Super Smash Bros. General v26 - 🃏 THE SHOW'S OVER 🃏
985 replies, posted
Looks like Mac got a few bones thrown his way.
I wish updates didn't delete your old replays in Ultimate and at least only disabled them like in Smash 4, because at least then you have the hope of somehow restoring them through mods or something. Because I don't have a microSD card in my Switch and so I can't export anything to video, so there's no way for me to actually save anything long-term.
Yo finally Falcon gets a usable and practical true combo that's using the hype moves. That'll look cool as a stock finisher.
I don't want him to be bad but I will not cry for Olimar. Watching good Olimars play is downright infuriating with just how much you get for your effort relative to how hard the opponent has to work simply to get in without being demolish by a wall of Pikmin.
Who's bright idea was it to make Roy's counter's hitbox like six times the size of his character model?
Nothing is more infuriating than watching him counter a ranged attack in the opposite direction from where you're standing six feet away from him and have it scoop you up and kill you.
Nothing maybe except for the piece of shit teabagging after the fact like he was in the same fucking neighborhood as having something to do with that nonsense.
I'm sorry, Pichu mains, but Pichu being a top tier just wasn't super fun.
Pichu isn't going anywhere. Still insanely small, still low-commitment arsenal, still insanely strong neutral game and basically untouchable. A little more damage on non-neutral moves isn't changing that.
Also that shit when you're dominating in free-for-all so the other 2-3 players gang up on you, knock you out of the game, and then proceed to just wait around for the remaining several minutes of the match to punish you for having skill. Happened three times tonight.
Why does it make you just sit there if you've been knocked out? If I'm out then I'm out, but making me sit there for 4-5 minutes while everyone else just fucks around is really unfun. Incidentally, leaving the match, even if you're knocked out and completely unable to participate, counts as a strike on your account. Have fun with that.
Yeah but at least his ftilt doesn't kill at like 80 now.
Ask Sakurai, not me. I'd love to see shields actually function properly - you know what's fun? Only being able to either jump or upb out of shield without having to play a lengthy animation. You know what's even more fun? You have to press up and b at the same time, and if you're even a millisecond off, or if you hold b and spam up or vice versa, you sit there and do nothing.
The game was built with parrying in mind. You have 5 frames for a parry - which is decently generous. If they reduce the amount of frames it takes for a shield to drop, there wouldnt be any risk to trying to parry given you could instantly act out of it. If they reduce the amount it takes for a shield to drop and the parrying window, parries become too difficult to consistently do.
The thing in the early metagame of Ultimate is that a lot of the super safe/non-committal characters can be countered by parrying. Characters like Lucina that can afford safe pokes get a very hard time the moment you start parrying.
Parrying existing is like
The entire reason Ridley isn't viable
ridley is viable toh
Adding defense actually just makes faster characters better, because defensive mechanics still rely on human reaction and quick attacks don't magically reduce that unless you want to do something nonsensical like giving everyone armor.
Easiest way to make counterplay to faster characters is to make them more comboable so they don't just get free neutral resets whenever they're hit. This is partially why Smash 64 was so balanced and is one of the few things keeping Melee Fox from being even more broken: the top tier of both games are very combo-able, so they have more of a risk to attacking than in later Smash games. You could even tone down some of Ultimate's ground mobility a bit as compensation if that makes it too fast-paced.
What about some sort of hitstun multiplier then, where faster and lighter characters get stunned for longer periods of times by attacks while more hardy characters shrug off blows more quickly? I'm not talking about full super-armor like with Bowser, but somewhat of an in-between measure where the heavier a character is, the more quickly they return to a controllable state after getting hit. That way Pichu getting hit would screw him up for a quite a chunk of time compared to Mario, and someone like Simon might not completely shrug off attacks without flinching but is tougher and doesn't flinch for as long.
That makes light characters combo beasts versus both heavy and light characters.
How? The point is that heavy characters wouldn't be as comboable because they wouldn't be stunned for as long.
That can be tricky, because not all light characters are fast, and not all fast characters are light. Jigglypuff, Kirby and Duck Hunt, for example, are all lighter than Sonic, and thus would become hurt more by weight-dependent hitstun. On the flipside, making it just be based on speed has two problems of it's own: you either have arbitrary correlation between perceived speed (which can be interpreted in many ways) or manually-set values (which won't actually have any reference to base on for players and thus would complicate the game. Footstools, however, are already set up this way, where some characters fall further than others.)
It's not a bad idea, but does introduce complexities that weren't there, before. With weight already scaling knockback, the simplest way to set up what you describe would be to make weight affect knockback and hitstun resistance and to just buff the aforementioned 3 in other ways to compensate, basically correlating weight with "stamina".
They are comboable in the issue that they aren't launched far enough so a second attack may connect. Light characters get launched further away and thus can react. If both light and heavy characters get incapacitated in a way followups are easy in either of them, the game turns defensive.
Sorta what I was going for, yeah. I guess one way that would make sense is also tying a character's susceptibility to hitstun with how much they themselves are geared to dole out combos, so that you'd have Bayonetta being all about long chains of moves while susceptible to the same, whereas Ganondorf has to rely more on heavy hits he can't as easily chain but likewise others can't as easily do the same for him.
I remember reading something similar in an article about all the defensive options in Guilty Gear, so maybe there's something there to pull from.
I forget which forum I was reading this on, but you can verify yourself anyways so it doesn't matter;
The "NEW" section is removed from the Fighters area of the Smash Bros website, which would happen before the game launch like a week or two before more newcomers were revealed. E3 is in like two weeks. A new fighter (or perhaps two if we are lucky) being revealed at E3 is not a shocker and was basically expected anyways, but nevertheless, it's exciting to see.