GameWatching
Smash Ace
I think everyone was redirected from Reddit.woah lots of users reading the thread, hopefully people try it out!
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I think everyone was redirected from Reddit.woah lots of users reading the thread, hopefully people try it out!
This implies that Melee is not the be-all end-all of Smash Bros, therefore you are trolling. Everyone knows Smash4 should be faster and have no defensive options. Fair is more than enough defense for anyone.I spent a day playing with smooth lander. Here's some observations:
First, the offensive gains on-hit are very sparse. There are very, very few combos smooth lander allows, since landing aerials so rarely link into other moves at this level of hitstun. They are almost exclusively low-% followups like MM fair-dtilt or Marth fair-ftilt. (Followups which normally frame trap anyway; SL just makes them true combo instead)
If you think the game feels substantially different on-hit, sorry. Placebo is a hell of a drug.
Second, what DOES change dramatically is on-block behavior, though really only for fast characters. Characters with ~10 frame landing lag aerials are now safe on block unspaced. So moves like:
...become safe on block. They still give the opponent frame advantage, but it's so low that it's not actionable for almost anyone. (Maybe Mario, Marth, or Bowser can up-b)
- Diddy bair
- Palutena fair
- Sheik fair/bair
- ZSS bair/uair
- Mario bair/uair
- Falcon bair/uair
This huge gameplay change had two implications:
First totally-safe-aerials was REALLY unenjoyable to play against. I normally don't roll much (rolling is bad and shielding is better), but now shielding is useless the moment these characters jump. So I ended up rolling a lot more. There was a lot more running away in general, since standing your ground against aerials was way less viable.
Second, this only applies to the characters listed. Poor Ganondorf and Charizard; we'd still shield and punish their failed aerials all day long. Sometimes punishments were a little less (most smashes won't work), but that's small consolation when Diddy is doing a tap-dance on your face with a bair that is safe-on-block regardless of spacing.
It's very Melee-like in the sense that the fast top-tiers become broken, and everyone else gets to cry about it.
tl;dr - I still think that everyone's obsession with landing lag is completely misplaced. Reducing landing lag doesn't affect the purported goals--it doesn't add more on-hit options (combos), it doesn't help slow characters, and it forces people to roll more.
Did you use other equipment to balance out your stats or are you just using Smooth Lander? I have the Smooth Lander Brawn Badge + Agility Badge + Protection Badge and Bowser isn't dying to an uncharged side smash at 90 when we're at the middle of the stage.After some testing, characters dies way to early with Smooth-Lander + Heavy Gravity. Bowser dies at like 40% to an uncharged ganondorf side smash. The game doesn't seem to become faster or increase combo potential with this; it seems to make it more defensive if anything. If I only need 2 hits before you're at kill percent then this is going to become people just playing it safe the entire time and no one getting hit. Only a few characters seem viable too, like Ganondorf and Bowser. It would ruin the game. It doesn't even increase combo potential because everyone is flying everywhere at such early percents.
I only have Smooth Lander Brawn Badge.Did you use other equipment to balance out your stats or are you just using Smooth Lander? I have the Smooth Lander Brawn Badge + Agility Badge + Protection Badge and Bowser isn't dying to an uncharged side smash at 90 when we're at the middle of the stage.
The other two badges that RocketSmash is referring to are standard. They are something you unlock. You should have them.I only have Smooth Lander Brawn Badge.
You're more or less arguing in favor of the fact that there really AREN'T any legitimate aerial approach options in the game. Smash 4 is super linear and I think that creates more intrinsic flaws than smooth landertl;dr - I still think that everyone's obsession with landing lag is completely misplaced. Reducing landing lag doesn't affect the purported goals--it doesn't add more on-hit options (combos), it doesn't help slow characters, and it forces people to roll more.
In the OP he's suggesting it be added to the meta, as well as in the thread title.Remember that people are asking for this to be a side event at tournaments.
So don't just throw 'I don't like this idea, therefore it should not happen at all' because you don't like it.
If you're using only a +attack badge, of course moves will kill earlier.I only have Smooth Lander Brawn Badge.
luigi has tornado and he is one of the most rewarded characters by smooth lander, sonic and doc have trouble.An argument that people have in favor of Smooth Lander + Heavy Gravity is that it makes the game more fun to watch due to there being more combos. I don't really understand why this would be the case when many characters would be hindered by the change in gameplay mechanics and few characters can take advantage of combos. Characters like Luigi, Dr. Mario, Sonic, Mega Man, Little Mac, the Mii Gunner, and others have their recovering ability severely reduced.
100 man smash gives you a hammer tooI'd like to see a proper side tournament of this, it looks interesting and if there's a proper unlockable that gets rid of the grind.
I don't think having to get a hammer is a problem in any conceivable way because unlocked DHD's stage gets you one, and that stage is counterpick.
could you update the OP with instructions to unlock the standard +36 atk -35 def by doing the challenge and letting people know they can use the (also) standard protection and agility badges available at the start of the game to get the stats to +22 atk, -14 def, and +7 spd?Ugh... I regret making this thread. I've grown to really dislike smooth lander, despite how cool it is. I've found it's just not worth breaking the balance in such a way. But I also won't stand against those who do want it and low gravity. In the end, the community will make the decision.
<rant="sawtheHG+SLvid">
This will never be implemented on a large scale. It simply cannot be. There are so, so many cons that the benefits can't even be seen under the immense pile of cons.
But, with that video posted with smooth lander + gravity, I can at least say this now: All it is is selfishness. People want to make something standard, without testing it (and I have tested it. 10 viable characters at sub-optimal play will go down to Melee-level number of viable characters once characters are fleshed out, not to mention the insane difficulty of getting to 0/0/0. The stat bonuses are NOT linear in their effect), because they want to play the game how THEY want to play it. The only requirements competitive smash has ever had is that there are no items to eliminate the randomness and some stages that over-benefit a few characters, making camping possible, lead to unavoidable death, etc, are banned. This creates a barrier of entry. More on that later.
People wanting this don't give a **** about balance. They don't give a **** about barrier of entry. They don't give a **** about the health of the competitive or casual community, or the community as a whole. They want their playstyle (which they haven't even developed in a new game, by the way) to work just like it always has. When it doesn't, they ***** and moan and try to alienate 90% of the community because they have failed in a fundamental area of competition: adaptability. (sorry for the more direct attacks on character or skill or w/e for the people in support of this. The previous is kind of a touchy subject)
In the past few hours of reading and research, BY FAR the most common validation for this after the balance argument is brought up is "Screw balance, this is more fun." They need to add "for me" to the end of that. What this does is it butchers several characters out of viability. What about people who like a nice-sized roster and viability in the general cast? Right now, according to event hubs, the worst matchup is this:
Seems bad? Ganon had MORE THEN 1 100-0 matchup against him at some points in Brawl's history. Melee had 100-0s at certain points too. This is already the most balanced Smash game in the series, and will only become more balanced with balance patches (!!!) down the line. Those patches will not be tailored to this setup. Why ruin that because you think it's "more fun" that way? Why make it impossible for a player to just plug in a controller and play in a tournament? Why invalidate half the cast? Speaking of...
Half the cast gets a Mac-tier recovery. The other half? You weren't edguarding them before because of their auto-sweet spot and you aren't doing it now. In fact, if you try, especially with the half the cast that basically lose their off-stage recovery (with little to no compensation I might add), you'll die regardless of what you do. And, with characters that do still have a decent recovery, you might die anyway.
As always, I have no issues with testing this. All items should be explored. But this can never be implemented. It's not viable. The benefit for implementation at a large scale is far, far outweighed by the negatives, such as game balance, game health, community health, barriers of entry, which side the people doing the game balance will go for, and what people, in general, are looking for in Smash. We're a competitive smash community here. We are already in the minority. People wanting this? A minority of a minority (I hope).
I really hope this was like the heavy gravity and the damage ratio things in Brawl's infancy. Only a community as a whole and make a game grow competitively. Your local community? The state/providence/etc you live in? Nationally? It all comes together as a whole. Make it harder for one part to join in (barrier of entry for locals), harder for fan-favorites to play the character that made them fan favorites and generating hype or strengthening a characters community (Kage, Boss, King in concept, affecting all 3 levels) , or harder to watch from the outside (nationals, "This game doesn't match what I bought and am playing?") and you directly hurt the growth of the game, thus the competitive scene in general. Not looking for LoL level of growth, but some will be nice.
TL;DR: I've tested this. Test, have it as a fun mode like a free-for-all or items on or something. Keep it away from the competitive scene. Stop thinking this will ever be competitively viable because of all the reasons I just stated. Balance, alienation, barriers and such.
Selfish desires. There is never any hype for those except for the people with the desires.
</rant>
The only characters with this problem are Megaman and Sonic afaik, both characters recoveries don't even have a hitbox and since you are already using equipment, i don't see the problem of letting these characters use their other UpBsOk. If people want Smooth Lander, fine, but please let's not do heavy gravity? Everyone's recovery becomes significantly worse on stages, and the only way to often help that is to give them custom up bs that launch them farther but often come at a risk (usually it's no hitbox). I don't think forcing such a handicap on everyone is the best thing because not all characters are equipped to handle any of the increase gravity.
Duck Hunt can't recover at all. Like Sonic and Mega Man can recover a bit, but Duck Hunt just sinks when you use his up special. Also King DeDeDe doesn't recover as high. It likely effects more character as well. but not as extreme.The only characters with this problem are Megaman and Sonic afaik, both characters recoveries don't even have a hitbox and since you are already using equipment, i don't see the problem of letting these characters use their other UpBs