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Super Smash Bros for Wii U/3DS 
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Joined: Thu Oct 04, 2012 1:16 am
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those games were s*** anyway though


Wed Jan 01, 2014 7:04 am
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Kyuubit Level Two wrote:
those games were s#%$& anyway though

What are you talking? Morta Kombat was awesome

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Wed Jan 01, 2014 7:07 am
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Mortal Kombat and Injustice are both a**.
Netherealms tries so hard to make a competitive fighter, but they're just horrible games.
And SF4 has a super competitive scene and still widely popular, can't say that for Soul Caliber I guess. That series is just naturally simplistic.

And competitive Melee, intentional or not, is one of the great things to watch in terms of competitive gaming.

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Now bored of being a trolling a******, let's talk some games gents.


Wed Jan 01, 2014 10:33 am
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Street Fighter IV is way too f*** slow to be enjoyable

maybe that's because i've played too many anime airdashan fighters but still


Wed Jan 01, 2014 11:49 am
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I respect Street Fighter 4 because it revived the fighting game genre, but I vastly prefer the other games in the seires (3rd Strike, Super Turbo, etc). I also prefer other fighters like Guilty Gear.

Axel wrote:
I don;t want them to bring back wavedashing, or L-cancelling, or Dash dancing, but so long as they keep it relatively balanced, I'll be happy.

For your information, Dash-Dancing was in every Smash game, so I see no reason to take it. The only reason you see it so much in Melee is due to the long initial dash animations, making it easier to do than in the other games. The reason why you see very little of it in Brawl is due to the very short initial dash animations and tripping (random tripping only occurs during dashes). If Smash 4 uses the same dashing mechanics, then Dash-Dancing will still be in. Its not even an advanced tech; its just changing your direction before the full dash animation begins.

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Also their is no such things as GODS.


Wed Jan 01, 2014 12:33 pm
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Kyuubit Level Two wrote:
those games were s#%$& anyway though

I think so too, but their predecessors or grand predecessors or even great grand predecessors where fun/good.

Soul calibur prior to the last one had such a deep fighting system and even still has character diversity - not really a simple style fighter. I believe its one of those games actually someone comparable to SSBB in terms of difficulty and level of skill required to master.

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Wed Jan 01, 2014 12:38 pm
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tbh what annoys me is people thinking that making SSB4 more like Melee is the only way to make it competitive

I think one of the reason people don't really think of Melee as a competitive game (aside from items and all that s***) is that playing it like that requires you to learn a buncha techniques and s*** that you can play the game without ever using and the game will never tell you about (because some are just glitches anyway)

whereas in other fighting games things like that are integral to playing the game, competitively or not

tl;dr - accessibility is important!!


Wed Jan 01, 2014 1:21 pm
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Zalo wrote:
Kuro Kagami wrote:
as geno said, project m is fun but they seem to focus much more on balance and such instead of keeping the character
just like how pit can't fly
Even Sakurai saw the problem with Pit and gave him a different recovery for Smash 4.

I never said that balance was a bad thing, but I feel that keeping the character and making them feel like them should come before balance, but only ever so slightly.
And his up-B is different now!?
EDIT: oh, is it that glide? that's still keeping his character more than what project M did. pit definitely does not seem like the kind of character to take out his shield to get extra air.

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Wed Jan 01, 2014 1:24 pm
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yo kuro fludd down-b is a great change to mario right

more fitting for his character than some dumbass spin


Wed Jan 01, 2014 1:32 pm

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GreaterMaelstrom wrote:
So when I see project M returning the trail effects and old side B for marth, (shieldbreaker too). I get a lil upset at the fact that they're imitating hardware and innovative limitations.

The reverting of most animations have a better purpose. Marth's Shield Breaker in Melee is an overhead slash, which has a bigger hit-box than the thrust in Brawl. This gives the move more of a use as an edge-guarding tool because it is much easy to hit with, and the entire slash acts like a tipper. Other things like: giving back short sex-kick Back-aerials to characters who lost theirs in Brawl (Mario, Luigi, Donkey Kong, etc.) makes the attack come out faster with a longer lasting hit-box. This is a buff to the move making it easier to hit with. Yoshi got his Melee Nair and Smash64 Utilt back because they give him better range. Samus puts her hip out more into her kick moves extending leg for more range. And so on. . .

Sword trails in Brawl would either: not have enough flare to them, or would have so much they would just looks distracting. Aesthetically, how the sword trail were done in Melee just look better, plus it kind of doubles as nostalgia in reverting them to to their classic look.

Every change/adjust has some kind of purpose or intent other than "Because it was/was not like this in Melee." In terms of attack balances and aesthetics than, Melee had it better than Brawl. And just because a game gets influenced from its competitive-scene, doesn't mean the game is try to remove in enjoyable. There is an enjoyment in playing with a competitive mind-set in itself as it brings out the best in players who play the game.\\

L-canceling doesn't need to return in Smash 4. It is understood that it is a mechanic that is a big part of Melee-play and what makes it such a technically hard execution game to play.

But the problem with it is that it has no true meaning anymore. If you are suppose to L-cancel to shorten the landing animation of character whenever you would land on the ground during an air-attack, why not just make L-cancel automatic? A good player is going to do it everytime anyway. That's why it has no true meaning; all it is doing is shutting out inexperience players from playing better. Even top Melee players like M2K and Mango say its a problem. Sure, some of the fun in Melee is how it can be difficult to play; that a stable for the game. Being able to perform the difficult to execute tech shows your skills as a player and has a bit of its own self-reward that you can play over though skill-barriers; that's what the mods wanted to transfer over to Project M. But for future Smash games, L-cancel is going against the ideal of Smash being a simplified game that can be easy to pick up.

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Wed Jan 01, 2014 1:51 pm
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Kuro Kagami wrote:
as geno said, project m is fun but they seem to focus much more on balance and such instead of keeping the character
just like how pit can't fly


Late, but Pit can't canonically fly alone.


Wed Jan 01, 2014 2:21 pm
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Kiddragon wrote:
Kuro Kagami wrote:
as geno said, project m is fun but they seem to focus much more on balance and such instead of keeping the character
just like how pit can't fly


Late, but Pit can't canonically fly alone.

ever take a look at his wings when he uses them in brawl?

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Wed Jan 01, 2014 2:26 pm
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Ok guys discuss the 3 things you want MOST for SSB4.

1. Better Online
2. New Zelda Stage Based On A Link Between Worlds
3. Little Mac

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Wed Jan 01, 2014 2:38 pm
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TheRealHeroOfWinds wrote:
Ok guys discuss the 3 things you want MOST for SSB4.

1. Better Online
2. New Zelda Stage Based On A Link Between Worlds
3. Little Mac

sorry, but we're not getting a new zelda staged based on LBW
we're getting an old mario stage based on LBW


i'd like saki, a sin & punishment stage, and waluigi.

but this is only if travis touchdown isn't a choice

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Wed Jan 01, 2014 2:51 pm
YIM
TheRealHeroOfWinds wrote:
Ok guys discuss the 3 things you want MOST for SSB4.

1. Better Online
2. New Zelda Stage Based On A Link Between Worlds
3. Little Mac

Realistic things, or a Wish list?

1. Meowth in the newest pokemon slot.
2. A trophy with a backstory of some kind for the "Mizzo" enemy in the Halberd display room in SSE.
3. Toad appearing as a Mario spin-off character. I KNOW TOADS DEAD AS s*** I DONT CARE


Wed Jan 01, 2014 2:54 pm
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