilized in standard play.
I'm aware, but these are badges so they work for all characters. It would cut down a LOT on grind time if people could just complete these challenges and be done. (the other two challenges can be gold hammered for their equipment)remember this is mainly about experimenting for normal gameplay not about competitive gameplay, its about new ways of having fun that might lead to different ways of "standard play".
Oh, so it's not 1:1 HG in equipment? bummer.It's friggin useless. It increases your fall speed, yes, but it does not affect your gravity, nor does it affect your recovery a la Sonic/Megaman/Olimar.
They're all in the OP. But here they are again:Does anyone know the stat effects from the Double Final Smasher Protection Badge (equipment) that you get from the 9.0 intensity challenge?
In this section:
"-" = can't use hammer on this challenge
Code:Challenge Name Stats Description A1(-) Double Final Smasher Protection Badge 0a/+43d/-42s After using a Final Smash, you have a 20% chance of being able to use it again A2(-) Vampire Brawn Badge +25a/-38d/0s recover damage relative to damage dealt B2 Moon Launcher Protection Badge 0a/+37/-30s 1.3 attack power when launching enemies upward B6 Item Hitter Agility Badge -40a/0d/+33s 1.5 attack power to battering items D7 Caloric Immortal Protection Badge 0a/+26d/-38s 5 second invincibility after eating E1 Desperate Specialist Agility Badge -33a/0d/+25s gradually increases attack defense and speed for 20 seconds when damage reaches 100% E4(-) Perfect-Shield Helper Brawn Badge +20a/-35d/0s makes it easier to perfect shield E5 Unharmed Attacker Agility Badge -27a/0d/+32s 1.5x attack while at 0% G1 Trade-Off Attacker Protection Badge 0a/+28d/-25s start with 30% and have 1.15x attack. I5 Unharmed Swift Striker Agility Badge -27a/0d/+23s gradually increases attack and speed while at 0% J3 Speed Crasher Agility Badge -25a/0d/+20s dash deals damage K7 No-Flinch Smasher Protection Badge 0a/+15d/-29s super armor while charging smash attacks K9 Hyper Smasher Brawn Badge +16a/-28d/0s charge smash attacks for longer, smash attacks get 1.3x power L6 Nimble Dodger Agility Badge -23a/0d/+23s gives a little extra time to dodge an enemy attack M2 Air Attacker Brawn Badge +20a/-19d/0s 1.15 attack when in mid-air N6 Shield Regenerator Protection Badge 0a/+10d/-16s shield regenerates faster
I have, with Smooth Lander, Springer and a balancing or extra piece of equipment. Every character I've tried this with has had their speed totally balanced, and defence does NOT affect falling speed in HG, despite the game saying it effects weight.yeah some characters benefit a lot from some effects (mostly the ones that aren't dumb), we could test which effects are more comptable with some characters than others.
reiterate what your mean, item hitter? What equipment do you think would be useful, and in what way?Does anyone know the stat effects from the Double Final Smasher Protection Badge (equipment) that you get from the 9.0 intensity challenge?
I believe there may be a universal smooth lander set that utilizes that, the smooth lander brawn badge, and the item hitter agility badge that are all acquirable via challenges.
The effects they bring would never really be utilized in standard play, but could have a balanced stat spread while having the smooth lander effect.
remember this is mainly about experimenting for normal gameplay not about competitive gameplay, its about new ways of having fun that might lead to different ways of "standard play".
btw, the only reason I'm not implying that this could lead to competitive gameplay is to stop any beautiful greek gods from jumping down and proclaiming the uselessness of equipment and that we should all just play Project: M instead.reiterate what your mean, item hitter? What equipment do you think would be useful, and in what way?
remember this is mainly about experimenting for normal gameplay not about competitive gameplay, its about new ways of having fun that might lead to different ways of "standard play".
btw, the only reason I'm not implying that this could lead to competitive gameplay is to stop any beautiful greek gods from jumping down and proclaiming the uselessness of equipment and that we should all just play Project: M instead.reiterate what your mean, item hitter? What equipment do you think would be useful, and in what way?