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Smash Lord
Because not every gameplay issue is a balance issue.
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Quite a few, actually. We were discussing it at Nebulous and how when people start to realize the potential that character combination has, how broken it will really be. Hell, even in melee, Ice would switch to Zelda to kill Puff at medium percentages. Now, imagine you can switch to another extremely viable character that can counter certain MU's better? It's way too good of a mechanic.I would not like that to be removed. Keep mastery of both being beneficial - it's not super necessary for balance (realistically, how many Zelda Sheiks do you see placing well against competent opponents) and the design makes sense and isn't something crazy that they randomly decided (like dins)
-slaps buzzer- WHAT IS ADVANTAGE THROUGH UNPOPULARITY!!why would you ever switch to Zelda when you could just stay sheik?
UGHH I was about to post that; stupid afk interruptions.. lolI'd say because you want to take advantage of your opponent not knowing the Zelda MU or failing to adapt to you switching (=not knowing the Sheilda MU)
It's something Zhime uses well and very few people are making waves with it. How far in bracket do these people get in larger tournaments? Who are they beating? It sounds good in theory, but I wouldn't say it's broken or overpowered by any meansQuite a few, actually. We were discussing it at Nebulous and how when people start to realize the potential that character combination has, how broken it will really be. Hell, even in melee, Ice would switch to Zelda to kill Puff at medium percentages. Now, imagine you can switch to another extremely viable character that can counter certain MU's better? It's way too good of a mechanic.
@~Dad~ Soooo many instances.
@ JOE! Yeah, I think if they remove transform entirely, something unique for Sheik could be a boost jump similar to ZSS, but I'd say provide A LOT less distance. Zelda could just detonate Din's, but I'm sure there's something different that could be added.
The issue there is it's two different people - it doesn't make sense. Zelda and sheik are the same, so it's not breaking character or causing anything ridiculous. The argument could be samus vs zss, but it comes down to character identity and design. Zelda turning into sheik makes sense imoI don't think it's ever been an "issue" but is one of those things that could stand to be removed for the sake of there being less "dumb" things in the game.
I mean, imagine how hard people would cry if Lucas could transform into Ness on the fly mid-match. Lucas himself is already extremely viable, but switching to Ness could either give the opponent an MU they don't know as well, or counter a counterpick that was intended for Lucas, theoretically.
Again, it's not something OP, but I do find it stupid how Zelda/Sheik mains complain about how bad transform is when they should be grateful it's there at all. Though, I do understand how some people only want to play one or the other, and I can understand how transform limits moves that Zelda/Sheik has.
Sheik already has enough tools so I don't think she'd need something crazy good like Smash 4's bouncing fish, but Zelda could probably use something besides "lol character psyche".
Zelda can edge guard - if you have time to transform and get out there, you have time to disrupt with dins or something else. Nair is decent for a hitbox (tethers) and you can usually work around those longer recoveriesWhen you think about it... Zelda does benefit a lot to the switch for egeguarding, since she does not seem to have any sureway kill offstage besides maybe a dins setup. Maybe zeldas should incorporate that more into their game for free stocks with needles or long lasting aerials sheik offers.
Sheik edge guards are easier, more reliable and effective than zeldas. she is known for her gimp game after all.Zelda can edge guard - if you have time to transform and get out there, you have time to disrupt with dins or something else. Nair is decent for a hitbox (tethers) and you can usually work around those longer recoveries
Right, but that's because she can quickly get there. It takes some time to switch overSheik edge guards are easier, more reliable and effective than zeldas. she is known for her gimp game after all.
That's way too one dimensional of a way to think about it. If you kick someone across the stage, you have plenty of time to transform and then threaten them at the ledge with Sheik, who has significantly more potent edge guarding than Zelda. Alternatively, you can transform into Sheik a bit earlier in the set, hit them off stage, and then edge guard.Zelda can edge guard - if you have time to transform and get out there, you have time to disrupt with dins or something else. Nair is decent for a hitbox (tethers) and you can usually work around those longer recoveries
Zeldas has hard hitting moves that usually sends the opponents rather far. Thanks to that she would have no problem switching to sheik in the meantime.Right, but that's because she can quickly get there. It takes some time to switch over
Personally I feel like if that's the design choice, then the character who racks up damage should have a bit of trouble killing, and vice-versa. It's not like playing both characters is required at this point to win, so why are they one character?It's making me laugh how this (racking up damage with one, killing with the other) was supposed to be how Sheik and Zelda played in Melee by Sakurai. PMDT does what he was aiming for without even trying to. lol
I'm not trying to make a point one way or the other. Just threw out something I found funny. Whether it really is that or my sense of humor just sucks is a whole another matter.Personally I feel like if that's the design choice, then the character who racks up damage should have a bit of trouble killing, and vice-versa. It's not like playing both characters is required at this point to win, so why are they one character?
Oh I know you weren't making a point, I just thought of that as like a middle ground kinda thing for the people who think Sheilda should be separated versus the people who want to be able to play both. Whether or not PMDT goes that direction is up to them.I'm not trying to make a point one way or the other. Just threw out something I found funny. Whether it really is that or my sense of humor just sucks is a whole another matter.
I can understand the one dimensional beginning argument thing. Makes sense.That's way too one dimensional of a way to think about it. If you kick someone across the stage, you have plenty of time to transform and then threaten them at the ledge with Sheik, who has significantly more potent edge guarding than Zelda. Alternatively, you can transform into Sheik a bit earlier in the set, hit them off stage, and then edge guard.
As far as players using it optimally. Give it a bit more time. Face, the Zelda player that 2-0'd Poob at Shots Fired uses it. VaNz has an amazing Zelda and Sheik, now he can incorporate them both, Malachi is a high level Sheik and has an extremely good Zelda, he was actually the one who I was primarily talking to about the mechanic being way too strong, and you already mentioned Zhime.
You literally have two characters at once. You can almost completely negate the effectiveness of counter picking against the entire cast besides absolute top tiers, and even then, its effectiveness is still diminished.
@ JOE! Here's an example. Say you're playing against a Fox on Smashville. As Zelda, you have chain grabs and up smash chains, all which can convert into kicks or other good moves. So, say you get Fox up to 115%, where you don't have as many follow ups anymore, or even if you do, they're off of grabs, and Fox is kind of camping you out a bit. So you switch to Sheik. Charge up some needles, threaten his space with needles and immediate fairs, you're overall punish game is weaker, but your ability to approach and seal the stock is enhanced. This is sort of the opposite in a case like Ness, where Zelda has an easier time killing with spacing her kicks, and can get out of combos at high percentages, but at lower percentages, Sheik can rack up damage much more quickly.
TBH i don't see it as any different to Samus having 2 beams.
Except there are more differences between skeik/zelda than there are between the beams.
and also You cant select Ice beam at start up (plz PMDT)
Wait, seriously? that's a thing? That may be why Sheilda randomly desyncs me on wifi or freezes. I load through Neogamma, I have an ISO of Brawl and the PM codes on an SD card.Also, transform isn't all that punishable. Startup isn't that huge, endlag is basically nonexistent, and between those you can't get hit. Not because you're intangible, but because you literally don't even exist. The game unloads one character and loads in the other.
Which also means that if you do try to punish the tiny endlag, you can't do it consistently, because the time transform takes is dependent on the method of loading PM.
Having a move that changes even a little depending on boot method just strikes me as weird.
Exactly =)Zelda vs Sheik:
- Fall speed differences
- Weight differences
- hurtbox differences
- All aerials re different
- All specials except down B are different
- completely different play styles
Ice mode vs Fire mode:
- slightly different play style--plays mostly the same but kills differently and has some different tools to make up for what she usually lacks
- only 5 moves work slightly differently (missile, downtilt, upsmash, fsmash, fair)
- Missile still zones/used with missile cancel, but is just slower/weaker/goes further in homing missile mode
- up smash still kills, just a bit more vertical range, but less horizontal range/less time with hitboxes than fire upsmash
- ice fsmash is weaker but has a chance to freeze at proper percentages
- ice fair kills instead of being FAIRly (hah) useless
- ice dtilt is... not as good.
Iirc, the booting method was changed in the way it happened for a much less variant transformation. Still isn't perfect, but nowhere close to brawl. Someone else please verify with more details?Also, transform isn't all that punishable. Startup isn't that huge, endlag is basically nonexistent, and between those you can't get hit. Not because you're intangible, but because you literally don't even exist. The game unloads one character and loads in the other.
Which also means that if you do try to punish the tiny endlag, you can't do it consistently, because the time transform takes is dependent on the method of loading PM.
Having a move that changes even a little depending on boot method just strikes me as weird.
I don't see how 5 moves being different on a character that don't change their base playstyle is anything like a move that gives you an entirely different character. It's literally like Samus switching to ZSS whenever she wants. It may be "the same" in some minor way, but the point I'm making is that the difference is so significant between those examples that it's not even worth comparing them, because Sheilda is a playstyle change that also completely changes how the opponent fights, whereas Samus beam change just lets Samus do things like kill from different positions or have a little more reach.Exactly =)
Pretty much the same in theory, you can beam swap for a better matchup vs some characters (i go ice vs floaties)
Except, as i said, there are more things in the Zelda/Sheik Differences column.
Couple of corrections in the samus stuff though:
- Fire UpSmash doesnt really have that much kill potential anymore. And it is Super easily SDI'd out of.
- Ice FSmash Freezes on the second hit, not % based.
I just z drop a banana and then react to the free trip. its not that hard to punish tbh, even if you cant punish directly if gives you forever to take whatever stage positioning you want.Startup is 50ish frames for Zelda -> Sheik and ~37 for Sheik -> Zelda, and endlag is about 5 frames. But because the character model is obscured during those frames, it's very insubstantial. Plus, five frames is already very insubstantial.
It's definitely punishable by nice multihit moves, but even then because of the variance in transform time, many situations it isn't a guarantee by any means.
But I guess you shouldn't really be using transform when it's possible you could be hit anytime soon... Eh, still.
You're dead to me.- ROB needs to be better period
Rob does not need buffs, he's fine, if not a little centralized on dthrow.Softie keepin' it real.
No but really, I could talk about Fox all day, but I think after many people trying many times to convince people more has to change about him, we've kinda grown tired. Fox probably has the highest complaints:actual changes ratio in the game.
More stuff I could bring up from personal experience:
- Bowser needs to be able to slowly walk with firebreath for a little extra reach on the cancel
- Allow Bowser's crawl to do minor damage below him so it's actually used for stuff
- As an aesthetic change, please give Bowser his old shoulder bash side-B animation for the forward throw. The new one where his head inexplicably detaches itself from the rest of Bowser's body bothers me.
- ROB needs to be better period
- Lucas' fair flub is ridiculously prominent. Landing the sweetspot on his fair is literally harder than landing a Falcon knee sweetspot because of it. Not only is the hitbox much smaller than knee, but the flub overtakes some of the tip box. Not to mention the flub is actually GOOD for Lucas because it's a low-launching hit that actually leads into more jank combos than he should be allowed to have.
- Fox's recovery needs to actually be somewhat risky or his power needs to be decreased
- Fox and Falco both need laser limits
- Give Samus a more aesthetically pleasing upthrow animation already, that **** looks ugly
There's honestly not a lot of complaints I have about this build so far because I've only faced a set amount of characters since 3.5, though I do feel there's been significant improvement since 3.02. Just a few things left that make me go "lol what".
Also this is random as all getout but what if Game and Watch could switch between Odd and Even numbers on Judge with one of his ringing taunts in exchange for slightly nerfing judge-9? Any Game and Watches (or others) care to chime in on that idea?
You're dead to me.
Then its still a tech chase and I have a huge time window to react to things. the banana covers one roll direction for me (away if I set up the banana right) so all I have to cover is tech in place and roll in and miss tech get up (attack), all which you can cover by shielding then grab or wd OoS on reaction. Its not a situation that comes up often, but its also a situation thats VERY similar to regular diddy tech chases so its not hard or specific."react to the free trip"
What if they tech it..? On mobile otherwise would have quoted.