http://www.youtube.com/watch?v=szd9f7i1Qo8
Not as bad as Brawl, but something like this shouldn't even be a thing.
Sakurai fix this ****.
http://www.youtube.com/watch?v=szd9f7i1Qo8
Not as bad as Brawl, but something like this shouldn't even be a thing.
Yeah, Miyamoto thought it was online. I do not blame him because the way they were advertising it. Also with local play having issues, I am even less willing to try it out.
Imagine if a hitstun option replaced the knockback option on the settings menu (or why not just both).
That would be amazing.
Though would tournaments ever actually use that, I thought we might be able to put it down to 0.9 in Smash 4 to try and increase the combo game, but changing those options always feels a bit... weird to me.
Character balance and infinite removal is what's going to happen as far as I can imagine, I highly doubt Sakurai would ever implement mechanical changes in a patch.
I don't even think he'd do it if there was overwhelming demand for it, but that's just my impression of his seemingly stubborn attitude.
Developers rarely make big, worthwhile to changes in the games engine. The outliers would be Icefrog in Dota 2, and those changes come twice a year and are watched carefully and arguably still aren't massive mechanics changes. Blizzard waits til each new revision of SC2 and still doesn't change game mechanics. There are a few others but really nothing new.
Chances of an update changing core mechanics like JoeInky, me, and others are hoping for are slim-to-none. You should expect numbers balancing, and maybe small changes to stuff like recoveries, vectoring, etc etc.
Am I the only one who doesn't get why long combos that are impossible to escape are something to be desired? I feel like I'd rather have read based follow ups that require thought on the part of both players while the combo is underway rather than letting one player be able to go on autopilot and do a ton of damage while the other person waits helplessly for the combo to end so they have a chance to escape. I also feel like those type of combos give certain types of characters a huge advantage (namely ones who are quick and have an easy time getting the first hit to initiate the long combo, since once they get a hit in it leads to a combo that gives them a much bigger advantage). I'm not a fighting game expert, or a competitive smasher, but I honestly feel like those types of combos show less skill since they essentially boil down to muscle memorization at the end of the day.
Am I the only one who doesn't get why long combos that are impossible to escape are something to be desired? I feel like I'd rather have read based follow ups that require thought on the part of both players while the combo is underway rather than letting one player be able to go on autopilot and do a ton of damage while the other person waits helplessly for the combo to end so they have a chance to escape. I also feel like those type of combos give certain types of characters a huge advantage (namely ones who are quick and have an easy time getting the first hit to initiate the long combo, since once they get a hit in it leads to a combo that gives them a much bigger advantage). I'm not a fighting game expert, or a competitive smasher, but I honestly feel like those types of combos show less skill since they essentially boil down to muscle memorization at the end of the day.
Am I the only one who doesn't get why long combos that are impossible to escape are something to be desired? I feel like I'd rather have read based follow ups that require thought on the part of both players while the combo is underway rather than letting one player be able to go on autopilot and do a ton of damage while the other person waits helplessly for the combo to end so they have a chance to escape. I also feel like those type of combos give certain types of characters a huge advantage (namely ones who are quick and have an easy time getting the first hit to initiate the long combo, since once they get a hit in it leads to a combo that gives them a much bigger advantage). I'm not a fighting game expert, or a competitive smasher, but I honestly feel like those types of combos show less skill since they essentially boil down to muscle memorization at the end of the day.
Whaaaat is going on here (take a look, Ness fans)
Whaaaat is going on here (take a look, Ness fans)
Whaaaat is going on here (take a look, Ness fans)
Whaaaat is going on here (take a look, Ness fans)
There doesn't need to be super long combos or 0 to 100's or anything. I just want combos to be able to wrack up damage quicker (which is especially helpful in this game) and to avoid the monotony of knocking a character off the stage, waiting for them to come back slowly, knocking them off again, and again, and again, until they finally hit 200% or whatever and die. More hitstun gives me a bigger opportunity to get a more powerful hit off more safely and kill them at significantly lower percents.
Whaaaat is going on here (take a look, Ness fans)
The problem in Smash 4 is that "Read based follow ups" barely exist due to KBI.
DI actually gave you read based followups, if they were so bothered about people finding it hard to escape combos then they should have increased the angle of influence you had to give yourself a better position.
He no longer crashes into the wall with Up B and automatically dies like he did in Brawl if he did the same thing -- he is able to do another Up B after bouncing off unlike before.
There doesn't need to be super long combos or 0 to 100's or anything. I just want combos to be able to wrack up damage quicker (which is especially helpful in this game) and to avoid the monotony of knocking a character off the stage, waiting for them to come back slowly, knocking them off again, and again, and again, until they finally hit 200% or whatever and die. More hitstun gives me a bigger opportunity to get a more powerful hit off more safely and kill them at significantly lower percents.
I'm sure some of the more knowledgeable competitive people in this thread can give you much better reasons though.
That's really nice. No more bounce off the wall SDs lolWhaaaat is going on here (take a look, Ness fans)
Whaaaat is going on here (take a look, Ness fans)
Smash 64 with more characters and some tweaks would be the favorite Smash ;]When people talk combos for Smash what you're talking about is exactly what people want. The thing is, even with Smash 4's current hitstun it's not enough to allow for that interaction -- combos are really tight at higher percentages compared to Melee (which, by the way, Melee allows for the interaction in combos you're talking about. There's all kinds of reads being done in Melee to get some of the more famous combos you've seen).
However, even if the game had really high hitstun like Smash 64 things wouldn't be that "memorization" oriented because you still need to account for positioning, percentage, how big the character is, weight, fall speed, etc. etc.
I'm of the opinion that at the very least combos like in Smash 64 are better than ridiculously tight 'combos' that are otherwise unviable most of the time or are bound to be unviable as people get better at the game or no combos being in the game at all.
Smash 64 with more characters and some tweaks would be the favorite Smash ;]
Smash 4 without dodging would be a better game IMO, allowing for more combos. That's probably a controversial opinion to have with the large majority of Smashers being fans after 64, but after years of playing all games.. It's too damn satisfying, mostly for teams. 1v1's in 64 can be a snoozefest though, which is where Melee excels.
FUNfact: superboomfan (pro 64 Canadian player) visited Peru recently and played a ~1.5 hour 1v1 match, and won but it killed his drive to play anymore, after so many years lol.
I feel like this hasn't been the case from what I've watched though. Yeah, some matchups have lasted to around 180%, but from watching early tournaments those weren't that common, and were probably also related to unfamiliarity with the game and which moves killed the best and not just the game itself. And honestly, I feel like gimping recoveries has been more emphasized in this game, and that's always been one of the coolest things to watch in competitive smash IMO
There doesn't need to be super long combos or 0 to 100's or anything. I just want combos to be able to wrack up damage quicker (which is especially helpful in this game) and to avoid the monotony of knocking a character off the stage, waiting for them to come back slowly, knocking them off again, and again, and again, until they finally hit 200% or whatever and die. More hitstun gives me a bigger opportunity to get a more powerful hit off more safely and kill them at significantly lower percents.
I'm sure some of the more knowledgeable competitive people in this thread can give you much better reasons though.
Is he teching off the wall there?
Personally I've noticed it in a lot of gameplay I've seen and through what I've played in the demo. Maybe it is just due to early low level play so far and things will change, I guess we'll see.
Whaaaat is going on here (take a look, Ness fans)
Whaaaat is going on here (take a look, Ness fans)
Ugh I don't think I'm going to be able to make it through the rest of this week. I don't want to work, I just want to go to sleep and wake up on Friday so I can play Smash!
In other news, the Gerudo Valley music remix is absolutely sick. I've been listening to it over and over. Really looking forward to being able to listen to the whole 3DS soundtrack soon.
He tech'd the collision with the wall and followed up with another PK Thunder?
Reflexes are kind of an essential part of muscle memorization. And matchups just means there's much more to memorize, although given a large portion of the cast won't be viable anyways, and one could easily focus on memorizing the major threats and then adapting slightly to go against a similar character, And honestly, I never said Melee was bad about it in the first place, I just dislike the concept of true combos since I think being stuck in a combo unable to do a thing isn't fun, and that they can sometimes allow a matches momentum to change significantly from a single lucky hit that leads into a comboYou know, I'm a little surprised with how beginner friendly Sakurai wants to make Smash that he didn't incorporate some easy-to-learn combo system that works on most of the cast. Like if a character is under a certain percent their percentage is colored yellow and they can do any sort of "yellow combo" regardless of their weight or DI or VI inputs. This could go for white or orange, with maybe weight coming into play when at around 75%. At 100% it's like normal Smash where you have to make reads on the opponents DI and combos are less combos and more like strings.
I guess that isn't immediately more beginner friendly because there's a lot to figure out but the way Melee works in regards to the comboing is certainly not. I'd argue the skill, matchup knowledge, and reflexes required to string together combos in Melee is harder than some rote memorization.
I know that feeling. I was in that mood today. I am going against my hype for the next 2 days. I am off Thursday so hype away for me. Also, it releases on eShop at 12 EST right?Ugh I don't think I'm going to be able to make it through the rest of this week. I don't want to work, I just want to go to sleep and wake up on Friday so I can play Smash!
Nope, you don't even need to press UpB as you hit the wall or anything, just before you go into special fall.
It can only be done once per airtime and it could be a pretty good edgeguard tech for Ness (for those rare few people that recovery low), but I don't think I really wanted yet another thing in the game that can keep me living even longer.
Project Recovery indeed.
but we already made Project Recovery, it's called Project M!![]()
That'll probably be fixed by 3.5.
I'm almost dreading 3.5, I may end up playing it too much and dropping smash 4 completely for it.
Smash 4 has HD visuals, new characters, custom moves and easier online.
But I don't know if that's enough when the actual bit that matters, the gameplay, in Project M will be so much better, not to mention all those brilliant actual alt costumes and the fact that most PM characters are more fun than their Smash 4 counterparts.
I don't think this is true honestly.
Sakurai either doesn't fully understand what the competitive side wants or just plain doesn't care. His comment about the fact that to make it more competitive he'd have to make the game more complicated to play really solidified the notion for me. The fact that there's nothing really in Smash 4 that I'd say "Yeah, I can see that he added this for the competitive audience" doesn't help either.
Stuff like removing tripping and adding non-cancellable hitstun isn't something made with the competitive audience in mind, it's just fixing some legitimately bad game design from Brawl.
I mean, right at this second I'm struggling to think of anything in Smash4 that I can see him adding for the competitive players, it all just seems like fundamental problems that shouldn't have been in Brawl in the first place.
If there was some kind of turbo mode or something that increased hitstun+shieldstun, had momentum conservation and halved all landing lag then that I could see as something geared towards the competitive side, but most of the things people bring up I see as neither here nor there.
That'll probably be fixed by 3.5.
I'm almost dreading 3.5, I may end up playing it too much and dropping smash 4 completely for it.
Smash 4 has HD visuals, new characters, custom moves and easier online.
But I don't know if that's enough when the actual bit that matters, the gameplay, in Project M will be so much better, not to mention all those brilliant actual alt costumes and the fact that most PM characters are more fun than their Smash 4 counterparts.
but we already made Project Recovery, it's called Project M!![]()
And there are still a few against it LOLholy shit this is why they have a timer now![]()
If only Dolphin was able to run on a toaster.. PM would have a better chance at being the go-to Smash game for tournaments.That'll probably be fixed by 3.5.
I'm almost dreading 3.5, I may end up playing it too much and dropping smash 4 completely for it.
Smash 4 has HD visuals, new characters, custom moves and easier online.
But I don't know if that's enough when the actual bit that matters, the gameplay, in Project M will be so much better, not to mention all those brilliant actual alt costumes and the fact that most PM characters are more fun than their Smash 4 counterparts.
http://www.youtube.com/watch?v=szd9f7i1Qo8
Not as bad as Brawl, but something like this shouldn't even be a thing.
Don't worry, it will get patched.Jeez what a pain
That's what happens when you directly port over a character
I hope it gets patched, but knowing my luck...
http://www.youtube.com/watch?v=szd9f7i1Qo8
Not as bad as Brawl, but something like this shouldn't even be a thing.
Also Ridley
maybe
Probably not
What's this about Ridley and Project M? I've been hearing it a lot lately.
What's this about Ridley and Project M? I've been hearing it a lot lately.
A video of this Ridley moveset was circulating with the erroneous assumption it'd be included in the next PM build.