ShadyWolfe
Smash Journeyman
- Joined
- Jun 14, 2014
- Messages
- 274
- NNID
- ShaDow94
- 3DS FC
- 1203-9253-9419
It does seem to be more a low risk high reward type thing but the biggest problems with walk off is the removal of the ledge game which in my opinion is one of the most dynamic and special aspects of smashAfter listening to the grievances of others, I kind of get where they come from. It can really degenerate a match when a losing player decides to camp the edge when they are in a pinch. Since they are at a high percent they probably have nothing to lose at that point and it makes the match predictable because one grab and throw could end it. If there was just a bit more of a disadvantage to doing it then perhaps it'd be more tolerated.
My suggestion would be for Sakurai to disable the grab command once you get too close too the screen edge. But hey, what do I know?
Gimmicky is not exactly a bad thing I am sorry for not elaborating enough. Gimmicks is not static game elements that effect the flow of the match like the Flying man or the moving platform Smashville though gimmicks is not exactly bad like the Smashville platform what is "too" gimmicky or bad gimmicky to me would be stages that interfere with the flow of the battle too much and hazards that specifically target individuals like the flying manIt was mostly for reference, I'm aware. Remove Skyloft from starters if needed then. I wouldn't say every counterpick favors characters over another, it's whether or not they intrude on the game slightly; a tournament player will not want to risk having them an open option for the first game if we're going purely by starter principles.
As for a bit more explanation:
• Mushroom Kingdom U - Some transformations could hinder some characters with bad recoveries, like Ness (who is still gimpable.) It's also a bit large. Swimming wasn't in the E3 demo but it seems like something they'd add to it now.
• Delfino Plaza - Sharking on the main platform (albeit not as exploitable) and swimming that could interfere with characters without an effective meteor.
• Mario Circuit 8 - Shy Guys, while slightly intrusive, are stage hazards nonetheless. The main deal about this stage are the unique walls that appear on transformations, causing one side of the stage to be ineffective for KOs somewhat (characters can still bounce off them and fly to the other blast zone.)
• Norfair - Although ledge invincibility is gone, a placebo effect still takes place in that the ledge can still seem safe for some characters as their hurtbox extends downwards, like Ganondorf. Above all, the stage hazards intrude on the fight a bit.
• Halberd - Doesn't effect characters per se. Sharking, low ceiling. Stage hazards are barely intrusive whatsoever, though.
• Orbital Gate - Favors characters with better jumping and recoveries on some transformations because the next transformation starts a bit too high, and unlike other transformation stages, nothing will support pushing you upwards; you are given some time to know before when you should though. There's a small camping possibility on the Great Fox part on the very small left side.
• Castle Siege - Somewhat small first transformation. Second has breakable parts, mostly intruding with characters' comboes or giving unintended freeze frames on some moves, but this is rare.
• Pilotwings - Walls on one plane may cause small camping on the lower platform and centralizing that area for a time until the other plane comes. Somewhat powerful stage hazard even if it's not seen a lot. I also think it has sharking, but I'm not going back to E3 2013 footage to check.
• Wuhu Island - Delfino Plaza.
In general, we do need to see more information by playing the game anyway.
It depends on your views. I, for one, would like a larger set of stages; the Wii U has many good stages. What is considered "gimmicky"? You can't just slap on that word and expect a stage to be banned in a snap. My list was mostly just for breakdown analysis from my own views, it's free to interpretation otherwise.
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