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Talking points from Pound 4

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
There's no way to eliminate it, but reducing boundary sizes will help immensely.
Exactly.

Part of the reason Brawl+ sometimes gets Campy is besides for Ganondorf and maybe Bowser, few characters have any semi spammable kill moves. People live to way to long, get way out of combo percents and landing any form of a finisher is impossible. Once boundaries are shrunk more characters should be able to KO before everyone is long past combo range.
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
What's funny is, I'm sure some time ago the boundaries were increased on a few stages. Not sure which ones. I think FD was one of them.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
I can't wait to lol in someones face when I kill them at 50 with links sweet spot dair... Gonna be awsome.
 

BEES

Smash Lord
Joined
Apr 23, 2008
Messages
1,051
Location
Chapel Hill, NC
I'd rather have more combos than smaller boundaries. Granted I think these should be generated through the addition of ATs to the current game. JC grabs, more useful dash canceling, earlier fast fall window, 2 jumps when you run off the stage/let go of the ledge. Characters would get up to that dying percent sooner, and more combos into kill moves would occur.

It's crazy that in a game where we have full control of the physics people would choose physics that foster 2 minute spacing sessions during a match.

But alas, I always have been and will continue to be in the minority on this one.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Adding light ATs would benefit imo. But I personally think non game changing ATs should be saved for much farther down along the line.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
Adding light ATs would benefit imo. But I personally think non game changing ATs should be saved for much farther down along the line.
At this point we are much further down the road... But adding more combos are just gonna make combo chars even better,..
 

BEES

Smash Lord
Joined
Apr 23, 2008
Messages
1,051
Location
Chapel Hill, NC
At this point we are much further down the road... But adding more combos are just gonna make combo chars even better,..
I never understood this line of thinking. Generally the opposite happens.

Lengthening the followups for the combo characters tends to benefit them less than giving characters with no combo game some combos to begin with. By breaking everyone a little bit, the gap between the best and worst characters tends to narrow.

If you removed L-canceling, JC grabbing and wavedashing from Melee, the top tiers would actually have a greater advantage against the bottom tiers.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Every character has a combo game in 6.0

Higher hitstun favors characters with strong combo games more than those with limited combo games. This should be obvious. If you want me to be very specific, higher hitstun's impact is heavily dependent on the bkb of the move. Higher hitstun makes high bkb moves lolzy autocombo starters. The moves best for comboing are one's with a favorable ratio of bkb to kbg and damage. Those moves are the ones that improve the most when you raise hitstun.

You should really trust me on this one.
 

BEES

Smash Lord
Joined
Apr 23, 2008
Messages
1,051
Location
Chapel Hill, NC
Every character has a combo game in 6.0

Higher hitstun favors characters with strong combo games more than those with limited combo games. This should be obvious. If you want me to be very specific, higher hitstun's impact is heavily dependent on the bkb of the move. Higher hitstun makes high bkb moves lolzy autocombo starters. The moves best for comboing are one's with a favorable ratio of bkb to kbg and damage. Those moves are the ones that improve the most when you raise hitstun.

You should really trust me on this one.
Nobody said anything about increasing hitstun. We're all aware of what hitstun does. Reread, we're talking about adding ATs. A fast move will not get any faster with the addition of a movement tactic; really it's not rocket science.
 

Thatguy1209

Smash Rookie
Joined
Feb 12, 2010
Messages
4
I am surprised nobody used Meta Knight in Pound 4. At my college we have a very large and skilled smash community (Bout 50-60 players), where we have brawl+ tournaments pretty often. MK has seem to dominate completely -.-

For teams the finals ended up being MK MK vs MK Zelda; Its not that the rest of the community is made up of bad players, it just really seems like one character still needs a tune up.

http://www.youtube.com/watch?v=SmmdT5UOEIM&feature=channel
(Vid from tournament just to prove we aren't just terrible players)
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
I actually use MK pretty frequently, and I used him at Pound 4 along with Jiggs and Ganon.


MK is gonna be played well cause well... everyone serious about vBrawl at least is aware of how he is played, and he's still fairly good. We are absolutely not nerfing MK any more. MK already got nerfed all over the place, moreso than any other character by a large margin.
 
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