Alrighty, last one for me.
EDIT: GGs! As always, it was a humbling and educational experience playing you.
No worries. Definitely look forward to our next match; I'll train to make it a little more competitive.Your Lucy is getting better and better, damn deceptive range, thanks for playing with the giant bacon, it has uses
Japan only used 3 stages competitively in Brawl (Final Destination, Battlefield, and Smashville). Which makes Sakurai's decision to include a FD mode for each stage more understandable.
Hey so when you guys play with friends is it just omega stages all the time or does BF and Prism Tower get thrown in there too?
I'm curious as to the stage preferences of others.
Man, I can't wait for when someone discovers how to do a Project M 2 with the Wii U version :v I like the roster, but the engine just doesn't feel solid enough for me to play it for serious like I do with Melee or Project M.
I think the engine is perfect, but I'm still kinda hoping for Wii U hacks just so I can install goofy costumes.
I don't think it'll be blown open near as quickly as the Wii was though.
(I'm posting a lot! Sorry! Shit!)
-Momentum conservation reimplemented.
-Dash Dancing revert back to as it was in Melee/Brawl (I find it hilarious that people were happy that dash dancing was gone from the game, only for it to be discovered again and using more complicated/unintuitive inputs than in previous iterations, now they have to deal with a still useful mechanic that's harder to perform - change it back to Melee/Brawl style inputs).
-Shield recharge rate is reduced to like, a quarter of the rate or something.
-Shield recharges a small amount for every percent of damage you do to your opponent.
-Perfect shielding reflects projectiles rather than just changing their direction again.
-Shielding has slightly higher endlag.
-Rolls have more endlag.
-Only one air dodge per air time, doesn't put you into special fall.
-Landing lag on air dodge removed to make up for the above change.
-All moves in the game have reduced endlag on hit (which includes landing lag for aerials), this includes neutrals, aerials and specials. Missing completely has default endlag.
-For projectile attacks the endlag animation would speed up as soon as the projectile connects.
-Blast zones decreased.
-DI reverted to previous iterations, but uses the more intuitive inputs of KBI instead of having to press perpendicular directions.
-DI angle of influence increased.
-Can no longer tech grounded meteor smashes, only ones where you were hit in the air.
-Crouch cancelling reimplemented.
-The way the game handles inputs for A attacks is changed to add a bit more variety to the ground game, meaning you can do Jab1 -> Jab2 -> Tilt in quick succession rather than being forced to do Jab1 -> Jab2 -> Jab3 for example.
-The game shows if a player character is wearing custom equipment on all modes as it should.
-Throws can be now be broken out of by pressing the opposite directional input within six frames as the thrower, putting the person that was going to get thrown at a frame advantage
-Grab timer is increased so that you can actually hold someone for a decent amount of time.
IMO, Final Destination is the only good stage type. Even Battlefield cuts off so many options. I don't know why people praise it. Everyone just fights to get the bottom flat platform on it anyway.
anybody up for a 2v2 game? I feel like trying 2v2 out!
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And that's just quickly thinking for 5 minutes...
That's why you chase off stage.One of the first things that i would change about the game (not before things as crucial as momentum conservation or landing lag, though) would be to dramatically reduce the vertical/horizontal distance that recovery moves (upBs, sideBs) can travel. As it is now, when you throw someone of stage, you are just waiting for them to come back. It doesnt feel like smash bros.
If I had to come up with a general list of changes I'd make to the game, based on what I thought would make it more fun as a competitive fighter without thinking to much about the overall balance of the game in FFA or 8 player or whatever, it would look like this:
-DI reverted to previous iterations, but uses the more intuitive inputs of KBI instead of having to press perpendicular directions.
And that's just quickly thinking for 5 minutes before even getting into what I'd change about or add to the characters, stages, items, assists, final smashes, bosses, customs moves, modes, etc specifically. Would probably be a list 20-30 times the size if I ended up doing that lol.
Really? I find it much more intuitive to press against the force than at a 90 degree angle to it. Watching less experienced players play, if they do actually attempt any influence, their natural inclination appears to be what the new VI caters to.
If you're serious about your vision of smash you should honestly give making something a shot. It's easier now than ever to make your own things with tools like Unity, Game maker, Construct and whatnot and I feel that hobbist game-creation can be a very rewarding and eye-opening thing more people should get into :3
You don't even have to make a finished thing: just start with a simple prototype with boxes or whatever
The Klaw KOs better, but it isn't worth picking the stage for.Fully disagree. I would argue BF could be a better neutral than FD. It sounds more like you refuse to, or just don't know how to adapt your playstyle. I would also argue that you don't seem to fully know the Bowser character. His killing potential on BF is ridiculous in part because of the platforms. Don't hate the game, hate the player.
Browser's Up B clinks with most projectiles, and it usually doesn't leave him at a favorable frame advantage due to the projectile's travel time.Can't Bowser UpB through most projectiles with minimal endlag? Surely he has other options for projectiles than just the fire breath.
Yoshi's Island massively fucks up with Ness' grounded PK Fire at times, doesn't mean FD should be the only option.
Mumei, would you want to do training mode today?
The Klaw KOs better, but it isn't worth picking the stage for.
Browser's Up B clinks with most projectiles, and it usually doesn't leave him at a favorable frame advantage due to the projectile's travel time.
As far as is known, Bowser has three options against projectiles:
1) Fire Breath destroys low grade projectiles and can be angled downward after a jump for a nice approach. I think this is his best option.
2) Air dodge canceled into a special gets him in and opens people up, but if they expect it, it can be unsafe.
3) Bowser can punch low grade projectiles to destroy them, since his punches are slightly disjointed hitboxes.
If there are other options unique to Bowser, I would love to know them. I think his options are just fine. I just think that losing two of them on one stage is a big problem, and Yoshi's Island takes away 1 and 2.
Oh my God.
I mostly play traditional fighting games, so I don't like adapting to a stage. I like having consistency in my play. Really, if BF were consistently the competitve choice, I would take that over variety.Right, inherently you would run into some difficulty with certain moves when platforms are involved, but ultimately there are other options that open up for a character. I regularly played Bowser in Brawl, and in my opinion his strongest stages were the ones with low platforms like Battlefield and Yoshi's Island. Some characters will be naturally better on a FD like stage, while others will be better on a stage with platforms. One isn't necessarily superior over the other, which is why we counterpick, and it adds a very interesting, competitively viable dynamic to the game.
If you are free, we can play a few and I'd love to see what your Bowser is capable of on FD and other stages.
And also let me use custom moves. You can disable power ups but pls give me custom moves onlineYou gotta understand too that in Brawl, Final Destination was far and away the most picked stage for online matches. This, I believe, was even cited as the specific reason Omega forms were created.
Though not without its problems, I think For Glory/For Fun is a good setup, and the only improvement I could offer is for them to add Battlefield into the Glory lineup and more stock battle options. Everything else is pretty much aces as is.
Okay, I can see why people like Yoshi so much, but I'm having difficulty KOing with him. Does anyone have any tips?
This is straight up disrespectful.
I mostly play traditional fighting games, so I don't like adapting to a stage. I like having consistency in my play. Really, if BF were consistently the competitve choice, I would take that over variety.
My FC is in my profile. You are welcome to add me and PM me yours.
yes
Falcon benefits so much from momentum conservation. ( ͡° ͜ʖ ͡°)
I love hitting projectiles back with Ness's bat. I kept hitting back missiles against a Samus yesterday and it seemed pretty effective. Makes the opponent question their projectile use, at least!
His tree fell, yeah. He can pocket gyros and send out double gyrosHis bat reflection totally messes up villager too
His tree fell, yeah. He can pocket gyros and send out double gyros
Not if they're like this:Ness can still bat both gyros back!
Not if they're like this:
------------ <~~~
Ness --------------- <~~~
And if they're on the same elevation, they'll collide and explode.
Deflecting gordos back at Dedede with Ness' bat is a 0% KO.