My god his wings.
I don't think that's a bad size for them, actually. It's just a shame that it'd be difficult to animate them folding up in his grounded animations without adding heaps of new bones.
My god his wings.
A video of this Ridley moveset was circulating with the erroneous assumption it'd be included in the next PM build.
Jeez what a pain
That's what happens when you directly port over a character
I hope it gets patched, but knowing my luck...
I don't think we'll see any purposeful balance changes outside of glitch fixes and such. Even GameFreak, who is way more competitive-friendly, said they wouldn't do any balance patches for XY.
He's way too bigA video of this Ridley moveset was circulating with the erroneous assumption it'd be included in the next PM build.
What's this about Ridley and Project M? I've been hearing it a lot lately.
How in the world is it not? Even correcting previous design decisions is still a nod to the competitive community. Do you explicitly want new mechanics? Well that can be dangerous and lead to mechanic/complexity creep (which is a real issue for almost any game) but even then you've got stuff like the new ledge mechanics which they said on stream (see the E3 Treehouse streams) were made with the competitive community in mind. For Glory and the Omega stages were obviously done with the competitive community in mind even if you can argue they didn't go far enough since they didn't include platform versions or listened too much to the Japanese/online side with preference given to Final Destination.
As for the last suggestion, turbo modes are a great way to segment the competitive community because I'm 100% there would be those who prefer the "slower" option. It's one of those ideas that seems like it would be allowing for more options but it would end up just being decisive and problematic.
Those look goddamn fantastic.I bet that Ridley model might work well on its own, but I wonder how well it will work fitting on certain stages, being grabbed, using items, etc.
Also...
![]()
SWITCH THE EYES! Jesus Christ.
A video of this Ridley moveset was circulating with the erroneous assumption it'd be included in the next PM build.
Honestly, after thinking about it, I kind of feel like inescapable combos are actually a huge part of why fighting games are so niche, and I feel like Melee might have been much less popular if they had been given the same emphasis as other fighting games give them. I think in general Melee's popularity would have been less if a lot of the competitive stuff had been more accessible (as in, pointed out by the game more, rather than easier to perform) as weird as it sounds, because I feel like most players (or at least very few that I ever played) didn't really even think about stuff like combos much. Combos can be fun if you can pull them off, and fun to watch, but they're incredibly intimidating to newcomers who won't really have any idea how to deal with them. That's why I can understand where Sakurai is coming from, because it's much harder to isolate the communities nowadays than it was in melee.
I think that a lot of people don't understand that while casuals might not care about depth, Few people enjoy gets curbstomped the moment they go online. And while ranking systems can fix this to an extent, the most important period is going to be near a game's release when people are trying online for the first time and that's a period where rankings haven't had as big an impact yet. If someone does 3 or 4 matches online and gets curbstomped each time, they're likely to just quit. And this in turn leads to less lower skill leveled players online, which in turn means more people experience the same thing, which leads to the cycle repeating itself. It's not even about low level players thinking they should be able to win against people who've played a lot more, it's more that it's not fun to get into a match and be unable to do anything at all.
And before people talk about just playing with friends, I think these issues with combo systems still apply in those situations, since a lot of people get into the game by playing multiplayer first without owning it. And when it's easy for someone who's had the game to know about and practice combos and other more advanced techniques, it could easily lead to a similar situation, albiet less extreme
So yeah, that's why I get where Sakurai is coming from, because I do think a lot of people get intimated by super high skill ceilings and systems that give massive rewards to people who've had much more time to practice, especially in cases like Smash where many will experience it with someone else before buying their own copy. I'm not saying these attitudes are right, or good, or anything like that. Just that they're very real and I get why Sakurai might want to limit stuff like that at the detriment of the competitive community. Most people simply don't want to spend hours on a game to be able to compete, they want to be able to pick it up and do decently well from the get go because it's more fun to do well, and most don't have the time or desire
Honestly, after thinking about it, I kind of feel like inescapable combos are actually a huge part of why fighting games are so niche
I don't wanna be around when Ridley gets into Project M, because I know that's gonna result in the biggest official Smash vs. Project M war ever seen by humankind.
The problem in Smash 4 is that "Read based follow ups" barely exist due to KBI.
you mean it's just going to be a giant Ridley argument
I bet that Ridley model might work well on its own, but I wonder how well it will work fitting on certain stages, being grabbed, using items, etc.
Also...
![]()
SWITCH THE EYES! Jesus Christ.
I think that a lot of people don't understand that while casuals might not care about depth, Few people enjoy gets curbstomped the moment they go online. And while ranking systems can fix this to an extent, the most important period is going to be near a game's release when people are trying online for the first time and that's a period where rankings haven't had as big an impact yet. If someone does 3 or 4 matches online and gets curbstomped each time, they're likely to just quit. And this in turn leads to less lower skill leveled players online, which in turn means more people experience the same thing, which leads to the cycle repeating itself. It's not even about low level players thinking they should be able to win against people who've played a lot more, it's more that it's not fun to get into a match and be unable to do anything at all.
And he's only 10% done? This is amazing!
I bet that Ridley model might work well on its own, but I wonder how well it will work fitting on certain stages, being grabbed, using items, etc.
Also...
![]()
SWITCH THE EYES! Jesus Christ.
So, Smash 4 only has brawl combos? That's a bummer.
Does this game even have increased hitstun? I know the trajectory is different, but I'm looking at videos and it looks like Brawl hitstun.
I played the first SF4 online, got stomped each match I played online (around 20), and quit. Never again.
But again, I'm was just a casual SF4 player.
So...you guys think we'll have a nice Oct. 3rd Patch fixing some of the glitches in preparation for the worldwide release?
Is there a log of all the patches so far? I just know Peach Ban-Glitch was fixed.
Don't forget they're building on a moveset which was the product of 15 people's contributions. Granted, the previous Ridleys looked incredibly off, but this version is nowhere near a solo project.
![]()
It's so heartwarming to see how far he's come.
I think that a lot of people don't understand that while casuals might not care about depth, Few people enjoy gets curbstomped the moment they go online. And while ranking systems can fix this to an extent, the most important period is going to be near a game's release when people are trying online for the first time and that's a period where rankings haven't had as big an impact yet. If someone does 3 or 4 matches online and gets curbstomped each time, they're likely to just quit. And this in turn leads to less lower skill leveled players online, which in turn means more people experience the same thing, which leads to the cycle repeating itself. It's not even about low level players thinking they should be able to win against people who've played a lot more, it's more that it's not fun to get into a match and be unable to do anything at all.
This argument doesn't make a lot of sense, because 1) pros will destroy people anyway whether it's 64, Melee, Brawl, or Smash 4 and more importantly, 2) in the time period close to release strategies will be less developed (aka the skill gap won't be as big) and there is a significantly higher ratio of weak players to get matched up with.
This argument doesn't make a lot of sense, because 1) pros will destroy people anyway whether it's 64, Melee, Brawl, or Smash 4 and more importantly, 2) in the time period close to release strategies will be less developed (aka the skill gap won't be as big) and there is a significantly higher ratio of weak players to get matched up with.
you mean it's just going to be a giant Ridley argument
Blue-Eyes Black Ridley & Red-Eyes White Ridley. My childhood is screaming obscenities.
I've experienced fighting games where I've gone online pretty close to launch and still gotten destroyed in every fight I played. It's not just a matter of pros beating you. It's a matter of a few core mechanics (like comboing) that aren't easy to learn and that new players really can't find ways to combat. It only takes a handful of major losses for a new player to get frustrated and stop playing a game, and high and medium level players will be playing more online matches than low level players, which means they'll be significantly easier to find.This argument doesn't make a lot of sense, because 1) pros will destroy people anyway whether it's 64, Melee, Brawl, or Smash 4 and more importantly, 2) in the time period close to release strategies will be less developed (aka the skill gap won't be as big) and there is a significantly higher ratio of weak players to get matched up with.
My XL's circle pad brokemy niece dropped the console a few weeks ago and it got uncomfortable since then but today it I noticed it got worse, it's almost unusable. Soooo... I'm gonna have to temporarily transfer all my stuff to my OG and then I'm gonna buy one of those shiny Smash XLs, hopefully I can find one by the end of october, I'm super broke right now
![]()
I've experienced fighting games where I've gone online pretty close to launch and still gotten destroyed in every fight I played. It's not just a matter of pros beating you. It's a matter of a few core mechanics (like comboing) that aren't easy to learn and that new players really can't find ways to combat. It only takes a handful of major losses for a new player to get frustrated and stop playing a game, and high and medium level players will be playing more online matches than low level players, which means they'll be significantly easier to find.
The problem is that it isn't just pro players and casuals. The skill structure is more like a pyramid, where most people really aren't that good, but there are still plenty of mid level players aware of some of the higher level techniques even if they don't have the interest or skill to compete with a pro. Honestly, it isn't the super high level techniques that are putting off casuals, it's the mid level stuff that is fundamental to high level play, but absent at low level play, the stuff that takes a while to learn, but that isn't super inaccessible either.
The point is to adjust the level between casual and pro. While you might still get stomped, it'll be never like Melee, where the mechanics are way more complicated than any other game.
Honestly, it isn't the super high level techniques that are putting off casuals, it's the mid level stuff that is fundamental to high level play, but absent at low level play, the stuff that takes a while to learn, but that isn't super inaccessible either.
But the thing is Melee wasn't build based in the wavedashing/L-Canceling. If was just a "glitch" that they left there.
It'll be a different story if the game was build based in these techniques, but it wasn't.
....I feel like we're sort of talking past each other here
besides L-canceling and wavedashing, what ATs in Melee (or in the entire series) are even particularly difficult?
I don't think this is a mechanics problem though, more of a "lack of good tutorials" problem. Even Skullgirls/BlazBlue while having great tutorials I still feel don't have enough to them.
The difference is people shouldn't be expecting these techniques in any other smash. The game wasn't build around these techniques, that's why Sakurai won't put them back. It's not like melee is "depeer" it was just a funny glitch that people took advantage of it.What would be the difference?