• Super Smash Bros. V8 - Everyone is here! Except that one character you like.
    999 replies, posted
Maybe not a daisy thing to do, but they could put some references to the mario land games in there. Things like having her pull up SML2 style carrots instead of turnips
What do you guys think about this apparent change? https://twitter.com/Ruben_dal/status/1018977612633395200 It kinda makes sense considering how landing lag is mostly reduced for most aerials, and this seems like it would make for some specific short hop combos. I don't really see anything wrong with it but I guess it's up for discussion.
Seems it also means a bit less knockback, so overall useful for combos. I'll have to see how it feels in practice but I'm interested.
https://twitter.com/LiquidHbox/status/1018923234790641664
Today's Smash Blog update is a stage! So I guess they're covering those now. Apparently Judd/Lil Judd will show what team is winning in team matches via a flag.
Not sure I like it. You're very vulnerable when you put yourself in the air, especially if you don't have a disjointed hitboxes like Marth's. Aggressive approach options shouldn't be punished with a damage penalty.
Not sure I'm a fan of the change either if it's true. Not only is it not clear whether it applies to all short-hops or just the new Jump+A input, but even being short-hop-only in the first place could make things really arbitrary. What happens if you mid-air jump after short-hopping, or decide to jump off a higher platform with a short-hop instead of a full jump or simply walking off of it? What if you get knocked around while in the middle of it? Using a short-hop just to use a quick aerial where you are is one thing, but affecting the properties of your attacks in situations where you spend an extended period of time in the air just because you started it off with a short-hop doesn't sit well with me; even if it transitions to "normal" power after a certain point in the air, even that wouldn't be obvious. It sounds like they're adding needless additional complexity simply because the lower knockback in a short-hop state could be used to extend some combos. The more I think about it, the more it sounds like a bad idea.
cuz ur an faget
wonder if it makes characters like sheik worse. don't sheik players use shorthop fair a lot?
I doubt anyone cares at the casual level. There's already mechanics in the game that you could keep track of but don't really have to, like move staling, or shield health. These are all things that don't really matter at the casual level, but matters at the high level.
unless samurai changed it damage always corresponds with knockback* so expect some actual build-a-combos *unless its weight dependent set knockback which is self explanatory. fucking FOX
Vinlauria, you are being obnoxious about stuff you won't notice unless pointed out, because other players may notice and work with that. You want the game to be swallower just because? Because damn if I had fun playing casual melee (in fact, more fun than with Brawl, because I could have more Pokeballs in the screen, the stages weren't trying to kill me, and the bright palettes were more enjoyable on the eyes. Oh, and I was 13 rather than 18, so I was having fun in a different way). Having a game that CAN get deeper doesn't mean it HAS to be played that way. Having a swallower game just limits the options. And frankly, the way you argue isn't engaging in the slightest.
imo they probably reduced it to avoid people constantly using their aerial kill moves while shorthopping in neutral.
I'm not arguing the game ought to be more shallow, I'm arguing about the game being needlessly complex. I'm fine with more depth so long as it doesn't come with excessive complexity. For instance, if the game applied different amounts of knockback depending on whether you were facing left or right, sure, that might add more depth and give rise to interesting situations that might not happen otherwise - you could have players vying for territory on different sides of the screen depending on whether they wanted to be in "combo mode" or "finisher mode" - but to me, accessibility is paramount in Smash. And I'm not sure what you mean about how I argue. Yes, the strike-out text was goofing around - I was about to head into the shower at the time and wrote the actual response when I got out - but I'm not trying to be needlessly combative here.
And I'm just saying that - on paper - it sounds unnecessarily complex. Who knows, it might not even be noticeable in standard play. I'm just not comfortable with the idea.
It took competitve Smash people weeks to even notice, and these are people who comb everything for framedata. It's fine.
So you're fine with rage and aura then, right?
I'd say they're exactly comparable. They're both affecting your move power based on your current status. At least you'd already be keeping track of your own percentage alongside your opponent's (the primary factor of knockback) anyway. Your jump state is more removed from that.
"Accessibility is paramount in Smash" ~VinLaura, 2018 Alright. Let's see... hmmm... Smash Ultimate: Short Hop is a feature and requires little to no input to do (two buttons), with a modifier that could help a lot of characters. Smash Attacks can be performed with two buttons, like Short Hop, along with Stick+A and R-Stick. Perfect Shield even more viable and more useful now that it's out of shield and not before, making it a safer option overall. Speed ups the game with the new knockback and higher damage. Adds new features and streamlines others (stage select, hazard toggle, battlefield mode, 1-on-1 scores, etc.) Dash Cancels are a thing. Will help a lot of characters. Directional Air Dodge is back. High risk move that can help characters recover. Penalizes excessive dodging. Mid-air Charge. Meters on HUD for certain characters. Faster Monado Selection. Brings back Snake, Pichu and Y. Link. Gives Dorf a sword. Adds Daisy. Adds Inkling. Adds fucking Ridley. Makes Zelda the cutest ever. Who knows what else could be added for MORE FUN! Did I mention Zelda is cute as fuck, OMG!!! Geez, I sure hate all these Quality of Life options and things and stuffs that gives new players access to all the mechanics without bullshit hand positioning, breaking their tiny baby fingers and gives them options to play!! IT'S SO COMPLEX and HAAAAARD!! I just really want random tripping back cause that wasn't a bullshit feature. It was fair and quite a simple mechanic. I want to be able to smash my face on my controller, like I do on my keyboard, and win. I'm a simple human being after all. And you're nothing but a bundle of twig and sticks.
You wanna talk about strawman, I'm for all the stuff you listed. Many of those improve accessibility! Don't think I'm ragging on Ultimate, I'm not. A lot of its changes are for the better all around. I just don't think that particular change - knockback variation based on short-hop or not - is a particularly good idea.
If that's all it is, then fair enough.
Are you saying you don't think the Smash devs have ever made a nonsensical decision?
https://files.facepunch.com/forum/upload/1867/21e220dd-c5ed-4e72-adfb-d449dc488cc8/image.png
That's what I was getting at. Can't call that nonsensical and then claim they're incapable of making a nonsensical decision~
Where is that claim
Read the dialogue again: (Bear in mind the final part of Elder's post wasn't there when I replied.)
That's fair enough.
I have no horse in this debate but I just really needed to point out: The word you are looking for is "shallow" "Swallower" just sounds all kinds of dirty
Hell it is the second time I make that very mistake. Oh well, nothing will ever beat "how high can Mario hump"...
You'll never have it as bad as the Mario Twitter's infamous "wigger wednesday" tweet
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