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I think it's fairly well executed for what they're trying to do with the game. Lots of good changes, a couple eyebrow raisers (why can't i run through people ), overall a pretty good improvement over Smash Wii U. My fundamental qualms with the mechanics are not likely to be addressed and I knew that before it even got announced so I was pleasantly surprised by most of the improvements.SB, what do you think of Ultimate in terms of mechanics? Personally, I’m not fond of it, and stopped playing it.
Oh certainly. I think several of the changes were a step in the right direction for faster gameplay. I'm glad people enjoy the game for what it is. Preferences vary based on the person.Sure, but I think all that lines up with what they were trying to achieve with the game. And a lot of people like it a lot! It's not what I'm looking for in a competitive platform fighter (I've made ~two of them with rather different mechanics already) but it's still a lot of fun. A lot of what makes a platform fighter compelling is still there in fundamental form. It just doesn't fulfill what we've come to appreciate about specific ones. It has other things to offer though and if it had come out 3 or 4 years ago I'd probably have tried to compete in it.
FWIW I think the knockback mechanic change is actually good for the game. Melee/Brawl's KB formula I feel works out pretty well due to the 4:3 aspect ratio of the consoles. When scaling up to 16:9 with a lot more horizontal space, the same launch speeds end up seeming rather slow. There were lots of instances in Smash Wii U where someone would be hit too far away to follow up on, but they'd spend a lot of time in hitstun to arrive at their destination from the effects of knockback. This resulted in a lot of time where no meaningful interactions are happening, and combat doesn't resume for a while. In Smash Ultimate the action generally resumes rather quickly if a followup isn't possible.
Neutral heavy games can still be interesting, skillful, and fun. They may not be the kind of game for you though. Have you explored any traditional fighters? Or does the lack of a mechanic like DI make the combos there less interesting to you?
Agreed. Hitstun canceling and dodging out of tumble should go. I really think with just those two gone, and rage possibly, the combo game will open up a LOT more. Too bad they’ve been in Smash for more than a decade, and between three games now. Also wasn’t fond of Smash 4 myself. Absolutely refused to play it.project+ ganon is nut
Also, on the subject of Ultimate combos, I don't think we'll ever get a Melee/PM-esque combos again without making the hitstun frustratingly long or removing the ability to airdodge out of tumble, which doesn't seem like something they plan to do. Personally, I enjoy playing in Ultimate's combo system, the one airdodge rule helps a lot with keeping strings going. It isn't my favorite, but I prefer it over Smash 4 definitely. However, I'm definitely biased as there wasn't an inch of Smash 4 that I liked
Well now I have to check it outbowser is cool and fun
Whomst going to combo breaker? Pms Meet up when
Yo. You guys going to Combo Breaker? I'm going.Wow haven't logged in here for a hot minute but I will be at combo breaker.
Oh? Care to share? My curiosity is piqued.Three years ago, I would have agreed with you. But SSF2 and I have a history.
Signed, a former SSF2 BR member, who has very good reasons for the "former" part.
Hell yeah let's go at CBYo. You guys going to Combo Breaker? I'm going.
Ah yes, a high dash speed and everything being cancelable into command grab/invincible dash/CC-beating Dsmash, and a dtilt that meteors at the tip against grounded opponents. A recipe for a poor neutral game.Remember when everyone was saying Lucario has no neutral?
Don't forget CC beating usmash, projectile with an FAF of 30, second highest initial dash speed, fastest dash acceleration, and ninth fastest dash overall of any character.Ah yes, a high dash speed and everything being cancelable into command grab/invincible dash/CC-beating Dsmash, and a dtilt that meteors at the tip against grounded opponents. A recipe for a poor neutral game.
It can be useful. Notably, ThundeRz use(d) this setup. However, their matchups spreads aren't vastly different to my knowledge, mostly since they have a similar archetype (with DK leaning further into it than Falcon). There aren't really all that many characters that beat DK but lose to Falcon. The reverse is more likely (or are a case where DK does better than Falcon). Maybe like, Peach, Ivysaur, Zelda, Toon Link? However we've seen that all of those matchups are doable with DK.Probably redundant to ask, but is Falcon a good co-main with Donkey Kong? I've been playing Falcon since I started in Melee in 2014. Just recently realized "Wait, I should probably try playing Falcon as-well".
I imagine he is, seeing as he is one of the best characters in the game lol
Where do I find those?Would love netplay stages. I love them a lot. But the PMBR TE stages (I think they're called that?) are definitely necessary