Necro'lic
Smash Ace
- Joined
- Aug 9, 2015
- Messages
- 654


Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
It's a bad thing in a vacuum, but a good thing when you consider the meteors themselves. See, the thing about spikes in Smash 4 is that they're kinda universally trash if used for anything other than edgeguarding, often being very negative on hit if used onstage until very high percents, because they have to be. If they had enough knockback to actually be useful, they'd all kill at 0 against everyone offstage, which would be ever so slightly dumb. Spikes in Smash 4 are better for edgeguarding than meteors in Melee, but they're only good at edgeguarding.Spak I'm not really sure how making it so the game completely shrugs off the consequences of getting hit by certain moves as a good thing. And like
Fell God said, there are, and have been, other ways to make meteor moves balanced. Just because it was done in one of the games doesn't mean it's the only way or even the best way.
That was intentional and based off of the angle that it sent people. Spikes were supposed to be riskier moves that you can't MC (like it being harder to tipper Marth's Dair or hit), but they didn't gauge that correctly in Melee (seen by the changes made to Marth in PAL to make his spike a meteor and the second half of Falco's Dair sending people up and out in PAL). Then, they made everything meteor cancelable in Brawl and it caused options that used to be riskier (but worth it because the opponent couldn't meteor cancel) completely useless. Then, they made nothing meteor cancelable in Sm4sh, which would be a problem except for the fact that the most of the characters' options for recovering to ledge are so safe that there's hardly any point to trying to ledgeguard at all.In Melee, certain meteors couldn't be meteor canceled, such as Marth's (in the NTSC version) and Falco's (not 100% about that one), both could be comboed into. Nowadays, almost no one can combo into meteors, and all of them are slow. Plus, it's not like high level matches are plagued with them, in the ones I see, they aren't very common.
It only shrugs off consequences if you input correctly. If you input too early or jump right before they try to meteor, you're put into a window (I think it's either 20 or 40 frames; I can't remember off the top of my head) where you can't meteor cancel. Also, if you feel like negating consequences of getting hit by certain moves is a bad thing, surely you're against all techs, or maybe you really don't like counters (either way, give 64 a shotSpak I'm not really sure how making it so the game completely shrugs off the consequences of getting hit by certain moves as a good thing. And like
Fell God said, there are, and have been, other ways to make meteor moves balanced. Just because it was done in one of the games doesn't mean it's the only way or even the best way.
Honestly, I likeIt only shrugs off consequences if you input correctly. If you input too early or jump right before they try to meteor, you're put into a window (I think it's either 20 or 40 frames; I can't remember off the top of my head) where you can't meteor cancel. Also, if you feel like negating consequences of getting hit by certain moves is a bad thing, surely you're against all techs, or maybe you really don't like counters (either way, give 64 a shot). It's merely another defensive option that (in my opinion) should be available against the easy-to-hit meteors (whereas I think the harder to hit moves or moves that cleanly tie together a character's moveset should be spikes). Also, I'd appreciate elaboration on how you think Brawl or Sm4sh made meteor moves more balanced. I honestly think that Brawl made meteors too weak by making everything meteor cancellable and Sm4sh made spikes too strong by taking away meteor cancelling, but I could just be overlooking something.
That's exactly the thought process that the Smash team had in development of 64, and aside from being able to tech meteors on stage, you described 64's teching system. Wall and ceiling techs are completely nonexistent in 64, which created a problem because it introduced crazy, inescapable combos based off of wall bounce. And I would agree that meteor cancelling hasn't ever been executed perfectly because they didn't properly balance what could vs what couldn't be meteor cancelled in Melee and they went to both extremes in both games since. Hopefully Ultimate will finally find a good balancing point lol.I'm not against ALL techs, though I think a refinement of the tech system is definitely in order. However, some techs I am definitely against, like techs off of meteor smashes on stage and stage techs on the sides (in their current form), as well as wall techs in general, since they single handedly cause stage imbalance. However, I would need a bit more research into this subject to give a more coherent explanation to why I feel this way and what I would do to fix it. The basis of all of these besides the wall techs is still rooted in the idea of negative consequences being cancelled by getting hit, except for the most basic techs it still usually works out, because teching on the ground for instance can still be a negative in some cases, so the overall idea of techs isn't bad. It just needs refinement.