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http://zippy.gfycat.com/AngryDearBassethound.webmI think dash dancing's psychological power is overstated greatly. When I play Melee, I like to just stand there not moving for a moment especially against opponents who input tons of stuff quickly since "do nothing" is IMO the strongest mindgame of them all; I'm giving you zero information about my future intentions since I'm not even doing anything in the present! When I see someone dash dancing, I mostly just treat them like they're standing still but rule out actions such as taking a small step forward and tilting since that's hard to do while dash dancing so they're really trading the ability to break out toward me slightly faster for the ability to use slower walking and spacing strats which I don't even see as a good trade for them. Against players who are unfamiliar with it, no doubt dash dancing can really spook them, but it's not much of a psychological weapon if the other side understands what it is.
signed.
I think taking to miiverse all at once would be a better idea. Nintendo would actually see it and others could join in too.
I have no desire for a long argument on this topic so I'll try to sumarize my position as it's relevant to smash 4 quickly. Smash 4 movement speed is just so fast. You hit a direction and you're in a full run super fast just barreling toward the opposition. Your characters control really tightly too, and I really doubt that a player of Mango's caliber couldn't still pull some great baits with this if not better than ever because it has that core high speed (in terms of pure run speeds, actually more than Melee) that is really more important than the visual trickery. In order to make dash dancing more practical (it probably still exists in smash 4 if you have crazy fast fingers, probably not practical), you'd have to slow down the start-up of it so there's time to input the dash dance. It would let you be trickier, but it could very easily have the practical effect of slowing down the true movement speed of the game which I think in the long run would be a bigger loss. That's why I don't think the suggestion makes a lot of sense; we keep saying we want more speed while asking for a mechanical change that would most intuitively imply less grounded movement speed. I hope how I'm looking at this makes sense.http://zippy.gfycat.com/AngryDearBassethound.webm
I would say someone as good as Armada, who is considered as one of the Melee gods, should understand what Dash Dancing is very well. And he still got baited out by Mango and his fantastice Dash Dancing.
The reason Dash Dancing is better then standing still is because they are constantly moving while doing it. Dash Dancing in place is no different then standing, yes you would be correct on that. However that's a really bad Dash Dance, the thing with Dash Dancing is that you can move left or right while doing it and remain confusing and use it to bait out moves, like Mango did in the above example.
Probably too late for that.Speaking of concerns and voices...
Fox's voice. We have to fix this.
*Please Note that Marth also had his Melee voice, and Bowser his Brawl Voice.*Probably too late for that.
...Except for the fact that it wouldn't.It would let you be trickier, but it could very easily have the practical effect of slowing down the true movement speed of the game which I think in the long run would be a bigger loss.
If the window for changing directions is similar to Brawl, the running movement in Smash 4 has to feel notably more unwieldy.Smash 4 movement speed is just so fast. You hit a direction and you're in a full run super fast just barreling toward the opposition.
Dash Dancing: (and couch canceling)
Dash dancing is cool it give the player doing it a feeling of freedom, and increased agility. I have a few issues with it though, and please I beg you to read them before you actually dismiss them.
1. If you make no commitment when you dash then why have any other form of ground movement? Let that sink in. If you can instantly change direction, and cancel you run animation at any time by crouching when what is a walk animation but a bad version of your run?
Removing dash dancing makes a dash a commitment you make because while you gain something like a positional advantage, access to a new move (dash attack/ running up smash) dash shield, advancing short hop or full hop, etc. you also lose some options in exchange. Just like when you jump how you lose access to grounded moves in exchange for aerials. or when you double jump you lose options. Losing options when you choose others adds depth to the game.
The problem with casuals and competitive gamers is that they can be very divided and can make an us vs them mentality. When both communities are playing the same thing, the barrier gets removed. There's a lot of hate between the 2 in Smash games because there are a lot of changes in the game going from casual to tournament. With games like LOL, both communities are playing with the same rules and there's much less hate between the 2 sidesL-canceling
3. It divides casuals players who do it "for fun" from those who play "for glory". It puts up a gate to competitive play where they doesn't need to be one. Turning casual players into hardcore players as soon as possible should always be the goal, thats how a community grows.
It costs 10 frames of land fall special lag + 4-9 frames used for jumping before that landing lag. It's not a completely free move to do. It opens up grounded options for charactersWavedashing
Its neat and all but... again it is too powerful in that it offers every option with no commitment. It turns the shield from something pretty easy to balance per character into something that is a nightmare (unless you are yoshi)
Didn't Melee have a really good balance between aggro and campy play?Offensive play is cool!
I agree what isn't cool are situations where one player is at some extreme disadvantage, I think after smash 64 (where if you shield you shield broke) sakurai tried to really make defensive options better. in melee you have light shielding, better grabs, spot dodge better out of shield options. Even yoshi can light sheild and get out of tough spots with his unreal low traction. still though in this game a player on the defensive is a very powerless player. So in brawl defensive players get a buff in a few ways, less shield drop frames, even better out of shield options, even bigger grab ranges! and add landing lag on quite a few moves. Now defensive players have a chance! Did he go over board? maybe... but I don't think Mr. Sakurai is a man who isn't responding to the flaws )as he sees them mind you) of his previous works.
Just like how being forced in your shield and unable to act isn't fun, similarly being forced to sheild out of fear of retaliation isn't either. Trust; Sakurai knows this.
You can do any attack out of the pivoit in a dash dance.
When you dash, you can't immediately cancel into a standing move like a jab or tilt. You have to cancel it with with a crouch to do those other moves. It makes a spacing game of where-exactly-will-they-be-when-I-approach. They could be close or far and you'll have to guess well to approach well. Attacking immediately out of it would primarily work for aerials and dash attacks
The problem with casuals and competitive gamers is that they can be very divided and can make an us vs them mentality. When both communities are playing the same thing, the barrier gets removed. There's a lot of hate between the 2 in Smash games because there are a lot of changes in the game going from casual to tournament. With games like LOL, both communities are playing with the same rules and there's much less hate between the 2 sides
I'm very confident there is not special land fall lag on air dodging.It costs 10 frames of land fall special lag + 4-9 frames used for jumping before that landing lag. It's not a completely free move to do. It opens up grounded options for characters
I don't believe it did. Fox, falco, sheik peach all murder people in shields to the point where your only viable option is to roll and hope they don't guess the direction. I played samus who hard one of the best defensive options in the game (invincible upB OOS) and once i got my sheild up even I couldn't handle the amazing shield pressure these characters can put out.Didn't Melee have a really good balance between aggro and campy play?
No, petitions aren't exactly what I was going for. I think that if we're going to voice our concerns they should be unanimous in agreement on what should be changed, but it doesn't have to be contained in just a petition. Multiple sources could be used as outlets for feedback - it just needs to be consistent.
Huge? Eh... Not to rain on the show, but Smashboards barely makes up a % of Brawl's US sales and there's plenty of people here who simply don't care about these changes happening.I'm 100% in favor of attempting to make our voices heard. Smashboards.com is a huge community that very much deserves at least some of Sakurai's attention.
I would love to see...
- Reduced landing lag (from what it currently is, having a good SH game should not be a penalty)
- Follow up options for grabs
- Increased hitstun on attacks to allow combo potential. Learning which moves link together in what situations against which characters at which percentages is what makes fighting games fun. Less learning experience = less replay value.
But it's not very practically easy to doYou can do any attack out of the pivoit in a dash dance.
There is in MeleeI'm very confident there is not special land fall lag on air dodging.
You're only looking at offense/defense based on the shield game. Part of the shield game in Melee is choosing when to stay and shield vs when to get out. You can not expect to get out any time you want. That would favor defense options too heavily. And there's also (good) nairs out of shield. Peach doesn't get shield pressured very easily. There is a lot of camping in the neutral game. It's not a good idea to approach the opponent from any distance that takes more than .25-.5 seconds to reach (from a competitive standpoint). For Fox and Falco, that distance is very far because they can safely hit their opponents from father away (nairs and lasers)I don't believe it did. Fox, falco, sheik peach all murder people in shields to the point where your only viable option is to roll and hope they don't guess the direction. I played samus who hard one of the best defensive options in the game (invincible upB OOS) and once i got my shield up even I couldn't handle the amazing shield pressure these characters can put out.
Here are two of the top five duking it out, watch what the shield game is like.
https://www.youtube.com/watch?v=8VwGAk_hbFc
I'd say one move being too good is a fair trade-off for many other moves being buffed. And what's stopping a PK fire nerf? Bowser even has his ol' stiff neck from Melee again, so it'll be easier to escape.The thing with SDI though is that if you factor in moves such as PK Fire without any SDI to escape them they will become way too good.
I understand, and don't get me wrong I feel like every smash game could be better, I'm sure this new one will have its own share of ideas I don't agree with too.I forgot to specify I was talking about Melee's techs, in case not mentioning that might have brought any confusion
That is irrelevant if it is possible. Every competitive marth knows how to do this. I did it with samus and her ground speed was terrible.But it's not very practically easy to do
I looked it up and you are absolutely correct.There is in Melee
The best defense in melee is to never enter a position where you need to be on the defensive. In melee shielding is a bad position.You're only looking at offense/defense based on the shield game. Part of the shield game in Melee is choosing when to stay and shield vs when to get out. You can not expect to get out any time you want. That would favor defense options too heavily. And there's also (good) nairs out of shield. Peach doesn't get shield pressured very easily. There is a lot of camping in the neutral game. It's not a good idea to approach the opponent from any distance that takes more than .25-.5 seconds to reach (from a competitive standpoint). For Fox and Falco, that distance is very far because they can safely hit their opponents from father away (nairs and lasers)
Peach has very good shield pressure only if she gets a float going. It takes time to set it up. She has limited mobility when doing it and can't chase an opponent well when she does it. All the opponent has to do is avoid her. Much less ability to play aggressively
I watched that video you linked and only 2/3 of the time did the shield pressurer have the advantage. In 2 of those games, Mew2King went Marth, a character who has perhaps the 2nd worst out of the shield game and Dr Pepee players Falco, 1 of the 3 best shield pressurers in the game. Some of those shield pressures were well spaced pokes, which were safe hits that ended in an almost neutral game. The goal when you're in shield is to return to a neutral game or an advantage and a lot of the time, the shielder returned to a neutral game
Isn't shielding always kind of bad? It limits your options and keeps you stationary. How can that ever be a good thing? The best defenses in Melee are walls of high priority attacks and dash dancing. Camping works in that game. Do you think Melee is Fox and Falco only?The best defense in melee is to never enter a position where you need to be on the defensive. In melee shielding is a bad position.
My thought is, if we were to actually voice any concerns, they should be concerns that could realistically be addressed before launch.What concerns exactly?
What? What? What? WWWHHHAAATTT???melee IS mostly fox and falco... it was when I played and it still is now. Ironically fox and falco are two of the best campers in the game.
Are you exaggerating super hard or do you not play this game at tournaments?My issue is that in melee it limits you to the point where you are powerless, every option available is a bad one, its not even a chance or a risk once you shield every option is bad, bar a few characters. Most moves are safe on shield in that game so you can do what ever you want once you get in on someone and not be punished if you are playing optimally.
There are plenty of opportunities to return the game to neutral. You just need to make the correct predictions of how to escape just like everything else about fighting games, making the right choicesIn most games blocking generally returns you to neutral, in melee it puts you into a negative state. Does that mean its bad? No, not by any means. My issue is that it punishes players for doing what they are expected to do when they can't evade an attack.
You just described an overly powerful shield. Brawl shield stun is 1/3 of what it is in Melee. Almost all attacks are unsafe on it. The input buffer makes it easy to time inputs frame perfectly out of shield. It's too goodI point to brawl as an example of a strong shield. Most attack are not safe on shield, there are tons of powerful out of shield options in Upsmashes and UpBs for a lot of the cast. Shield grab is a very powerful defensive tool. once someone commits to an aerial (or a short hop in some situations) you can dash into them with a shield as a way to punish THEIR commitment. In brawl it limits your mobility options and keeps you stationary, but that's a trade off for something else.
And that's not to say its a perfect example by any means I'm just using it as a counter argument of what a strong shield looks like.
http://smashboards.com/rankings/melee/league/teamsWhat? What? What? WWWHHHAAATTT???
Honestly I don't play any more. When I did though I played at least monthly with ColBo and the other CFL kids. In 2007 I was in CT playing with PC Chris, Cort, and Milktea weekly. PC compared my samus to DA Wes' when I did play I knew what I was doing. Though that's all irrelevant.Are you exaggerating super hard or do you not play this game at tournaments?
That's true but the odds are greatly stacked against them.There are plenty of opportunities to return the game to neutral. You just need to make the correct predictions of how to escape just like everything else about fighting games, making the right choices
I know, and I said that. I played brawl competitively for years as well, at one point I was considered one of if not the best sheik in the US... for whatever that is worth. In Brawl you have to respect shields that's where the power is in this game. I definitely agree. Is that good or bad? Its opinionary.You just described an overly powerful shield. Brawl shield stun is 1/3 of what it is in Melee. Almost all attacks are unsafe on it. The input buffer makes it easy to time inputs frame perfectly out of shield. It's too good
Count up the numbers. Fox + Falco != mostly Meleehttp://smashboards.com/rankings/melee/league/teams
Fox is the most played character in the game.
Fox has the best projectile in the game? You can't be serious. Falco's mobility isn't very good. Vertically, yes, but not enough horizontally to make it "great". This doesn't show that they have the best camping gamesFox and falco have the best projectiles in the game, arguably the best shield pressure and great mobility.
Maybe the metagame was different back thenHonestly I don't play any more. When I did though I played at least monthly with ColBo and the other CFL kids. In 2007 I was in CT playing with PC Chris, Cort, and Milktea weekly. PC compared my samus to DA Wes' when I did play I knew what I was doing. Though that's all irrelevant.
2 "very"s. That's a lot. It is a disadvantage to block, but you're not hopelessly choosing poisons. You have SOME escape options, enough to balance between the attacker and defenderShielding is a very very weak option in melee, I feel like it should be stronger, rewarding its intelligent use and still be punished for using it poorly or baiting it out when it shouldn't have been used. In melee if you've been forced to sheild you've been force in to a disadvantageous position. That's really been my only point. Is that good or bad? its opinionary.
"Greatly". Now that's another overstatementThat's true but the odds are greatly stacked against them.
It certainly discourages approachingI know, and I said that. I played brawl competitively for years as well, at one point I was considered one of if not the best sheik in the US... for whatever that is worth. In Brawl you have to respect shields that's where the power is in this game. I definitely agree. Is that good or bad? Its opinionary.
To be fair, 'fun to watch' is a very objective view. I personally think that neither Brawl nor Melee are fun to watch. Brawl is too floaty and Melee is too fast and jerky. I personally enjoy watching professional BlazBlue or P4Arena fighers, honestly. Smash is a game I'd rather play than watch, in all honesty.I just want people to know that the purpose of this isn't to make the game more like Melee but instead to make it viable for esports (make it fun to play AND watch). It doesn't necessarily have to have Melee mechanics, and most of what is being said isn't even Melee exclusive. I came from Brawl, and I loved playing it, but it had it's problems along with every other smash game. If we can take some of the better aspects of smash and get them into Smash 4 then I think it will benefit everyone.