kupo15
Smash Hero
Ok, I think we made some good changes in the plussery to make the game a little faster and tighter but something is lacking and I think we forgot to transition something. Something about this game feels slow and I'm not entire sure what that is
At first I thought that maybe it would be better to just give everyone a constant gravity setting seeing how characters that are not named Falcon and Fox fall quite slow.
Here are two things I think could possibly be what I think is a problem:
1. throws
2. kb (either base or the other one, not sure)
Throws. I think throws have too much knockback. I realize that this isn't melee but if I were to compare to melee falcon and ganon for example, the kb on throws are really different. At 0%, a falcon dthrow sends ppl really far upwards and the same for ganon. In melee, a dthrow from falcon/ganon at low percents usually put midweights for tech chasing and Falcon/ ganon did not get out of the throw cool down until slightly before the tech. Most of the characters in brawl from a dthrow act as if they were luigi in melee. In brawl+, I can successfully land an aerial from a dthrow at 0% when I think you need to work a little to get their damage up before being able to combo air moves from throws. Its too easy and it feels slow.
Going to uthrows. Mookie a while back suggested that uthrows have too much kb (all of them) and that it should be toned down. I agree. Looking at some melee falcon dittos, a Uthrow set up tech chasing combos but in brawl+, the Uthrow sends falcon (and everyone) away quite far. If I use ganon as an example, his uthrow in brawl+ at 0% sends them almost two ganons stacked on each other. Compared to melee ganon, a uthrow at 100% almost sent them as far as brawl+ ganon.
What made me think about this whole thing was when I play against my roommate who plays sheik and I play ganon. When sheik does a Bthrow, no matter how I DI, I float in front of her face for what seems like an eternity and it takes forever for me to get out of stun and get to the floor and this is at at very low percent mind you. The fact that ganon was so floaty from a throw at a low percent is what made me think that gravity wasn't high enough but the more I think about it, I think it is the throws. When I looked at a Darkrain match against a sheik, sheik did a bthrow at around the same percent and falcon reached the ground much quicker than my Brawl+ ganon to setup for a tech chase. This doesn't make much sense because isn't Ganon heavier than falcon yet it takes ganon a longer time to reach the ground?
The throws imo have too much kb that I don't consider them to be brawl+ throws. They feel like brawl throws in a brawl+ environment and this is what I feel makes the game feel sluggish. I'm stuck in hit stun for too long which gives the impression of 64 stun. We can't lower the hitstun value because is perfect for the rest of the game which I feel plays out very well as far as speed goes and everything. What we can do is universally reduce the kb of all throws so you can get to the ground quicker and have most throw combos rely on proper tech chasing to rack up damage before transitioning to the air game. This is something I think melee did right that we should consider.
Another thought that came to mind as to a possible problem with speed is that moves in general send people away too much. So I thought that maybe reducing the base kb or the scaling kb of moves might work. I came to this conclusion through melee training mode. I noticed that from 0-80%ish, the kb from moves in general didn't change a whole lot. But it seems like throws are the major culprit and we shouldn't look into this now (or ever) until the throws are fixed. If you don't agree about reducing kb on ALL throws, then at least consider kb reductions on the dthrow and the uthrow
I am by no means saying we should replicate melee to the "T" but I think a significant reduction in throw kb would do great for the game in terms of speed and skillful throw>tech chase skill combos. Something is holding this game back from being really great and it is still not at the speed I think it can be. It is surely not faster than melee either. Whether or not that is our goal is something I don't know. I will be doing some more testing and studying the differences in other throws and matchups later on today to confirm my thoughts.
At first I thought that maybe it would be better to just give everyone a constant gravity setting seeing how characters that are not named Falcon and Fox fall quite slow.
Here are two things I think could possibly be what I think is a problem:
1. throws
2. kb (either base or the other one, not sure)
Throws. I think throws have too much knockback. I realize that this isn't melee but if I were to compare to melee falcon and ganon for example, the kb on throws are really different. At 0%, a falcon dthrow sends ppl really far upwards and the same for ganon. In melee, a dthrow from falcon/ganon at low percents usually put midweights for tech chasing and Falcon/ ganon did not get out of the throw cool down until slightly before the tech. Most of the characters in brawl from a dthrow act as if they were luigi in melee. In brawl+, I can successfully land an aerial from a dthrow at 0% when I think you need to work a little to get their damage up before being able to combo air moves from throws. Its too easy and it feels slow.
Going to uthrows. Mookie a while back suggested that uthrows have too much kb (all of them) and that it should be toned down. I agree. Looking at some melee falcon dittos, a Uthrow set up tech chasing combos but in brawl+, the Uthrow sends falcon (and everyone) away quite far. If I use ganon as an example, his uthrow in brawl+ at 0% sends them almost two ganons stacked on each other. Compared to melee ganon, a uthrow at 100% almost sent them as far as brawl+ ganon.
What made me think about this whole thing was when I play against my roommate who plays sheik and I play ganon. When sheik does a Bthrow, no matter how I DI, I float in front of her face for what seems like an eternity and it takes forever for me to get out of stun and get to the floor and this is at at very low percent mind you. The fact that ganon was so floaty from a throw at a low percent is what made me think that gravity wasn't high enough but the more I think about it, I think it is the throws. When I looked at a Darkrain match against a sheik, sheik did a bthrow at around the same percent and falcon reached the ground much quicker than my Brawl+ ganon to setup for a tech chase. This doesn't make much sense because isn't Ganon heavier than falcon yet it takes ganon a longer time to reach the ground?
The throws imo have too much kb that I don't consider them to be brawl+ throws. They feel like brawl throws in a brawl+ environment and this is what I feel makes the game feel sluggish. I'm stuck in hit stun for too long which gives the impression of 64 stun. We can't lower the hitstun value because is perfect for the rest of the game which I feel plays out very well as far as speed goes and everything. What we can do is universally reduce the kb of all throws so you can get to the ground quicker and have most throw combos rely on proper tech chasing to rack up damage before transitioning to the air game. This is something I think melee did right that we should consider.
Another thought that came to mind as to a possible problem with speed is that moves in general send people away too much. So I thought that maybe reducing the base kb or the scaling kb of moves might work. I came to this conclusion through melee training mode. I noticed that from 0-80%ish, the kb from moves in general didn't change a whole lot. But it seems like throws are the major culprit and we shouldn't look into this now (or ever) until the throws are fixed. If you don't agree about reducing kb on ALL throws, then at least consider kb reductions on the dthrow and the uthrow
I am by no means saying we should replicate melee to the "T" but I think a significant reduction in throw kb would do great for the game in terms of speed and skillful throw>tech chase skill combos. Something is holding this game back from being really great and it is still not at the speed I think it can be. It is surely not faster than melee either. Whether or not that is our goal is something I don't know. I will be doing some more testing and studying the differences in other throws and matchups later on today to confirm my thoughts.