Shadow Hog
Member
Honestly, when I envision polygonal Iwata, all I can see is the Brain Age guy (Prof. Kawashima, I think?).
1. Waluigi (Mario)Everything's possible, you're at the helm. Screw logic.
Which 9 characters would make it in?
So when given the opportunity to choose the impossible, you stick entirely with the possible?
Well, okay, I suppose it'd be unbecoming of me to tell you how to think :V
(although 10 > 9)
I wamt floating polygonal head Iwata in smash.
"AS YOU KNOW, YOU LOSE A STOCK WHEN YOU FLY OFF-SCREEN" *attacks*
He also must laugh when you lose.
Everything's possible, you're at the helm. Screw logic.
Which 9 characters would make it in?
There's no source for the interview. Where/when did he say this?
There's no source for the interview. Where/when did he say this?
I'd agree, but only with Diddy's banana. Any other form of tripping needs to go.Tripping & Wavedashing should both be in.
You can only trip when you wavedash.
No it isn't.It's hard for 99% of Smash players, and how you do it is ridiculous.
Instead of having wavedashing, why don't we just make connecting combos something easier to do. I hate wavedashing. It's hard for 99% of Smash players, and how you do it is ridiculous.
I believe 8 million or more people bought Melee, no way even 1 million of them know how to succesfully integrate wavedashing into their playstyles. No way 500,000 people know how to either.
Still, you get the point I'm making. Casual > Competitive. At Melee's height, most people probably have never heard of wavedashing.
I didn't bring up any evidence. So in a way, you're correct! I'm still waiting on some actual numbers from you, since you know how many people know how to wavedash, and all.You literally, have the same amount of evidence.
And those people, entirely ignorant of the mechanic, still loved the hell out of the game. Thus, you can build the game to make the competitive scene happy, and the casuals will still be happy because they don't even know what they're doing.Still, you get the point I'm making. Casual > Competitive. At Melee's height, most people probably have never heard of wavedashing.
Still, you get the point I'm making. Casual > Competitive. At Melee's height, most people probably have never heard of wavedashing.
How about instead of worrying about a move people can't even agree on whether it was an intentional or not, focus on the core moves that affect everyone. Would you be mad if they chose to change some characters' moves completely? It has been a long time since 1999 and some characters still have moves reflecting what they could back then rather than now.
Why did you mention a game with wavedashing in your argument for removing wavedashing?It doesn't take a rocket scientist to know wave dashing is a technical move. It's not talked about in Melee itself, and isn't in the handbook when you get the game. Most people probably don't know how to do it, because most people who play Smash are casual. I'm sorry I don't have numbers for you. So go ahead and assume the already scrapped mechanic is a widely used one.
I was just saying it would be better IMO to actually implement some sort of canceling system to string combos together, like MvC3 or BB.
@Karsticles: You're right. I agree with you completely. Just not a fan of the mechanic itself.
How about instead of worrying about a move people can't even agree on whether it was an intentional or not, focus on the core moves that affect everyone. Would you be mad if they chose to change some characters' moves completely? It has been a long time since 1999 and some characters still have moves reflecting what they could back then rather than now.
Why did you mention a game with wavedashing in your argument for removing wavedashing?
Melee: Jump, then immediately press shield while pushing the stick in a specific and obscure direction - not one of the 8 primary directions, but somewhere between sideways and diagonally down. This is hard to do the first time, and even harder to get good enough that you can do it in real matches.
Wavedashing in Smash is dumb and unnecessarily complicated. It's exactly the kind of unnecessary barrier to entry Sakurai was trying to avoid with the game's simpler control scheme.
I thought Sakurai said it was an unintentional glitch, and went out of his way to remove it in Brawl? I'd think his input would be much, much more important than that of "the community", who weren't the game's developers.
YMMV on whether removing it was beneficial or not, but I thought it was obviously not an intended feature.
Come on. They have the same name, but wavedashing in Melee is completely different from wavedashing in MvC3.
MvC3: Dash. Cancel dash by crouching. Dash again. This can be done as soon as you know it exists, and mastered in just a few minutes, if that.
Melee: Jump, then immediately press shield while pushing the stick in a specific and obscure direction - not one of the 8 primary directions, but somewhere between sideways and diagonally down. This is hard to do the first time, and even harder to get good enough that you can do it in real matches.
Wavedashing in Smash is dumb and unnecessarily complicated. It's exactly the kind of unnecessary barrier to entry Sakurai was trying to avoid with the game's simpler control scheme.
Maybe it's because I'm used to tri-jumping in Marvel (because it's performed the same way as Melee wavedashing if you set dash to a button), but it's not dumb or complicated at all.Wavedashing in Smash is dumb and unnecessarily complicated. It's exactly the kind of unnecessary barrier to entry Sakurai was trying to avoid with the game's simpler control scheme.
Maybe it's because I'm used to tri-jumping in Marvel (because it's performed the same way as Melee wavedashing if you set dash to a button), but it's not dumb or complicated at all.
Injured characters already climb back on stage much slower. But yes, I acknowledge that it can be seen as punishing the losing character. But it is in the interest of avoiding a a stalled match where an injured character runs away. Basically when a character hits 100% damage, he should not be long for this world. Get him KO'd, finish the match, start a new one. Round 2, fight!The issue there with tripping being done like that is that you're kinda/sorta punishing people for losing and encouraging people to think only about rushing that shit down to get theirs and put people at the complete disadvantage.
Also, don't forget that Sakurai is DEFINITELY looking to help out weaker/new players this time around, so I don't see that tripping happening like that.
Sakurai thought that tripping would help even out the skill difference between new players and more experienced players. How SSB4 will turn out is all up in the air.
Closing off the little section offering vague hints about the new Smash Bros. games, Sakurai said that his aim with the 3DS version is to offer players a slightly different experience from conventional Smash Bros. games. He believes that there is merit in having skilled and unskilled players play together, so one emphasis will be on elements of players helping one-another.
I was just referring to in the first SSB4 interview he talks about how players will be able to help one another throughout the game:
And then earlier this week that article regarding online play makes it sound like you'll be able to fight people based on skill leve/how you want to play, instead of random people being thrown together all at once.
Maybe it's because I'm used to tri-jumping in Marvel (because it's performed the same way as Melee wavedashing if you set dash to a button), but it's not dumb or complicated at all.
Also, don't forget that Sakurai is DEFINITELY looking to help out weaker/new players this time around, so I don't see that tripping happening like that.