
I thought that, but I figured there might be some even better ones that I’m just not aware of.
漫画を買うなら楽天kobo(電子書籍)が断然オススメ!
First of all, whether Smash Bros. is a fighting game or not aside, I think it’s overwhelmingly the best.
That’s why it perished…
Increase the party vibe with randomness!
I understand that you aimed for it, but being unable to move was too stressful.
>>3
It’s just frustrating that it can be totally random and not act as you expect, even when playing as a party game.
>>5
No matter the perspective, whether it’s serious or for enjoyment, there’s nothing more unpleasant than having water thrown on something, so it’s impressive, isn’t it?
I suspect there was clearly some malice involved.
>>9
Everything I intended to write was already written.
>>3
I understand what the creators are trying to do, but if hypothetically four casual friends gather and accidentally fall down, it doesn’t seem like it leads to anything particularly interesting that would be worth discussing.
Meta Knight, who is generally flying during the X era, is too funny because he’s hard to trip over.
I honestly don’t know of a worse system than one where you randomly leave your character vulnerable in player vs. player.
Falling causes stress, and the person who accidentally hits someone feels awkward too, so isn’t it just crappy as a party game element?
If you were to implement a similar system in a fighting game, would it be something like a forced down effect triggered by probability during a step?
>>10
Smash Bros. Brawl itself has a probability during dashing!
I’ve only heard about it in conversations, but is there no way to turn it off in the settings?
Well, is it a story because it can’t be done…?
I remember that Meta-sama was so strong that whether X stumbled or not didn’t matter at all.
>>12
It just keeps spinning around and is strong.
>>15
What is it about certain characters having such strong hitboxes that you can only cancel them with a smash?
>>12
Even without its individual performance, it’s already incredibly insane.
It even has a malicious bug that can be intentionally targeted in actual combat.
Unless you are bound by rules, it won’t be a competition.
Falling in a place with nothing is something only grandpas do.
The true intention is probably not to make it a game for serious players.
>>14
Isn’t this beyond just being serious about it…?
Because of this, there’s a huge gap between those who are strong in aerial combat and those who aren’t, which is pretty crazy.
Despite making a ridiculous mistake, Meta Knight still remains strong moving forward.
Isn’t the image a SP (special edition)!
But I like Doctor Beres, so I forgive you.
Even if you’re not a serious player, completely random actions that only have disadvantages are just plain annoying!
If I were to compare it to Mario Kart, it spins randomly based on probability.
Unpleasant and unwanted elements as a party game.
>>22
It only occurs with specific actions, so that’s a bit different; it’s like occasionally spinning when you drift.
>>25
It’s so terrible…
Relaxed Lynch
>>24
A negative social experiment on what happens in a completely anonymous game with no ranks.
In Samurai Spirits, there are times when a courier leaves behind healing items or bombs.
From a serious perspective, it’s commonly heard that Dedede is the strongest in the meta and specializes in bullying weak characters, but I don’t really know much about the others. Pikoria Ikura doesn’t reach the meta level, but is it strong?
While Meta often attracts attention, Snake’s super judgment, Falco’s double blaster, and Ike’s instant death throw chains were all pretty insane.
X is a little over 10, after all.
Just in case.
skrikn is part of the faction that believes that serious adjustments to DX are what lead to failure.
It’s not that the system, resulting from skrikn’s careful consideration, wasn’t communicated to the users.
It’s really pathetic that this garbage system was implemented for such a stupid reason.
The behavior of Snake’s air up smash was so strange that it got everyone super excited when we were playing against each other back then.
>>36
Isn’t it the one that really slides a lot?
A character called Dedede who definitely kills those weaker than him.
>>37
It’s the worst when you can’t even put up a fight against strong characters but are only strong against weak ones.
There are a few elements in Super Smash Bros. that don’t really make sense, assuming it’s a good game.
I feel that the beginner-friendly reversal elements are not reaching beginners at all, resulting in advanced players using them skillfully to defeat beginners.
A smash ball that’s hard to break.
>>39
Well, that’s not limited to Smash Bros…
>>42
The lower your rank, the easier it is to get good items in Mario Kart… was it a good game?
Someone, at least one person, bring up a shitty system that seems to surpass the one in the thread!
>>41
Speaking of probability ruining the game, GGXrd’s Danger Time is like that too, but in that case, both sides go through the same experience.
>>41
Is it about Angel from Tekken 4?
>>41
In an era where only one Fushigisou could still cling to the cliff, the return technique only used wires and took extra damage from fire attributes, and there was even a dedicated fatigue system; it was amazing!
>>60
By the way, that reminds me, back in the days of X, there was a hidden feature in Poké Radar where the performance would drop if you kept using the same Pokémon…
Well, it really is elaborate, but the effort seems to often go to another dimension in this game…
>>41
In Federal vs. Zeon, the characters that can be used at the seating table are limited (strong characters are concentrated on the Zeon side, making it easier to lose 100 yen when sitting on the Federal side).
Most users have turned off the items, so it’s not really talked about much.
There are some things that behave as if they’re saying, “What’s so interesting about assist figures and stuff like this?”
>>43
No, the mainstream is items on, right?
The mid-term Samurai Spirits’ sword energy system is
I think it’s a bad system that loses the good points of the game when restrictions are placed.
I’m glad it was abolished in the Reiwa era.
The strongest in X is definitely Meta Knight.
Perhaps the strongest character in all generations of Smash Bros is Meta Knight from Brawl.
Whether it’s Super Smash Bros or anything else, having the character you control become randomly uncontrollable has nothing to do with your own mistakes.
I don’t think any action game can be acceptable.
Why did I let this go through?
There are many good things too.
The way it breaks through the bad parts is insane.
Because understanding existence only increases stress further, falling is.
I think it’s a miracle that such a terrible system was released as a major game that the whole world is paying attention to without being rejected.
Because Dedede fails by getting thrown and knocked down, that’s when the grateful system comes into play.
It’s amazing that the only flaw in SP seems to be that DLC2 is strange.
There is an Ivysaur that can do infinite grab chains against all characters, so Dedede wasn’t much of a problem.
>>57
Just this wording is too insane, it’s like “X”.
>>59
And the characters that can throw escape against all those characters are the ones that are at a higher tier.
>>63
NB NB NB NB …down smash
>>57
Well, the difficulty level is on a completely different scale, and I think it’s a big problem that some characters were completely eliminated.
It’s not that it’s not being made public; it’s just that people don’t intentionally use characters meant for throwing combos in tournament scenes.
What were they thinking with a system that makes moving the character disadvantageous…
I somewhat understand that you imagined a situation where everyone is having fun and laughing together, while something unreasonable happens.
Add an on/off function.
There are many specifications and balances in X that can’t even be excused by saying it’s just a party game…
The existence of Dedede has made about 7 characters unused.
>>65
It’s a situation where there’s a cooldown for being caught…
There are characters that can reliably get a 0% instant kill on all characters, but when it comes to doing it from any range, that’s quite a different story…
It’s still somewhat outdated that you have to mash the joystick in Smash Bros.
Moreover, if you don’t properly use the lever gacha, various things become uncertain.
>>68
Button mashing and lever grinding are tedious and put a great strain on the controller, so I really want them to be abolished.
>>74
Grabbing and burying types end up just using the cross configuration and spam the lever…
I think that shifting the threshold is uninteresting, or rather, it raises the barrier for beginners unnecessarily, so it feels like a bad thing.
Super Smash Bros. is suffocating…
I feel that even in the SP, the handling of Kirby works other than the series I’ve worked on is rather rough.
>>72
I feel quite strongly at certain points that there is a significant difference in interpretation between Kumazaki and Kirby.
Dedede’s throw combo is really easy, so it’s on a different level…
Since it’s a game for four people, I guess it doesn’t really matter for eternity.
Falling is not allowed.
The matchmaking system for SP, when seen as a competitive game, is quite insane.
>>76
It’s really crazy that they don’t set official match regulations, and players decide the rules themselves, but even if they don’t follow what was decided, they still match with each other.
>>76
It feels like Tremor is also half-hearted and has a stance of just saying to casually compete for now.
But having two bananas is more fun, and having seven Pikmin is more fun too, right?
>>77
I liked the original feel of recklessly throwing Pikmin and sticking them.
The throw combo of Ikura has an artistic beauty.
It’s quite interesting that, even though it’s difficult because I trip when I run, I’ve started throwing while walking.
I’ve talked about it quite a bit in my videos, but there are many aspects of the UI in Super Smash Bros. Ultimate that aren’t exactly praiseworthy, you know!? I feel that in various parts.
What the hell is this… it was probably the commentary system of the AC version of Yatagurasu.
Who is this old man… scary… I thought.
I think SKRIKN’s statements and videos are amazing, but when I watch Smash Bros, I sometimes feel like, huh??? Well… that happens…
>>86
When I see someone getting comboed in a fighting game, I can’t help but think that this person must have done something wrong.
When I watch the SP, I wonder what this person is saying.
>>86
Well, I think this is a good example of how theory and practice are different…
Regarding the SP, I really enjoyed the battles, but I wondered if there’s room to enjoy single-player with the DLC characters in this game.
It might just be my opinion, but I think platform jumping is pretty terrible too.
What I dislike is that the activation is too easy, and the incapacitation time after being stomped in mid-air is too long, leading to normal accidental deaths even in matches between advanced players.
I like incorporating it into combos because it’s technical, so I definitely want it to be implemented in a way that prevents accidental activation when inputting an aerial taunt.
>>87
A returning weak fighter gets swallowed by Kirby, escapes with a lever mash, then gets stomped and ends.
It’s a scene that’s quite common.
It’s a crazy game where people who want a four-person item brawl and those who want a no-item Final Destination one-on-one are fighting over priority without separating into different rooms.
>>88
(Losing stock and cutting off the fourth rank)
Originally, Super Smash Bros. is meant to be a fun game where players face each other and enjoy items and stage gimmicks together.
I feel like there’s a mindset like that, but I really think there are many people who genuinely want to compete, so a matching system that aligns with that is necessary.
>>89
In the first place, at the point of “for,” there was already a separation between serious play and enjoyment, and it seems there was a rough internal rating, so it would have been enough to clarify that, but in the sequel, it ended up being a method that was completely off from expectations…
The issue with throwing combos and gliding in game balance was simply that the execution was just not quite right.
I think the failure vector of the falling system is different.
>>90
The level of frustration between a type of terrible specification that can’t pay attention to details and one that pays unnecessary attention to details is on a completely different level.
Sakurai tried to turn Super Smash Bros. into a delightful party game through falls.
Let your 64-year-old self punch you.
Talk about something other than Smash Bros!
>>93
When it comes to falling, it’s an overwhelmingly frustrating element that’s truly one of a kind among the countless games out there…
>>100
There are quite a few fighting games that have a system where combos can randomly get interrupted.
Honestly, I think that traditional skriknUI is difficult to use.
>>94
It is truly unacceptable that the training hierarchy is positioned so deep.
Why is a completely unimportant item displayed so large?
>>96
It’s not an unimportant item.
It was created based on the idea that important things are big.
There are many parts of the balance adjustments that weren’t anticipated, but the issue is that the specifications for falling over are garbage, just as intended…
Is there a system that’s just uncomfortable rather than leading to a fall?
It was a mistake to think it was just an adjustment error…
I wonder if there was a point before the release where someone could have said, “This is crap.”
“Random elements are stressful, so I fixed Steve’s mining order.”
Has it finally realized…!
It seems that unnecessary adjustments are being made properly, like the probability increasing with ice and such.
Snake was pretty crazy too.
The power of the sideways strong attack is insane.
Speaking of which, some characters in X had guaranteed up smashes from dash attacks…
The fact that becoming unable to act randomly is already terrible, but what’s even more amazing is that the one that starts moving to take action is also the target.
Honestly, I think X Snake and SP Snake are about equally strong and crazy.
Indeed, when it first came out, the ease of executing moves and combos in Smash Bros. seemed revolutionary…
Fighting games have become so easy to execute moves and combos that being the only casual one feels like a thing of the past…
It’s not good to impose unpleasant elements like falls, priority rules, and star lights.
If you’re going to include random elements, it would definitely be better to have something like a critical hit from the SP hero that makes you happy, rather than an unlucky element like falling over…
>>113
So you’re saying that a luck-based game like Game & Watch 9 is good?
>>124
The side that gave it is happy, you know.
There is no fall.
It’s absolutely impossible to put risks on actions that are guaranteed to happen, like dashing.
X destroys the Wii console and is amazing in various ways.
>>114
Because it’s a dual-layer disk, the read load is incredibly heavy.
Combo reverse correction has come full circle and receives good judgment, but I think it’s unbelievably crappy.
The falling probability of 1/64 is definitely too high.
Even though the similar system was implemented in Street Fighter 2, it’s 1/512.
>>117
There are a lot of grasshoppers over here.
Well, even taking that into account, the probability is high.
I want you to at least do a proper tremolo.
It’s too painful to hold in fart.
X has almost no combos, and unless you burst, everyone can usually come back, so I have the impression that it’s really hard to deliver the finishing blow.
>>120
I heard that the game speed is really slow and there are no combos because, back then, online play would definitely have worse performance compared to offline, so it was designed with that in mind.
The weather in Hiso Ten Soku was also a garbage system, but compared to falling over, it’s somewhat forgivable.
>>122
I’ve never consciously utilized this myself.
>>135
I only remember that Typhoon Suika is terrible.
>>141
I love throwing at Mount Togakushi.
It’s frustrating when the system you worked hard to create doesn’t get used.
X doesn’t assume one-on-one, so the throwing combo is basically unavoidable.
The strongest meta in a brawl is no good.
Kiss of MGS2…
>>127
That’s something that is intentionally designed to disadvantage the player under certain conditions…
The priority rule matching system would seriously lead to online desolation in other games, leaving no one around.
I think it would have been better to increase the number of item-generating characters, but well, they would probably still just stay at the final destination…
>>129
I wonder why they’re so fixated on that endpoint without any items…
If you’ve played a decent fighting game these days,
I think it’s impossible to get really into competitive play and online matches in Smash Bros.
There are foreigners using Tremor mods, but honestly, it’s understandable.
Item-free final destination one-on-one battles are fighting games.
If you hate the final destination that much, you could just hold an official tournament and set the regulations to allow items and stages other than final destination.
>>138
I was doing fairly well in the official tournament.
There were few viewers, but…
>>138
I tend to wonder why they are so fixated on that.
It’s fine even if there are no items at the end point.
The part where the game gets broken due to luck, creating a subtle atmosphere, has been inherited by the hero’s critical hits in SP.
Even those using it would say, “Oh, it came out.”
I only know that the strongest ranked player’s username is something like Mewtwo King, which sounds like a name a grade schooler would use.
Smash Bros. has shown the management’s willingness to embrace e-sports, and after that, there was the incident of sexual assault in the North American top scene and the hack rom incident of Smash Bros. DX.
Well, I guess I’ll be completely stepping away from the competitive scene.
In the first place, even the people who are seriously into it don’t care at all about the finish line, and it’s common for the rules to randomly select from multiple maps that can be played properly.
The official rules don’t actually have a fixed endpoint to begin with…
I think if we raised a moderately good system, the number of anonymous challengers would have increased to some extent, but the falls are just too much at the top of the top…
The current serious players are mostly rejecting Final Destination.
Because of Kazuya Mishima
>>150
Dorya
Because the final destination is not such a fair and good stage…
In the first place, having projectile weapons at the endpoint is too advantageous…
In the first place, the final destination is not a completely equal stage at all…
The popular ones are things like Poké Stop.
If it’s not a system that is unfavorable to all players like falling, then it’s not a bad thing for the user to enjoy it~
The discomfort level of those that come out from items like Poké Balls and assist figures is too high.
>>157
There are various items, but these two types are overwhelmingly strong, and the way they change the flow of the brawl is pretty much set, so it’s a bit subtle.
I don’t really insist on the endpoint that much, but I think when trying to enjoy Smash Bros for a long time, I generally end up there.
>>158
No, it’s a battlefield…
An abnormal stage where there is neither speed nor strong ranged weapons, leading to the inability to breathe without a platform.
>>159
Isn’t it tougher for someone with slow feet and generally slow jumps if there’s a platform?
You were doing tournaments and in-game competitions, right?
Characters with weak landing abilities tend to refuse Final Destination.
>>161
It’s too obvious.
While brawls with items are fun, if someone starts playing to win very seriously, it suddenly turns into a waiting game on the ledge, so it often ends up being, “Well then, I guess I’ll just play passively…”
The tournament mode has been around since DX…
Anyone who has ever fought in an online match would understand, but that’s a game about controlling hate.
>>166
If you say “I’ll hit everyone!” you’ll usually end up in a lower position…
>>166
It’s the same when I hang out with friends off-duty…
At that time, it’s amazing to think that Project M, a hack ROM, was adopted at EVO and created a lot of excitement.
I sometimes wonder what would happen if we seriously pursued having items, but I guess the fast ones would just keep snatching them up for life…
>>169
I will become Rosetta Unmatched.
>>171
I don’t think it’s going to be as unbeatable as people say because the trump card is weak.
>>171
Currently, research has progressed, and according to the official item rules for brawls, it should be Diddy or Palutena.
Old Poké Balls were relatively weak, but now they’re a bit too strong and it’s a problem.
The assist figure has been strong from the very beginning!
Thinking back, when we have a stock battle with four family members, I would be a bit concerned to make sure the person who’s bad at the game doesn’t die too early in the beginning…
I think the button-mashing is quite a frustrating element in Smash Bros.
I don’t understand why I can be burst by grabs or certain moves unless I break the controller by being all fidgety.
Isn’t the worst system in SP the online priority rule?
Even including DLC2, it’s overwhelmingly the best.
But there are still some big misses with both the Monster Ball and the figures.
>>176
🖕
In Super Smash Bros., without a platform, all projectile trajectories go through and it’s terrible.
If there is a platform, you can’t go hit the projectile user from above at an angle, and that’s a terrible game.
Isn’t it impossible to use the button hold for the shift and lever gacha?
>>179
I think it would be fine to just hold down the button for moves like Bowser’s up B, Luigi’s down B, and Ike’s side B, which increase the upward motion with repeated inputs.
No matter how you look at it, even strong Sonic’s trump card is weak.
The priority rule is not a system that should be allowed in matchmaking for competitive games.
Party games are basically about hate control.
Even in Mario Party, they make it so that Toadette isn’t used.
I simply don’t want to wear out the controller, so I don’t want to do button mashing or rapid tapping!
I don’t understand why the matchmaking in fighting games is fuzzy…
>>190
There is a desire for those who are truly serious about it to also engage in item brawls.
>>196
It’s frustrating not being able to do what you want when you want to do it!
I want them to stop having assist figures and Poké Balls that overly interfere with the entire stage or have excessive combat power.
It’s fine to just launch a leaf cutter forward or something at that level.
Party games that aren’t face-to-face are difficult, aren’t they?
It’s quite abnormal for wanting to do XX and wanting to do YY to clash, and the fact that it leads to a system where those who choose XX have a negative feeling towards those who choose YY is amazing…
The controllers are expensive too…
The assist figure has had excessive item performance since its release, so I guess that’s the concept it was designed with…