• Super Smash Bros. General v26 - 🃏 THE SHOW'S OVER 🃏
    985 replies, posted
Bruh you got played
Might uh Might wanna check that tweet's date.
i literally sent this to 2 friends then i had to explain to them why im stupid and that they should disregard everything i've ever told them
Damnit. I don't know it appeared on my timeline. They know.
https://www.youtube.com/watch?v=1HCErTzAn6Y
Even as someone who's always hated fighting Diddy, I can agree his old recovery was unreasonably bad
At Smash 'N Splash, Wizzrobe is in top 8 of both Smash Ultimate and Melee at the same tournament. He's on winners side of Melee and losers side of Ultimate after beating both Tweek and ScAtt using Wolf.
https://www.youtube.com/watch?v=sIFxblZeTMs Holy shit.
As a Bowser main that was extremely satisfying to watch. Bowser is really fun to play, especially because even though iirc he's the heaviest character it doesn't mean he's the slowest
https://www.youtube.com/watch?v=4uSjR2PBOXw
Wizzrobe finally broke the curse of Captain Falcon being unable to win a major in Melee. Over Hungrybox twice, no less.
Also beat aMSa, Leffen and n0ne to get there, and he still has to play Ultimate!
That’s why I love heavies in this game. They feel like they need a lot more strategy in terms of being very smart with your attacks. ive always hated the light characters because it feels like they dominate the tier list due to being so quick and tough to punish
I feel the same way with swordies. There are clear character archetypes unique to the Smash gameplay - heavies, lights, swordies, projectiles, and a few other weird ones like rushdowns. The problem is some are clearly better than others in an equal skill level environment. Heavies (except for Bowser, he's super fucking annoying IMO) are usually fun to fight because there's a lot more nuance going into their gameplay. You have limited speed, but can take a lot of punishment, so it's about choosing your moments and going for them. Incineroar, Ganon, DK, Dedede (except for Gordo spam), K. Rool, Bowser sort of, all really fun to fight because their tools are limited yet diverse, and it never feels like you're losing just because they have so much control.
Why does everyone use the Switch GC controllers in comps. Do they actually handle better for smash, or is it just a preference thing?
People have been using GC controllers for fifteen years, through two eras where it was the best option. Now it's up to preference and people prefer what they've stuck with for so long.
You mean these ones? https://files.facepunch.com/forum/upload/249352/d31aef78-2105-4b92-903a-c4564d7d98f1/image.png
https://twitter.com/HelixSnake/status/1135360700635725831
Yeah.
Probably because the old GC controllers are definitely showing their age. They're great in their own right, but they (along with Smash's general control scheme) are really grating when you're getting deep into the game. Stuff like reverse-b moves, general movement, misinputs etc are waaaaay too common.
This is the first time I've read anything involving strategy and K.Rool in the same sentence.
Because speaking from experience, genuine GC pads are falling apart, and the ones that aren't are commanding higher and higher prices secondhand The Hori and PowerA pads are good enough for all but the top half percent or so of competitive players, so that's what people use
I've been gravitating towards heavies too, particularly Ganondorf and Richter. Remember that my hands don't work entirely right and my motor skills outside of typing (100 WPM, thank you very much) are abysmal. And plus heavies are more geared towards cautious, cerebral play rather than brute-force APM. It's part of why I still go back to Brawl. All the stuff certain players deride it for - slower, floatier, more defensive, less hitstun - just makes it feel really nice for me. Hell, it's why I mained Shulk in Smash 4, because his base moveset outside of the Monado Arts is all about how his attacks' other attributes like range and damage make up for their sluggish speed. My hands are that slow anyway, so that speed was barely a handicap for me (plus I like that he practically telegraphs his attacks). You say that, but I'm still waiting for them to add Wiimote/Nunchuk support to the Switch so I can use that again (and it's just Bluetooth, after all). I ended up using it by necessity in Brawl after one of my GameCube controllers broke and ended up liking it so much that I stuck to it all the way through Smash 4, even after getting a new GameCube controller. ... Ah, but then I'd have to give up C-stick tilts, and those have been one of Ultimate's biggest godsends for me. I might have to stick with my Pro Controller after all...
Random question, what's the benefit of B reversing? I'm super casual so I'm still trying to learn RARs haha
transferring momentum for surprising movement and mixup potential, especially on characters with projectiles for example, at certain percentages, young link can downthrow into bair into b-reverse arrow and it's almost guaranteed to hit, and is a much safer option than dthrow into upb, while dealing slightly more damage than (and saving move decay for) upair. Or, a Wario falling above an enemy, with his face facing to the left and his trajectory being down and to the left, can b-reverse chomp the shielding enemy basically for free. It's easiest to practice and use with characters that have neutral-b projectiles, as the upb reversal is already built in since every single upb gives momentum of some sort, and downb and sideb reversals are hard, nigh impossible on online.
https://twitter.com/alpharadtv/status/1135369711540002816
As weird as the commentary got once Hungrybox got on the mic I'll take it over Coney destroying his throat for hours straight by carrying the commentary on his back while Trihex occasionally mumbles out something inane while sounding like he's going to fall asleep because he was put on mic for popularity and can't commentate to save his life.
https://www.youtube.com/watch?v=xEt06bVZfp8
That set was awesome The commentary went from okay to awful in about 1 match's worth of time. "That waveland... or whatever.. I dunno, man" Not that I'm like "damn you idiots be professional KNOW THE TERMINOLOGY", but I feel like they go on tangents way too much. Are the commentators at these events paid? They are, yeah? Maybe I was just spoiled by growing up listening to all-time great commentator Jim Ross.
How are these unique to Smash, at all? Smash uses archetypes that already existed way beforehand, the only major one that comes to mind that may be without precedent being the duo-type of puppeteer that the Ice Climbers are. Rushdowns (Fox, Captain Falcon, Sheik), shotoclones (Mario, Lucario, Ken, Zero Suit Samus), trap users (Snake, Link), glass cannons (Mewtwo), fragile speedsters (Pichu, Sonic), mighty glaciers (Donkey Kong, King K Rool, Bowser), semi-grapplers (Bowser*, Ganondorf, Captain Falcon*), install users (Lucario*, Shulk, Joker, Cloud), zoners (Snake*, Pac-Man, Zelda, Inkling, Duck Hunt), weapon-users (Toon Link, Marth, Ness, Simon) and puppeteers (Duck Hunt*, Ice Climbers, Pac-Man*, Olimar, Rosalina) are all traditional fighting game archetypes. Fighting games also have charge users, stance users and grapplers, which are generally not found in Smash. (*=mentioned more than once because they're a hybrid of multiple archetypes. The characters viewed as grapplers in Smash are all semi-grapplers. Pokemon Trainer is arguably a stance-change character, but the behavior is more accurately a tag-out system. Project M's Samus is a stance-change character, though. The charge archetype being missing is at least reasonable because smash attack charging fills a similar niche, but it's much higher in terms of committal). Also, how are rushdowns weird? They're one of the most common designs in fighting games after shotoclones. and probably the archetype most associated with Smash Bros gameplay.
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