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File: 1608525598739.jpg ( 23.56 KB , 268x188 , smash 64.jpg )

 No.1956

Thread for discussing general Super Smash Bros topics

- casual play

-competitive scene

-cool combos & more
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 No.1957

Don't you mean fire emblem: fighting game edition?
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 No.1958

>>1957
lol. does anyone even play fire emblem? why are they pushing it so much?
>>1956
I like to play smash, I'm getting better at it, but I'm still not good enough for even local tournaments.
I play party hat picachu ⚡⚡⚡
I don't play online because it's expensive, so it's hard to train.
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 No.1959

SUPAH
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 No.1960

File: 1608525599006.jpg ( 8.05 KB , 226x223 , roar.jpg )

Do you think Alunya picks Incineroar? They're both cats and the same colors.
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 No.1962

>>1959
SMAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASH
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 No.1963

>>1962
BROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOTHERRRRRRSSSSSSSS
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 No.1964

>>1958
What made you decide to play Pickachu?
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 No.1965

>>1956
What do y'all think of the balance between casual friendly and more in depth competitive game design? I remember the creator saying something about wanting to keep the game casual friendly.
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 No.1966

>>1965
Depends on if you mean infrequent players or people who have never played the game before.
There are aspects of smash that are casual friendly compared to a traditional fighting game. The time mode, moves are somewhat logical, up-attack hits up, down attack hits down etc. Almost no button combos. However there are also hard aspects like falling and recovery. NOt being locked onto the opponent. I think complete noobs would have more success button mashing in a traditional fighting game.
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 No.2130

>>1965
Sakurai from what I can tell wanted to make the game balanced between casual and competitive. I would say that for the most part, it seems to be the case, with the balance patches. He did introduce Hero and give him a lot more randomness than wanted in competitive play, but for the most part, he's been fine from what I can tell.
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 No.2491

Seeing this makes me regret giving my cousin my N64 as a present when I was younger. The N64 is probably in the top 3 best gaming consoles from pre-2000 era.
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 No.2497

File: 1608525651738.png ( 484.71 KB , 809x649 , iceclimbers.png )

>>1960
Ice Climbers is the true communist pick tbqh
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 No.2524

>>1965
It's a kids game so I don't really care much for the competitive aspect, but I do like what they did even though i'm not a professional
My cousins love the game so I think Sakurai was right when he made ultimate. I was 5 when brawl came out I loved it so I think it's good that children today can have similar experiences
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 No.2569

Recently got Ultimate. Really [b]like it[/b], though the game is a total mess. Even considering that some characters are clones the roster is huge and the game wouldn't feel like a ripoff if it only had half that number and half the number of stages it launched with. So much stuff in it. The soundtrack got over 700 songs…

I often win or lose having no idea what just happened. It's probably the most [b]confusing[/b] game Nintendo ever released, the only proper argument for it being simple is that special moves have easy inputs – but consider all the stuff that is usually absent in traditional fighting games: complicated stage shapes, the stage also changing, more than two fighters at once, and items. In traditional fighting games, blind enthusiasts easily beat sighted casuals. I don't think that's true for this title. I don't get why these elements that make it so complicated don't get introduced one after another, instead you get instantly thrown into group battles with assist trophies and what have you.

The big reason why people claim Smash is easy to get into is because of their own [b]attitude[/b] towards it: They accept a big element of chance and just roll with all the weird stuff that can happen. But if you bring that attitude to any other game, you will also see it as being easy to get into.

>>1965
Sakurai is a man who got thousands of fun little ideas and absolutely no idea how to fit them together as a coherent whole. So, his intent doesn't matter. I heard that in Smash 4, Bayonetta completely dominated the roster and that this was not due to some glitchy tricks, but something immediately obvious to anybody not named Sakurai after a few minutes of playing her.

Fast characters can get the [b]items[/b] faster. What follows from that by simple logic is that it's impossible to have a roster that is balanced both for playing with and without items, unless the designers put in some mechanic that helps slow characters when items are on. For example, the designers could increase the duration a helpful item is active or make the items more powerful in the hands of a slow character. But as far as I know, nothing of that sort has been added to any Smash in the two decades of the series' existence.

Each character has three [b]taunts[/b]. In Ultimate you can cancel taunts. But a taunt isn't a proper taunt anymore if doing it costs you nothing. That's the point. A move is a proper taunt only if it is always or almost always unsound from the strategist's point of view. I'd prefer replacing one taunt of each character with a fake special move, that's easy to animate and that way the clone characters could be more differentiated too.

I'm pretty sure I'll [b]still be playing Ultimate three years from now[/b], surprised and confused by the weird things in it.
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 No.2572

>>2569 (me)
Just played it a bit again and have to correct myself. The taunt cancel stuff is really just no more than omitting a few frames and sometimes taunt voice clips still going while you attack.
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 No.2593

Is anyone here interested in any of the competitive aspects of smash or is it all just fun and games?
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 No.2604

>>2593
For funsies, plus patting myself on the back for spotting references and remembering where a song is from.
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 No.2686

I haven't played for hundreds of hours (yet), but I just got murdered, saw my opponent grabbing the Smash Ball and a Blue Shell while I respawned, and I got murdered right again, so here are my unsolicited opinions about improving Ultimate:

1. There should be more mobility when you respawn, like flying around in a UFO for a bit and then jumping out of it or something like that.

2. Item spawning should be balanced around character speed and position. For the basic idea, picture a flat stage with two characters standing there. A single item can spawn in the middle between the characters, meaning when both characters start running towards it simultaneously, the faster one will grab it. A more fair reference point for spawning is wherever both characters would meet when they started running towards each other simultaneously. Of course, items only ever spawning exactly at that reference point would be pretty dull. Instead, this could be used together with some randomization and a tracker checking whether there is a strong trend of being particularly fair or unfair towards a player in how the items have spawned and this potentially triggering a different spawn point to make up for that. You also need to take verticality into account, but that's the idea basically. (Perhaps something like that is already in the game; if so it's too subtle for me to notice.)

3. The Final Smash Meter as an alternative to the Smash Ball seems like a really half-baked idea. I think it should take longer to get the F Smash from this (especially with characters that have a very strong F Smash) and when the bar is full, I think it would be more interesting if the character pulsated in and out of the state where you can do the F Smash, like 1 second in, 2 seconds out, 1 second in or something like that.

4. Attacks by slow characters should have more hitstun.

5. There should be an automatic slow-mo replay of the kills after a fight because I often have no idea what just happened. I feel like I'm Joe Biden driving a car. Where am I? Who just got killed and how? When somebody got killed by stage hazard or an item, a little line of text explaining what it was would be helpful. Oh my God, I really sound like I'm getting senile :(
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 No.2699

6. Items are really overpowered. They should modify your character's abilities, but it feels rather like your character vanishes for a while behind the awesome power of the item. EITHER Items should get a big nerf across the board, from how long gust of wind, the hammer, the invincibility star etc. are active to how often you can swing the big baseball bats and swords OR a kill with an item should count for half as much as a non-item kill. Or maybe both.
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 No.3210

/v/ is now the roulette board, please go there for your video game related discussions.
>>>/roulette/

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