@alsimard His side special isn't even RNG so idk what you're talking about? And the down B displays the spells before they're executed so they clearly fall into the reactable RNG category.
@@marzipancutter8144 I don't really mind most of down B's moves, but my two biggest problems is hocus pocus (a completely random move that has a potential for being both unfair for the opponent as well as the player, completely undermining any skill to a literal slot machine), and critical hits (smash attacks unlike misfire is lot less punishable and is used so consistently given how much it is needed to even take stocks if magic is not an option). Down B is fine in my opinion simply because of how fair it tends to be in how you can manipulate RNG in your favor. The whack line has a higher chance of KO opponents with higher damage, magic burst clears out MP, with more MP the more effective the attack becomes, zoom having a higher chance of appearing near blast zones and where you land has varying tunes prior to reaching to top screen, no spells will appear twice in each list screen, and heals are limited and can be used up to free up space for better RNG. In my opinion, the amount of RNG Hero has is overkill, Hocus pocus is the slot machine that can easily force an opponent to lose a stock quickly with very little warning as it can forcing the player to basically get kill itself. As for criticals, Hero's smash attacks are decent as they should be, but adding a potential to kill opponents at 20% from ths middle of the stage is not what anyone would call fair especially on how it would only be critical when it lands their attack, smash attacks are supposed to be made as some form of strong finishers, but adding twice the power to that said attack is ridiculous especially because of the fact that it's a smash attack, of course it's going to be used a lot, it's a main source of damage other than magic attacks.
@@manuelmontoya8839 I also dislike the crits on Smash attacks, but not because they are random, but because They don't have any significant risk to counteract the statistically higher reward. It's like G&Ws Hammer would only throw 6 and 9, the only outcomes are "good" and "better". Hammer always needs a 1 to balance itself, and I believe Hero's Smash attacks need an effect similar to 1 itself. Basically a "MISS". (BTW if you think of these Smash attacks as a Main damage source in neutral, it's not. They have little range and some start up, unless you hard read your opponent you aren't going to get far with these. His main non Magic neutral tool is zoning with fair/bair) I agree with how the down B being weighted makes it a lot less random than people give it credit for. I've usually had success with expecting every possible outcome at once (which I think is what makes the RNG exciting in the first place), although from what I've read people don't normally seem to be able to do that As for HOCUS POCUS, there's no effect that just deletes enemy stocks off of luck. You can only get other moves, a lot of negative effects some of which actually delete Heros own stock, or a limited time buff that is really strong, but that they have to make use of and that is reactable. I wouldn't call it killing Hero itself bad though, because all they have to do to not die to it is not use it. Otherwise it's their own fault. The buffs, especially Mushroom, are very difficult to deal with, so they have to be camped out, but it's not like we wouldn't find any counterplay if we actually sat down to think of one.
@@yellowlemonPenguin That's not true. Star KOs can still occur if you are buried, frozen, or killed by Bowser's Down B, and screen KOs can occur regardless of status. You just need to be within the percentage range where a screen KO can occur.
+Xavi That depends in my case, if the avatar will be a magic base unit I make strength his/her worst state, and the other way around if he/she will be a melee (no pun intended) base unit.
+Eddie The Internet Pacifist I wish I saved the replay but yes. When I got my cousins and uncles to play, my unc playing Shulk counter my unc playing Zard after he used a dash attack. Everyone else just so happened to be behind the two and he took use all out. Now let me just say that everyone except my unc playin Zard was at 0-10%, he himself being at 43%. I say that deserves stupidest moment in Sm4sh.
An easy solution would've been to cause the loss of a stock as soon as you cross the blast zone, no matter which animation you get. That seems really obvious to me, and I wonder why it doesn't work like that to begin with.
you wouldn't have any more draws. They'd have to cross the blastline at the EXACT same time, and on top of it having to be sort of a DBZ moment, it'd be an extremely unlikely to occur.
better solution imo is to have screen hit and star ko last the exact same amount of time and have star ko/screen split always occur off the top except at 1 minute or less in timed stock matches or time mode safe rest for jigglypuff, still characteristic of the series but doesn't make characters rely on rng for safe vertical kills and prevents stalling to win also prevents characters from surviving at like 0:02 seconds or something by getting a lucky vertical ko type
Matthew Perry That would be great. And if you finish a final stock with a Screen KO the ending screen would be their character face planted on the screen 👌🏾
Ethanial Graham Seems needlessly complicated. Plus, there's still the matter of a character dying off the bottom before their opponent just because they got a special KO. I've seen it happen before.
Me: it's not that bad. Hero: if don't get over here as soon as the match starts I'm getting accelerate, and going to rush you down. And if you camp enjoy me farming for oomph. And even if you do approach prepare to get thwacked at 0. I might go easy on you and magic burst at the ledge. But one thing is for certain I have perfected the crit smash attack special input.
4:06 You are now obligated to look at the Kirby of Disappointment™ for a whole minute. He's not mad. He just thought you were better than that, and is very saddened.
Amones-Ray rest isn't supposed to be safe. And implementing is simple code you just set up the blast zone to remove stocks at the same time it begins the animations. And if you're worried about "game" you trigger that after the animation like normal.
ItsATrap Rest is supposed to be risky because you're fucked if you miss and safe if you hit, not shit because you're fucked if you miss and fucked 33% of the time if you hit. And yeah, it's simple code just like every single one of those problems' solutions, so why call that one in particular an "easy fix"?
Amones-Ray if you wanted you could also tie launch velocity when entering the blast zone to your ko animation. Under 70 normal ko 71-149 star ko 150+ screen ko
Foxocommand o Exactly! but its not even just with tilts. some aerials will do it and possibly smash attacks. obviously only at very low percents. im 100% certain Ike's fair and Palutena's bair can do this, for example.
Mau P No, it sounds improbable but its actually true. If you have the time, prove it for yourself. Some character's moves (like Palutena's bair) will trip on hit. Only at very low percents with no true knockback.
all moves with a sakurai angle (361°) have a slight chance of tripping opponents. this includes some aerials and most Ftilts. When it stops tripping is determined by when the attack stops sliding the opponent across the ground, and starts launching them in the air. hope this clears it up a bit
I used to have a hard stance against all random elements in competitive games, but I've loosened that position over the years. I agree that randomness should not abruptly swing a match in one person's favor the way tripping did in Brawl. Players should at least have the freedom to shy away from random elements strategically to maintain control over a situation. However, I really like the randomness of dying off the top. The randomness specifically discourages *relying* on it one way or another. You have to roll the dice and hope for the best... or avoid that situation due to how badly it may backfire. Either way, it's working as intended. If two players fly off the top, it's incorrect to suggest that one player "unfairly" dies before the other. The entire point is that dying off the top results in an unknown KO time. The "rule" that crossing a blast zone border "should" result in an instant KO is one made up by the community. Two players flying off the top more-or-less deserve to have a random outcome.
I think luck should be a factor somewhere in a competitive atmosphere. If it wasn't then the scene would become too formulaic and we might as well just be playing chess instead of Smash Bros. Even 'unfair' luck should be included in the overall equation. The key is to balance it. We want luck to cause surprises which causes both excitement and disappointments. But we don't want it getting to the point of constantly worrying about it. We want surprise, but not to the point of a state of mind being paranoid. This is the reason we have Bo3, Bo5, and looser brackets. It's to make consistent play the requirement of ultimately winning and not just luck as simply taking a single match by luck is inherently inconsistent in the long run.
Luck is fine most of the time. However, the random tripping in "Brawl" was just bad for the metagame, and that's what made the game unbalanced, and it even died because of it. Now, onto the randomness on those top KOs in "Smash 4"... In my opinion, they're the biggest problem. After Jigglypuff scores a KO with Rest, there's a chance that it'll get either severely punished or revenge KO'd because the top KO was a Blast KO. Jigglypuff can also score a KO with Rest off-stage, but there's a chance that it'll get KO'd first because the top KO was a Star KO/Screen KO. Same with Ness, as he can score a KO with PK Thunder 2 off-stage, but get screwed over if the top KO is a Star KO/Screen KO. And it's not just those characters, it's others too. This kind of randomness is very bad for the metagame, especially in last stock situations. In my opinion, Star KOs/Screen KOs should only occur for on-stage moves and upward Blast KOs should only occur for off-stage moves, even on Training Mode. That way, there would be no unfair wins or losses, as well as unfair punishes, and the matches would go much more smoother, even if it isn't 100% perfect. This idea should be in another "Smash" game for the Nintendo Switch, whether it's an enhanced port of "Smash 4" or not. For everything else (except the random untechable spin animation at 100% damage or more) that involves luck, they're totally fine by me.
Star/Screen Ko`s reason to be is fairly simple : dynamism and lightheartedness,. in a multiplayer match with more than 2 fighters more often than not there`s accidents that kill multiple characters simultaneously, if all of them get an instant KO It would be monotone after a while,but mixing 3 types of KOs at random gives a minor visual gimmick more variety and adds to the funny and slapstick nature of the game. check out Maximilian`s Hype & Rage videos regarding smash bros 8 players smash to see what im talking about. if this issue still bothers someone, Umbra Clock Tower dont have star or screen KOs, only instant KOs, and dont have major stage hazards either.
This video appeared again just today, august 17th, and coincidentially, today in twitter I saw ANOTHER discussion about Hero, xD! God is trying to tell me something. That Hero may destroy the world? Maybe, xD!
Phoenix Wright from UMvC3 came to mind. The evidence he pulls is at random, with various effects in Trial mode, and sometimes will be something that recovers health or useless evidence, yet he still a viable character in a competitive game. Also in sports not everything is up to skill as well, like when you kick as soccer ball or bat a baseball, the ball isn't gonna fly exactly the way you want it and go where you exactly want it to go due to several factors as wind speed, force of the swing and the position of on which the ball was hit, etc. Luck is always gonna involved in all types of competitive activities, whether sports, table games or video games.
@@lknight9104 yup. Don't mind me dying at 30 because I decided play zelda, and punish hero down smashing phantom only for him to crit phantom extend the hitbox and duration of the attack interrupting my punish with the huge body centered hitbox of downsmash killing me and sending the Phantom into a new kind of shadow realm.
LOL, as a Pokemon VGC player, Smash's RNG is childs play. I've double crit opponents and I've been double critted, and in the end it comes down to this: you need to know the game you are playing. As a VGC player, I've aknowledged that RNG will be a factor and that dealing with it is a part of the game. If you don't want any RNG, play chess.
Last serious VGC set I played. I got paralyzed 7-8 times in a row. Where, any time I would've moved, I would've won. This was game 2, and it was disheartening. Game 3 was the same story. I got paralyzed 5 times in a row, and couldn't even do anything. I decided to quit Pokemon that day.
Chess has lots of problems too. One major one being that if both players are very good the person who goes first has a huge advantage. And even the better version of it, Shogi has the same problem. I think the closest thing to no rng whatsoever is starcraft. But life already has rng. And starcraft can't fix that. (tournament setups can come close.) Just like smash. Also realistically speaking some of smashs buttons are just downright fucked up, but at some random points they work. Maybe thats just a you gotta grind that part of the game no one uses but realistically it just annoys people that arent people playing to win but to relax and get better it just bothers the shit out of them. And if you're not playing for fun that random button on the select screen becomes mighty useful. Which is all rng.
BobbyFischer0000 But can you check mate your opponent and then he just gets a 6.3% roll and critical hits your queen? Cus that happens in Pokemon. Chess is used by us Pokemon players as the least RNG possible, full out strategy and outplaying your opponent. It is how we usually claim to want to play VGC (pro tip: we just find a Prankster pokemon with Swagger and Thunder Wave and hope for the best)
Whenever I'm fighting anyone in SSBU... It's always got to be... *_SPAMMING ATTACKS & SPECIALS..._* *_ONLY USING THE B BUTTONS..._* *_UNFAIR GAMEPLAY..._* *_RNG..._* *_RAGE QUIT(ING)..._*
Lag, or I'll keep doing the same thing over and over but it's going to take you 2 minutes to take a stock by exploiting it while only 30 seconds if it works for me.
Sometimes the luck balances out by itself. I once misfired the Green Missile offstage and looked to have died but then on my recovery i used it again and it misfired again, thus saving my life.
I think a setting for competitive where you could change how some of these different luck based scenarios occur, like tripping could be made a 0/100, or random items (Like Peach's turnips) could be made more or less likely would be really useful
So i've been playing a lot of Jigglypuff for glory, and these are the changes i think would really help: Air Speed 1.269 -> 1.272 Jumpsquat 6F -> 4F Hard landing 4F -> 3F Jab 2 FAF 20 ->17 Dash Attack FAF 40 -> 30 Down Smash KBG 69 -> 73 Air Dodge Intangibility (F4-29) -> (F4-31) Forward Aerial FAF 37 -> 34 Upward Aerial FAF 45 -> 38 Upward Aerial Landing Lag 15F -> 12F Rollout Priority (only when fully charged) standard -> Transcendant Rollout Damage (7-14) -> (7.5-15) Rollout KBG 92 -> 94 Rollout Further Details: Jigglypuff can now move to the left and right as she falls after landing the move at a speed equal to 1/4 of her air speed. Pound Damage 11 -> 12 Pound Shield damage 20 -> 22 Sing Active Frames (29-33, 73-77, 122-134) -> (27-35, 71-79, 120-137) Sing FAF 180 -> 165 Rest Active Frames (2-4) -> (2-6) Rest KBG 66->73 Rest Further Details: Rest now has a unique attribute of forcing the target into a star KO animation when KOing off the upper blast line. If ALL of these changes were made, i believe that Jigglypuff would become a mid-tier.
Your brief dismissal of items makes me piqued to see a video from you about them. Maybe explaining the trouble with them, and whether it's possible to alter the mechanics of them to allow for them in competitive play in a fair manner. It sounds like an interesting thing to think of.
@@brachmindunsparce6044 No, that was a shit comment that misses the point on purpose to piss people off. Here's an underrated comment: have the option to turn off any rng. Casuals get their fun surprises, competitive players get to play competitively without the fear of rng fucking them over.
@@L337playing Not all rng. Sometimes it can be a win con. In the context of, per say,Pokemon, a move with a 30% chance to burn is important to competitive because it is used with skill, while still having random calculations to balance the strength of it. You probably can't rng an entire game by spamming the randomness move. Gameandwatch would be useless without lucky 9. Misfire is important as a tool for Luigi.
@@brachmindunsparce6044Yes, all rng needs to be switchable. What's your point? They're sometimes a win condition? That's what rng does... so what? There is absolutely no reason to NOT give you the option to disable rng based moves in a game series like smash, which could always be played competitively *or* casually. If your character relies so heavily on rng as you say they do (which is wrong btw), your character is flawed. How is it fair that Villager can't rely on his uair or dair? How is it fair that sometimes, Luigi just gets a "get out of jail" free card for his side b? How is it fair that G&W can just randomly get a one hit kill move for no reason? Some games you can't play competitively without a random factor, but that doesn't mean it's ok to leave it in *this* series. Ultimate has 76 characters, about five of which have rng based moves - Luigi, G&W, Peach/Daisy and Villager - let me know if I missed any. Only around 6% of all fighters use rng based moves and the rng moves are usually just a fraction of their overall move set. You can very easily remove these random factors and you wouldn't damage the fighters' overall performance. A fighting game shouldn't use any rng at all, it should only be about pure skill in the form of tech skill, knowledge of the game, and predicting/reacting to your opponent's moves. The worst part for me is how indecisive Sakurai seems to be, like how he removed the randomness of the Pikmin or Peach's side smash, but then for whatever reason adds rng to Villager's uair and dair. Now with Ultimate, he allows us to turn off stage hazards, something I always wanted, but then he completely ignores the unaddressed rng that FEW characters still have. Why is it so much to ask to have the option for consistency in a competitive setting?
@@L337playing Why should there be a toggle just to Nerf some characters? An Rng move doesn't hurt the experience or meta. Lucky 9 and Misfire aren't reliable enough to be broken. Small Rng that doesn't break the game doesn't need nerfing. They especially don't need a dedicated switches. Since they alter the actual battles, you'd need to put them in custom smash, which is still unnecessary. It's either a patch or it stays. No Rng toggle because a mid tier gets a sometimes strong move.
Y’know, these remind me a lot of the good ol’ days when Ronnie of the Game Theorists would do his show “Digressing and Sidequesting,” which was my personal favorite part of the Game Theorists until Austin came along with “The Science of...” I really appreciate and enjoy this sort of style, and am looking forward to more of these! :D
There's totally a way to have healthy RNG, like making something choose between two respectably evenly powerful options or giving players the tools to prepare for a bad RNG roll.
I'm not sure Misfire counts as unreactable RNG. It's entirely possible to react to Luigi starting the Green Missile by going into shield or moving away.
Izandai It's still very fast, and shields aren't necessarily instant. Plus, the Luigi's opponent may want to go for a separate punishment that is not a shield, and then screw himself over because the Luigi got a misfire, which surpassed his punishment.
im pretty sure every 1 fighting a luigi doesnt just assume every missile is gunna misfire and certain characters dont have the speed or moveset to take the risk of letting him get away for free bcuz they wanna hold shield
they are only reactable in sm4sh. in melee and brawl they came out 2 fast to be reactable. I secondary luigi, so I think I can speak in the awkward sidekick's favor
Thing is, even if you can't react to misfire, regular Green Missile is definitely slow enough to react to. So when Luigi starts the Green Missile animation you can go in shield, and when it's not misfire you can react and punish.
Im not competitive nor do I have a question but I think your videos are extremely well made and I enjoy watching them so please keep on doing what you do and pushing for higher hights because it really does make my day.
I don't think luck is fair in competitive fighters, but what can we do about it? Ban Mr.Game&Watch players from using his side special? It's just something we ought to suck up and deal with.
its useless trying to remove all the luck factors, after all, luck have been a distinctive trait in the series since the beginning. you can minimize it tho, and stop worrying about getting screwed up by it and be more concerned about winning the match.
I have a personal vendetta against Stygian Zinogre. I had to grind him so much before I got gems. While when I was play online, everyone in my party was getting them frequently. I was salty af, man. Never again.
Goggleman7 lmao hard times for hunters i particularly got fucked over trying to get a rathalos plate for my weapon. took me 30 tries soloing it to get one i will never forgive what the game did to me that time
The most relevant example of this effecting matches at top level is when cloud kills you vertically rng determines how much limit charge he gets. As cloud you will see this very frequently.
Actually, I don't think Screen, Star and Blast KOs are random. They usually depend on where on the blast line you were launched as well as how fast you were launched. Getting Launched at 300% will always be a blast KO.
I was literally JUST thinking about FFXIII-2 a few seconds before it popped up on screen. Crazy coincidence (Luck) or Controlled Telepathy? (SKILL) You decide!
Tf2's random crits. Triple damage for no reason, in a game where health is precious and there's lots of splash damage. Random crit rocket triple kills ar practically common place.
@@Galaxia_EX u never truly know what any opponent will do at any time, that's why "reading" is such an important skill, and reading is very important when fighting a hero. A mini mindgame could and should be played every time the heroes menu opens crits are still bs
I love the theoretical argument that "rng balances over time" when it's actually completely possible that someone can rng perfect rolls their whole career because "random is random"
Misfire isn't unreactable. You can see him start the animation, then there's an explosion and travel time. Even at point blank you can still pull your shield up when he starts the animation, putting his arms up then crouching.
Risk management is itself an important skill, including making wagers on RNG and dealing with the outcome. For instance, (Smash4) Roy's sour jab can cause untechable spin into a dash attack for a kill, but the combo is barely possible to complete on reaction - Roy has to at the very least commit to a foxtrot before he can be sure of his target's ability to tech, and that's on roughly 25% odds. However, exploiting those odds is a talent - it tests confidence, reaction, and execution under pressure. Meanwhile, Roy's opponent has to make decisions in and after jab's hitlag about DI options, tech attempts, preparing to buffer getup options, etc, all while trying to visually ascertain whether teching is even possible. There's loads of skill involved in reckoning with chance-based mechanics.
In the next Smash, there should be a Competitive game mode that removes most RNG by making slight alterations to stages and characters; for instance, making Luigi's 'Green Missile' have a 0% chance to misfire, and making Peach's Down B only pull out one type of turnip. This way, people who want to play the game on a deeper level can, and people who don't aren't forced to.
That's strange, I thought Sakurai had said on Miiverse that the scree KO would happen more frequently at the end of the match just to prevent this kind of situations.
Brendan Hughes Well, I have several I'd change, but I'll only say a few. Jiggs and Ganon should be buffed. Bayonetta should be nerfed by an actually notable degree (mostly all forms of side special). Kirby's dair should be nerfed.
SupermarioSteel There are a couple more changes I think are needed to further balance the competitive scene and the variety of viable characters. My list is of things I've seen that are most notable. Bayo most likely has more combos (maybe Ryu, actually) and quicker, easier, and more unavoidable zero-deaths than the rest of the Smash 4 roster. Her side special basically starts and/or continues some of her greatest combos in her arsenal. I think at least one thing about it should be nerfed, whether it's the midair, diagonally downward, or grounded kick. Personally, I think a damage drop and/or end lag increase is necessary for at least one or two of the forms, depending on how affective it was at it's job of nerfing what many say is a broken and cheap character.
DOCTOR W Yeah really. I've seen many videos of competitive Bayo players that have stomped just about any other fighter. It's ridiculous. She may not be first tier but she has so many results that say otherwise. I don't want her to be a goddess, just a witch.
The time Zappa pulls out whatever summon he gets isnt random. You can force which summon you get, as the last digit of the timer determines which summon appears. 0: Sword appears, 1: Dog appears, 2: Ghosts appear
i was playing with my friend he was kirby and i was pikachu he kill me but i got star animation and i made a thunder before dying...he didnt have an animation and...(we didnt talk a month xd)
As long as it's minimal, which it is in Smash, I believe luck DOES have a place in competitive play because then there'd be NO chance for the less skilled player to win. It evens out the playing field a bit. Tripping, however, should have never been in the game. Leaving someone's movement and input to RNG is messed up. I believe stage RNG is fair though because one could and should always anticipate it as part of the skill cap.
This assumes that skill is some static value. Most people's skill is like a vertical bar. Their average skill may be higher than someone else's, but that doesn't mean theyll win 100% of the time. They could for instance be playing at the lower end of their skill spectrum while the other guy is at the top of his and his top might be higher than their bottom leading to a win. This is real life rng though it can be trained away to some extent it be will always be there and imo it is the best and only good type of rng.
I read somewhere that Sakurai doesn't like competitive play in Smash which is why he introduced the tripping mechanic. As for the thing about the different kind of screen exit when you go off the stage from the top, it encapsulates exactly what Smash is meant to be. As good as it is for competitive play, it is a game more focused on the fun and joy that Nintendo games are known for. The different exit types are an example of that, as it is fun seeing a character hit the screen as they get smashed out. Removing it, while possibly improving a small section of the game, would also take out a part of the essence of what Smash is meant to be.
When both players are on their last stock and Jigglypuff hits a rest offstage, the winner is decided by whether the victim gets a normal KO or not. And that's damn frustrating.
I'd like to also say what the star, screen and blast KO cam also do. If you're opponent is Cloud and you star KO, that is much more time for him to be recharging limit. Same thing with shulk's arts, Rosalina's Luma and so on.
This video is about to be relevant again
LOL
Thought the same thing LOL
Oh b o y
Yup
Definitely came here to say this
Rng in smash
Players: some of it can be unfair but it's not all that bad so I'm ok with it
Hero: allow us to introduce ourselves
Ourselves haha
He ain't unfair though. According to these classifications he's unreactable at worst and mostly just reactable.
@alsimard His side special isn't even RNG so idk what you're talking about? And the down B displays the spells before they're executed so they clearly fall into the reactable RNG category.
@@marzipancutter8144 I don't really mind most of down B's moves, but my two biggest problems is hocus pocus (a completely random move that has a potential for being both unfair for the opponent as well as the player, completely undermining any skill to a literal slot machine), and critical hits (smash attacks unlike misfire is lot less punishable and is used so consistently given how much it is needed to even take stocks if magic is not an option).
Down B is fine in my opinion simply because of how fair it tends to be in how you can manipulate RNG in your favor. The whack line has a higher chance of KO opponents with higher damage, magic burst clears out MP, with more MP the more effective the attack becomes, zoom having a higher chance of appearing near blast zones and where you land has varying tunes prior to reaching to top screen, no spells will appear twice in each list screen, and heals are limited and can be used up to free up space for better RNG.
In my opinion, the amount of RNG Hero has is overkill, Hocus pocus is the slot machine that can easily force an opponent to lose a stock quickly with very little warning as it can forcing the player to basically get kill itself. As for criticals, Hero's smash attacks are decent as they should be, but adding a potential to kill opponents at 20% from ths middle of the stage is not what anyone would call fair especially on how it would only be critical when it lands their attack, smash attacks are supposed to be made as some form of strong finishers, but adding twice the power to that said attack is ridiculous especially because of the fact that it's a smash attack, of course it's going to be used a lot, it's a main source of damage other than magic attacks.
@@manuelmontoya8839 I also dislike the crits on Smash attacks, but not because they are random, but because They don't have any significant risk to counteract the statistically higher reward. It's like G&Ws Hammer would only throw 6 and 9, the only outcomes are "good" and "better". Hammer always needs a 1 to balance itself, and I believe Hero's Smash attacks need an effect similar to 1 itself. Basically a "MISS".
(BTW if you think of these Smash attacks as a Main damage source in neutral, it's not. They have little range and some start up, unless you hard read your opponent you aren't going to get far with these. His main non Magic neutral tool is zoning with fair/bair)
I agree with how the down B being weighted makes it a lot less random than people give it credit for. I've usually had success with expecting every possible outcome at once (which I think is what makes the RNG exciting in the first place), although from what I've read people don't normally seem to be able to do that
As for HOCUS POCUS, there's no effect that just deletes enemy stocks off of luck. You can only get other moves, a lot of negative effects some of which actually delete Heros own stock, or a limited time buff that is really strong, but that they have to make use of and that is reactable. I wouldn't call it killing Hero itself bad though, because all they have to do to not die to it is not use it. Otherwise it's their own fault. The buffs, especially Mushroom, are very difficult to deal with, so they have to be camped out, but it's not like we wouldn't find any counterplay if we actually sat down to think of one.
Surprised that this wasn't reccomended when Hero came out on day one
TBH I just wish that KOs off the top always counted by who passed the blast zone first, even if the other animations were left in for flavour.
@Widdyzokd &Zockercrew they fixed it by having the last stock always blastzone kill instead of star KO now in Ultimate
@@yellowlemonPenguin That's not true. Star KOs can still occur if you are buried, frozen, or killed by Bowser's Down B, and screen KOs can occur regardless of status. You just need to be within the percentage range where a screen KO can occur.
Luck will slightly lower enemy crit and increases evasion
Fire Emblem reference xD
despite this it is point for point the least useful stat
conan1412 Indeed. In Fire Emblem games with a custom Avatar, I always make his/her worst stat Luck.
+Xavi
That depends in my case, if the avatar will be a magic base unit I make strength his/her worst state, and the other way around if he/she will be a melee (no pun intended) base unit.
it sometimes helps skill procs and increases accuracy.
Luck is when youre a Shulk main in 8 player smash with power vision and you counter one person and clear the whole stage.
...is this possible?
Eddie The Internet Pacifist snrk
Im not sure
Lucas maybe with vision sliding
Unsang alright..
+Eddie The Internet Pacifist I wish I saved the replay but yes. When I got my cousins and uncles to play, my unc playing Shulk counter my unc playing Zard after he used a dash attack. Everyone else just so happened to be behind the two and he took use all out. Now let me just say that everyone except my unc playin Zard was at 0-10%, he himself being at 43%. I say that deserves stupidest moment in Sm4sh.
star kos are annoying when you fight a cloud because of the time they get to charge their limit
Chakra Wielder For real
"Star KOs are annoying"
Now you know the Jiggs Melee scene
yeah but jiggs rest in melee its pretty much instakill at almost any% in smash 4 its nerfed as FUCK so it really makes no sense for the poor puff
Chakra Wielder don't u mean a clod 😏
XD peridot reference
Play Mario Party and come to me about luck.
Rex T 😂
Yeah and play Mega Man 3 and go to a boss battle.
I've never seen the competitive Mario Party...
Play Ultimate Hero now
don't forget competitive pokemon
An easy solution would've been to cause the loss of a stock as soon as you cross the blast zone, no matter which animation you get. That seems really obvious to me, and I wonder why it doesn't work like that to begin with.
you wouldn't have any more draws. They'd have to cross the blastline at the EXACT same time, and on top of it having to be sort of a DBZ moment, it'd be an extremely unlikely to occur.
It _is_ really obvious, and it's ridiculous that it doesn't actually work that way.
better solution imo is to have screen hit and star ko last the exact same amount of time and have star ko/screen split always occur off the top except at 1 minute or less in timed stock matches or time mode
safe rest for jigglypuff, still characteristic of the series but doesn't make characters rely on rng for safe vertical kills and prevents stalling to win
also prevents characters from surviving at like 0:02 seconds or something by getting a lucky vertical ko type
Matthew Perry That would be great. And if you finish a final stock with a Screen KO the ending screen would be their character face planted on the screen 👌🏾
Ethanial Graham Seems needlessly complicated. Plus, there's still the matter of a character dying off the bottom before their opponent just because they got a special KO. I've seen it happen before.
Every time I see the word luck, I think of Mario party and have terrible flashbacks
Juckle oh god pls no
tfw you find a star in a random block
Mario party PTSD?
What about mario party Ds horrible rng...
the luck-based mini games remains in my nightmares
Now, do you think luck is still acceptable for competitive play?
Me: Ye-
7:07
Me: it's not that bad.
Hero: if don't get over here as soon as the match starts I'm getting accelerate, and going to rush you down. And if you camp enjoy me farming for oomph. And even if you do approach prepare to get thwacked at 0. I might go easy on you and magic burst at the ledge. But one thing is for certain I have perfected the crit smash attack special input.
BuT cRiT dOeSn'T hAvE a SpEcIal iNpUt
Since I'm such a gentleman,when my opponent trips,I taunt and wait for them :3
Tips fadora
RESPECT DUDE
Any examples of bad luck that got anyone here salty?
I got hit by a Misfire and was spared by DI...
Only to be hit by another one.
Boruto Dog lol
Oh my
My opponent dodged to of my 9's (Mr. Game And Watch) in a row.
My sister hit a g&w 9 on my shield and then immediately hit another one and broke it
I ko'd my opponent with up B, but he starres, and I fell i free fall causing me to lose the match even though I ko'd him first.
4:06
You are now obligated to look at the Kirby of Disappointment™ for a whole minute.
He's not mad. He just thought you were better than that, and is very saddened.
With Hero being banned in South Australia because of RNG this is now increasingly relevant.
That cpt falcon tripping at 6:58 was funny af😂
If he gave a move for that, he'd call it the Falcon Flop. 1/10 would not use.
a name* not a move. Now I feel like an idiot.
Q: What made you choose kirby as your mascot?
fuck off
luck
He has answered this multiple times. He just chose it for practically no reason.
Shwabzie because Kirby is the best and cutest
It's because he grew up with Kirby.
The vertical ko's have an easy fix. Just have the game count the player as dead before the animation takes place
Except that that is neither a solution to Jiggs' rest safety, nor is it any easier to implement than a solution to the other examples.
Amones-Ray rest isn't supposed to be safe. And implementing is simple code you just set up the blast zone to remove stocks at the same time it begins the animations. And if you're worried about "game" you trigger that after the animation like normal.
ItsATrap Rest is supposed to be risky because you're fucked if you miss and safe if you hit, not shit because you're fucked if you miss and fucked 33% of the time if you hit.
And yeah, it's simple code just like every single one of those problems' solutions, so why call that one in particular an "easy fix"?
Amones-Ray if you wanted you could also tie launch velocity when entering the blast zone to your ko animation.
Under 70 normal ko
71-149 star ko
150+ screen ko
You should make a follow up to this, after Hero's release.
3:26
Hero: *Laughs in RNG*
Luck is good unless it's not to Random and/or to unfair
triping is crap
Peaches turnups are ok
no matter wich level U play
Andreas S. you just can't be mad when you get 9'd
+Ben Bibel ive ended so many careers with that d throw to 9 lolol
+Ben Bibel ive hit lots of number 1's and gotten bodied also hahah
Andreas S. luck is random
Sorry if i messed up a bit but I'm no american and my english is at most nearly average
I'm surprised you didn't mention how some characters have a 12-25℅ chance to trip opponents with tilts
Foxocommand o Exactly! but its not even just with tilts. some aerials will do it and possibly smash attacks. obviously only at very low percents. im 100% certain Ike's fair and Palutena's bair can do this, for example.
you mean jab locking? that's not random, most of them stop at certain percents.
Mau P No, it sounds improbable but its actually true. If you have the time, prove it for yourself.
Some character's moves (like Palutena's bair) will trip on hit. Only at very low percents with no true knockback.
all moves with a sakurai angle (361°) have a slight chance of tripping opponents. this includes some aerials and most Ftilts. When it stops tripping is determined by when the attack stops sliding the opponent across the ground, and starts launching them in the air. hope this clears it up a bit
marshie picotte Thank you!
I used to have a hard stance against all random elements in competitive games, but I've loosened that position over the years. I agree that randomness should not abruptly swing a match in one person's favor the way tripping did in Brawl. Players should at least have the freedom to shy away from random elements strategically to maintain control over a situation.
However, I really like the randomness of dying off the top. The randomness specifically discourages *relying* on it one way or another. You have to roll the dice and hope for the best... or avoid that situation due to how badly it may backfire. Either way, it's working as intended. If two players fly off the top, it's incorrect to suggest that one player "unfairly" dies before the other. The entire point is that dying off the top results in an unknown KO time. The "rule" that crossing a blast zone border "should" result in an instant KO is one made up by the community. Two players flying off the top more-or-less deserve to have a random outcome.
So basically you went from logic to the stupidest argument i've ever heard. Congratulations, you played yourself.
*hero has entered the chat*
Hearthstone.
Kryo *plays Yogg-Saron with a maniacal laugh after casting fifteen spells*
What happened?
Kryo Tfw you have been playing hearthstone for over 8 months and still lose to a fresh brand spankin new player... FeelsBadMan
Fun and interactive LUL
Ginnungagap AGGRO SHAMANS NUUUUH
This video was suggested after hero was added...
Welp
I think luck should be a factor somewhere in a competitive atmosphere. If it wasn't then the scene would become too formulaic and we might as well just be playing chess instead of Smash Bros. Even 'unfair' luck should be included in the overall equation.
The key is to balance it. We want luck to cause surprises which causes both excitement and disappointments. But we don't want it getting to the point of constantly worrying about it. We want surprise, but not to the point of a state of mind being paranoid.
This is the reason we have Bo3, Bo5, and looser brackets. It's to make consistent play the requirement of ultimately winning and not just luck as simply taking a single match by luck is inherently inconsistent in the long run.
This needs more likes.
Well spoken
this needs less likes
Luck is fine most of the time. However, the random tripping in "Brawl" was just bad for the metagame, and that's what made the game unbalanced, and it even died because of it. Now, onto the randomness on those top KOs in "Smash 4"... In my opinion, they're the biggest problem. After Jigglypuff scores a KO with Rest, there's a chance that it'll get either severely punished or revenge KO'd because the top KO was a Blast KO. Jigglypuff can also score a KO with Rest off-stage, but there's a chance that it'll get KO'd first because the top KO was a Star KO/Screen KO. Same with Ness, as he can score a KO with PK Thunder 2 off-stage, but get screwed over if the top KO is a Star KO/Screen KO. And it's not just those characters, it's others too. This kind of randomness is very bad for the metagame, especially in last stock situations.
In my opinion, Star KOs/Screen KOs should only occur for on-stage moves and upward Blast KOs should only occur for off-stage moves, even on Training Mode. That way, there would be no unfair wins or losses, as well as unfair punishes, and the matches would go much more smoother, even if it isn't 100% perfect. This idea should be in another "Smash" game for the Nintendo Switch, whether it's an enhanced port of "Smash 4" or not.
For everything else (except the random untechable spin animation at 100% damage or more) that involves luck, they're totally fine by me.
Star/Screen Ko`s reason to be is fairly simple : dynamism and lightheartedness,. in a multiplayer match with more than 2 fighters more often than not there`s accidents that kill multiple characters simultaneously, if all of them get an instant KO It would be monotone after a while,but mixing 3 types of KOs at random gives a minor visual gimmick more variety and adds to the funny and slapstick nature of the game. check out Maximilian`s Hype & Rage videos regarding smash bros 8 players smash to see what im talking about. if this issue still bothers someone, Umbra Clock Tower dont have star or screen KOs, only instant KOs, and dont have major stage hazards either.
That last Diddy Kong clip was priceless. I want to see that happen in a competitive match one day.
Q: How did you meet Mighty Keef, Omni, StylesX2, and AceStarThe3rd?
I'm a big fan of all those youtube channels!
I meet them radomly, thanks to the RNG.
Tim W.
Q: Who's your least favorite smash character?
BertThePig mine would be Rosalina
Thanks for the answer, My Smash Corner!
LOL
BertThePig Diddy kong
BertThePig def game and watch
This video appeared again just today, august 17th, and coincidentially, today in twitter I saw ANOTHER discussion about Hero, xD! God is trying to tell me something. That Hero may destroy the world? Maybe, xD!
Phoenix Wright from UMvC3 came to mind.
The evidence he pulls is at random, with various effects in Trial mode, and sometimes will be something that recovers health or useless evidence, yet he still a viable character in a competitive game.
Also in sports not everything is up to skill as well, like when you kick as soccer ball or bat a baseball, the ball isn't gonna fly exactly the way you want it and go where you exactly want it to go due to several factors as wind speed, force of the swing and the position of on which the ball was hit, etc.
Luck is always gonna involved in all types of competitive activities, whether sports, table games or video games.
He didn't mention Villager's turnips
Down and Up air
Fact is in any other completion, luck plays a roll. You might slip on the basketball court, or a sudden wind could come mid throw in football.
TheAres1999 yep
Your animation skill and editing is super good! I honestly love how informative and fun your videos are.
Random crits are fair and balanced.
*Laughs in Soldier*
Critical shit
Yeah and when you get 3 critted in a row dont come crying
P/s im not saying we should remove the crit system
Well, that aged well...
@@lknight9104 yup. Don't mind me dying at 30 because I decided play zelda, and punish hero down smashing phantom only for him to crit phantom extend the hitbox and duration of the attack interrupting my punish with the huge body centered hitbox of downsmash killing me and sending the Phantom into a new kind of shadow realm.
LOL, as a Pokemon VGC player, Smash's RNG is childs play. I've double crit opponents and I've been double critted, and in the end it comes down to this: you need to know the game you are playing. As a VGC player, I've aknowledged that RNG will be a factor and that dealing with it is a part of the game. If you don't want any RNG, play chess.
Last serious VGC set I played. I got paralyzed 7-8 times in a row. Where, any time I would've moved, I would've won. This was game 2, and it was disheartening. Game 3 was the same story. I got paralyzed 5 times in a row, and couldn't even do anything. I decided to quit Pokemon that day.
Kyle CH Yeah, Pokemon is a very stupid game. I sadly made the mistake of loving it.
my mans espeon! yeah i dont play mons anymore either this is busken btw
Chess has lots of problems too. One major one being that if both players are very good the person who goes first has a huge advantage. And even the better version of it, Shogi has the same problem. I think the closest thing to no rng whatsoever is starcraft. But life already has rng. And starcraft can't fix that. (tournament setups can come close.) Just like smash. Also realistically speaking some of smashs buttons are just downright fucked up, but at some random points they work. Maybe thats just a you gotta grind that part of the game no one uses but realistically it just annoys people that arent people playing to win but to relax and get better it just bothers the shit out of them. And if you're not playing for fun that random button on the select screen becomes mighty useful. Which is all rng.
BobbyFischer0000 But can you check mate your opponent and then he just gets a 6.3% roll and critical hits your queen? Cus that happens in Pokemon. Chess is used by us Pokemon players as the least RNG possible, full out strategy and outplaying your opponent. It is how we usually claim to want to play VGC (pro tip: we just find a Prankster pokemon with Swagger and Thunder Wave and hope for the best)
Whenever I'm fighting anyone in SSBU...
It's always got to be...
*_SPAMMING ATTACKS & SPECIALS..._*
*_ONLY USING THE B BUTTONS..._*
*_UNFAIR GAMEPLAY..._*
*_RNG..._*
*_RAGE QUIT(ING)..._*
Lag, or I'll keep doing the same thing over and over but it's going to take you 2 minutes to take a stock by exploiting it while only 30 seconds if it works for me.
Sometimes the luck balances out by itself. I once misfired the Green Missile offstage and looked to have died but then on my recovery i used it again and it misfired again, thus saving my life.
I think a setting for competitive where you could change how some of these different luck based scenarios occur, like tripping could be made a 0/100, or random items (Like Peach's turnips) could be made more or less likely would be really useful
When this video is relevant again haha
Hero has entered the chat
So i've been playing a lot of Jigglypuff for glory, and these are the changes i think would really help:
Air Speed 1.269 -> 1.272
Jumpsquat 6F -> 4F
Hard landing 4F -> 3F
Jab 2 FAF 20 ->17
Dash Attack FAF 40 -> 30
Down Smash KBG 69 -> 73
Air Dodge Intangibility (F4-29) -> (F4-31)
Forward Aerial FAF 37 -> 34
Upward Aerial FAF 45 -> 38
Upward Aerial Landing Lag 15F -> 12F
Rollout Priority (only when fully charged) standard -> Transcendant
Rollout Damage (7-14) -> (7.5-15)
Rollout KBG 92 -> 94
Rollout Further Details: Jigglypuff can now move to the left and right as she falls after landing the move at a speed equal to 1/4 of her air speed.
Pound Damage 11 -> 12
Pound Shield damage 20 -> 22
Sing Active Frames (29-33, 73-77, 122-134) -> (27-35, 71-79, 120-137)
Sing FAF 180 -> 165
Rest Active Frames (2-4) -> (2-6)
Rest KBG 66->73
Rest Further Details: Rest now has a unique attribute of forcing the target into a star KO animation when KOing off the upper blast line.
If ALL of these changes were made, i believe that Jigglypuff would become a mid-tier.
Or even higher! RETURN PUFF TO MELEE GLORY 2018!!
Or maybe every move is shield.
I like how your drawings in the beginning my two favorite Sm4sh mains are playing each other.
Your brief dismissal of items makes me piqued to see a video from you about them. Maybe explaining the trouble with them, and whether it's possible to alter the mechanics of them to allow for them in competitive play in a fair manner. It sounds like an interesting thing to think of.
Mindgames = luck and randomness
There's always a little luck in every win or lose situation in life, but the majority of the time it's skill and preparation
“You and I are trying to play the game on a deeper level” nah I just like your videos.
2 questions
How long have you played Smash for? Who's your favorite character?
1 minute, mii.
same except i played a millisecond longer
ShiroFrenzy I've been playing for 2 years, and my favorite character is Jigglypuff.
Playing since 4 3ds released, my favs are bowser jr and game & watch
3:25 Because it's a party game :^)
Underrated comment.
@@brachmindunsparce6044 No, that was a shit comment that misses the point on purpose to piss people off. Here's an underrated comment: have the option to turn off any rng. Casuals get their fun surprises, competitive players get to play competitively without the fear of rng fucking them over.
@@L337playing Not all rng. Sometimes it can be a win con. In the context of, per say,Pokemon, a move with a 30% chance to burn is important to competitive because it is used with skill, while still having random calculations to balance the strength of it. You probably can't rng an entire game by spamming the randomness move. Gameandwatch would be useless without lucky 9. Misfire is important as a tool for Luigi.
@@brachmindunsparce6044Yes, all rng needs to be switchable. What's your point? They're sometimes a win condition? That's what rng does... so what? There is absolutely no reason to NOT give you the option to disable rng based moves in a game series like smash, which could always be played competitively *or* casually. If your character relies so heavily on rng as you say they do (which is wrong btw), your character is flawed. How is it fair that Villager can't rely on his uair or dair? How is it fair that sometimes, Luigi just gets a "get out of jail" free card for his side b? How is it fair that G&W can just randomly get a one hit kill move for no reason?
Some games you can't play competitively without a random factor, but that doesn't mean it's ok to leave it in *this* series. Ultimate has 76 characters, about five of which have rng based moves - Luigi, G&W, Peach/Daisy and Villager - let me know if I missed any. Only around 6% of all fighters use rng based moves and the rng moves are usually just a fraction of their overall move set. You can very easily remove these random factors and you wouldn't damage the fighters' overall performance. A fighting game shouldn't use any rng at all, it should only be about pure skill in the form of tech skill, knowledge of the game, and predicting/reacting to your opponent's moves.
The worst part for me is how indecisive Sakurai seems to be, like how he removed the randomness of the Pikmin or Peach's side smash, but then for whatever reason adds rng to Villager's uair and dair. Now with Ultimate, he allows us to turn off stage hazards, something I always wanted, but then he completely ignores the unaddressed rng that FEW characters still have. Why is it so much to ask to have the option for consistency in a competitive setting?
@@L337playing Why should there be a toggle just to Nerf some characters? An Rng move doesn't hurt the experience or meta. Lucky 9 and Misfire aren't reliable enough to be broken. Small Rng that doesn't break the game doesn't need nerfing. They especially don't need a dedicated switches. Since they alter the actual battles, you'd need to put them in custom smash, which is still unnecessary.
It's either a patch or it stays. No Rng toggle because a mid tier gets a sometimes strong move.
Y’know, these remind me a lot of the good ol’ days when Ronnie of the Game Theorists would do his show “Digressing and Sidequesting,” which was my personal favorite part of the Game Theorists until Austin came along with “The Science of...” I really appreciate and enjoy this sort of style, and am looking forward to more of these! :D
There's totally a way to have healthy RNG, like making something choose between two respectably evenly powerful options or giving players the tools to prepare for a bad RNG roll.
I'm not sure Misfire counts as unreactable RNG. It's entirely possible to react to Luigi starting the Green Missile by going into shield or moving away.
Izandai It's still very fast, and shields aren't necessarily instant. Plus, the Luigi's opponent may want to go for a separate punishment that is not a shield, and then screw himself over because the Luigi got a misfire, which surpassed his punishment.
im pretty sure every 1 fighting a luigi doesnt just assume every missile is gunna misfire and certain characters dont have the speed or moveset to take the risk of letting him get away for free bcuz they wanna hold shield
they are only reactable in sm4sh. in melee and brawl they came out 2 fast to be reactable. I secondary luigi, so I think I can speak in the awkward sidekick's favor
Thing is, even if you can't react to misfire, regular Green Missile is definitely slow enough to react to. So when Luigi starts the Green Missile animation you can go in shield, and when it's not misfire you can react and punish.
+ViciousViridian That actually happened to me at a tourney the other day. It is extremely unpredictable, especially if you are going for a punish.
Hero would like to know your location.
I like the fact that it adds a little randomness to it. Yea Luigi might never win a major but the upsets are ALWAYS a blast to see.
Im not competitive nor do I have a question but I think your videos are extremely well made and I enjoy watching them so please keep on doing what you do and pushing for higher hights because it really does make my day.
I don't think luck is fair in competitive fighters, but what can we do about it? Ban Mr.Game&Watch players from using his side special? It's just something we ought to suck up and deal with.
Geez, I wish more people would think like you. I have people I know who complain and bitch about everything...
Me too. The world feels annoying to me at times for that reason. Too many people complaining and not many actually searching for solutions instead...
Ban Mr.Game&Watch and Luigi 2016 :V
its useless trying to remove all the luck factors, after all, luck have been a distinctive trait in the series since the beginning. you can minimize it tho, and stop worrying about getting screwed up by it and be more concerned about winning the match.
There's modding... We can make it so that G&W always gets an 8 or 6
this rng reminds me of monster hunter's plates and gems
seriously, fuck. those. materials.
Right?!
Fuck you Stygian Zinogre...
Cosmic Poptart yeah specially the gems ugh
Goggleman7 half of the time, i get the plates and gems unintentionally. and then when i want it, i dont get it
this game kills me sometimes
I have a personal vendetta against Stygian Zinogre. I had to grind him so much before I got gems. While when I was play online, everyone in my party was getting them frequently. I was salty af, man. Never again.
Goggleman7 lmao hard times for hunters
i particularly got fucked over trying to get a rathalos plate for my weapon.
took me 30 tries soloing it to get one
i will never forgive what the game did to me that time
The most relevant example of this effecting matches at top level is when cloud kills you vertically rng determines how much limit charge he gets. As cloud you will see this very frequently.
Actually, I don't think Screen, Star and Blast KOs are random. They usually depend on where on the blast line you were launched as well as how fast you were launched. Getting Launched at 300% will always be a blast KO.
Ayyy shout outs to guilty gear and let's not forget blazblue's platinum's rngesus
I was literally JUST thinking about FFXIII-2 a few seconds before it popped up on screen. Crazy coincidence (Luck) or Controlled Telepathy? (SKILL) You decide!
One of the biggest ability changes from luck was Dedede's side special, as it is now always Gordo making him more reliable
It makes smash somewhat fun when you get a rare outcome but not when it is used against you but skill comes out on top so I'm happy with that
Jigglypuff’s Rest should always kill with a Star KO
I found a way to fix hero
Make him trip everytime he dashes
Interesting how the Misfire is considered unreactable when the Green Missile itself is reactable
0:50 ah yes, the elusive "bomom." Legend has it one has never appeared before since they don't exist.
Tf2's random crits. Triple damage for no reason, in a game where health is precious and there's lots of splash damage. Random crit rocket triple kills ar practically common place.
Random crits are fair and balanced.
soooo, the heroes down B rng is reactable, and smash attack rng is unreactable?
@@Galaxia_EX u never truly know what any opponent will do at any time, that's why "reading" is such an important skill, and reading is very important when fighting a hero. A mini mindgame could and should be played every time the heroes menu opens
crits are still bs
I love the theoretical argument that "rng balances over time" when it's actually completely possible that someone can rng perfect rolls their whole career because "random is random"
I really love these big videos. Thank u for making them!
The Hero is the most RNG of them all
This video is more relevant than ever.
Misfire isn't unreactable. You can see him start the animation, then there's an explosion and travel time.
Even at point blank you can still pull your shield up when he starts the animation, putting his arms up then crouching.
I love the design for the thumbnails please keep doing it like this
Coming after Hero release. What do you think about Hero?
your voice is so cool!
Risk management is itself an important skill, including making wagers on RNG and dealing with the outcome. For instance, (Smash4) Roy's sour jab can cause untechable spin into a dash attack for a kill, but the combo is barely possible to complete on reaction - Roy has to at the very least commit to a foxtrot before he can be sure of his target's ability to tech, and that's on roughly 25% odds. However, exploiting those odds is a talent - it tests confidence, reaction, and execution under pressure. Meanwhile, Roy's opponent has to make decisions in and after jab's hitlag about DI options, tech attempts, preparing to buffer getup options, etc, all while trying to visually ascertain whether teching is even possible. There's loads of skill involved in reckoning with chance-based mechanics.
In the next Smash, there should be a Competitive game mode that removes most RNG by making slight alterations to stages and characters; for instance, making Luigi's 'Green Missile' have a 0% chance to misfire, and making Peach's Down B only pull out one type of turnip. This way, people who want to play the game on a deeper level can, and people who don't aren't forced to.
this is so relevant now
And then The Hero appeared
This video was really interesting, there are so many things that I still don't know about Smash. Good work :D
That's strange, I thought Sakurai had said on Miiverse that the scree KO would happen more frequently at the end of the match just to prevent this kind of situations.
If you could buff or nerf any charcter, who would it be and how would you buff/nerf them?
Brendan Hughes Well, I have several I'd change, but I'll only say a few. Jiggs and Ganon should be buffed. Bayonetta should be nerfed by an actually notable degree (mostly all forms of side special). Kirby's dair should be nerfed.
Jayden Smith Why should Bayonetta be nerfed? She's not even top tier
SupermarioSteel There are a couple more changes I think are needed to further balance the competitive scene and the variety of viable characters. My list is of things I've seen that are most notable. Bayo most likely has more combos (maybe Ryu, actually) and quicker, easier, and more unavoidable zero-deaths than the rest of the Smash 4 roster. Her side special basically starts and/or continues some of her greatest combos in her arsenal. I think at least one thing about it should be nerfed, whether it's the midair, diagonally downward, or grounded kick. Personally, I think a damage drop and/or end lag increase is necessary for at least one or two of the forms, depending on how affective it was at it's job of nerfing what many say is a broken and cheap character.
ummm who told u that she isnt top tier???????? salem pink fresh saj r they not top players?????
DOCTOR W Yeah really. I've seen many videos of competitive Bayo players that have stomped just about any other fighter. It's ridiculous. She may not be first tier but she has so many results that say otherwise. I don't want her to be a goddess, just a witch.
To be fair infinite grab should be banned in brawl because of tripping
The worst is when a Cloud kills you and you have to wait through a star ko animation while he fully charges his limit
The time Zappa pulls out whatever summon he gets isnt random.
You can force which summon you get, as the last digit of the timer determines which summon appears. 0: Sword appears, 1: Dog appears, 2: Ghosts appear
really? didnt know that
i was playing with my friend he was kirby and i was pikachu he kill me but i got star animation and i made a thunder before dying...he didnt have an animation and...(we didnt talk a month xd)
As long as it's minimal, which it is in Smash, I believe luck DOES have a place in competitive play because then there'd be NO chance for the less skilled player to win. It evens out the playing field a bit.
Tripping, however, should have never been in the game. Leaving someone's movement and input to RNG is messed up. I believe stage RNG is fair though because one could and should always anticipate it as part of the skill cap.
tripping was the dumbest idea ever conceived. sakurai really wanted to turn brawl into mario party with that.
This assumes that skill is some static value. Most people's skill is like a vertical bar. Their average skill may be higher than someone else's, but that doesn't mean theyll win 100% of the time. They could for instance be playing at the lower end of their skill spectrum while the other guy is at the top of his and his top might be higher than their bottom leading to a win. This is real life rng though it can be trained away to some extent it be will always be there and imo it is the best and only good type of rng.
The reason being lucky is so pivotal is because it is a PARTY GAME.
I read somewhere that Sakurai doesn't like competitive play in Smash which is why he introduced the tripping mechanic. As for the thing about the different kind of screen exit when you go off the stage from the top, it encapsulates exactly what Smash is meant to be. As good as it is for competitive play, it is a game more focused on the fun and joy that Nintendo games are known for. The different exit types are an example of that, as it is fun seeing a character hit the screen as they get smashed out. Removing it, while possibly improving a small section of the game, would also take out a part of the essence of what Smash is meant to be.
*cough* *cough* Hero for people in 2019
All I got from this video is that Melee is better than any of the other Smash games.
RaJuanJohnson You're not wrong
RaJuanJohnson I highly doubt any are the best what with melee having it's flaw.
Very nice video. Looks like a lot of work was put into it. Also the Diddy Kong barrel at the end xD
When both players are on their last stock and Jigglypuff hits a rest offstage, the winner is decided by whether the victim gets a normal KO or not.
And that's damn frustrating.
I'm a game and watch main soooooooo...
Your profile picture match with your main.
But he said his main was Game and Watch, not Robin
Balance symbol
I remember Wizard 101
1st Are you a boy or are you a girl?
2nd Melee or Smash 4?
Melee mostly because I'm more familiar with it, and it's more competitive.
At 5:27 u can add cloud because if it does the off the screen kill it will take him more time to charge his limit than instant kill.
I'd like to also say what the star, screen and blast KO cam also do. If you're opponent is Cloud and you star KO, that is much more time for him to be recharging limit. Same thing with shulk's arts, Rosalina's Luma and so on.
Hero kek