Shokio
Netplay 4 Days
So is it agreed here that Roy needs KB adjustments?
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I have to agree that the biggest problem with Roy is by far his D-tilt. It's a move that has a long, disjointed hitbox, comes out quickly, has few frames of lag, is used while crouching, and combos easily into N-Air/F-air/U-air. I think at least one of these things should be nerfed (preferably the moves combo potential) and Roy would be a fairly balanced character.I think a change to his Dtilt in the vein of the up air change to make it still great but need more precision to use well could be warranted. Dtilt feels half broken sometimes.
Other than that he seems fine to me. Love to hear other arguments though.
I've already explained the benefit and depth of existing rng mechanics like olimar's, and everyone has just continued suggesting different ideas without discussion. I'm starting to remember why I don't post here...maybe if you repeat yourself about ten more times and ignore everything everyone else mentions, you'll be right for once
People all listen to only a 15 year old? Get bodied.I think it's absurd how whenever someone posts a tier list, it immediately gets torn apart and ridiculed (except Lunchables for some of reason...). I feel that hurts discussion way to much. If only we could stop being a bunch of animals in here. Or we could completely forgot about fox or something...
because everyone already explained why you're wrong a full page before you started posting about itI've already explained the benefit and depth of existing rng mechanics like olimar's, and everyone has just continued suggesting different ideas without discussion. I'm starting to remember why I don't post here...
Dair spike isn't really a buff since it isn't practical. Hitting it is... well... good luck. Side b clanking probably hurts more than helps, considering, you know, sword. Being transcendent is a good thing for grounded moves with long range. Also, upair has 2 additional frames of landing lag which is a big deal.Wait. Roy got buffed by a pretty big amount I'm pretty sure.
- Side-B clanking makes projectiles less of a problem and before it could trade with moves with the other person winning.
- Dair spike is lol why.
- Other slightly random stuff.
He got nerfed through Up-Air end lag but he can still be dumb with it (2 more frames, it's big but it's not THAT big.).
On the side note once you get used to the game you can really feel minute 1 frame differences, it's crazy. 1/60 of a second.
You're right, Peaches turnips shouldn't be based on RNG. Also hitboxes should match their models exactly instead of being made up of circles that closely match the models. While we're at it, if a hit is going to KO and there is no chance of surviving, the character should just disappear and lose a stock, instead of taking up all that time to hit a blastzone.because everyone already explained why you're wrong a full page before you started posting about it
nobody has to repeat themselves to you
Strong Bad and I have a pretty good understanding on the current 3.5 meta, so whenever other people post lists they're eaten alivePeople all listen to only a 15 year old? Get bodied.
Yeah, you can totally DI it to where you can get out of a follow-up.........but people will argue that the dtilt comes out so quickly that it can be hard to be ready to DI it.Dtilt annoys me too, but you can di away and be pretty safe iirc
I'd like to know more about dtilt though. It's different from melee, right? How big is the hitbox at the tip and am I right to assume that's the one you want to hit with?
I feel dirty complaining about a dtilt...
this is the second person that just compared the basics of spacing to RNGYou're right, Peaches turnips shouldn't be based on RNG. Also hitboxes should match their models exactly instead of being made up of circles that closely match the models. While we're at it, if a hit is going to KO and there is no chance of surviving, the character should just disappear and lose a stock, instead of taking up all that time to hit a blastzone.
You can argue the change is good, but it's a very trivial (as well as subjective) to argue that all RNG should be removed from the game when it doesn't make a character particularly strong/weak.
I'd say those are bad examples because the hitbox thing is a practical limitation and the KO thing precludes the situation of a weak hitbox intercepting what would be a KO hit, like getting smacked into a boomerang and being saved.You're right, Peaches turnips shouldn't be based on RNG. Also hitboxes should match their models exactly instead of being made up of circles that closely match the models. While we're at it, if a hit is going to KO and there is no chance of surviving, the character should just disappear and lose a stock, instead of taking up all that time to hit a blastzone.
You can argue the change is good, but it's a very trivial (as well as subjective) to argue that all RNG should be removed from the game when it doesn't make a character particularly strong/weak.
the number 50 is arbitrary, but the number on the cycle doesn't have to be. we can look at match length, the average amount of turnips pulled, etc. and decide on a number from there. do we want it to be a large number so peach has to vie for stage control constantly to take advantage of the guaranteed pull? or do we want it to be a smaller number (small as in compared to the large option, not like, 7 pulls) so people have to think about it many times over the course of the match? this creates an interesting dynamic between the two players, forcing both to think about when aggression and more defensive play is optimal.I've already explained the benefit and depth of existing rng mechanics like olimar's, and everyone has just continued suggesting different ideas without discussion. I'm starting to remember why I don't post here...
Adding a set cycle adds a completely non-intuitive change to a move that the majority of players have no problem with. As a game design choice, it is extremely inorganic and sloppy. Why would you make peach pull 50 turnips to get a stitch? It just seems like a silly arbitrary changes with the same overall effect as the initial, forcing people to learn about an entirely new mechanic because 'hurr rng is bad'. Furthermore, it removes the aspect of the game where at any point in time, peach could pull an extremely dangerous item and force BOTH players to adapt to a sudden situation change. When peach pulls a bomb, beam sword, stitch, or mr. saturn, she threatens the opponent in completely different ways. The peach player has to immediately change what they are doing to best take advantage of their blessing, while the opponent has to be on their feet and be ready to change their counterplay immediately. Changing to a turnip counter completely removes this aspect of the game and makes neutral against peach just a little less skillful; I always know I'll be safe from stitches or bombs and the threat of peach pulling a bunch of turnips is almost non existent because I know whenever the stitch/bomb/sword is coming and I can just wait until then to prepare for it. A big advantage of the stitch/bomb is that it's totally unexpected; if I know when it's coming I'll never be on the back foot and it will always be easy to avoid.
This kind of masturbatory, arbitrary push for change is exactly what a ton of people hate about the PM community. There is absolutely no reason to change a mechanic in a mostly well balanced, mid tier character, and yall are pushing for it to be changed based on rng making you uncomfortable. Pro tip: a stitchface has never won somebody a match. It's always your fault for allowing your opponent the opportunity to grab a turnip, and you are 100% responsible for the result of that interaction, even if it is an item that does 40%
And this is all coming from a guy who has lost a set to a peach when they pulled 6 stichfaces, 2 bombs, and a beam sword
I'm guessing by that you mean the hang time at the end of his upB?What I'd do for Roy in the next build
After playing a lot vs Sethlon, I can testify that there is definitely good counter play to Roys D tilt. Although D tilts 90bkb breaks ASDI Down at 0%, True CC beats D tilt until about 60%. I've also been able to DI D tilt away on reaction, usually because I can tell that D tilt is already going to happen. If you don't DI D tilt away, then you're either going to get fair'd or fsmashed, so its a 50/50 between doing combo DI or survival DI.
- More end lag on DED 4th hit reverse (+5 probably)
- D tilt tip BKB matched to melee (90 -> 70)
- Up B Float removed
If you choose survival DI and get fair'd, prepare to eat a footstool and a gfycat on the pm subreddit.
Yeah I mean the hang time on his up b. Its ********, both roy and marth should have their Up B hang time reverted to Melee.I'm guessing by that you mean the hang time at the end of his upB?
I think I'd agree with all of those changes. I don't think he should lose too much hang time, but as it is now, it's pretty excessive, and ledgehogging against Roy is probably a lot harder than it should be at the moment.
why doesn't shine have a stitchface, DFFox has only been mentionedoncetwice this page so far, good job thread
How much extra hangtime does Marth have compared to Melee?Yeah I mean the hang time on his up b. Its ********, both roy and marth should have their Up B hang time reverted to Melee.
There should be a 1% chance any given shine does 20% with quintuple knockback.why doesn't shine have a stitchface, DF
So there is counter play to being hit by D-tilt, but what's the counter play for avoiding/punishing it?What I'd do for Roy in the next build
After playing a lot vs Sethlon, I can testify that there is definitely good counter play to Roys D tilt. Although D tilts 90bkb breaks ASDI Down at 0%, True CC beats D tilt until about 60%. I've also been able to DI D tilt away on reaction, usually because I can tell that D tilt is already going to happen. If you don't DI D tilt away, then you're either going to get fair'd or fsmashed, so its a 50/50 between doing combo DI or survival DI.
- More end lag on DED 4th hit reverse (+5 probably)
- D tilt tip BKB matched to melee (90 -> 70)
- Up B Float removed
If you choose survival DI and get fair'd, prepare to eat a footstool and a gfycat on the pm subreddit.
CC option, shield angle down if he spaces wrong or you have good OoS, or jump.So there is counter play to being hit by D-tilt, but what's the counter play for avoiding/punishing it?
I already mentioned punishing it, AKA True CC. The only other real way to punish it is to be someone like falcon who can jump across the entire stage and above roys d tilt to dair him or somethingSo there is counter play to being hit by D-tilt, but what's the counter play for avoiding/punishing it?
You don't punish it without a read, but if you get it you can jump in with a CC breaking move (which is obv % dependent)So there is counter play to being hit by D-tilt, but what's the counter play for avoiding/punishing it?
I want you to pick roy and/or marth. Up B, and hold up until you hit the ground.How much extra hangtime does Marth have compared to Melee?
I never noticed it, but now that I think of it, it does seem like more.
Most people don't really think that RNG is inherently skilless or objectively bad, but it is quite obvious and inarguable that the skillset tested by introducing RNG is not tested by the game as a whole and is in fact heavily discouraged by our ruleset (stagelist and banning items). Games like poker and MTG test the skillsets you suggest as a constant, RNG is always relevant, it is a fact of life when you decide to play those games that luck of the draw can and will determine the outcome of games. For PM and other smash games, we actively attempt to remove it because the community as a whole finds the skillset less desirable, and that's why people take issue with the aforementioned RNG mechanics.Rng on peach's turnips incentivizes pulling more of them and rewards players who can consistently earn enough stage control to pull them often (ie good players). It's the same with olimars pikmin and (to a small extent) gw's hammer. It rewards good players by giving them more opportunities to 'roll the dice', which pushes odds in their favor. This aspect can also add a lot of depth, especially in olimar's case, as it forces you to make extremely complicated decisions regarding your pikmin. If you throw them off stage, should you go for an edgeguard or use the time to filter pikmin ? What if you have a couple purples already? What if your pikmin are close to flowering?
These types of situations where there is no clear right answer require a ton of thought and risk assesment to properly utilize, which rewards good players because they earn situations in neutral where they can choose to make an attempt to organize pikmin or deal with what they have. Its the same type of skills you see mtg and poker pros using, and not just 'gambling' which a lot of you seem to think. Rng when properly implemented can add a ton of depth and skill to a game by forcing these complex situations. The idea of 'rng=bad' is honestly really ignorant and it frustrates me to see people who just accept it without another thought
Holy **** this is so spot on. +999 pointsAnd just because better players can make better use of RNG mechanics does not mean it is a good mechanic. That's just a fact of life, better players will always be able to make better decisions and execute with precision over sloppy, worse players. There are still a good number of mechanics that are clearly bad for the game that can be described that way.
You'd be surprisedMost people don't really think that RNG is inherently skilless or objectively bad
And some of those mechanics are actually being reliably used by players to win games. Maybe we should focus on those before complaining about Peach's turnips.There are still a good number of mechanics that are clearly bad for the game that can be described that way.
See: the other 500 pages about FoxAnd some of those mechanics are actually being reliably used by players to win games. Maybe we should focus on those before complaining about Peach's turnips.
there's 691 pages in this thread. trust me when I say that the little bits are the only new ground one can really tread onAnd some of those mechanics are actually being reliably used by players to win games. Maybe we should focus on those before complaining about Peach's turnips.
i was gonna do a whole argument write up against oracle's "rng is good on olimar" post but you kinda just said what i wanted too soAnd just because better players can make better use of RNG mechanics does not mean it is a good mechanic. That's just a fact of life, better players will always be able to make better decisions and execute with precision over sloppy, worse players. There are still a good number of mechanics that are clearly bad for the game that can be described that way.
We could also discuss the other 40 characters in the game that may potentially have strengths/weaknesses that are too easy to abuse. There is a middle ground between Fox taking stocks at 0% and an item pull that contributes to Peach taking a stock. I think the discussion about Roy and his D-tilt fits that pretty well.or do you want another fox discussion, because that's where this'll lead to
Fox is broken.Fox has only been mentionedoncetwice this page so far, good job thread
I thought this was "Tier List Speculation", not "General Game Design Philosophy". Isn't the point of the thread to discuss characters and not how we feel about certain game mechanics?...I don't think you understand what strong bad means
up until project m gets pokemon OHKO move levels of RNG, nobody's speaking of RNG-emphasis as a balance issue, they're speaking of it as a design issue
much like how chu dat being gimmicky with inhales/camping in 3.0 is, indeed, a gimmick, but it was still bad design and was changed as a result. you can have the most balanced game on the planet, but if it plays badly, it plays badly
I mean, there's only so much you can say about "well, I think the characters are this good in this order" without is becoming a discussion as to why that is, then about the imbalances present, and then how to potentially fix those imbalances.I thought this was "Tier List Speculation", not "General Game Design Philosophy". Isn't the point of the thread to discuss characters and not how we feel about certain game mechanics?