you’re sarcasm needs workWow, thats at least 6! Will one them use a train.
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you’re sarcasm needs workWow, thats at least 6! Will one them use a train.
My bad. But in all seriousness, what extra links were you thinking of? I just asked about the train as it is actually part of one of toon links movesets in hyrule warriors.you’re sarcasm needs work
classic link, wolf link, bunny link, masked link (deku, goron, zora), totem link, four sword link, engineer link, link & epona, link & loftwing, linkle, for a startMy bad. But in all seriousness, what extra links were you thinking of? I just asked about the train as it is actually part of one of toon links movesets in hyrule warriors.
really? they must be fumingSince Smash 4, any moveset where a single normal or special isn't a canonical reference is considered trash moveset design.
When redesigning Samus's moveset is a fairly popular opinion judging by the views on this video, and FazDude considers Samus's moveset being fine an unpopular opinion despite it having four staple iconic Metroid abilities as specials, yeah there's something wrong with how moveset design is viewed by the audience since Smash 4.really? they must be fuming
The part that upsets me the most about this is that it was sparked by a moveset that was made into actual dogwater thanks to canonical references.Mega Man ruined the general attitude towards moveset design.
Before Smash 4, players were happy with a balance between visual coherence, picking out the best parts from a canonical skillset, and boons/drawback balanced design.
Since Smash 4, any moveset where a single normal or special isn't a canonical reference is considered trash moveset design.
Huh, I thought I was the only one who thought Mega Man was unenjoyable to play as because of a clutter of canonical references.The part that upsets me the most about this is that it was sparked by a moveset that was made into actual dogwater thanks to canonical references.
I don't know... I'm just so tired of a lot of the newer characters having a weird character-specific meter mechanic among other things. I find that just as bad as Mega Man's cluttered moveset design.MegaMan in some ways plays well, but yeah, he has too much that doesn't mesh well. Cool ideas, not so great execution. I don't consider the concept a problem, though. Just that it shows you need to take more liberties first. Thankfully nobody else actually suffers in this way, even when they're heavily canonical.
Steve/Alex play wonderfully, if not very overpowered, but are faithful and have a coherent moveset. Hero has an excellent moveset that at most is overpowered. Its sole issue is how the menus can get confusing due to you requiring to know them in any give language in tournaments depending where you go.
Personally, my rationale for wanting a Samus rework lies in making her more interactive and less lame to fight against, not being more accurate to the source material. People who moan about how Samus's moveset is bad because she doesn't use the Ice Beam or whatever are completely missing the point and I hate that they give the very idea of a Samus rework a bad rap.When redesigning Samus's moveset is a fairly popular opinion judging by the views on this video, and FazDude considers Samus's moveset being fine an unpopular opinion despite it having four staple iconic Metroid abilities as specials, yeah there's something wrong with how moveset design is viewed by the audience since Smash 4.
I feel like making a zoner not lame to fight against would require changes to the core gameplay, which I definitely am open to.Personally, my rationale for wanting a Samus rework lies in making her more interactive and less lame to fight against, not being more accurate to the source material. People who moan about how Samus's moveset is bad because she doesn't use the Ice Beam or whatever are completely missing the point and I hate that they give the very idea of a Samus rework a bad rap.
Perhaps, but Samus's kit definitely encourages turtling on a base level, which isn't very fun to fight against even if you technically can play the character aggressively.I feel like making a zoner not lame to fight against would require changes to the core gameplay, which I definitely am open to.
What does aggressive zoning look like?Perhaps, but Samus's kit definitely encourages turtling on a base level, which isn't very fun to fight against even if you technically can play the character aggressively.
In the context of Samus specifically, I wouldn't know since I don't play her and only have experience fighting the campy ones. Generally speaking, "aggressive zoning" would be using your character's ranged tools to get in and put them in a mixup vortex, rather than just hanging back waiting for them to do something stupid you can punish. (Think how Young Link uses his arrows, basically; he doesn't camp with them, he uses them to pepper the opponent with mid-range spam and open them up from a safe distance.) Modern fighting game devs have sort of molded the definition of a zoner into "mid-range fighter with good projectiles and/or ranged normals", and that can entail aggressive or defensive gameplay depending on the player and how the character themselves is designed.What does aggressive zoning look like?
But they're not? MegaMan has a moveset that doesn't flow well, while the rest actually flow extremely well. Even the most oddball moveset with Villager and Isabelle work rather well. At most, maybe a move or two or reference could be changed, but it feels like what they are, characters who use tons of items and weapon-like items from their home series to battle.I don't know... I'm just so tired of a lot of the newer characters having a weird character-specific meter mechanic among other things. I find that just as bad as Mega Man's cluttered moveset design.
I suppose in that vein Samus's Charge Shot could be her actual Ice Beam combined with Charge Beam.In the context of Samus specifically, I wouldn't know since I don't play her and only have experience fighting the campy ones. Generally speaking, "aggressive zoning" would be using your character's ranged tools to get in and put them in a mixup vortex, rather than just hanging back waiting for them to do something stupid you can punish. (Think how Young Link uses his arrows, basically; he doesn't camp with them, he uses them to pepper the opponent with mid-range spam and open them up from a safe distance.) Modern fighting game devs have sort of molded the definition of a zoner into "mid-range fighter with good projectiles and/or ranged normals", and that can entail aggressive or defensive gameplay depending on how the player and how the character themselves is designed.
Functioning well is subjective enough that I won't get into that. I have my own opinions on flowing well too, but I won't get into that either.But they're not? MegaMan has a moveset that doesn't flow well, while the rest actually flow extremely well. Even the most oddball moveset with Villager and Isabelle work rather well. At most, maybe a move or two or reference could be changed, but it feels like what they are, characters who use tons of items and weapon-like items from their home series to battle.
I don't see anyone who is that overcomplicated or awkward in that regard. Even Kazuya, who you think would be, is actually very competent in how it works. You're confusing "tons of gimmicky moves" with "doesn't mesh well". These are not synonyms. Many movesets can poorly function regardless of whether they have a gimmicky moveset or just a thematic one. MegaMan's honestly the only one that doesn't really function well for what its fun purpose is. Yet... the other ones do function pretty well. Jigglypuff functioned well, being a glass cannon with a joke ability to auto-die, yet was never supposed to be bad to use entirely. Pichu properly is one of the worst characters and was designed that way.
Some do have issues, like Ganondorf in Ultimate/For, due to the slow speed being a detriment to the character. He was originally decently fast, though. Which got fixed in Ultimate.
I legit don't know what movesets seem to not function very well outside of MegaMan, who is actually pretty awkward. I can get why some might be turned off by having too many moves, but that has nothing to do with functioning well.
The thing is? Besides MegaMan, they're fairly easy to pick up. You just do better with their gimmick if you are willing to use more traditional game mechanics. Villager isn't honestly confusing in the same way MegaMan is. They're really easy to use, just like Isabelle is. Hero is even less confusing, since at most you need to memorize how a move or two works..Functioning well is subjective enough that I won't get into that. I have my own opinions on flowing well too, but I won't get into that either.
It's just that Smash was built on the idea of intuitive pick-up-and-play rather than knowing all the various commands for normals, specials, and supers plus a whole bunch of other mechanics like meter management, tag-ins, counters, proximity that changes normals and what have you.
Now with Smash 4-and-on, in addition to characters with cluttered, incoherent movesets (and I would include Villager in that), we do have a whole bunch of mechanics to learn, just at a character-specific level. Not all characters are like this admittedly, but it's enough to frustrate me and drive me towards the older characters when I experienced a lot of joy hopping from character to character in both Melee and Brawl (and 64 much later on).
We all have our opinions. I'm just not happy with a good portion of the Smash 4-on newcomers because of this noticeable sacrifice in intuitive moveset design for the sake of recreating home game mechanics where possible. There's thankfully those movesets like Byleth, Incineroar, and yes Pythra and Banjo that hearken back to the Melee/Brawl days, but enough characters have proven gimmicky enough that I'm frustrated with moveset design decisions now. I'll just keep being vocal about it.The thing is? Besides MegaMan, they're fairly easy to pick up. You just do better with their gimmick if you are willing to use more traditional game mechanics. Villager isn't honestly confusing in the same way MegaMan is. They're really easy to use, just like Isabelle is. Hero is even less confusing, since at most you need to memorize how a move or two works..
But I get what you mean better now. They're not overly gimmicky so much as less about pick-up and play. Yeah, I agree the traditional fighting characters are kind of difficult to work with. Wii Fit Trainer, however, was the only character I ever found legitimately awkward. The rest seemed pretty easy to work with, whether you go for their bigger mechanics or not. Also, Banjo & Kazooie nor Pyra/Mythra are remotely gimmicky and have very simplified movesets among the Ultimate newcomers.
i was thinking of incineroar and byleth. the former who has a completely made up move and the latter who has weapons he can't canonically use. if people care about canon move sets then those two must be very upsettingWhen redesigning Samus's moveset is a fairly popular opinion judging by the views on this video, and FazDude considers Samus's moveset being fine an unpopular opinion despite it having four staple iconic Metroid abilities as specials, yeah there's something wrong with how moveset design is viewed by the audience since Smash 4.
Again, it's not all of them, but enough to make me wary of recent moveset designs.i was thinking of incineroar and byleth. the former who has a completely made up move and the latter who has weapons he can't canonically use. if people care about canon move sets then those two must be very upsetting
That's just objectively wrong and you'd know why if you actually played Three Houses.the latter who has weapons he can't canonically use.
A made-up move that is completely in-character for Incineraor to do if it were an actual thing, given his Heel wrestler theme and all.the former who has a completely made up move
if you had played three houses then you’d know that canonically you can’t use a hero’s relic without the corresponding crest. byleth can only can only use the sword of the creatorThat's just objectively wrong and you'd know why if you actually played Three Houses.
I'll admit that Byleth having all three at the same time is impossible but since anyone can wield any weapon under most classes, it's not crazy to assume someone made Byleth use Areadbhar in an Azure Moon playthrough.
It’s still not a move he can use within his canonA made-up move that is completely in-character for Incineraor to do if it were an actual thing, given his Heel wrestler theme and all.
You're getting mixed up with the unique combat arts those relic provide.if you had played three houses then you’d know that canonically you can’t use a hero’s relic without the corresponding crest. byleth can only can only use the sword of the creator
Which is fair enough.It’s still not a move he can use within his canon
yeah but those aren’t canon to the story. characters are always using things they can’t have in the canon in their gamesYou're getting mixed up with the unique combat arts those relic provide.
Any character can use the Relics, but...
The only exception is the Sword of the Creator, where Byleth gets exclusive rights to Ruptured Heaven since their heart has the Crest Stone powering the Relic, which is why Edelgard can't use it (is that still a spoiler in 2022?)
- Those without a Crest get recoil damage using them (in gameplay) or become a Demonic Beast (in lore...and if you're Miklan :V)
- Those with a non-matching Crest get no recoil but no Combat Art
- Those with a matching Crest get all the benefits
Claude literally hands out Failnaught in Azure Moon for anyone to use.yeah but those aren’t canon to the story
yes he does. I always put it to game writers not thinking it throughClaude literally hands out Failnaught in Azure Moon for anyone to use.
It's not 100% canon but it's not the biggest stretch either.
Even if it's them not thinking it through, that's still canon.yes he does. I always put it to game writers not thinking it through
the point still stands: people getting caught up is using canon moves is pointless as they're still making things up, there is often a disconnect between story canon and gameplay and of course the fact that a lot of the series in smash have a very loose canonEven if it's them not thinking it through, that's still canon.
But either way, gotta love how your point was them wielding the weapons being non-canon rather than the actual attacks themselves, as the only things in Byleth's entire moveset that are canon to them are rapid jab (kinda looks like Ruptured Heaven) and dash attack (one of the basic sword attack animations)
Everything else is completely made up.
My take on the moveset designs is that not everything needs to be a reference as long as it fits either the intended design of the moveset (Byleth having the multiple weapons) or the characters (most of Joker's moves are completely original but the overall style they bring just works for him)the point still stands: people getting caught up is using canon moves is pointless as they're still making things up, there is often a disconnect between story canon and gameplay and of course the fact that a lot of the series in smash have a very loose canon
I can say the same for both Melee and Brawl's Adventure Modes. Melee's feels very incomplete and more like a fixed Classic Mode with some tacked-on platforming stages, and Brawl's wastes a good crossover premise on a boring neutral setting and much of the enemies are tedious to fight.Its a genuine pity that so many Smash 4 specific ideas won't likely come back because so many of them had merit and were simply undermined by dubious execution. Smash Tour should have played like Mario Party rather than the simultaneous mess it was, its version of Classic mode had potential for popularity if it had been called something else, custom moves were a blast to experiment with (just awful to unlock), and Master/Crazy options for Special Orders actually worked as enjoyable ways to unlock in game elements. Smash Run rightly gets the focus as a worthwhile mode to return, but so many others fall into the same category.
Like I said earlier, Melee Adventure feels like a glorified Classic mode with platforming stages tacked on. It falls short of its own potential too.Why are they so allergic to doing something like Melee Adventure?
That is why I think having more stages than a single runs worth (viable series plus SSE one) then using a select number each time is the best approach. It more varied than melee adventure mode, has better representation than SSE and isn't a total slog like world of light.Like I said earlier, Melee Adventure feels like a glorified Classic mode with platforming stages tacked on. It falls short of its own potential too.
To be fair, the "Angry Birds Edition" wasn't that popular.Bring back break the targets, and I mean real break the targets not the **** that was in 3DS. Do it Brawl-style with set levels per difficulty setting if you need to, there's obviously way too many characters to give them each their own at this point. On that same token, Board the Platforms and Race to the Finish would've been nice.