Maki Nishikino said:
I still like Smash 4 more than Brawl but I don't think it was a very big improvement.
-Blast zones are fucking humongous. Waiting for a player to come back after being knocked away 3 times before they die is not fun.
-Recoveries are too good, I wish they toned it down for a majority of the cast. Villager is the worst offender.
Also the single player is the worst in the series, it's not fun. It's bad. Bring back adventure or something remotely interesting. Story mode where?
Angry Birds was the worst idea for a side game possible, I would even prefer Brawl's boring version of Break the Target's over it.
I STRONGLY agree on the Blast Zones, and I really find the red spark (that usually indicates death) is pointless because often times I find it either misleading or makes you go like "did you really expect to live this move at that percent"?
Literally the only character I think has a terrible time recovering from off-stage is Little Mac (but we all know he's meant to be grounded), and to an extent Charizard and Luigi. Charizard's lack of horizontal mobility after Up-B is practically non-existent and Luigi's still slowwwwww. I don't get why they nerfed his Up-B reach too. But seriously, a majority of characters can reach the ledge of FD with their double jump and Up-B from the very bottom blastzone (and hell even one's like Pit don't even need a jump to reach that) which is ridiculous if you ask me.
And yeah, the Single Player I'm not very fond of either. Fighting Mii Team is more boring I find and I don't get why the modes' difficulties aren't all consistent (like why can you set a level on Classic yet on things like All-Star it's limited to Easy/Normal/Hard)? I also still wish you could play in "For Glory" style matches so that you don't have to deal with the dumbest challenges like Metal Lil' Mac on Boxing Ring where it takes eons to win.
I don't like the new Target Smash either.
Also adding on to that, I really DESPISE the challenges compared to Brawl because there are too many damn character specific ones.
Cirdec said:
Timmy said:
- I will never find a Villager who doesn't only do Slingshots, Trees, Gyroids and his OP Up-B recovery. Pocket range is silly too. Makes it really boring. I even saw Villager dittos... I do not want to again. Did I mention I had a few instances where I had to win by getting a time out on For Glory because that's all that happened throughout the match? =P
- Oh my god the rolllllls on Samus. No. And then all those missiles. I'll pass, please.
- I generally don't have problems with facing Shulk, but his range can be absurd (I glare at you D-Smash) and his Vision is the most OP counter in the game IMO. The counter duration lasts for like 2 seconds and then it can actually bypass shields which is silly.
- You must face terrible Villager then, because I don't see turnips and cartwheel, every Villager's aerials are good. And his recovery better be OP because his ground potential is bad.
- From what I see Samus is a pretty terrible character.
- His Vision is good but the more you use it, the shorter the counter timing is.
- I'm not seeing the connection between a bad ground game and an OP recovery. What I see with his OP recovery is granting him even greater stage control (and pretty much most of Villager's tools scream stage control with Gyroids and Slingshots). His air game also makes up for his ground weaknesses in the first place. His Tilts are quick and moderately powerful and has a Dash Attack that also counts as a projectile so it can hit like a mile away lol. His Smashes & Grabs are somewhat laggy and are awkward so I'll give you that, but when used with proper setups (and that's also something Villager thrives on), it makes his ground game far from bad.
- Samus also screams stage control, and it's nearly impossible to get in on her safely and force her to move from a spot, especially the ledge. Her Up-B also KOs at a good % now. With 2-3 missiles coming at you at once, you cannot simply run up and shield, so that forces you into the an air, but since shielding is so lenient this game, you'll likely get shielded from attacking in mid-air and then either grabbed, hit by Up-B or she just rolls away safely. It's really frustrating lol
- Please definite how the time window "the more you use it" is for Shulk's counter timing to decrease. It decreases if he uses it every 2 seconds? (If so then lol) Every 10 seconds? A minute?
Nonetheless, the fact that the timing to counter decreases within a set time window (I'm assuming it's a short one) doesn't help the case when a Counter should be used few and far in between anyway. If you're actually hitting with Counters that frequently, that's the opponent's issue. If you counter that often to the point where you make it decrease, a good opponent will read it and grab you out of it instead. It would be like saying "Ness' Forward Air doesn't combo well because it doesn't give a lot of damage", but being hit by 3 Fairs often puts you offstage and leads you to being juggled even more by PKT and possibly set up for a KO. =P
Hopefully I didn't come off as rude; not my intention at all.