JesusTheSecondComing
Smash Rookie
I agree I struggle with link and toon link players due to projectiles but they might just be better lol. I know marth is the counter to G&W though.
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Sonic is the reason I have sleepless nights.G&W does just fine against Marth. I've found Sonic problematic but tbh I just suck against Sonic in general and have no idea what to do.
Catching up new work schedule is buns. Still going to UFGT though. I doubt I'll see any of ya'll there though.One more question for now. Is G&W's ledgeroll good for anything? I was facing an Ike on wifi a week or two ago. I was hanging on the ledge and I thought ledgerolling behind him was the only way I wasn't going to get fsmashed but I got hit anyway in what looked like the middle of the roll. Are there any actual invincibility frames on it?
Edit: Ha, I lied, one more thing. I'm still not used to tether grabs in PM (personally I think they should take Smash 4's lead and remove them all). What does G&W have to punish them? Do you punish right after they tether and are still hanging or when they jump?
That ^I've always thought that if Judgment Hammer was de-randomized it would be broken. 9 is way too good to be able to pull out at will.
It's not that hard to hit a Judgment. You can definitely combo into it from a grab, probably dtilt, utilt, uair, and dair bounce, not to mention unexpected B-reverse shenanigans.People just need to pay attention to the dots man. If you see 1 dot over him, and he hasnt used a 9 in the last 2 uses, your playstyle should be different. Dont let him get the chance to combo into it.
I've always thought that if Judgment Hammer was de-randomized it would be broken. 9 is way too good to be able to pull out at will.
So giving the chance for something broken to occur is not broken? On the contrary, that's no less broken. The most illustrative theoretical example of this goes like this: two game and watch players meet in tournament. They have similar playstyles and can be expected to use judge a similar number of times. In this example, if one player is markedly better than the other, he's probably going to win—but if the two are of a similar skill level, and they both hit, say, 30% of their hammer attempts, ANY random deviation in the result of the hammer rolls has a noticeable impact on the result of the match.That ^
Also this has been asked before. It's not going to be de-randomized.
If it's a guarantee that he has a 9 when he has 1 dot or whatever other indicator the PMBR feels like adopting that's fine. It's the randomness I object to. It's pointless design and it can potentially hurt both the g&w and his opponent—the g%w by getting a difficult combo that amounts to nothing since his roll sucked, and the opponent who can die at 0 because the roll was good.People just need to pay attention to the dots man. If you see 1 dot over him, and he hasnt used a 9 in the last 2 uses, your playstyle should be different. Dont let him get the chance to combo into it.
Have you thought of any way to make it better in design? Im 99% sure the move wont be changed completely, its a very unique move to GnW, and moves that are unique to characters should stay imo, just have minor changes. But hey, im not the PMBR so w/e.stuff about 9 being unfair
Yeah, the way I mentioned above was that it could work on an additive system—GnW's hammer will cycle through results 1 to 8 until the sum of the hammers that make contact reach 9 or more (or a higher figure, if balance requires it) at which point the next hammer is a guaranteed 9. Luigi's misfire works at least somewhat like this in that the misfire can be stored, although there's still an element of randomness to that and my solution would be similar—a system in which acquiring the misfire is based on connecting with other luigi missiles, or some other way in which the misfire becomes a reward for competent play rather than a coin flip with a diminishing chance for failure as time goes on.Have you thought of any way to make it better in design? Im 99% sure the move wont be changed completely, its a very unique move to GnW, and moves that are unique to characters should stay imo, just have minor changes. But hey, im not the PMBR so w/e.
I honestly like that idea man!Yeah, the way I mentioned above was that it could work on an additive system—GnW's hammer will cycle through results 1 to 8 until the sum of the hammers that make contact reach 9 or more (or a higher figure, if balance requires it) at which point the next hammer is a guaranteed 9. Luigi's misfire works at least somewhat like this in that the misfire can be stored, although there's still an element of randomness to that and my solution would be similar—a system in which acquiring the misfire is based on connecting with other luigi missiles, or some other way in which the misfire becomes a reward for competent play rather than a coin flip with a diminishing chance for failure as time goes on.
its because of this that hammer is perfectly fine. You get varied results based on your roll, higher number = higher reward, and dont forget, moves get weakened from being used too much, so a smart player wouldn't even consider spamming hammer to try and get a 9, unless they wanted to save a roll for later, WHICH AT THAT POINT the result wouldn't be as random as no dot hammer. Along with the fact that a Hammer result will NEVER be the last 2 numbers, Hammer is fine as it is, and GNW is currently fine as a character (i still want minor fixes to some moves unrelated to hammer), if you want a move thats even more ****ing dumb than hammer, you shouldve been around complaining when Fat Bacon was a thing.It's the randomness I object to. It's pointless design and it can potentially hurt both the g&w and his opponent.
i still remember when it first came out, it was cool at first, but then people immediately realized that it was too dumbFat bacon was hype.
I know seriously, its like "idk how to deal with this move/character, that means the move/character is OP, so this move/character needs a nerf"jesus christ the **** is it with PM players, one guy breaks out a character OH GOD, X CHARACTER IS SO BROKEN PLEASE NERF
Not at all. It's not a completely random thing entirely out of the player's control. It's a risk/reward tradeoff. A Game & Watch has full control over when he uses the hammer and knows that if certain numbers come up he's going to get punished for it.The purpose of any competition is the determination of who the better competitor is, and any element outside of the control of the competitors is counter to that purpose. It's no better than yoshi's story fly guys, the random falling anvils in flat zone, that awful chimaera in new pork city or the whirlwinds on hyrule castle 64.
By "cycles", do you mean it goes through 1-8 sequentially, or it throws out random hammers from 1-8? If it goes sequentially, that's still three very powerful potential kill moves in a row from 6-8 that will be guaranteed to come up. If it's random, then assuming that 1 or 2 are still out for the first hammer as you said above and that G&W connects with his first two hammers (not that hard to do if you wait till you can combo into it), that's a 78% chance of getting a 9 in the third hammer. Even if you add 1 and 2 back in, it's still a 56% chance of getting the 9, compared to a 37% chance of getting a 9 in the first three hammers as it is now. If you knock it up to 12 and take the 1 and 2 back out, it's down to a 33% chance, but it still goes up to 100% once he gets the numbers he needs. Then he can just save it till he can get an early combo into it and get a guaranteed early kill. You're almost certainly going to see more 9's if you de-randomize it. Is it worth it to you to give a character a free disjointed Rest once or twice a game when he doesn't need the extra kill power, for the sake of the virtue of anti-randomness?Yeah, the way I mentioned above was that it could work on an additive system—GnW's hammer will cycle through results 1 to 8 until the sum of the hammers that make contact reach 9 or more (or a higher figure, if balance requires it) at which point the next hammer is a guaranteed 9.
I sometimes feel less than confident in the literacy of my fellow smashboards posters. The change I proposed for game and watch could very easily be interpreted as a buff, certainly I think it would be a buff as it would give the player absolute control over his 9s.jesus christ the **** is it with PM players, one guy breaks out a character OH GOD, X CHARACTER IS SO BROKEN PLEASE NERF
Authenticity is a secondary concern in designing a competitive game to maintaining the consistency of result as a product of player input exclusively. I understand that sentiment, but if we applied that to everything in smash bros. all the pokemon characters would roll randomly for damage and could get critical hits, or would be affected by the type chart—as Pokemon trainer's team was in brawl, a detail that basically nobody liked.I feel GaW should stay true to his games. The hammer was random in his games, and I think playability/balance should mix with his games, not replace it.
I think the hammer is good as it is, but if it would change, the random mechanic should stay. I would be dissapointed if it didnt, or didnt include another aspect from his games instead.
Your second sentence here is paradoxical. He has full control only over whether or not he uses the hammer, and he knows at any given moment what exactly the roll is whether it's a 1/7 initial roll or a 1/4 (I think) 1 dot roll. But he does not have full control over the result of the hammer. I understand that it's not completely random, but that doesn't really justify the aspects that are.Not at all. It's not a completely random thing entirely out of the player's control. It's a risk/reward tradeoff. A Game & Watch has full control over when he uses the hammer and knows that if certain numbers come up he's going to get punished for it.
Based on the entire rest of my argument do you really think I would want any aspect of the mechanic to be randomized? My proposition was sequential, potentially starting at 3 instead of 1 because 1 and 2 are just garbage—and in theory, would be punishments for repeated misses as once the cycle reached them you'd need to hammer twice to get back to 3, requiring either a KO on your opponent or a reeeeally unpunishable position. I'm ok with game and watch having kill moves when he reaches higher numbers. And in any case, my proposal can be revamped. You can go sequentially, but drop down a number for every missed hammer and instead of the result being additive you need to hit an 8 before you get a 9. I personally don't like that change as much because it would seem to restrict the strategies one could employ with various hammer numbers, but I'm really just brainstorming here—one way or another, there is potential for improvement here.By "cycles", do you mean it goes through 1-8 sequentially, or it throws out random hammers from 1-8? If it goes sequentially, that's still three very powerful potential kill moves in a row from 6-8 that will be guaranteed to come up. If it's random, then assuming that 1 or 2 are still out for the first hammer as you said above and that G&W connects with his first two hammers (not that hard to do if you wait till you can combo into it), that's a 78% chance of getting a 9 in the third hammer. Even if you add 1 and 2 back in, it's still a 56% chance of getting the 9, compared to a 37% chance of getting a 9 in the first three hammers as it is now. If you knock it up to 12 and take the 1 and 2 back out, it's down to a 33% chance, but it still goes up to 100% once he gets the numbers he needs. Then he can just save it till he can get an early combo into it and get a guaranteed early kill. You're almost certainly going to see more 9's if you de-randomize it. Is it worth it to you to give a character a free disjointed Rest once or twice a game when he doesn't need the extra kill power, for the sake of the virtue of anti-randomness?
I sit here thinking about video games all day, glad someone appreciates it :]I honestly like that idea man!
Part of the game is a poor argument, PM is the only smash game that makes any explicit attempt to appeal to competitiveness and rng in all cases detracts from that. I don't particularly love it and I definitely don't think I'm alone in disliking it—certainly some of the subdued commentary after RNG plays a heavy role in a match might suggest that some other people agree—and hype is infinitely better generated through impressive displays of skill. If I wanted to be titillated by luck I'd be shooting craps.That's not the point man. It's a part of the game. Playing around it is actually fun for a lot of people, and hype for a lot of viewers. RNG can ruin aspects of a fighting game but in Smash it's all hype and fun! From the smash of a stitch face to the insane slaughter of a 9 hammer, everyone here loves it!