• super smash bros - LEAK TIME AGAIN (RECAP: Yes, they're really adding Krystal from Star Fox, videos
    5,174 replies, posted
i'm interested in what shield stun's gonna do to the meta. unfortunately i think sheik will get even better because she can probably lock people with needles then run in and grab
[QUOTE=wauterboi;48796389]It sucks when everyone is essentially Jigglypuff-rest level with basic attacks to Jigglypuff.[/QUOTE] The problems start with rest. There are characters who have rest-esque moves (G&W 9, Wario Fart, Marth F-Smash, Luigi B-Up) that can kill earlier than rest, and are barely punishable if you whiff. Even more so cause at least all those characters have combos into their moves. There are no reasonable 100% confirmable rest combos. If you're going to ignore a character completely don't even include it in the game. I spend my time getting good w/ puff but there's only so much uphill battle you can enjoy with a character. Now they've even made shielding useless for Puff.
I think they have the mindset of making Jigglypuff a party trick or a joke character to be honest.
The whole point behind rest in the first place way, way back in the day was to look completely useless, until you randomly use it at the right time and then OOOOOOOOHHH I think even the official guide for the game was very vague about what that move actually did, just so it would surprise people. [editline]t[/editline] Jigglypuff has since the start of the series been the joke character that's actually good.
[QUOTE=Everything;48796537]The whole point behind rest in the first place way, way back in the day was to look completely useless, until you randomly use it at the right time and then OOOOOOOOHHH[/QUOTE] But rest is actually a good move in Melee, and you can use it from throw combos, platform tech chases etc and it feels satisfying to use. In 4 it's a completely departure to that, it's pretty much useless in all cases in both looks and usage. I just don't understand why you would even do that to a character, then not buff it or do anything to the character in any of the patches so far, when others get crazy.
Luma was a mistake
R.I.P Jigglypuff. May you bounce back as powerful as ever one day. :saddowns:
At least my boy Ganondorf got a Nair rework
[QUOTE=Mikemaximum;48796877]At least my boy Ganondorf got a Nair rework[/QUOTE] Anyone feel like battling? NID: csg172
[QUOTE=icemaz;48796439]The problems start with rest.[/QUOTE] Unfortunately, it's true. Because her moveset originally started as a joke character design, when it was made actually usable in Melee, it basically became her bread-and-butter against specific character archetypes. Now the problem is that rest has become the identity of what her moveset is about, which inherently makes it impossible to buff Sing fairly to be usable because at any point that you make Sing not-terrible, you are basically allowing autocombos into rest. Granted, at this point I don't think people would mind Jiggs getting a new moveset or at least being "Falconified" (Falcon got a new standard and aerial moveset between 64 and Melee aside from specials, although his specials work very differently in 64 and he got side B so it was basically an entirely new moveset), especially when everyone anticipated they'd give her some Fairy-type aspects yet never really did.
I bought the Fox costume and I don't feel the slightest bit guilty about it.
who thought this shield idea would be a good idea [url]https://twitter.com/Shulkified/status/649298263355584512[/url]
Wasn't one of the core things the competitive scene complained about in Smash4 the lack of proper shieldstun? How there was so little that was safe on block and how it encouraged excessively defensive play?
I'm so happy shieldstuns in now even if they went overboard. we64boisnow
[QUOTE=Everything;48797793]Wasn't one of the core things the competitive scene complained about in Smash4 the lack of proper shieldstun? How there was so little that was safe on block and how it encouraged excessively defensive play?[/QUOTE] Here is the problem with that. They made it too high. It's definitely higher than Melee's shieldstun (people are estimating about [i]eight-to-ten+ frames and it scales up with damage in Smash 4[/i] as opposed to [i]six[/i] in Melee) and might even be higher than 64's. 64's shields had very high shield regen and very low shield degen so even though you can lock an opponent into a shield break, it takes multiple hits to do so, but Smash 4 has very low shield regen and very high degen. They basically took only one aspect of the shield and broke it without balancing the other shield mechanics around it, and only having a low amount of shieldpush in Smash 4 exacerbates it heavily. [sp]That pun was unintentional.[/sp] Having shieldstun being far too low/almost nonexistant was bad for Smash 4 comp, but the opposite extreme can be bad, too. (think of how much of a difference there is between the frame 1 shine of Fox in Melee and the frame 8 shine of Fox in Brawl. The latter is just one tenth of a second slower than the former yet it disables many of the properties that made it so busted in Melee. It can be a pretty big deal when talking about a fraction of a second difference for mechanics like this) However, a game balanced around heavy shieldstun will be more appealing than one based on little shieldstun, so hopefully they don't revert this and just make everyone more suited for this change in mechanics.
[QUOTE=Mikemaximum;48797723]who thought this shield idea would be a good idea [url]https://twitter.com/Shulkified/status/649298263355584512[/url][/QUOTE] oh so that's what "buster" means
[QUOTE=spiritlol;48797805]I'm so happy shieldstuns in now even if they went overboard. we64boisnow[/QUOTE] Now if only they could do the same to airdodges
IMO, Kid Icarus Uprising had the right idea regarding dodges. If you spam them they start to rapidly lose I-frames until you're barely protected at all.
[QUOTE=Everything;48798014]IMO, Kid Icarus Uprising had the right idea regarding dodges. If you spam them they start to rapidly lose I-frames until you're barely protected at all.[/QUOTE] I'd say to one up that and have it be based on how long it has been since you have been in hitstun so you can't just mash out of stun for free invuln, but could still dodge something while falling back down after a bit.
Well, it would function very similarly to the stale move penalty, based around how many of your previous inputs within a certain time were dodges, even if they did not complete. IE, if you rolled and were punished with a Dmash before the invulnerability even started, your next roll, spot dodge or air dodge will be a bit less effective if you do so right away, even though that roll was unsuccessful. This also discourages spamming evasive inputs while locked in the hope of abusing the invuln out of hitstun into a guaranteed fresh roll. Either time it right, or deal with nerfed I-frames and possibly get grabbed while trying to back out.
Oribital Gate now shows up in All-Star Mode. I unfortunately encountered it today. Pac-land also shows up too now.
[media]https://www.youtube.com/watch?v=k4IP7yM-IyU[/media] cool new trail, but what a weird addition
I was completely blind to the trail. I was looking for any subtle animation changes.
They fixed that, but Lucina still dislocates her arm to clap. :v:
[video=youtube;p8rUOB_MXAs]http://www.youtube.com/watch?v=p8rUOB_MXAs[/video] Hmmmmm...
that looks super greenscreened gameplay over a screenshot of the game
Either that or Nintendo is going back to the Ocarina of Time days and placing the gameplay over prerendered backgrounds.
Well I got my Wind Waker stage, even if it's from a previous game. I'm glad it's back. I absolutely love the omega version.
Wow, how brilliant to release a fake stage leak right after an update where we got new stages. [I]That will surely fool us![/I]
leffeb got denied entry to the US, so won't be there at TBH this weekend [url]https://twitter.com/TSM_Leffen/status/649382145522302976[/url] Rip the 4 stock dream
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