PadWarrior
Member
2 weeks to go!This. It felt awkward to reach the L and R buttons and I kept confusing the jumps with the attacks, but now it feels natural. It's such an awesome game. I can't wait for October 3rd.
2 weeks to go!This. It felt awkward to reach the L and R buttons and I kept confusing the jumps with the attacks, but now it feels natural. It's such an awesome game. I can't wait for October 3rd.
So, I've not fooled around with custom moves at all. I'm about to start smash run and never bothered to ask. The question mark is the default moveset, yes? What is the one with the character under it. ?
After playing survey in JP Nintendo Club is up, 10 points.
If you guys haven't noticed Sakurai is really doing his darndest to make things as even as possible even when that means making things incredibly uneven and uncompetitive.
NA public demo accquired!!
Enjoy!yayyy demo
About to take Villager for a spin.
That's not what he said. Try reading that post again.Yes.
That's exactly what happened.
Sakurai changed certain mechanics just to screw over the competitive community.
Exactly.
That's not a stupid fucking line of thinking at all.
Sakurai just doesn't know what he wants, really. His decisions are inconsistent with themselves. He wants to decrease the skill gap, and yet there's a mode with skill-based matchmaking called "For Glory"?
Also, if I'm reading this right, if a gameplay mechanic is poorly designed, but you don't notice it because you're not interested in the subtleties of the game, then it isn't poorly designed anymore? Is that what you're saying here Timeaisis?
It wouldn't work because there would be far less posters in the more competitive thread. Separation is also bad in general, IMO.
Sakurai just doesn't know what he wants, really. His decisions are inconsistent with themselves. He wants to decrease the skill gap, and yet there's a mode with skill-based matchmaking called "For Glory"?
Yes.
That's exactly what happened.
Sakurai changed certain mechanics just to screw over the competitive community.
Exactly.
That's not a stupid fucking line of thinking at all.
Ugh, can we please stop talking about sakurai purposely trying to ruin balance/competitive gameplay again :/
You guys get so hostile toward each other.
Not designing around competitive play is fine... if the game is not a competitive game. The objective of Smash is to KO your opponents while avoiding other players trying to do the same to you, and at the end of the round, the game will say "The winner is [character]!" Smash is a competitive game, of course it should be designed around competitive play.
I'd argue that the best competitive game is one that's fun and rewarding for all skill levels. This, above all else, has Sakurai's goal ever since 1999.
This thread, barring some discussion about what characters do you like, is already kind of an echo chamber for the competitive folks. And when it's not, it's bantering between people about whose vision of the game is truer.
...and I fail to see how that is even remotely inconsistent with anything. Those are not mutually exclusives objectives.
Ugh, can we please stop talking about sakurai purposely trying to ruin balance/competitive gameplay again :/
You guys get so hostile toward each other.
Just gonna repost this again. I noticed this a long time ago but didnt comment on it until the 12th of September.
I didn't know what I was seeing was a combination of the below and VI/rage effect. Now it all makes even more sense and honestly has me even more worried than before.
If you guys haven't noticed Sakurai is really doing his darndest to make things as even as possible even when that means making things incredibly uneven and uncompetitive.
wait the demo has a 30 uses limit, guess i'll leave my 3ds open 247 then
I agree except that last line. Sakurai has shown us his goal is to make the skill floor as low as possible and have the ceiling as low as possible as well - which is antithetical to competitive play.
Ugh, can we please stop talking about sakurai purposely trying to ruin balance/competitive gameplay again :/
You guys get so hostile toward each other.
Just finished my first match - Villager vs. lv. 3 Mario. The game feels very good: the controls are very responsive, and I had zero problems with the circle pad - no trouble distinguishing between tilts and smash attacks. Really, the biggest problem I had was the jumping: I'm so used to the GCN button configuration that I kept hitting A to jump. L being the grab button is a little weird, too. But I'm sure that soon enough I'll get used to the controls, and then I can always customize them in the full version.
"Party game"...and I fail to see how that is even remotely inconsistent with anything. Those are not mutually exclusives objectives.
Any game where people are trying to win is competitive.The liberal use of the word "competitive" on SmashBoards for the past few years has made things confusing as fuck for pretty much everyone involved.
again calm down. It's just a game. you do not need to get angry because people are concerned with gameplay mechanics. And attacking a strawman does nothing for this thread. No one is saying Sakurai wants to ruin his own game.But you don't understand, man. Sakurai's trying to RUIN HIS OWN GAME! That's the only explanation for these things!
In seriousness:
I agree that the blast zones are too big.
I agree that characters live too long now.
I'm not a fan of the new ledge mechanics.
But for fuck's sake, Sakurai did NOT make these decisions because he wanted to ruin competitive play.
again calm down. It's just a game. you do not need to get angry because people are concerned with gameplay mechanics. And attacking a strawman does nothing for this thread. No one is saying Sakurai wants to ruin his own game.
In seriousness:
I agree that the blast zones are too big.
I agree that characters live too long now.
I'm not a fan of the new ledge mechanics.
The liberal use of the word "competitive" on SmashBoards for the past few years has made things confusing as fuck for pretty much everyone involved.
Any game where people are trying to win is competitive.
Only if you are being obtuse, it's obvious when people talk about "competitive smash" they mean the tournament scene.
wait the demo has a 30 uses limit, guess i'll leave my 3ds open 247 then
Knockback----Chase them. Off stage play is crucial now.
Ledge Mechanic----Eliminates planking, allows for more off stage play.
Ko bounds----Chase them
Up next!
All right, that was fast!
It's read the same way as DI, during (likely on the last frame of) hitstun.
Tested by:
Getting Link to 83%, the exact percent where he dies without VI
Hitting him with Mario's Fresh Usmash (fully charged)
As soon as Link is launched, hold down on that 3DS' Circle Pad.
Repeat like 8 times to make sure it's true
End result was that Link died every time, despite a vast (almost 40%) increase in survival if down is held upon launch.
Okay, so I just finished testing VI's effect on ZeRo's combo with Mario on Link (who I believe is the only character in the demo it is guaranteed on with no VI).
ZeRo's Combo:
Dthrow
Utilt
Utilt
Dthrow
Utilt
Utilt
Uair
Uair
Uair
Coin Jump
I'm going to be testing this with some modification, namely:
Dthrow
Utilt
Utilt
Utilt
Dthrow
Utilt
Utilt
Uair
Uair
(Can be followed up with Coin Jump as well, but I won't be doing so for this test)
because it's easier (that last Uair -> Coin Jump is too difficult for me with the 2 3DS layout thing I have right now), but this totals out to 55% (67% with CJ).
Results are:
No VI, mashing A (for Nair): Didn't break out
No VI, mashing R (for AD): Didn't break out
VI Up: Didn't break out
VI Up + Mash R: Broke out right before the first Uair, but I'm not positive it wasn't just me screwing up repeatedly on the timing (controlling stuff at this level of complexity is harder than I thought)
VI Up + VI Left (away): Didn't break out
VI Up + VI Left (away) + Mash R: Unable to test, too difficult to be sure I'm doing it correctly
VI Up + VI Right (into): Didn't break out, but forced me to switch up 1st Uair's location in a way where the original placement would have missed
VI Up + VI Right (into) + Mash R: Unable to test
VI Left (away): Didn't break out
VI Left (away) + Mash R: Unable to test
Sorry for kind of bailing on this one, but HOLY CRAP is it difficult to test this with just one person...
If no one else has tested this by tomorrow, I'll be able to do so then as I have a friend heading over who can assist.
ChillySundance said:
Try and get some data on how holding a direction from the start of the attack changes the effects as opposed to holding it mid way through flight.
Up next!
All right, that was fast!
It's read the same way as DI, during (likely on the last frame of) hitstun.
Tested by:
Getting Link to 83%, the exact percent where he dies without VI
Hitting him with Mario's Fresh Usmash (fully charged)
As soon as Link is launched, hold down on that 3DS' Circle Pad.
Repeat like 8 times to make sure it's true
End result was that Link died every time, despite a vast (almost 40%) increase in survival if down is held upon launch.
ChillySundance said:
By that I mean testing various simple follow ups at low %. Try to record just how far you can affect basic juggles such as Kirby's up tilt into whatever. guess Mario combos would be easiest, but I don't know any demo characters who have ones I can list off the top of my head.
It's easy to see the effects of this at high % by using KO range, but I want to see just how small or big that 'square' is for lower %'s
I'll give this a shot next, and then likely head off to bed.
Feel free to post if there's anything else you want tested though, if I don't end up doing it tonight I will tomorrow!
Test:
With fresh stocks, see how long Mario can chain Utilt into itself against Link attempting different moves.
Results:
No VI: 39%
No VI, attempting Nair: 39%
VI Up: 39%
VI Up, Nair: 39%
VI Away: 39%
VI Away, Bair: 39%
VI Towards: 46%
VI Towards, Fair: 39%
So in other words, it looks like there's nothing to worry about!
You can't be serious, people can't discuss something for a page without being shouted down by people like you.
"Party game"
"Everyone wins"
"For Glory"
After a while of using the demo, I've come to prefer R for shielding/dodging better, specially after realizing I can do R+A for grabs
Initial impression: Does this need to exist? It seems competently constructed, but it sure feels limiting.
The liberal use of the word "competitive" on SmashBoards for the past few years has made things confusing as fuck for pretty much everyone involved.
Also "chase them". The game often won't let you. You're not going to chase people into near blast zones area where you see them in bubbles and make it back. You have to wait for them. That's exactly the problem.
Who's angry?
And no, you're not using the word "ruin," but that's basically what you're saying. "Sakurai intentionally made the game uneven and uncompetitive, oh noes!"
Okay. Just played the 3DS demo.
Hrm.
Playing this just makes me wish I could play it on the big screen with a proper controller.
I'm not sure how I feel about it. First, I wish I could change the controls.. so I'm uncomfortable with that, as is.. But the resolution is so low for having the camera zoomed out so far.
Initial impression: Does this need to exist? It seems competently constructed, but it sure feels limiting.
Okay. Just played the 3DS demo.
Hrm.
Playing this just makes me wish I could play it on the big screen with a proper controller.
I'm not sure how I feel about it. First, I wish I could change the controls.. so I'm uncomfortable with that, as is.. But the resolution is so low for having the camera zoomed out so far.
Initial impression: Does this need to exist? It seems competently constructed, but it sure feels limiting.
So guys, did you see this on smashboards:
It seems that in order to utilize VI, you have to anticipate the opponent's move and the direction it will send you. I think this will end up greatly benefiting the mix-up game, though if your character has only 1 kill move, they're SOL.
Also:
Gotta link to any of that?