Super Smash Bros. for 3DS & Wii U Thread 6: Final Destination confirmed for not fun

I'm not sure anyone would mourn the death of crits in Pokemon. Didn't x/y even tone down the damage modifier?
 
I'm not sure anyone would mourn the death of crits in Pokemon. Didn't x/y even tone down the damage modifier?
Yes, to 1.5. It also did something awesome where Focus Energy+Scope Lens=100% crit rate.

Draco Meteor is sexy as hell with this combo.
 
It has been featured :P



That's part of the game though. It's like with Pokémon. You could have survived a hit and put in a final blow to the opponent, but the opponent manages to get a critical hit thanks to random chance and defeats you. It's part of the mechanics of the game.

Criticals don't just happen like that and aren't comparable. Criticals usually happen when the opponents Pokemon is either in the low yellow or more often than not in the red. Full HP criticals are rarer than being taken out by falling tools in Flat Zone 2 for example.

The situation i described is akin to your pokemon landing a finishing blow and as the opponent is about to go down high level wild pokemon suddenly appear and beat the crap out of your pokemon KOing it in the process before your opponent's Pokemon goes down.
 
I'm not sure anyone would mourn the death of crits in Pokemon. Didn't x/y even tone down the damage modifier?

Crits are satisfying to get when they're in your favor. There should be an option to turn them off for multiplayer matches in the very least though.
 
I'm not sure anyone would mourn the death of crits in Pokemon. Didn't x/y even tone down the damage modifier?

I'd prefer crits to stay in lieu of merely stripping them out without compensation. IVs can take a walk though.

Damage was nerfed but the chance to crit was increased.
 
Seriously, Sniper Kingdra is fucking glorious.
Criticals don't just happen like that and aren't comparable. Criticals usually happen when the opponents Pokemon is either in the low yellow or more often than not in the red. Full HP criticals are rarer than being taken out by falling tools in Flat Zone 2 for example.
Crit rates in Pokemon aren't affected by health percentage to my knowledge. You might have just gotten a skewed sample.
 
Criticals don't just happen like that and aren't comparable. Criticals usually happen when the opponents Pokemon is either in the low yellow or more often than not in the red. Full HP criticals are rarer than being taken out by falling tools in Flat Zone 2 for example.

The situation i described is akin to your pokemon landing a finishing blow and as the opponent is about to go down high level wild pokemon suddenly appear and beat the crap out of your pokemon KOing it in the process before your opponent's Pokemon goes down.
No, they really aren't. Critical Hit chances do not increase the lower the Hit Points. They are always set. You just notice at lower HP because it screws you up. In Red & Blue it was based on Speed, but since 1999 it has just been a set random chance


Quoting from my own site

Critical Hits are a common thing seen within battles. Critical Hits increase the damage that is given for any attacking attack. However, there are many variables that alter the chances of Critical Hits as well as the increase in the damage it increases it by.

Prior to Pokémon X & Y, Critical Hits increase the damage to be given by a further 100% making it 200% of normal. This calculation is placed after the Type Effectiveness and STAB is calculated, causing even more of an increase in power. There is however a way of increasing it by a further 100% making it 300% of normal. This is done only with Pokémon that have the ability Sniper. This means that a Super Effective Attack will likely completely floor most Pokémon when critically hit.

However, from Pokémon X & Y, the strength of Critical Hits has been drastically reduced. Instead of doubling the damage, the Critical hits will now do 33% more damage from the standard damage. If you have the ability Sniper, this increases to make the move do 225% of its standard damage.

The chances of Critical Hits are done in stages. There are five stages of which the Critical Hit percentage is calculated. All moves are on Stage 1 apart from a handful on Stage 2. However, with various items, abilities and a combination thereof, you can reach Stage 5 and have a 50/50 chance of hitting with a Critical Hit. Below is a list of the stages and their chances of occuring.

Stage Gen II-V Percentage Gen VI Percentage
1 6.25% 6.25%
2 12.5% 12.5%
3 25% 50%
4 33.3% 100%
5 50% 100%
 
I've successfully avoided many a Super Sonic.

because you didn't play good players

but even despite this, haha at people thinking that the top players would not remain the top players under any rulesets, players like M2K will probably analyze frame data and pull some bizarro infinite out of nowhere (followed by cries of "that's so cheap!")
 
Crit rates in Pokemon aren't affected by health percentage to my knowledge. You might have just gotten a skewed sample.

They aren't?

Then i have some dubious luck then. Pretty much every critical hit i've received has been when my Pokemon has been in yellow or red. The ones that have occurred at full hp have either been from the likes of Critdra like setups or immediately after i healed (My pokemon heals, slower opponent then lands a hit which is a critical hit).
 
The luck mechanics in Pokemon aren't something I particularly like, even if they're part of the game.

Fucking Scald.

Heh, I fought a double battle recently where my opponent just spammed ice beam and they managed to freeze my pokemon 3 times out of 7 uses.
 
I'd rather have an empty slot than have Shulk!

To me Shulk is one of the worst designed characters of all time.

ok, discussion's been put on hold

boo_this_man_half_baked.gif
 
I still can't get over the fact that they chose the MM2 sawblade as MegaMan's icon instead of his iconic helmet.
It just looks so out-of-place to me..

Here's a quick mockup of some potential helmet icons.

r0NmokF.png


Does it really look that bad? My first thought it might have been that the hemlet doesn't give a distinct silhouette, but that's not the case. They could also make use of negative space to give the shapes some outlines.
 
It's amusing that he thinks something like super sonic guaranteeing two stocks on a person just for getting the smash ball is a thing mere skill will overcome

Super Sonic guarantees no such thing. My best friend mains Sonic, so I've had to get very good at avoiding Super Sonic.

Suffice to say, I have, and he's not likely to get even one stock on me with Super Sonic anymore. He occasionally still does, but saying anything "guarantees two stocks on a person" is not genuine and does not account for people who are better at avoiding it than you are. All this means is that you are not good at avoiding Super Sonic, not that it's impossible.

The same exact argument applies for Landmasters, legendary Pokémon, etc.
 
Heh, I fought a double battle recently where my opponent just spammed ice beam and they managed to freeze my pokemon 3 times out of 7 uses.

chances of 3+ freezes out of 7 tries: 2.57%

because when doing Bo3 sets in tournament, it's a great idea to have things like that determine entire sets! /s
 
From the official twitter

[おしらせ]今日から不定期で、これまでに200枚以上投稿されてきた「きょうの一枚」を少しずつピックアップしてご紹介する、「あの日の一枚」の投稿をはじめます。
改めて見ると、新しい発見があるかも知れません。今回は、ニンテンドー3DS版のステージ「3Dランド」に関する投稿をご紹介!

Getting StreetsAhead to translate since my Japanese sucks, but if I'm not mistaken, it seems they will be posting the 200+ pictures that came on their Twitter, starting with the 3DS stage 3D Land.

Edit: They just posted old pictures of the day for that stage.

Actual Translation:
From today, I will be randomly reposting some of the 200 odd pics of the dat little by little, like 'Pics of that Day'.
Taking another look, you may notice some new things in the old screens. Today's pic come from 3D Land from the 3DS version.
 
I never get it why Megaman got the gear icon. I thought the helmet made more sense.

Also regardless even if the reveal wasn't Greninja, people would still be annoyed.
 
Crits are satisfying to get when they're in your favor. There should be an option to turn them off for multiplayer matches in the very least though.
Crits are needed in the metafame not For the increased damage but for the effect of ignoring bonuses to enemies' defenses. Super tanking builds need a failure point
 
I made a webm for ledge mechanics/ledge snapping. Anyone wondering why we didn't get an elaboration on the elimination of ledge hogging or whatever is going down in this game? Or see any tether recoveries?

http://a.pomf.se/fbjocz.webm

DK in Gerudo Valley - Behaves like Brawl
Mario in Japes - Behaves exactly like Brawl
Rosalina - I think ideally, she shouldn't be able to grab the ledge until she starts backflipping--this lines up about half a second after the start of the move. When she grabs the ledge, it's after half a second. She isn't really close enough before she grabs the ledge to do a Brawl-style ledge snap during the Up B, so this doesn't really give much evidence of how the ledge mechanics work right now.
Mac - I'd like to say that I've seen characters grab the ledge from as far away as Mac is in his first clip in Brawl, but I can't say for sure. In the third clip, Mac looks close enough to grab the ledge for a few frames, but only grabs it after the very last punch--good news.
Zero Suit Samus - Full Up B seems to include an extra kick at the end. Not seen when she grabs the ledge, and it looks very much like a Brawl auto sweetspot. The first ledge grab, the rocket propulsion from the upkick seems to have ended when she goes to grab the ledge. The second ledge grab is very troubling, though--the clip appears to be slowed down.
Pit - On the first ledge grab, Pit is out of frame when he goes to grab. The second clip, he starts falling for 1 frame on the video before grabbing.
Greninja - Wouldn't snap even in Brawl, but at least he goes below the ledge before he goes for the grab.
DK - At first I wanted to say this is pretty close to where DK would snap in Brawl, but looking at it frame by frame he seems to be way above it.
Olimar - This move has a ton of vertical recovery with no Pikmin--I seriously doubt they want him grabbing the ledge before the apex. Second clip definitely looks within snapping range as he flies up, yet he goes right past it.
Mega Man - Seems to behave a lot like Sonic's, Game & Watch's, and Snake's Up Bs in Brawl where they won't snap. Or maybe his Up B was too close to the ledge.
Sonic - Way too far away to snap, and his Up B didn't snap in Brawl anyway.

tl;dr It still isn't clear how ledges are going to behave in this game. Expect Brawl at this point, but hopefully every character's point at which they snap has been carefully tuned.
 
I already want to see the next reveal, do you think we'll get a character every two weeks or so? Considering the game comes out in the summer...
 
I'd rather have an empty slot than have Shulk!

To me Shulk is one of the worst designed characters of all time.

Yeah, Xenoblade is a cool game, but I don't want those jorts + techno boots + vest + choker + mecha turtleneck anywhere near smash. What a complete trainwreck. Put in Isaac if you need a Niche RPG character.

Characters from RPGs tend to translate the worst anyway.
 
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