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Now that's exactly what we needed.Come to think of it, that would make Ganondorf the first character to go shirtless in Smash.
Actually that's true and i've thought about that before. Still, his insane priority could still do with some down-toning, imo.The funny thing about Meta Knight is that Brawl's game play is the reason for his dominant position. If he remains unchanged, but the game play elements are altered, his tier position may end up getting a nerf, if not a drastic one.
Lucas' PK Fire's priority is broken, and needs to be toned down.Weird coming from the guy that mains the two characters that have moves that plain out beat every one of his specials save shuttle loop lol.
When he's top of the tier list you can say that all you want. :-DLucas' PK Fire's priority is broken, and needs to be toned down.
I never even thought of that. They are around the same height and I would be less opposed to that than him getting a slot of his own. I'm not a big fan of a duplicate roster for the Zelda series and don't want the line-up to look like Toon vs Original Link/Zelda/Ganon. One of the main reasons I support Vaati so much.Also, i'm hoping more for a Toon Ganondorf alt to be considered. WW Ganon is no doubt the best Ganon in the entire series.
As long as it's not a mere palette swap, a Demise alternate outfit seems doable for Ganondorf.I think we'll see a Demise costume for Ganondorf.
Come to think of it, that would make Ganondorf the first character to go shirtless in Smash.
HAHAHA! This is true. ^_^If hackers can do it, there is no excuse.
Yes, Toon Ganondorf doesn't deserve a character slot, a costume for Ganondorf is more suitable. Also Ganon is his beast form and Ganondorf is his gerudo form.I never even thought of that. They are around the same height and I would be less opposed to that than him getting a slot of his own. I'm not a big fan of a duplicate roster for the Zelda series and don't want the line-up to look like Toon vs Original Link/Zelda/Ganon. One of the main reasons I support Vaati so much.
I somewhat agree but I'd still say down toning his priority somewhat would balance him out further. Not a long way, judging by what you've said some small changes really do seem to work here but... he's still over powered through gimping because he can last off-stage, so it sounds. Not that he shouldn't last offstage, just that his attacks should be beaten out every once in a while.BBrawl more or less showed the right way to nerf MK within the context of Brawl. Make Mach Tornado a low damage move. The priority etc. is fine, but it shouldn't suck people into it given how polarizing that is against large characters and on stages with ceilings and how ridiculous of an option that move is when it does real damage. Down smash should be a far weaker kill move. For its speed and for the type of character it's on, it's way too good at what it does. It should be hard for MK to score KOs without going off-stage for a gimp, and the main reason that's not true in standard Brawl is because of down smash. Shuttle Loop (grounded) should be far less rewarding on hit as well. It has some of the best range of any attack in the game, invincibility, and is relatively hard to punish (usually you just get a grab, and that requires timing as opposed to something like Dolphin Slash on Marth which eats the opponent's most powerful smash on block easily). That move is just way too good and shuts down the gameplan of characters based on aerial approach; it somehow needs to just be a worse option (we made it really weak on hit; other approaches could work). To be clear aerial Shuttle Loop is mostly fine; MK is really putting himself out there every time he uses it so it being fairly rewarding is reasonable.
Of course, smash 4 will be a different game so MK may require different balancing than he did in Brawl. MK might even just plain not be in smash 4 for that matter; we really don't know. Things like nerfing his recovery are the wrong approach though since you don't want to remove what makes him unique as a character. What you want to do is make his clearly intended weakness (poor KO power) actually exist and remove his ability to just shut down the game plan of other characters. That will result in more diverse and interesting matches involving MK while also making him a lot more balanced with the rest of the cast. Most people who tried to tier BBrawl put MK near the bottom of the top 10 characters so I think our approach empirically worked at least; we didn't ruin him but did make him fair.
Totally agree with dis.How about instead of trying to "tone down" Meta Knight we just make everyone have heavy offensive firepower=???
You know, like in Smash 64 and Melee (but maybe less/less "long" unavoidable combos).
Because it means less work to just tone down one character rather than buff everyone else and unless you put hours of effort in to making sure everyone else's overpowered-ness doesn't unbalance the game then you just end up with the same problem on a different character. :-/How about instead of trying to "tone down" Meta Knight we just make everyone have heavy offensive firepower=???
You know, like in Smash 64 and Melee (but maybe less/less "long" unavoidable combos).
If they only "tone down" 1 character they are looking over the problems of the other 38 characters and the basis of the huge gaping problems that Brawl had (which is ultimately why Game Arts is probably never going to work on a smash bros game again). Plus, this will be 2 brand new smash bros experiences, like the 3 before it. Nearly everyone will be much different than before.Because it means less work to just tone down one character rather than buff everyone else and unless you put hours of effort in to making sure everyone else's overpowered-ness doesn't unbalance the game then you just end up with the same problem on a different character. :-/
Offense is never going to be as crazy as in Smash 64 because of all the added defensive options we've gotten in Melee and Brawl. If those added defensive options (and possible more) along with strong offense is implemented and balance right, that gives us more options, which makes the game deeper, and ultimately better (while still fairly simple).Although come to think of it to balance every character they'd need to put in a similar amount of work anyway, wouldn't they? Hm... I suppose it's possible. Remember though if everyone's too powerful then matches end up being like 200% damage meter on smash 64: Whoever gets the first grab, wins. You can do that anyway currently but not so directly and it's possible to escape if the other person makes an error.
You think so? I dunno, I think that smash has already had several installments, vets have been changed but the tier list is as wonky as ever.Not really, because this will be 2 entirely different smash games like every smash game before. Nearly all of the "changes" to the vets [outside of appearances] will be how they're balanced.
Offense is never going to be as crazy as in Smash 64 because of all the added defensive options we've gotten in Melee and Brawl.
One of Brawl's biggest problem was outside of Meta Knight, Diddy Kong, and Olimar, nobody had much offense. Well, other than cheap tactics, stalling-based stuff (ROB, Pit), chain grabbing (Dedede), broken projectile spamming (Falco, Snake), etc.
Giving everyone more offense with some actual combos of more than 2 hits would probably balance the game, which is inevitably what Namco Bandai, a company with as much experience in fighting games (unlike Game Arts) is going to do. That way, we will get more spectacular KO's, more rewards for players with skill and knowledge (of the game and their opponent), and more momentum swings (which Brawl seemed to lack entirely without items on).
I approve of this.Here's a thought...DON'T GET RID OF TOON LINK! D:< I WANT TO KEEP HIM BECAUSE HE HIS MY MAIN ON BRAWL!
I've always said that some "traditional" mechanics would really help the series and possibly help out with some holes in the game's design. That being said, I wouldn't be surprised if these so called traditional mechanics are modified for Smash such that the Smash versions are distinct in their own right. For example, there's the smaller analog shield idea which is the equivalent of high-mid-low blocking while allowing for various sized characters AND is more intuitive. If we want to look at what's in now, DI is essentially the aerial ukemi you see in airdash fighters except it lacks the visual cues of the aerial ukemi (does it need it?).True enough that we lack combos - well, ones that are solid: We can get luck-based combos but nothing definitive outside of, well, locks really (jab lock, laser lock, ice block lock, Dtilt lock, etc) in to other moves that happen to lead in to other moves. Still, i'm worried that Namco Bandai will change smash in a way that will make me dislike it. I enjoy smash specifically because of it's unique mechanics that have introduced so much to the fighting genre. Will NB, a company that goes for something a lot more traditional, change that for the better or the worse? I'm honestly not sure so i'm hoping that if they do change it then they change it in a positive way. Otherwise i'm not sure how happy i'll be with smash.
Of course even so, i think NB doesn't really want to change any of smash's fundamentals because of sensitivity issues (which i think is really mature and I totally respect NB for that. By the same token if they can make it better then I'd have no problem with that either), so may be that I don't have to worry. :o
Uh.... The last 6 posts confuse me.I'm sure there's no U or N button on a Wiiumote....He can do either Uair, Nair, UTilt or try to grab them(if hes on the ground).
Then you answered my question. My concern was that because of the range of DI, could you always escape on certain moves and not worry about the opponent after.He can do either Uair, Nair, UTilt or try to grab them(if hes on the ground).
The letters denote the direction on which one tilts the analog stick when making an imput.Uh.... The last 6 posts confuse me.I'm sure there's no U or N button on a Wiiumote....
Or the D-Pad if you're using just the Wiimote.The letters denote the direction on which one tilts the analog stick when making an imput.
U = Up
D = Down
F = Forward (either side)
N = Neutral (no stick movement)
Yeah I agree with this.Yeah, DI led into a lot of interesting things. I don't really think it should be changed much, if any. I like the idea of knowing how to DI allowing you to be better at surviving, it makes the game involve a little bit more skill than luck. I know it doesn't take all that much to DI, but knowing when and where to DI, and in which direction, and so on, takes skill.
Oh, I get it now. But who/where/what is a DI?The letters denote the direction on which one tilts the analog stick when making an imput.
U = Up
D = Down
F = Forward (either side)
N = Neutral (no stick movement)
Looks fan-made to me. I can't speak/read Japanese, so I have no idea what it says.Was this posted before?
Someone translate this,please,if not we may be missing something big...all Sakurai said was "Oh my goodness.Good luck everyone!"