The Super Smash Bros. Thread. HEY join this idiots http://steamcommunity.com/groups/Smashpunch (vo
5,001 replies, posted
[QUOTE=ElderLolz;47179567]Finished Bowser alts too
[IMG]http://puu.sh/g5nvu.png[/IMG][/QUOTE]
Time for a comparison to the official!
[img]http://40.media.tumblr.com/575be17e4ec2452fb8a6b38de3465a43/tumblr_nkalkyqWOF1riuctjo1_1280.png[/img]
Bowser looks like such a fat fuck there.
[sp]An adorable fat fuck. :3[/sp]
Speaking of the pixels, i was in the middle of Fox but then saw Abysswolf doing them so i stopped, but didn't wanted to leave what i was doing incomplete so!
[IMG]http://i.imgur.com/ji9hSnK.png[/IMG]
[QUOTE=Nightfury;47207928]Speaking of the pixels, i was in the middle of Fox but then saw Abysswolf doing them so i stopped, but didn't wanted to leave what i was doing incomplete so!
[IMG]http://i.imgur.com/ji9hSnK.png[/IMG][/QUOTE]
I've always used the orange jacket (going all the way back to SSB64), and it just blew me away how they seemingly geared it even more towards my personal taste in SSB4 with the change to a blue scarf and more tasteful taupe/grey accenting.
Have you ever seen something in a game where you're like "Man, who secretly put ME on the devteam without my knowledge?" For me, it's that. I hope they never change it again.
[editline]24th February 2015[/editline]
Please excuse me for being a huge weirdo who cares about little things like that and for wasting everyone's time with that story again
I am the absolute worst at this game, especially online since I can't get used to the small lag there is pretty much almost all the time.
Still pretty fun.
Do you guys think Sakurai will ever bring back transforming characters? I recently heard the reason he removed the feature was due to 3DS limitations. At first I thought it was solely for gameplay purposes and to make the individual fighters more well-designed, which I really liked, but then I remembered that years ago after Brawl came out and before Sm4sh was announced I used to spend my time creating imaginary smash fighters, and with Majora's mask being remade I'm reminded of a Pokemon Trainer-styled fighter I had that was called Masked Link and though he appeared as Young Link on the selection screen you actually played as Deku Scrub Link, Zora Link, and Goron Link from Majora's Mask.
[QUOTE=Cl0cK;47208046]I am the absolute worst at this game, especially online since I can't get used to the small lag there is pretty much almost all the time.
Still pretty fun.[/QUOTE]
Smash is the only fighter I'd be good enough at to play online if I could ever get a lag free game.
This is the opposite from Skullgirls, where the netcode is great but I get beat by people who can do 60-hit combos right at the start while I'll be lucky to get close enough to even attempt a combo.
His final smash was obviously the moon crashing
[editline]24th February 2015[/editline]
my automerge!
[QUOTE=unlimi_Ted;47208260]Do you guys think Sakurai will ever bring back transforming characters? I recently heard the reason he removed the feature was due to 3DS limitations. At first I thought it was solely for gameplay purposes and to make the individual fighters more well-designed, which I really liked, but then I remembered that years ago after Brawl came out and before Sm4sh was announced I used to spend my time creating imaginary smash fighters, and with Majora's mask being remade I'm reminded of a Pokemon Trainer-styled fighter I had that was called Masked Link and though he appeared as Young Link on the selection screen you actually played as Deku Scrub Link, Zora Link, and Goron Link from Majora's Mask.[/QUOTE]
Thing is, in separating the transforming characters, he realized that having them separate turned out to be the better option all along (he said something to this effect in an interview I believe). His own discovery combined with the overwhelmingly negative competitive opinion of transformations makes it highly unlikely he will ever revisit that idea again.
Near any player you ask would rather have one solid, focused and worthwhile character than another Pokemon Trainer (multiple below-average-at-best characters in one)
[QUOTE=Everything;47208375]Thing is, in separating the transforming characters, he realized that having them separate turned out to be the better option all along (he said something to this effect in an interview I believe). His own discovery combined with the overwhelmingly negative competitive opinion of transformations makes it highly unlikely he will ever revisit that idea again.
Near any player you ask would rather have one solid, focused and worthwhile character than another Pokemon Trainer (multiple below-average-at-best characters in one)[/QUOTE]
Although having a dynamic character that you can change framedata attributes for is still within the realm of possibility. Shulk is very much like this.
But it might not be unrealistic to see someone with changed up normals or specials based on what mode they're in. Of course not to as drastic a degree as a full-on transformation, but things that change hitbox size, startup and ending lag, sweetspots, damage, and launch strength are realistic. Of course balancing such a character is going to be a nightmare,
[QUOTE=unlimi_Ted;47208260]Do you guys think Sakurai will ever bring back transforming characters? I recently heard the reason he removed the feature was due to 3DS limitations. At first I thought it was solely for gameplay purposes and to make the individual fighters more well-designed, which I really liked, but then I remembered that years ago after Brawl came out and before Smash 4 was announced I used to spend my time creating imaginary smash fighters, and with Majora's mask being remade I'm reminded of a Pokemon Trainer-styled fighter I had that was called Masked Link and though he appeared as Young Link on the selection screen you actually played as Deku Scrub Link, Zora Link, and Goron Link from Majora's Mask.[/QUOTE]
i really hope not, i'd rather have two fully-fleshed out characters than one character with two partial movesets
Personally I always hated the transformation. I almost always just played as one character the whole match without transforming , which basically means I had 1 less special move than every other character on the roster, and I know I'm not the only one who does this. I much prefer just having all the characters be separate. Maybe a character who's attributes change can be possible but entirely different movesets? I just don't really see why we need that back.
Seriously, how do I handle this Sonic spam?
It's just the same bullshit combo over and over and over.
But it's so fast and gets priority over everything.
And then they have the gall to actually taunt after they KO me with this nonsense. I don't usually get mad at video games, but fighting a Sonic on For Glory does awful things to me. I honestly can't think of a tactic or playstyle in any other game that I despise more than what Sonic mains pull.
It's just Side B and Down B. If that doesn't work, Grab. If that doesn't work, Side B and Down B. Repeat and enjoy your win.
Normally it wouldn't bother me SO much, except I honestly can't beat it. Every other tactic, I can at least see where I messed up or how it could be countered.
But Sonic... it's just so basic, anyone can pull it off and get a great result.
I think Smash is a fairly balanced game, but nothing makes me lose respect for an opponent quicker than seeing that they play Sonic.
[QUOTE=unlimi_Ted;47208260]Do you guys think Sakurai will ever bring back transforming characters? I recently heard the reason he removed the feature was due to 3DS limitations. At first I thought it was solely for gameplay purposes and to make the individual fighters more well-designed, which I really liked, but then I remembered that years ago after Brawl came out and before Sm4sh was announced I used to spend my time creating imaginary smash fighters, and with Majora's mask being remade I'm reminded of a Pokemon Trainer-styled fighter I had that was called Masked Link and though he appeared as Young Link on the selection screen you actually played as Deku Scrub Link, Zora Link, and Goron Link from Majora's Mask.[/QUOTE]
Playing as a Goron would be fucking awesome
So they should just add Darunia instead of slapping it in with a transformation character
[QUOTE=BanthaFodder;47208639]Seriously, how do I handle this Sonic spam?
It's just the same bullshit combo over and over and over.
But it's so fast and gets priority over everything.
And then they have the gall to actually taunt after they KO me with this nonsense. I don't usually get mad at video games, but fighting a Sonic on For Glory does awful things to me. I honestly can't think of a tactic or playstyle in any other game that I despise more than what Sonic mains pull.
It's just Side B and Down B. If that doesn't work, Grab. If that doesn't work, Side B and Down B. Repeat and enjoy your win.
Normally it wouldn't bother me SO much, except I honestly can't beat it. Every other tactic, I can at least see where I messed up or how it could be countered.
But Sonic... it's just so basic, anyone can pull it off and get a great result.
I think Smash is a fairly balanced game, but nothing makes me lose respect for an opponent quicker than seeing that they play Sonic.[/QUOTE]
shield grab until they see it coming and then just smack em around
I like how sonic went from useless and terrible to annoying between games
With Darunia and Ruto being playable in Hyrule Warriors, I think now there are better ways of having representation for the alternate races of Hyrule.
I just thought I'd share an interesting idea I had in the past.
[editline]25th February 2015[/editline]
I kinda hope I never find that notebook from 10th grade, some of those fighter ideas were god awful.
[editline]25th February 2015[/editline]
One of them was for Villager though so maybe they weren't as stupid as I first thought.
[QUOTE=Itachi_Crow;47208652]shield grab until they see it coming and then just smack em around
I like how sonic went from useless and terrible to annoying between games[/QUOTE]
When, exactly?
Usually, if I shield, they just grab me Then proceed to do the same, unavoidable combo over and over.
Like, grab out of shield the second he stops? Or can he get grabbed out of the spin dash?
[editline]25th February 2015[/editline]
From what I've heard, the only thing you can really do is spam counters. Peach seems like a good option, since hers has stopping power.
I'm gonna test this next time I find a Sonic. Just go Peach and hammer B.
[img]http://puu.sh/gbKra/a906d3ed50.png[/img]
behold my mains
[QUOTE=Flash_Fire;47205601]Use the full extended link, and then take the S out of HTTPS
If you can't see the difference between those Smash 4 matches and Melee matches then you're watching the wrong matches or just don't know enough about smash to be commenting on the state of competitive play[/QUOTE]
I did a bit of research, and it would seem the most notable things missing are Wavedashing, L-Canceling, Edgehogging, Chain Grabbing, Fox' reflector shining, among few others. It's probably just my taste, but I like it with these things gone.
[QUOTE=Nitro836;47208820]I did a bit of research, and it would seem the most notable things missing are Wavedashing, L-Canceling, Edgehogging, Chain Grabbing, Fox' reflector shining, among few others. It's probably just my taste, but I like it with these things gone.[/QUOTE]
The problem with Smash 4 is that defensive options are often just better than offensive ones, blatantly. Airdodges and rolldodges aren't punishable enough, and there is literally no shieldstun meaning you can grab out of shield even if your shield is currently being attacked (so shield pressure pretty much doesn't exist anymore.) Even without the techs, Melee is just a more offensive, faster paced game and it owes this to the fact that offensive options work. In Brawl, defensive options were so much better that entire games would just become "you attack first." "no, you attack first. I insist." And Smash 4's a bit better in this regard but there's still moe of it than there should be.
[QUOTE=Nitro836;47208820]I did a bit of research, and it would seem the most notable things missing are Wavedashing[/QUOTE]
which allows for quicker movement than the other smash games through wavelanding/a movement option that allows you to move while facing the same direction and sometimes quickly evade attacks/creates combo's like fox's waveshine
[QUOTE=Nitro836;47208820]L-Canceling[/QUOTE]
you could argue that L-cancelling is bad because of the entry barrier it creates but it does make the landing lag of every aerial significantly lower than brawl/sm4sh allowing for more combo potential and makes stuff like falco shield pressure possible.
[QUOTE=Nitro836;47208820]Edgehogging[/QUOTE]
which creates a comeback opportunity if you have good stage control and are good at gimping/incentivises mixing up your recovery so that you don't get edgehogged creating more interesting edgeguarding scenario's and off-stage shenanigans
[QUOTE=Nitro836;47208820]Chain Grabbing[/QUOTE]
this is the one thing i won't defend lol
[QUOTE=Nitro836;47208820]Fox' reflector shining[/QUOTE]
fox's shine is a core aspect of his playstyle in melee because it can be jump cancelled and isn't really that good at all as an offensive move in sm4sh. it completely changes the way the character is played and is probably his most used move.
this is just my basic understanding of these things as a relatively new melee player.
the fact that you talk about all of these things as if they're minor/don't make much of a difference to the game just says to me that you don't understand much about melee and how it's AT's affect the gameplay. which, as i've said in like five separate replies to you at this point, [b]is totally fine.[/b] stop making posts about how much you hate a game that you don't even play. go enjoy sm4sh.
[QUOTE=Nitro836;47208820]I did a bit of research, and it would seem the most notable things missing are Wavedashing, L-Canceling, Edgehogging, Chain Grabbing, Fox' reflector shining, among few others. It's probably just my taste, but I like it with these things gone.[/QUOTE]
This point onwards it's entirely personal preference I guess, but seeing as Melee came out 14 years ago I guess you don't have too much to worry about, if Melee truly is as bad and inacessible as you say then it will die off, but I guess we'll ignore the fact that [I]at Apex and Evo this year Melee hit 1000 entrants before any other game registered, depsite only getting around 580 at Evo in 2014[/I]
[QUOTE=Y'all.;47209217]
the fact that you talk about all of these things as if they're minor/don't make much of a difference to the game just says to me that you don't understand much about melee and how it's AT's affect the gameplay.[/QUOTE]
I realize these AT's are major parts of Melee, and that's fine, since it's not going to change. They shouldn't be a major part of Smash series, IMO. In that regard, Sm4sh delivered with the removal of all these elements and introduction of several others, like, say, more than 20-ish characters. Instead of merely having to hog a ledge, a player has to go all the way off stage and push them away or meteor smash them. Meanwhile, rage gives damaged players more of a chance to stay alive, promoting the use of strong moves to get some damage in before getting sent away.
But any more talk about this subject is going to be unnecessary because it really seems to be a matter of preference. Something like American football and normal football.
It would be grand if we could have Sm4sh's content with Melee's gameplay.
And Sm4sh's balancing. But not to take away methods like Fox's shines, but to make everyone even better.
[QUOTE=EditOutJ;47209609]It would be grand if we could have Sm4sh's content with Melee's gameplay.
And Sm4sh's balancing. But not to take away methods like Fox's shines, but to make everyone even better.[/QUOTE]
So like Smash 4 Project M?
[QUOTE=Nitro836;47209576]I realize these AT's are major parts of Melee, and that's fine, since it's not going to change. They shouldn't be a major part of Smash series, IMO. In that regard, Sm4sh delivered with the removal of all these elements and introduction of several others, like, say, more than 20-ish characters. Instead of merely having to hog a ledge, a player has to go all the way off stage and push them away or meteor smash them. Meanwhile, rage gives damaged players more of a chance to stay alive, promoting the use of strong moves to get some damage in before getting sent away.
But any more talk about this subject is going to be unnecessary because it really seems to be a matter of preference. Something like American football and normal football.[/QUOTE]
i agree that it's good for there to be a more accessible smash game and sm4sh is pretty solid at it for the most part but i disagree with you on sm4sh's edge mechanics. i think the edges in sm4sh just make recovery a whole lot safer and make edgeguarding/offstage stuff less interesting overall compared to PM/Melee. you never "just" edgehog in melee, edgehogging covers the option of them sweetspotting the edge and you have to time your invincibility frames so that you don't get hit by the actual attack of their up B. there's more recovery options than just sweetspotting the edge, if you sweetspot the edge every time you're obviously gonna get edgehogged as a punishment for that habit. in sm4sh you just get the edge most of the time. it is easier and more intuitive but it compromises depth and there's way less interesting offstage mindgames as a result.
i also think the rage mechanic is kinda stupid. comebacks should come naturally from being good at maintaining a lead and playing the game on a level playing field, not through an unnecessary rubber banding mechanic. rage rewards you for playing badly which i disagree with. it's not like they needed to add a mechanic to encourage comebacks, comebacks happen all the time in competitive smash because of the ability to gimp people and other early KO options like spikes and edgeguards.
[QUOTE=Y'all.;47209692]it is easier and more intuitive but it compromises depth and there's way less interesting offstage mindgames as a result.
i also think the rage mechanic is kinda stupid. comebacks should come naturally from being good at maintaining a lead and playing the game on a level playing field, not through an unnecessary rubber banding mechanic.[/QUOTE]
Wat sort of Smashes do you watch if you don't see edge game? I see it everywhere.
Also, rage mode makes miles more sense than dodging toward the ground repeatedly to move around, or not being able to grab a ledge if somebody else occupies it.
[QUOTE=Nitro836;47209731]Wat sort of Smashes do you watch if you don't see edge game? I see it everywhere.
Also, rage mode makes miles more sense than dodging toward the ground repeatedly to move around, or not being able to grab a ledge if somebody else occupies it.[/QUOTE]
not saying it doesn't happen in sm4sh, but you're definitely at way less of a disadvantage when you're offstage compared to melee, and there's less complex mindgames going on.
also rage mode has absolutely nothing to do with wavedashing, and edgehogging is one of many ways to take a stock from somebody that involves you winning the neutral game, getting them off stage, and making a correct prediction about what recovery option they're going to use. it's not as simple as "just grabbing the ledge" and is definitely not the only comeback option you have in melee.
[QUOTE=Y'all.;47209748]not saying it doesn't happen in sm4sh, but you're definitely at way less of a disadvantage when you're offstage compared to melee, and there's less complex mindgames going on.
[/QUOTE]
That's a bad thing?
[QUOTE=Nitro836;47209754]That's a bad thing?[/QUOTE]
i think it is because it makes stage control/positioning less important and because i love intense edge fights
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