The Super Smash Bros. Thread. HEY join this idiots http://steamcommunity.com/groups/Smashpunch (vo
5,001 replies, posted
[QUOTE=Everything;46954920]The tech in Melee is pretty much set in stone at this point, so a lot of matches play out very similarly.
I can completely understand why that wouldn't be overly interesting to watch, unless you're new to or really invested in the Melee scene.[/QUOTE]
It's like, I can appreciate how fast you can kill someone in Melee but to me it looks like a twitchy mess until one character explodes and another is hanging off the side of the stage and there's a lot of tech involved but everything feels ultra samey.
Watching these matches yeah recoveries are crazy but I feel tense seeing Pit get knocked next to the blast zone and do his best to safely get back or whatever else goofy unfolds.
Also why is Town and City never picked? It seems like it would be perfect really.
[QUOTE=Sift;46955491]Also why is Town and City never picked?[/QUOTE]
too many platforms
[QUOTE=unlimi_Ted;46933658]That really only limits a potential heavy Gen 3 to Swampert :([/QUOTE]
Someone rated this disagree, and I'm genuinely curious as to who else they think would work
I really struggled to find a generation 3 that was notably popular, big enough to be considered a heavy character, and had a body type feasible for a fighting game.
[QUOTE=Redswandir;46955522]too many platforms[/QUOTE]
Wait really? Aren't there only 2 or 3?
Few times I was there it just felt like Fountain of Dreams with the platforms going horizontal instead of up and down.
[QUOTE=Sift;46955491]It's like, I can appreciate how fast you can kill someone in Melee but to me it looks like a twitchy mess until one character explodes and another is hanging off the side of the stage and there's a lot of tech involved but everything feels ultra samey.
Watching these matches yeah recoveries are crazy but I feel tense seeing Pit get knocked next to the blast zone and do his best to safely get back or whatever else goofy unfolds.
Also why is Town and City never picked? It seems like it would be perfect really.[/QUOTE]
i find the top tier characters in melee a lot more interesting than the top tier characters in smash 4 personally. IDK how you can watch players like Armada/Mango/PPMD/M2K/Hungrybox/AXE etc. and not just be completely blown away by how far some people can push these characters to their limit and innovate the metagame, even after so many years.
[QUOTE=Redswandir;46955522]too many platforms[/QUOTE]
they can also carry you into the blastzone
[media]http://www.youtube.com/watch?v=VrAsEdAudy4[/media]
Iunno stuff like this is just fun to watch to me
Yeah but most S tier Melee matches are the same six or seven aerial or chase strings over and over again, because players know that doing much of anything else isn't worth it.
Someone made a comparison video a while back of two matches, same characters in both, both on Battlefield, these two bouts four years and half the country apart with four different people, and they were able to cut half of each together to make a single contiguous match, switching back and forth constantly with only one or two really obvious cuts. Melee play is interesting at first, but after a while you start to see that aside from a few key exceptions, characters are played virtually the same way no matter who plays them, the only differing factor being the level of consistency and skill in execution from the player.
Melee has been around long enough that most know - or can look up - what is the objectively best thing to do in any given scenario for their character, so there's very little variance or deviation from it, and sometimes deviation is outright discouraged; I've seen players get mocked by commentators for doing less efficient or unusual combos or followups, even if they were successful.
Man I know it's probably not true but watching Mango vs Hungrybox in melee and it really doesn't look any faster then Smash 4. Not sure if it's just the matchup but the camera zooming-unzooming rapidly kinda made me feel sick and fox didn't even look like he was moving terribly fast.
Also there's not much fighting actually going on. HB gets hit by two aerials and then dies and likewise for fox. I dunno, I don't get it. I hear complaints about combos but stuff like jigglypuff spamming backair and nothing else just seems kind of silly.
[editline]17th January 2015[/editline]
[url=https://www.youtube.com/watch?v=Oime4m6suCo]I'm aware jigglypuff is light as a aside. Here's the video[/url]
Anyone up for some smashsss?
So after spending quite a lot of time really buckling down and figuring his mechanics out, I can now use DHD worth a damn. He's actually pretty fun.
[video=youtube;9_7WnxwoJd0]http://www.youtube.com/watch?v=9_7WnxwoJd0[/video]
[sp]The points we're just standing on opposite ends of the stage doing nothing were when huge lagspikes were happening, we were both waiting it out.[/sp]
To anyone who knows the character well enough: how could I improve from here? What do you recommend I focus on?
[QUOTE=Everything;46956172]To anyone who knows the character well enough: how could I improve from here? What do you recommend I focus on?[/QUOTE]
Try to expand your air game more. Don't be afraid to take the fight to your enemy and get in their face if they try to act more defensive, but don't get too greedy either. Try to gauge the opponent: If they keep trying to hop your stuff, smack them out of the air and just keep giving them more cans, discs and gunmen.
That and get the hang of using your projectiles in sync with normal attacks and movement. Like, use neutral B and move the can towards your opponent while also attacking or advancing on them. It makes it difficult to keep track of both you and your hailstorm of projectiles.
Duck Hunt might feel like you need two brains to use him at times, but it's incredible when mastered.
[QUOTE=Lord of Boxes;46948587]I've been playing alot of Mega Man Recently and want to practice against some real players. Anyone up for a match? I'm in the smashpunch chat if you want to.[/QUOTE]
What's wrong with Mega Man?
[QUOTE=g8mer;46956777]What's wrong with Mega Man?[/QUOTE]
He wasn't saying anything bad about Mega Man, but Mega's a pretty difficult character to use. Only a handful of his offensive options are good, while everything else is either pestering or almost useless unless one's creative with them. And against characters like Link who can be projectile-resistant (or a skilled projectile reflector), he's going to have an even harder time.
[QUOTE=Everything;46956172]So after spending quite a lot of time really buckling down and figuring his mechanics out, I can now use DHD worth a damn. He's actually pretty fun.
To anyone who knows the character well enough: how could I improve from here? What do you recommend I focus on?[/QUOTE]
While you utilized it a couple times (it looked like by accident), know that you can launch the can with any hit ever. The only kinds of hits that don't influence the can are grabs and pummels. Knowing this, you can be a royal pain in the ass by leaving cans in strategic places and launching them at a low angle with your down tilt, it's by far the best move to do that with because it comes out quick and basically sends the projectile horizontal. You can also move the can with the wild gunman if you're a bit too far from the can to hit it with a d-tilt. Try to avoid moving the can with your smashes, the way that their launch properties work sends the can a whole 2 inches toward your face instead of toward the opponent, this is because each individual hit has very low knockback so it can string each hit together in a combo, the only hit that's worth anything for moving the can is the third shot, this applies to the flying clay as well.
Use wild gunman more often, they have solid range and absorb projectiles for you (until they get KOd). They're annoying to dodge around while a can is active so shielding is the go-to for most people, use that pressure to your advantage. They are decent edgeguards too, one on the stage will typically discourage people from hopping back from their safe ledge, combine this with a can and they're likely to be splashed off of the ledge once their invulnerability wears off, forcing them to either let go, jump, or try to roll onto the stage. Anticipate their recovery and attack accordingly.
Cans and gunman can be good recovery safety if you have the space to play with them. An onstage player will back off if they see a can coming their way, giving you room to sweetspot the edge and make a safe recovery. Never use your Up-B unless you can get the ledge with it, otherwise you're a very easy target as you plummet to the ground. Also a bit of a funny note, using a can at point blank will blow both of you up (best used in the air so you won't blow yourself up on their shield, even if they airdodge, the can will simply not explode on your face). In some cases this can launch you and your edgeguarding opponent back toward the center of the stage. I have found it useful to smack them and then immediately follow-up with either neutral-air or up-air, as both come out quickly and have attractive launch properties at center-screen (up-air can KO if percents are high enough).
Also pay attention to your opponent. If they start sending cans back at you, try to control when they get opportunities to do that. You have to play differently, but the can can come out at weird times to throw them off. Similar to the Gordo Toss with Dedede. Just need to play it more slowly.
[QUOTE=unlimi_Ted;46955560]Someone rated this disagree, and I'm genuinely curious as to who else they think would work
I really struggled to find a generation 3 that was notably popular, big enough to be considered a heavy character, and had a body type feasible for a fighting game.[/QUOTE]
I think that was me, and my thought process that Sakurai and co. could pretty much do whatever to get a 3rd gen heavy rep if push came to shove. Despite being quick I could see them making Sceptile a bulky rep. After all, if they made Ganondorf a slow tank that punches shit they could do whatever.
I don't see why popularity should be a factor. It was decided Greninja was going to be in the game way before people even knew about it.
[QUOTE=Vitalon;46957080]I don't see why popularity should be a factor. It was decided Greninja was going to be in the game way before people even knew about it.[/QUOTE]
TBH I think that's because they knew it was going to be popular. Look at all the popular Pokemon; half of them are humanoid with a skinny physique, part Dark or Fighting type, or based on something cool and mysterious (Lucario is a wolf-jackal-psychic, Greninja is a freaking ninja). Greninja was destined for greatness.
so D1 just said on stream "You know what you're gonna get to play at APEX?" then realized he wasn't allowed to reveal that info
WHAT COULD IT BE? Mewtwo demo? Melee remake? most likely something related to smash
[QUOTE=Everything;46955669]Yeah but most S tier Melee matches are the same six or seven aerial or chase strings over and over again, because players know that doing much of anything else isn't worth it.
Someone made a comparison video a while back of two matches, same characters in both, both on Battlefield, these two bouts four years and half the country apart with four different people, and they were able to cut half of each together to make a single contiguous match, switching back and forth constantly with only one or two really obvious cuts. Melee play is interesting at first, but after a while you start to see that aside from a few key exceptions, characters are played virtually the same way no matter who plays them, the only differing factor being the level of consistency and skill in execution from the player.
Melee has been around long enough that most know - or can look up - what is the objectively best thing to do in any given scenario for their character, so there's very little variance or deviation from it, and sometimes deviation is outright discouraged; I've seen players get mocked by commentators for doing less efficient or unusual combos or followups, even if they were successful.[/QUOTE]
isn't this why the whole "20XX" joke even exists?
So today me and a friend tried out the pac-ladder. You know when you make two pac-man jump on trampolines to the top of the screen? It was so much fun but we got kicked twice and we were banned for a single minute and we were laughing our asses off the entire time.
So I met someone on For Glory who uses Flowchart Diddy and Flowchart Ness
god help us all
[QUOTE=Mikemaximum;46957323]So I met someone on For Glory who uses Flowchart Diddy and Flowchart Ness
god help us all[/QUOTE]
flowchart Ness is the worst.
spam pk fire till something happens then grab. miss the pk fire? DO IT AGAIN.
[QUOTE=TheWhiteFox1;46957432]flowchart Ness is the worst.
spam pk fire till something happens then grab. miss the pk fire? DO IT AGAIN.[/QUOTE]
Well I just beat him and he picked Little Mac and is hyper agressive
I can feel the salt coming through my monitor
Oh I forgot to mention after doing the pac-ladder with my friend we went charizard and spammed flareblitz. Then we went dark pit and spammed electroshock arm against a rob and a mega man which completely negated their projectiles. It was dickish but it was really fun.
After a week or two away from Smash and the Wii U in general I think I got the rust off. I played a lot of FG and my final match was against someone who named themselves STONED and did nothing but rolled around.
I decided to join in and we spent the entire match rolling around on the SMG stage.
I love fucking around with people on FG
I think I need some practice or something. Anyone wanna play and critique my playstyle?
[QUOTE=SwiftYoshi;46958037]I think I need some practice or something. Anyone wanna play and critique my playstyle?[/QUOTE]
i'm up for it if you are NNID is Hotline_Miyummy add me on Steam if you want to chat while playing
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