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RemPrower
Joined: Mon Aug 05, 2013 9:01 pm Posts: 530 Country:
Gender: Male
MGN Username: ZekePrower
Currently Playing: With my fox dolls.
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I agree with assassin, beat call is way to easy for me to gimp. It's like the MM is saying: "Hi there Remi, I'm off stage. Please come kill me."
I couldn't tell you what should be done about it that's fair, it's just that atm it's way too easy to take advantage of it.
_________________ Rem is my main. Kinda looks like Tails doesn't she?
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Sun Jan 11, 2015 8:13 pm |
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Kyo Tanaka
Joined: Thu Aug 26, 2010 7:51 pm Posts: 159
Gender: Anime Girl
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How about giving the move super armor status until he lets go of Beat, or Beat gets destroyed in the process of recovering (which involves hitting above him with a strong hit first.)
May be a poor idea but I'm against his gimpable nature.
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Sun Jan 11, 2015 11:25 pm |
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RemPrower
Joined: Mon Aug 05, 2013 9:01 pm Posts: 530 Country:
Gender: Male
MGN Username: ZekePrower
Currently Playing: With my fox dolls.
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That's a little iffy. Perhaps taking damage for touching beat? but you can hit megaman? Otherwise he should be able to recast beat if he's hit. The latter seems to be the most appropriate approach.
_________________ Rem is my main. Kinda looks like Tails doesn't she?
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Mon Jan 12, 2015 1:35 am |
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AfroWarrior
Joined: Fri Aug 01, 2014 12:15 pm Posts: 239 Location: Behind you Country:
Gender: Male
MGN Username: AfroWarrior
Skype: That Disgrunted Ninja
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I would like the Mega Buster to be the same it was pre-nerf while you're hanging onto Beat. That way you can't get gimped as easily along with actually requiring some form of skill to prevent it from happening. I think you can only get like 2 or 3 shots off anyways before you drop.
_________________ I am the foot of my shoesSpeed is my body and Wind is my blood I have ran over a thousand miles Unknown to Community, nor known to the WorldHave withstood pain to perfect my technique Yet this speed will never be remembered My whole life was Sonic the Hedgehog. Mains: 
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Mon Jan 12, 2015 3:36 am |
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Jammy
BR Member
Joined: Tue Aug 12, 2014 4:08 am Posts: 888 Country:
Gender: Male
MGN Username: Jammy
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why isn't it just like Snake's PM upB, but with more range due to the lack of C4 jumping?
_________________ Youtube Twitch <insert giant anime gif here>
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Mon Jan 12, 2015 9:38 am |
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TheCodeSamurai
BR Member
Joined: Sat Mar 22, 2014 2:14 pm Posts: 2075 Country:
Gender: Anime Girl
Currently Playing: SSF2, MGS 3, Melee, Project M
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It would be better than Snake's recovery then, because MM has far better landing options then Snake. Snake's main weakness is that he can't get down, so giving him C4 and Cypher is essentially enough rope to hang yourself. I would support keeping the range the way it is, but giving him the up special back after he gets hit, with possibly removing the Buster shots.
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Mon Jan 12, 2015 11:34 am |
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goml
BR Member
Joined: Sat Aug 23, 2014 12:22 pm Posts: 1448
Gender: Female
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Id like to see him keep the death sentence, but allow him to drop down without attacking (by pressing down) and giving the bird a hitbox, and maybe restoring it's pre nerf megabuster.
Not everyone needs amazing recovery, but I do think he still needs some help right now.
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Mon Jan 12, 2015 1:54 pm |
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warriorman222
Joined: Mon Jul 28, 2014 6:01 pm Posts: 62 Country:
Gender: Male
MGN Username: warriorman222
Currently Playing: SSBB, SSF2, COD Ghosts, Pokemon Y
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I think it should take 1 of three routes: 1. Up-B can be re-used. 2. Prenerf Buster, Beat hitbox, and cancelable with down button. 3 it can sweetspot the ledge and be cancelled with down.
It's really annoying to get hit just beyond the ledge and die at 10% because your recovery is too good.
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Mon Jan 12, 2015 7:33 pm |
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$3Assassin
Joined: Fri Oct 10, 2014 9:42 pm Posts: 137 Country:
Gender: Male
Currently Playing: Patty-cake
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But the one hit death sentence IS THE MAIN PROBLEM WITH MM's RECOVERY, not the fact that mega buster lost it's stun, and is therefor useless on beat call, nor that he can't instantly drop. Cause tbh I, myself being one of the better MM player, never really used the move when it did have hit stun since it was never really viable and to drop I just d-air. Mega Buster on Beat Call never really did anything to protect the player, as it was easy for opponents to get around and even if the insignificant little pellet did manage to hit them, they'd just easily attack you again cause pellet=fireball in hit stun except it goes straight.
As for the nature of Beat Call itself, WITHOUT the flaw, it's a pretty balanced move and his recovery game in essence is fundamentally the same as Yoshi's. As both have a great move for horizontal gain and has a rising move that allows you to attack at anytime. To add to that, MM's recovery game wouldn't even be the best in the game and would not beat out the majority of the casts by leaps and bounds. But with the flaw, MM players like myself, are being killed by moves like Mario's fireball, s-tilt from BM, one time I got killed because I was nicked by Pika's u-spec, and the list goes on.
Below is a list of Pros and Cons for the move Beat Call WITHOUT the flaw involve. The ranking for each individual pro and con will be ranked from 1-5.
Pros rankings: 1-Its alright not too helpful, 2-A nice touch, 3-Decent, 4- Pretty freakin good, 5- Superb, A1, Just2elite
Cons rankings: 1. Not too harmful, 2. A disadvantage but nothing too major, 3. That's considerably bad, 4. unbelievably bad, 5- Jesus Christ this is terrible, a real tragedy
Beat Call Pros: Decent high gained by the move(horizontal gain isn't to bad either)-3, Doesn't leave you helpless after move is do (without flaw)-4, Maneuverability-4. Total = 11
Cons: Slow-2, Even though control is good can be predictable-3, If attacked(by MM) out of can't go any higher-3, leaves MM vulnerable-3. Total = 11 *One hit death sentence-5 Total = 16
As you can see Beat call (without the flaw) has and even amount of pros and cons, but that one major flaws significantly tips the scale.
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Mon Jan 12, 2015 10:21 pm |
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tson
Site Admin
Joined: Mon Aug 11, 2008 12:27 pm Posts: 9545 Country:
Gender: Male
MGN Username: [TSON]
Skype: thesilencepwnsu
Currently Playing: with myself
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all characters should have a weakness.
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Mon Jan 12, 2015 11:41 pm |
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gEmssbguy13
Joined: Fri Jul 25, 2014 6:56 pm Posts: 458 Location: In the EST Zone, somewhere eating chips Country:
Gender: Male
MGN Username: gEmssbguy13
Currently Playing: Smash Bros, FNaF, Undertale, GMod, Delver, Xenoblade, ect...
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Soak in the Words of Wisdom everybody. Personally, I like the idea of Mega Man being a one-hit death. At least his recovery's weaknesses is more pronounced than most.
_________________ Treat others as you want to be treated, that is the Golden Rule...
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Tue Jan 13, 2015 12:35 pm |
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RemPrower
Joined: Mon Aug 05, 2013 9:01 pm Posts: 530 Country:
Gender: Male
MGN Username: ZekePrower
Currently Playing: With my fox dolls.
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It's fine for a character to have a weakness, I just wonder if this one is a bit overbearing.
_________________ Rem is my main. Kinda looks like Tails doesn't she?
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Tue Jan 13, 2015 1:05 pm |
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Zapperrix
BR Member
Joined: Wed Mar 20, 2013 10:37 pm Posts: 2283
Gender: Male
MGN Username: Zapperrix
Skype: dat_zapp
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Mega Man getting his U-spec back after being hit by a single move (more than one hit restores it, so multihit moves suck against it) would give him the best recovery in the game (thanks to his weight and fallspeed). As a character that can hit pretty hard, he doesn't need it. The only thing U-spec needs is hitstun during the Mega Buster shots. Mega Man just needs rapid fire for weak Mega Buster shots and he'll be more balanced (this would give incentive to use other weapons, as it would still be good, but not too good). As of now he's pretty weak, but those two things would make a difference. On an unrelated note; if Snake gets into SSF2, I hope that his U-spec gets the same treatment. It's not. If Mega Man didn't have this weakness, he would be similar to DK last patch. As in, he can live for a long time and has tons of kill options (not as much as DK, but still). That type of character isn't balanced in Smash.
Last edited by Zapperrix on Tue Jan 13, 2015 1:57 pm, edited 1 time in total.
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Tue Jan 13, 2015 1:08 pm |
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RemPrower
Joined: Mon Aug 05, 2013 9:01 pm Posts: 530 Country:
Gender: Male
MGN Username: ZekePrower
Currently Playing: With my fox dolls.
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That thought did indeed cross my mind.
_________________ Rem is my main. Kinda looks like Tails doesn't she?
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Tue Jan 13, 2015 1:50 pm |
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$3Assassin
Joined: Fri Oct 10, 2014 9:42 pm Posts: 137 Country:
Gender: Male
Currently Playing: Patty-cake
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@ Tson: Well that's one hell of a weakness.
Alright, alright, so let's analyze this "weakness" that MM has. As all of us know the ssf2 team works hard to make sure every character in the game is very well balanced and are also unique, which they do an excellent job of. Even though somethings may slip through the cracks, some extreme cases being Naruto's Rasengan Shuriken and Super armor on DK's Primate punch, but these cases are seldom and limited to a few, which is some more good stuff on behave of the ssf2 team. And so to make sure every character is well rounded they counter balance out the pros with some cons and the end result of a characters balance usually favors the pros.
For example, Fox has some insane falling speed that can often led to his death off stage and leaves him subjected to "special" combos just for him(not to mention his recovery isn't the best either), but, in turn, his fast falling speed allows him to preform stunning combos and an unbelievable pressure game, which at the end of the offers more towards the character than in takes while still balancing him out as a character. Or DK who is the biggest, walking target in the game, making it easy for him to be hit and comboed, but, in turn, he has some of the best reach in the game accompanied by some decent speed and power as well that can overwhelm opponents, making him balanced as well. These are both cases their flaws counter balance their strengths to make a fairly good character who is just not too OP and once a user of that character reaches a certain level of skillz, they'll no longer too much of a hindrance to their ability to preform. The same thing should apply to the "one hit death sentence" MM has on his recovery, but the problem with that is that it shifts the scale too much towards the side of faults and can be of great drawback to even best of MM players.
When I thought about MM's "weakness", I began to wonder what strengths it could this possibly counter balance, since it's such a heavy vice put on the character, especially compared to others. It can't be a counter balance towards MM's KO power as, while it is pretty good, it can be somewhat awkward and difficult to land, while a considerable amount of other character can achieve the same KO power without being as awkward or difficult to land as MM's. It can't be his projectile game since it's already pretty balanced, although it could go through some minor tweaks, and doesn't warrant such heavy penalties. I'll admit that MM can be pretty hard to kill OUTSIDE his "weakness" but I wouldn't think that it would call for such counteractions to be taken, as you can theoretically and in actuality be killed by it as low as 5%. The only possible aspect left that could even possibly warrant such penalties is his recovery game and while many people will say that "It'll become the best in the game.", I have you disagree as it is fundamentally the same as Yoshi's recovery game and it can be argued that Yoshi's better because more action can be taken against edgeguarding from Yoshi's than MM's. Plus there are other character with good recovery games to match or possibly surpass MM's, like Goku, Tails, Ness, Zelda, etc. And to add to that Beat call is fairly slow and predictable while also leaving MM somewhat vulnerable as Mega Buster never did give too much protection to begin with and if MM, isn't close enough to the stage, is forced to take the hit or die trying to defend himself. I'd think this would be enough to compensate with how good his recovery is, but does if you feel it doesn't, do you really believe that it warrants a "weakness" as cheap and abuseable as the "one hit death sentence".
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Tue Jan 13, 2015 9:47 pm |
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