Super Smash Bros. for 3DS & Wii U Thread 10: Against the Odds, We Choose to Hype!

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In a situation where only pre-approved customizations are allowed for specific characters for the purpose of balancing, I can't imagine it adding more than 15 seconds to any given match. But yeah, an amiibo being able to store custom movesets, as in Brawl with the wii remote, would be ideal.

Pre-approved customizations seems limiting and it would probably take a LONG time for the community to figure out which, if any, are OP. As for how long it take to pick movesets, we have no idea what the interface to do so looks like. Do you do it off the character select screen? Do you have to go into a different menu? Is is something both players can do at the same time or do they have to take turns? How long does a player have to pick their moveset? If they want to counterpick (make changes on how the last game went) how long do they get? Lots of variables to consider.

Overall, it depends how forward thinking Sakurai was with this feature and if he even envisioned it would be something tournament players would even want to use. It could turn out to be pretty fun though. Picking grooves, assists, arcanas, etc. has always been a fun way to add depth to your fighting games. I'm just hoping custom movesets in Smash are better implemented than Gems were in SFxT (bleh).
 
(Yeah, Robin's the avatar character, but Chrom was the main man in Awakening)

Chrom is kind of sidelined in the main story compared to Robin in the second half of the game. Robin is directly tied to the main villains and the final chapter basically places him in the center of everything.
The Robin ending also is presented as the best ending, compared to Chrom's.
Chrom is treated as the "official main character" though (needs to be deployed in all chapters), but he's only at most as important as Robin himself to the storyline.

I don't think you can compare Robin's role, to say, Hector and Lyn in Eliwood's story from FE7. He's clearly above that.
 
I haven't understood the competitive distaste for it either. Using customizations in a controlled way, such as allowing certain move-swaps for otherwise low tier characters to make them more competitive, seems like a great way to infuse balance into a metagame that is prone to fluctuations. It's kind of like putting the balancing in the player's hands when it's needed.

There isn't any "competitive distaste" for customisable movesets though.

Some people want them in, others don't, we don't know how long they're going to take to set up, whether they're actually balanced at all. The only thing that is for sure is that customisable equipment is out.



Also setting up "pre-approved custom movesets" like some else said is ridiculous because that just takes away all the appeal of them, there's going to be no "one best moveset", because which moves work best for a character are going to be character and matchup specific.

It's why that video falls apart when talking about matchups and tier lists, that's not how it should work at all considering tier lists are entirely based on matchups.
 
A well reasoned look at them. I've always found it amusing how some are pre-emptively calling for things to be banned before the game is even out.
Customisable specials in Smash really isn't that different from choosing assists at the beginning of a Marvel match. The only thing the community should be looking at is how quick are they to set up.
 
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D1's hype for Sheik,

There are a couple of characters that feel more like melee characters due to the faster engine and having very low endlag on their moves so they can do better strings, like Sheik, ZSS and WFT, but all that does is make me worry about the rest of the cast not being able to keep up.

Hopefully they're going to buff the slower characters at some point.
 
There are a couple of characters that feel more like melee characters due to the faster engine and having very low endlag on their moves so they can do better strings, like Sheik, ZSS and WFT, but all that does is make me worry about the rest of the cast not being able to keep up.
And funnily enough, those three just happen to be the three characters I was most interested in possibly maining.

SALUTE THE SUN
 
I'm hoping that one of the reasons why they haven't shown off Wario yet is because they've completely redone his moveset to make it more inline with the Wario Land games.

The ESRB rating for the 3DS version doesn't list Crude Humor anymore (just Cartoon Violence, Comic Mischief, and Mild Suggestive Themes) so either at least the Wario Waft is gone or Wario himself is gone. I'm thinking the former.
 
There are a couple of characters that feel more like melee characters due to the faster engine and having very low endlag on their moves so they can do better strings, like Sheik, ZSS and WFT, but all that does is make me worry about the rest of the cast not being able to keep up.

Hopefully they're going to buff the slower characters at some point.
I don't even care about the rest of them. Those characters can either get buffed before launch, or just be bad and get ignored lol.

It's fun to get hype about everyone pre-release, but once the game is out, it's all about which ones play well.
 
I was one of the few people who played Ice Climber on the NES and appreciated them in Smash. It was one of the few NES games I played multi player with my sister.

Smooth Moves as a single player wario ware was pretty bad. Smooth Moves as a party game however, was fucking incredible.
No way. Smooth Moves was great in both single player and multi player.

Touched on the other hand sucked because they didn't switch up the styles (tapping/dragging/mic etc) for each character games.
 
I don't even care about the rest of them. Those characters can either get buffed before launch, or just be bad and get ignored lol.

It's fun to get hype about everyone pre-release, but once the game is out, it's all about which ones play well.

I dunno, I hate being complacent with shit like this, the more characters that are viable, the better, being happy that only what, 10%? 15? of the cast is good is just something that doesn't compute in my mind. I'd like it to be more Project M than Melee in that regard.
 
I dunno, I hate being complacent with shit like this, the more characters that are viable, the better, being happy that only what, 9%? of the cast is good is just something that doesn't compute in my mind. I'd like it to be more Project M than Melee in that regard.

I laughed, only a handful of characters in melee are viable competitively
 
I laughed, only a handful of characters in melee are viable competitively

And that's why I'd like it to be more like Project M?...

I don't know why people keep on saying this. That's about as good as she was in Brawl. That high block stun forward-B and quick hi-stun down-B are the hallmark traits of her design. Heck a Zamus won Apex-2013, https://www.youtube.com/watch?v=EBGffJfBkd0

Zamus is like the opposite of characters that got worse in Brawl despite any mechanical changes simply because of the engine, in the new game most of the engine changes have improved her.
 
I dunno, I hate being complacent with shit like this, the more characters that are viable, the better, being happy that only what, 10%? 15? of the cast is good is just something that doesn't compute in my mind. I'd like it to be more Project M than Melee in that regard.
Only 20% of the characters in Melee are good.

I guess I don't really see it as a big thing, because no matter how balanced it is a few still stand out a little, and I'll gravitate towards them over time. Diversity is a minor bonus to me, as long as more than 1 character is usable.
 
The ESRB rating for the 3DS version doesn't list Crude Humor anymore (just Cartoon Violence, Comic Mischief, and Mild Suggestive Themes) so either at least the Wario Waft is gone or Wario himself is gone. I'm thinking the former.
Sakurai hide Wario from them.

He probably got a new moveset
 
Only 20% of the characters in Melee are good.

I guess I don't really see it as a big thing, because no matter how balanced it is a few still stand out a little, and I'll gravitate towards them over time. Diversity is a minor bonus to me, as long as more than 1 character is usable.

That's why I'd prefer the gap between characters to be smaller, It's fine if only 1 or 2 characters are good, but variety in tournaments is a pretty important thing for me, it makes the game last longer because there's more matchups to learn and it's just more interesting for the spectator to see more characters used.


Also that's two people so far who have said that I wanted the game to be more like Melee when I said I'd prefer it to be more like Project M, did I use ambiguous wording or something, because it looked obvious to me.
 
Zamus is like the opposite of characters that got worse in Brawl despite any mechanical changes simply because of the engine, in the new game most of the engine changes have improved her.

I can see that some of her air attacks have lowered landing lag, which obviously helps her. But even with those things, her majors advantages are still the same advantages she has had before. She is a good character, don't see any real need to nerf her.
 
That's why I'd prefer the gap between characters to be smaller, It's fine if only 1 or 2 characters are good, but variety in tournaments is a pretty important thing for me, it makes the game last longer because there's more matchups to learn and it's just more interesting for the spectator to see more characters used.


Also that's two people so far who have said that I wanted the game to be more like Melee when I said I'd prefer it to be more like Project M, did I use ambiguous wording or something, because it looked obvious to me.
Woops, sorry. I misread your post, that's my fault.

I'll still say that having 20% in Melee was fine though. I see where you're coming from in terms of spectators. Learning that many matchups (because all the characters are valid threats) is kinda overwhelming to me though.
 
Woops, sorry. I misread your post, that's my fault.

I'll still say that having 20% in Melee was fine though. I see where you're coming from in terms of spectators. Learning that many matchups (because all the characters are valid threats) is kinda overwhelming to me though.

Variety is the spice of life they say, I love playing against someone who uses a character I don't know too well and learning more about what the character can and can't do when played well and figuring out how I can shut down or lessen that with my character's abilities.

I guess it's alright that you don't have to learn too much about the base game with only a few viable characters, but I think it can be kept more interesting for longer with more viable ones.
 
Learning that many matchups (because all the characters are valid threats) is kinda overwhelming to me though.
You still have to learn the non top-tier matchups anyway. If you've never fought a good Luigi before and you come up against one in tournament, you're going to get your ass whupped.
 
I don't even care about the rest of them. Those characters can either get buffed before launch, or just be bad and get ignored lol.

It's fun to get hype about everyone pre-release, but once the game is out, it's all about which ones play well.

Okay now not trying to start a fight or anything but I think that's kind of a shitty way of thinking about it.

Then again I suppose I spoke my mind on this subject yesterday so no sense in dredging it back up.
 
In melee, we got trophies the way they are now.
Brawl introduced stickers.

Maybe we will get yet another thing to collect with smash 4
 
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