Poll

Favorite Smash game?

64
11 (6.5%)
Melee
37 (22%)
Brawl
16 (9.5%)
Project M
13 (7.7%)
4
79 (47%)
Other
12 (7.1%)

Total Members Voted: 167

Author Topic: Super Smash Bros. Megathread - official discord  (Read 289614 times)

if anything, pm will be much harder because there's a lot more technical play involved
basically what I was trying to say :v

L-cancel avg. from ~33%-~35%


Hilarious and original
if you really think about it, if you're having trouble in smash 4, pm isnt gonna be any easier.

my L-cancel average went from ~25% to ~33% :0
if anything, pm will be much harder because there's a lot more technical play involved
?? ? ?? where the forget did you all get me thinking smash 4 is hard? i never said it was hard, its just not fun save for a few rare cases. it just feels poorly designed. at least the pm devs can consistently update it to shake it up or something, smash 4 only changes how much damage some moves do every once in a while. but the main difference is that project m has more depth to it than loving grab follow-ups

?? ? ?? where the forget did you all get me thinking smash 4 is hard? i never said it was hard, its just not fun save for a few rare cases. it just feels poorly designed. at least the pm devs can consistently update it to shake it up or something, smash 4 only changes how much damage some moves do every once in a while. but the main difference is that project m has more depth to it than loving grab follow-ups
well...
smash 4 is so loving tedious and annoying im sick of it i think im just gonna get a gamecube controller and start focusing on project m

but the main difference is that project m has more depth to it than loving grab follow-ups

still a ton of grabs for them sweet sweet followups

well...
how do you get "this game is hard" from "tedious and annoying"

still a ton of grabs for them sweet sweet followups
ok but smash 4's entire metagame is grab follow-ups. shiek and diddy, some high tier competitors? their only reliable and consistently used kill moves are grab follow-ups. although diddy has banana follow-ups. im saying project m at least has more to it than that, and saying it's focused on grab-follow ups seems pretty false to me so far.

obviously grab follow ups can be a cool metagame thing or whatever but smash 4 is literally nothing but grab follow ups, and spacing so the other person cant get close enough for a grab follow up
« Last Edit: August 19, 2015, 03:08:24 PM by Kimon² »

I'm not sure about grab follow-ups, but one problem I've recognized with smash 4 is that there are super gimmicky characters. for example, I've encountered some number of Links trying to bait me into getting into their grab range by controlling the stage with arrows, boomerangs, and bombs, but they all played the same way.

another example would be ganons taking a stock off their opponents, baiting them to the edge, then going off stage and using their side-b

I'm not sure about grab follow-ups, but one problem I've recognized with smash 4 is that there are super gimmicky characters. for example, I've encountered some number of Links trying to bait me into getting into their grab range by controlling the stage with arrows, boomerangs, and bombs, but they all played the same way.

another example would be ganons taking a stock off their opponents, baiting them to the edge, then going off stage and using their side-b
smash 4 can be a competitive game but the way they made it, it's an incredibly frustrating competitive game. it's mostly just for fun but if your idea of fun in these games is being real competitive then you got another thing coming with smash 4

I'm not sure about grab follow-ups, but one problem I've recognized with smash 4 is that there are super gimmicky characters. for example, I've encountered some number of Links trying to bait me into getting into their grab range by controlling the stage with arrows, boomerangs, and bombs, but they all played the same way.

another example would be ganons taking a stock off their opponents, baiting them to the edge, then going off stage and using their side-b

Those examples are god awful, they can't and don't happen to players smart enough to know what's coming. Link's grab is one of the laggiest in the game, if you know what's coming, you can even bait it out and punish them for it, same with gannon.

obviously grab follow ups can be a cool metagame thing or whatever but smash 4 is literally nothing but grab follow ups, and spacing so the other person cant get close enough for a grab follow up

Um what? Legit you named like 2 of 5 characters who can even get a kill off of a followup without a kill throw itself. The game has combos off of throws yes, like every other smash game, but many characters can't even utilize their throw to do more than just damage.

it just feels poorly designed.
how? keep in mind smash was never ment to be a 'premier fighting game', it IS nintendo we're talking about. it was more along the lines of a party-fighting game that people MADE competitive.
at least the pm devs can consistently update it to shake it up or something
project m 3.5 was released nearly a year ago, 3.6 entered beta jun 23rd. also, dlc characters?? how isn't that 'shaking up' the meta
but the main difference is that project m has more depth to it than loving grab follow-ups
http://www.ssbwiki.com/Chain_grab < literally following up grabs with grabs

how? keep in mind smash was never ment to be a 'premier fighting game', it IS nintendo we're talking about. it was more along the lines of a party-fighting game that people MADE competitive.
keep in mind i already said that. the point is that it can be made competitive, which would be fun and has been executed properly before, but smash 4 ishonestly too frustrating for the competition to be enjoyable for me
project m 3.5 was released nearly a year ago, 3.6 entered beta jun 23rd.
true, i guess forget the "consistent" part. still, not a single sm4sh update has shaken anything up except individual character metas
also, dlc characters?? how isn't that 'shaking up' the meta
roy - marth clone
lucas - entire character is practically DESIGNED around his downthrow follow-ups
mewtwo - pretty cool but relies heavily on keeping characters away from him until he can get a punish, ill address this later
ryu - the most unique and technical character probably but he's still dominated by sheik and the lot

overall, it's doing nothing but adding new characters that still end up with the same mechanics and possible way of playing, just with new moves
except ryu.
http://www.ssbwiki.com/Chain_grab < literally following up grabs with grabs
ok so project m revolves entirely around grab follow-ups because... chain grabs exist?
???? what was the point in bringing this up
Um what? Legit you named like 2 of 5 characters who can even get a kill off of a followup without a kill throw itself. The game has combos off of throws yes, like every other smash game, but many characters can't even utilize their throw to do more than just damage.
fine let me rephrase.

smash 4 is heavily focused on rolling away and keeping the match at a stalemate through projectiles or otherwise spacing, until someone makes a slip-up and allows you to turn it around, which is almost always initiated and kept in your control using grabs. melee and the lot are, at least, more fast paced and you can do a whole lot more to keep the momentum going or flip the match on its head. smash 4 is almost like a god damn waiting game, hence the tedious and annoying thing i wrote.

i mean they thought, at first maybe 3 stocks would be enough for on-schedule tournament matches but at apex 2015, using 2 stock rules, smash 4 lasted waaaay over-schedule. hell in EVO, there was a villager player who forced god knows how many matches to end in a time-out.

of course some of that isnt even a big problem for fast, high tier characters like captain falcon (in tournament settings c. falcon is sometimes replaced by a rosalina or some stuff because rosalina is just ridiculous in the hands of someone skilled), sheik, and sonic. which is why there isn't a whole lot of diversity in smash 4. still slightly more diversity than melee, but i'd say that's definitely due to the roster size. there's some luigis, mr. infinite grab follow-ups, olimars, suprisingly, but again heavily reliant on spacing, some zss samus, horrifying hybrid of spacing and speed, occasional post-patch diddy kong (pre patch is just super diddy bros 4), and some outliers.

some like the fact that smash 4 is just a battle of mindgames, waiting, and reading but some people would describe that as tedious and boring (me).
not to say games like project m dont have a lot of reading and mindgames, but due to the fast pace the "waiting" part is cut out, and it generally just flows better.

if you are doubting what im saying, here's the first thing i clicked on when i searched for grand finals ssb4, because it seemed like a diverse match. i stopped watching soon after, but from 1:09 to 1:29, a full 20 seconds, not a single hit was landed. that is, until peach managed to land a grab and follow up. and then peach had control until she missed an attack and luigi got a good hit on her. then it was back to the same old song and dance.
https://www.youtube.com/watch?v=9KTKsky1BTA

currently i am stuff at project m because i dont fully have the movement down and i dont really have anyone to play with, but it's still more challenging and fits more to my preference in fighting games.
(if i had a gamecube controller with an adapter that could change but)
« Last Edit: August 19, 2015, 04:20:53 PM by Kimon² »

if you are doubting what im saying, here's the first thing i clicked on when i searched for grand finals ssb4, because it seemed like a diverse match. i stopped watching soon after, but from 1:09 to 1:29, a full 20 seconds, not a single hit was landed. that is, until peach managed to land a grab and follow up. and then peach had control until she missed an attack and luigi got a good hit on her. then it was back to the same old song and dance.
https://www.youtube.com/watch?v=9KTKsky1BTA

currently i am stuff at project m because i dont fully have the movement down and i dont really have anyone to play with, but it's still more challenging and fits more to my preference in fighting games.
(if i had a gamecube controller with an adapter that could change but)

I watched the match when it happened, Smash 4 is far more diverse than Melee, in fact almost every character has become viable, if you think 'that's all there is' then you don't know the game in general. Peach is a campy character, in every iteration of smash this is true, so when this same character appears, even though it's not common in Smash 4, it's unsurprising that it remains a campy character. I watch nearly every interesting Smash tournament that comes on so I do know what I'm talking about when I say it is indeed diverse, and the Villager in EVO could time people out due to stuffty custom sets that were allowed (the Smash 4 scene is shying away from customs after that.) Another rather interesting thing happening in the Smash 4 meta is that slower, campy characters are being seen less and less in top 8. Hell even the best Rosalina player is considering switching/having a Mario. I'm not saying you should enjoy Smash 4 but if you think the game's super slow, you're only partially correct, some characters in particular make matches the most boring thing ever, see a match between some of the more fast paced characters and it becomes far more than boring. See: any match with Fox, Shiek, Luigi, C. Falcon, Pikachu, ZSS, Mario, Yoshi,  hell even characters like Ness are fast paced enough to make things interesting.


eh i had a long reply written but forget it. the point is that only the fast paced characters is smash 4 make it interesting, but the fast paced characters in this game are annoying forgets. project m is set at a default fast pace so you can play pretty much anyone and have it be interesting. people get mad at toon link and stuff for spamming but if you play toon link spamming is literally his only good option because characters like him are stuck at a pace where trying to keep up with top tiers is certain death. if it's a deliberate design choice, then that's kinda stupid.

for example, I've encountered some number of Links trying to bait me into getting into their grab range by controlling the stage with arrows, boomerangs, and bombs, but they all played the same way.
that's like basic zoning and it's kinda hard to orchestrate a grab with link. it just proves to be annoying but easily overcome if you don't rush yourself

also ganon's side+B is a very situational move to get a win with and is pretty easy to get out the way ofy
eh i had a long reply written but forget it. the point is that only the fast paced characters is smash 4 make it interesting, but the fast paced characters in this game are annoying forgets. project m is set at a default fast pace so you can play pretty much anyone and have it be interesting. people get mad at toon link and stuff for spamming but if you play toon link spamming is literally his only good option because characters like him are stuck at a pace where trying to keep up with top tiers is certain death. if it's a deliberate design choice, then that's kinda stupid.
Smash was not made to be a particularly balanced fighting game so that's why you get a ton of tier diversity. It's made to be fun with diversity of character design instead of some really deep systematic and technical fighting game.

Slow characters are often out of the question because if you're slow you're just that much easier to beat.