AI and player is different game, if you can beat lvl 7 AI without much trouble then i think you got your basics right, you may hop on to online, likely loose first few fight but your gsp will drop to someone more to your level, you should start with 2v2 quick play.
New players will probably try to hold in to avoid deaths, but it's not immediately obvious that you need to hold perpendicular to the attack direction to get max DI. Sadly it's not even that simple anymore because of launch speed influence, which imo only adds needless complexity.
This stupid buffer crap makes it harder to do simple things like dashing or turning quickly. Imagine if you could do those things in the video with normal inputs, it would feel much more responsive.
I'll try binding R to jump and C-stick to tilts, at least it doesn't sound as painful as a lot of other techs. I never use R anyway.
Let's be honest though, most of those are bugs, not "techs". Things like DI, wavelanding, perfect shields, dash into smash cancels, etc are techs. Making your grab range longer by buffering a C-forward just before jumping makes no sense and could actually be patched out. I guess it's just semantics, techniques can be bugs.
It's not really a bug, it's just input priority + buffer nonsense other fighting games already have, which is mostly embraced similar to how Sakurai didn't remove wavedashing even though it wasn't intended, but simply a product of the systems already put in place. It's not something they can take out unless they make the shorthop aerial shortcut super strict (defeating the point of it) or remove it outright.
They could make it near useless by restoring whatever velocity you had before the canceled attack.
Gonna post my frustration here too but I really hope they add some QoL stuff to standard Smash. The rule set thing is tedious and makes it so I never want to touch it just for dicking around. Why do I have to back all the way to the main menu and create a entire new ruleset just so I can turn on Bob-ombs. Why did they think that was a smart choice instead of just letting me click the rulebook and modify it like literally every other game. How come there's a button to switch from Normal, Battlefield, Omega but I can't just click it one more time for no hazards?
It's so fucking cumbersome for no good reason
I wish character select coins were stackable when held by the cursor. Have a small number icon to indicate which player it is and have a button combo that magically drags all coins towards the hand so you don't have to pick them all up individually.
Also the READY TO SMASH banner needs to be like, transparent or at the top of the screen and not blocking the player/CPU chips for 90% of the CSS. God damn.
the question is whether or not those bugs will ascend from bugdom. Bhopping in Quake is a bug. Skiing in Tribes is a bug. But they turned out to make the games better, not worse, so in later installments of those games, those bugs were made features. Ultimately it's up to Nintendo whether these bugs benefit or worsen the game, and it's probably not wise to make that decision until the pros have really gotten down and dirty with Ultimate
Then if people ask you about it, tell them something like "directional launch influence", or something similar. If enough people took issue with the terminology, then by now it would've been changed, just like how a majority of fighting games now use numpad terminology instead of saying things like "quarter-circle" and "half-circle" to talk about motions. It's been in the game as long as Brawl, if not longer, and as far as i'm aware, nobody else complains about it.
Does every tech need to be so straightforward in description?
Would you know without looking it up that a Rekka is usually considered a three-hit move and is based on Fei Long's Rekkaken?
Is a dragon punch input obvious to a newbie if they happened to have not played a Street Fighter shoto?
Is a negative edge any more obvious as a button release than directional influence is about steering knockback, despite both being straightforward once you associate their respective pairs?
Does a red parry describe how you perform it?
No, instead, I say that the real issue is that the developers never made it clear what DI or SDI is to the player because Smash rarely describes anything technical about it. (It took 5 games for DI to even get a name). The descriptiveness of a name pales in comparison to just any form of demonstration of what the actual technique even is.
the thread needs something to complain about since they already talked about Kirby's hats and whether Doomguy is too violent to get in.
I'm guessing an issue of practicality? Actions are going have to be done over top of input lag and buffering.
bugs are just unintentional features
It doesn't distinguish it from any other way to cancel an attack, tell you what you're canceling into, or that you cancel immediately during startup rather than after it goes active/connects (which would have completely different uses). If it were called something like "kara jump", you'd know how it's done just from reading the name if you're familiar with kara cancels. Aside from that, there's a large amount of Smash tech terminology that can refer to multiple unrelated things or simply has nothing to do with what it refers to.
If you know what "jump cancel grab" means, you might assume a "jump cancel shine" uses the same mechanic. You might even boldly assume it involves a cancel. But you'd be wrong.
> If it were called something like "kara jump", you'd know how it's done just from reading the name if you're familiar with kara cancels.
Aspiring fighting fan here! No idea what kara cancels are. That's kind of a failed statement on your part, considering I know the numpad terminology, shoryus, pretzel motions, 360s/720s, rekkas, et cetera. I also know wavedashing, foxtrotting, dash dancing, l-cancelling, et cetera.
God the fad of naming EVERY SINGLE fucking throw-aerial combo was so annoying. I felt so much embarrassment whenever my friend talked about "hoo-ha"s and "beep-boops".
Spriters-Resource's collection of SmashU's in-game assets.
That's exactly why I said "if you're familiar with kara cancels". You still have to learn it the first time you see it. Once you do know it, you can describe an "attack cancel", boost grab, roll cancel grab, DACUS, or any similar technique in any fighting game ever with perfect precision.
That banner is, in my opinion, the absolute worst thing in the game. It's incredibly annoying due to a perfect storm of design choices:
1. It's interactive. If you dare to press A in the vicinity of that thing, you're going to start the match. It doesn't even need to be that way. Is it really so hard for the average player to press + or start?
2. It's massive. It nearly covers the entire CSS, which converts most of the screen into a minefield. Any attempts to move a player's token become unnecessarily risky, all because a single misjudged pixel will start the match.
3. It punishes mistakes. In previous Smash games, the stage select screen served as a buffer to let people go back if they chose the wrong character or palette swap. Now, the game goes straight into the match. Anyone who tries to interact with the CSS runs the risk of prematurely starting the match and wasting everyone's time.
Any two of these factors wouldn't have been awful on their own. The size wouldn't be a problem if the banner wasn't interactive, the interactivity wouldn't be a problem if the banner wasn't so massive, and neither of those elements would've been so annoying if the game didn't immediately shove you into the match. Whoever designed the CSS found a hellish combination of design elements and somehow let it through without a second thought.
Devil's advocate: If you hover over a player's chip for a splitsecond, the banner will slightly fade and let you pick the chip up. Also, you could just as easily pick your alt before you place your chip down, and you can still use B to directly recall your chip. It's not really a problem except in very fringe cases. Keep in mind, I'm not arguing FOR the banner, I don't like it being huge for no good reason either.
Hardware that could actually run its games at a solid framerate. I think almost every major release on the switch I've played has seen slow down in one form or another.
And that the Dock was more than a glorified plug with an HDMI cable.
It is more though. Specs as far back as BOTW showed that the game ran significantly better docked, with consistent 60fps in 1080p compared to 720p in handheld.
The dock doesn't offer any coprocessing or anything like that, the handheld mode just activates a power-saving state that throttles the SOC. The dock lets it run at full speed because it's supplying it with more power than the battery can
Is there any datamining for 1.2.1 or a running list? This is stupid.
https://twitter.com/akfamilyhomeak/status/1076167813566410752
Nothing beats Incineroar's up special or Mario's slam dunk imo
https://twitter.com/CorazonPeach/status/1076290469422944256
is that normal?
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