I think there's a happy medium to be found. I agree that making the game about trapping the opponent in hitstun is boring as hell, but combos are incredibly satisfying to perform and add something to the game. So when Sakurai says he's finding a balance between Melle and Brawl, I have faith that he'll pull it off.
I respectfully disagree with your opinion on Smash Bros. Combos pre-brawl.
I'm on-board for a middle ground, absolutely.
Fair! I do prefer Melee's physics, and the additional speed and technique therein, but gettin stuck in a combo like that would just piss me the hell off. "Oops, I made the mistake of getting hit once, there goes a stock."
Falco's changes were for the better.
I think the new Adventure Mode might incorporate boss battles, but without SSE's pre-rendered cutscenes -- going directly from a platforming stage to the boss fight, sort of like Kid Icarus: Uprising.Do you guys think boss battles besides the final one will return?
Also, what bosses would you personally like?
I think the new Adventure Mode might incorporate boss battles, but without SSE's pre-rendered cutscenes -- going directly from a platforming stage to the boss fight, sort of like Kid Icarus: Uprising.
I'd like to see K. Rool, Mother Brain, and Medusa as bosses.
I would honestly like to see all of Brawl's bosses return minus Duon, Galleom and whatever other original characters there were. Petey, Pokey, Rayquaza, and Ridley were cool. Though I'd definitely want more. A Pikmin boss, a new legendary Pokemon, King Boo, King Hippo, Demise are a few ideas for good potentials.I think the new Adventure Mode might incorporate boss battles, but without SSE's pre-rendered cutscenes -- going directly from a platforming stage to the boss fight, sort of like Kid Icarus: Uprising.
I'd like to see K. Rool, Mother Brain, and Medusa as bosses.
Wrong, wrong, wrong. GIF has no such limitations. You can make it as large and as long as you damn well feel like. Hell, GIF isn't even limited to 256 colors. Only issue is that the filesize will bloat considerably if you do any of those things, and since a good chunk of the Internet has bandwidth caps or slow Internet speeds, nobody does that.Because the gif can't handle such a long sequence without lowering quality and size.
Super Smash Bros. for Wii U/3DS Speculation Thread 5: If Fox's Boot FitsSuper Smash Bros. for Wii U & 3DS Thread 5: If the Ridley Fits
Pokey was not cool. Hated that annoying asshole. >_>
That makes him a good villain thenPokey was not cool. Hated that annoying asshole. >_>
Bleck. Project M looks like such a dang mess. Looks like a MUGEN clone with 3d models.
Bleck. Project M looks like such a dang mess. Looks like a MUGEN clone with 3d models.
Scrafty looks like a piece of crap.
Scrafty looks like a piece of crap.
If he's talking about the menus, then I agree. Brawl is clean and professional, but the Project M UI looks like someone from the early 2000s tried out Photoshop for the first time. It's a gaudy mess. (I'm sure it's possible to go back to the original menus, but I find it funny that they were replaced to begin with.)Oh yeah, Project M does look like a MUGEN clone now that I think about it! Mewtwo?? Roy??? What Smash Bros game would ever have them?? What's next? Batman?! Spiderman?! Darth Vader?! Goku?! Piccolo?!?!?!?!
I don't think he is talking about the Menus since he said 3D models.If he's talking about the menus, then I agree. Brawl is clean and professional, but the Project M UI looks like someone from the early 2000s tried out Photoshop for the first time. It's a gaudy mess. (I'm sure it's possible to go back to the original menus, but I find it funny that they were replaced to begin with.)
That screenshot confirms Luigi still has his Uppercut Punch mechanics from Brawl. Cool.
I don't think he is talking about the Menus since he said 3D models.
I personally thought Project M's UI looks fine. I actually like it better than Brawl's since Brawl was too bright for me. Hmm, I wouldn't say it looked like it came out of the early 2000s, that's kind of exaggerating.
hey, are you guys talking about combos? i like combos in smash bros games
here's why
gif of the day:
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lol I love that uppercut. It's basically Luigi's version of Jiggly sleep.
Clean:
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It's from a TAS video against a level 9 computer that doesn't DI
It's from a TAS video against a level 9 computer that doesn't DIReminds me why I don't like combo'ing in Smash.
The same knee move 3-4 times in a row is too easy and cheap to be a combo.
It's from a TAS video against a level 9 computer that doesn't DI
Reminds me why I don't like combo'ing in Smash.
The same knee move 3-4 times in a row is too easy and cheap to be a combo.
Plz don't you know combos in melee are 0 to death. We don't need context.It's from a TAS video against a level 9 computer that doesn't DI
Reminds me why I don't like combo'ing in Smash.
The same knee move 3-4 times in a row is too easy and cheap to be a combo.
I would just like to say that, judging from this gif, I do not like combos in smash. Two chained hits are about the most I can stomach. When it becomes a game about trapping the opponent in hitstun, it loses virtually everything I love about the game.
For me it's all about maneuvering in 3D space around another guy, and chipping away at him. A hit here, a hit there. A dance of evasion. It's what separates it from normal fighting games. Get this 8-hit chain-grab multi-knee bullshit outta here.
It's not bad. Here are some really good ones from Smash Boards.
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This is very acceptable to me. It looks natural as well. Still bigger than NES Ridley.
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have you guys even played smash bros before
you know you can escape those combos
of course you do
Perfect, good to go. Just toss a princess dress on him and all his detractors here will change their tune.
Anth0ny, this is what happens you post a .gif of a combo -- people are taking the word 'combo' to be literally meaning something inescapable. Where in Smash all combos (for the most part) are escapable because of DI. Combos happen when the person trying to do said combo is reading the other person's DI and is one of the most crucial skills anyone can have in Smash. There's tons of interaction going on with combos in Smash that aren't in traditional fighters and it kinda scares me that some of these posts act like that particular combo was impossible to get out of x_x;
A string might have been the more appropriate word but I don't know, a combo is a combo and DI influences whether it'll happen or not.
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have you guys even played smash bros before
you know you can escape those combos
of course you do
But apparently that was done via TAS? Is that sort of thing actually common in the competitive scene or what? I'm totally clueless as to how competitive Smash works yet I would like to know so I don't make the same mistake when another Melee gif stirs up controversy.
Melee IS the happy medium. 64 had super high hitstun. Brawl had super low. Melee had the best mix of DI potency and combo effectiveness. It makes it satisfying on BOTH ends, not just one or the other. The whole time you're in the combo, you need to be constantly aware of which way to DI, and thinking about how the opponent will continue. When you're comboing you often have to be thinking about which way they'll try to DI.I think there's a happy medium to be found. I agree that making the game about trapping the opponent in hitstun is boring as hell, but combos are incredibly satisfying to perform and add something to the game. So when Sakurai says he's finding a balance between Melle and Brawl, I have faith that he'll pull it off.
lol.Reminds me why I don't like combo'ing in Smash.
The same knee move 3-4 times in a row is too easy and cheap to be a combo.
Are you asking people to do research?
Yes, because he said once, that he always asked the creator of a character, if they have a problem if he includes there creation in a fighting game. That's why he originally didn't include the Villager in Brawl. Sakruai is a person, who respects the creations of others. And its also the reason, why Snake, Sonic and Mega Man look so great in Smash Brothers.lawl
This is the funniest post in the thread. If that's what you think constitutes as to why Sakurai would choose a character to be in the game...then you may need to think again.
Because it's still a combo. If you don't know how to escape it, the that's kinda on you for not learning.Why call it a combo if you can escape it through normal means?
Oh god, this line of reasoning is always the cutest.Honestly I really don't care at all about "serious" Smash in general. I don't even know what the basics are - like, a tilt? No idea what a tilt is. No idea how to do one. Never even figured out how to shield/dodge outside of what button to use. And I don't have any interest in learning - I'm better than 90% of the people I know at Smash Bros. which says a lot about how much the average person knows/cares about those sorts of details.
Like, if you can manage that, good for you, I guess, but I feel like those are people playing a completely different game than me - and are asking for a completely different game than Sakurai is trying to make.
Soul Calibur has a similar system. You could get juggled all day or you could use DI to get out of stuff. It's still considered a comboWhy call it a combo if you can escape it through normal means?
He wouldn't slave away over frame data for the characters if he wasn't trying to make a game people could at least play against each other seriously with. It's called having a game people can enjoy casually for shits and giggles and at the same time having enough meat on it's bones for people that really want to get into it to sink their teeth into. It's possible to do both at the same time.Like, if you can manage that, good for you, I guess, but I feel like those are people playing a completely different game than me - and are asking for a completely different game than Sakurai is trying to make.
That gif was from a TAS video (perfect movement), but every other gif I've posted is from real gameplay. In other words, players are approaching TAS levels of perfection with their movement. I have gifs of Falcon combos that come pretty close to that (besides the ridiculous moonwalk -> grab shit at the beginning lol)
Honestly I really don't care at all about "serious" Smash in general. I don't even know what the basics are - like, a tilt? No idea what a tilt is. No idea how to do one. Never even figured out how to shield/dodge outside of what button to use. And I don't have any interest in learning - I'm better than 90% of the people I know at Smash Bros. which says a lot about how much the average person knows/cares about those sorts of details.
Like, if you can manage that, good for you, I guess, but I feel like those are people playing a completely different game than me - and are asking for a completely different game than Sakurai is trying to make.
Oh god, this line of reasoning is always the cutest.
It's not bad. Here are some really good ones from Smash Boards.
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This is very acceptable to me. It looks natural as well. Still bigger than NES Ridley.
Rebroadcasting Evo 2013 on twitch.
http://www.twitch.tv/iplaywinner/
Still epic to watch, SSBM 4LYFE
Because it's still a combo. If you don't know how to escape it, the that's kinda on you for not learning.
I already explained this.Fighting game combos are a series of moves that are virtually impossible to escape from once you get trapped into one unless the comboer makes a mistake.
If these Smash combos shown in the last couple of pages can be escaped mid-combo then why them that if they don't fit the requirements?