Not having a viable option against a character except "Keep Away" is definitely a bad thing for a fast-paced fighter that rewards aggressive gameplay. Whoever is the most skilled should be setting the pace of a match, but even a "C" grade player is probably going to KO a grade "A" player at least once -- and when that happens, Metal Time! The "C" grade player is suddenly controlling game pace. The Metal Cap is a Handicap, or a crutch, like rubberbanding AI in a racing game. It's a few steps shy of giving Mario a Final Smash after every KO. Then again, Mario's FS is so bad, the Metal Cap is probably better in some cases...!Glyph said:If your character doesn't have an option against MM, that's not a bad thing! One player can't expect to set the pace the entire game.
Mario doesn't deserve to own the first ~10 seconds of my next stock after each time he KO's me. As-is, he's not earning the Metal Cap; it's practically GIVEN to him. And he doesn't even need it!Glyph said:Sure it might put your characters at a disadvantage, but that means the Mario player is getting control (and he deserves to if he manages to finish his taunt).
In my experience, you've got just enough time to put on the cap after ANY KO, as long as you start the taunt immediately after the KO. And advising someone to camp on the respawn platform? It works, but does that sound like Minus to you? To me, Minus is about fast-paced gameplay in which you have to play aggressively or aggressively defensively (baiting and punishing) to win. Minus isn't campy vBrawl, and I don't want it to be slow or campy at all, personally.Glyph said:Considering the only truly safe time to attempt it is during a star KO, the opponent can just sit on the respawn platform to significantly damper his metal time
Not if you're playing a character with low jumps and/or a weak aerial game, or a big/slower character. A stage FD's size gets cramped quick for them.Glyph said:Metal Mario is:
-easily evaded
Anybody else want slow and campy gameplay in Minus? Anyone?Glyph said:Sounds like it doesn't fit YOUR idea of minus, not necessarily what minus really is.
In what other matchup is there regularly a period where one player should play Keep Away for a set amount of time?Glyph said:Having to play defensively happens, and will continue to happen.
Obviously, any character who can chaingrab or otherwise lock Metal Mario has a big advantage, and the Mario player should not go Metal unless he's at critically high damage anyway. Kirby has a chainthrow, Ness is floaty, and both of them have a good aerial game. Neither of them are characters that have a problem with Metal Mario, so don't dismiss him just because they can handle him easily.Glyph said:Look at how little impact metal had on our games last night. Next to zero against Ness, and in fact it worked heavily against you in the Kirby games.
It is a crutch IMO, and it's only a small part of Minus Mario. If it were removed, Mario would still have plenty in his moveset that makes him Minus-y:Glyph said:Its not a crutch, its a part of who Mario IS in minus.
The difference there is that Falcon's and Zelda's abilities are constant. You cannot wait them out like you can the Metal Cap. Therefore, you're not encouraged to Keep Away and stall the match. Now, if Falcon's Down Taunt set him on fire, damaged him steadily, and made him resistant to stun/flinch/knockback for ~12 seconds, and it took as long as Mario's current Side Taunt to execute... Then you'd have a comparison. And people would complain about that the same way I'm complaining about Metal Mario.Glyph said:Its no more of a crutch than being able to short hop out of Falcon's Kick or Zelda's ranged hitboxes.
I did say "a few steps shy" of the Cap being like a Final Smash. Think about it: If Mario's playing against a character who cannot chaingrab or lock him in place, maybe not even stun or flinch him safely, which do you think he would want on his Side Taunt if given a choice: Final Smash or Metal Cap? Mario's Final Smash is one of the easiest to dodge in the game as-is, whereas if you're playing on a stage the size of FD or smaller, it's unlikely that opponent is going to be able to avoid you entirely. I'd pick the Metal Cap over the Final Smash in that situation.Glyph said:As far as comparing it to a Final Smash, thats just absurd. There are MASSIVE downsides to metal, whether or not YOU as a player can exploit them shouldn't skew your opinion on it.
Those seconds add up though, and you playing Keep Away can end up being a large part of the match when it shouldn't be. I never said Mario is "given" any KO's or even hits -- what's GIVEN to him is Metal status after every KO. As long as his feet are on the ground, and he's not standing directly underneath the respawn platform in a small stage, there's no way you're getting to him in time to stop him from donning that Cap. Unless you're playing Sonic, maybe.Glyph said:10 seconds is not a long time. And its not like Mario is guaranteed a kill, he's not even guaranteed a HIT. NOTHING is given to him for free, he still needs to go out and hit you to make things happen.
Assuming you're on a stage the size of FD or smaller, and your character doesn't have good aerial mobility, you can...Glyph said:You still have a shield. You still have dodges. Him not -needing- it is a moot point, no one NEEDS almost anything they have in Minus. They're there because ITS FUN. Its also balanced, which is a big part of making sure it STAYS fun.
Mario's Metal Cap gives him more than the acceptable amount of advantage against certain characters IMO. A character like Falcon or Zelda would be able to handle him otherwise, but no, you'd rather have novelty over game balance, right? I don't believe I properly demonstrated Metal Mario's advantage against such characters in my matches last night.Glyph said:As for evading MM, if you're playing characters with those characteristics you have a bad matchup against Mario. Pick up people who have better answers if its an uphill battle, I'd recommend Kirby very highly.
The Metal Cap is definitely too heavily emphasized; certain characters end up playing "Metal Mario" nearly as much as regular Mario.NEWB said:Sounds to me like mm should have cooldown. Even though I basically side with glyph here, I think mm is too heavily emphasized as is, like previously with ultrataunt lucario. I suggest a 2 min cooldown, since matches don't last more than 4 mins in my experience, Mario gets to use it at least once and at most 3 times. It should also get it's speed restored to how it was preciously. The problem here wasn't that the taunt was too quick, it was that it could be used frequently. This way, it cant be used frequently, and Mario will have to survive/murder his opponent to earn using the metal cap.
When we start giving up playing entire characters just because of a taunt, I think someone has lost focus on what's most important: Gameplay balance, pace, and flow. Not novelty.NEWB said:Look, the idea that you have to pick a character to counter mm IS silly. This idea makes a lot of sense to me. This way, disadvantaged characters against mm could avoid mm by simply kicking Mario's butt. As is now, metal is pretty much always used when he gets a KO, which isn't very interesting to me. Whether or not the matchup is good, mm DOES stall the match because mm will typically not die from being metal. Limiting it this way seems more fair to me while maintaining the awesomeness that is including mm in the game.
If the Metal Cap taunt was sped up back to it's MAX 1.0 speed and given a two minute cooldown, what would really be changed? He could only use it 1-3 times per 4-minute match, but that's how often he can use it now. The only difference would be that it would become easier for him to don it in time, so he could use it after knocking his foe far away instead of only having time after a KO. This would make Metal Mario more of a pain to fight, because you couldn't rely on the respawn platform to use as a buffer.NEWB said:The reason why I suggested the taunt be restored to its former speed is because this would give Mario more freedom to use the move strategically, while making it impossible to spam cuz the cooldown. This will make the timing and use of mm far more fun and interesting.
I don't think Glyph isn't seeing Metal Mario from the perspective of a character who is heavily disadvantaged to him. All of Glyph's mains would have no problem with Metal Mario, even if Glyph was only half as skilled as he is now.NEWB said:As for fighting mm, see what glyph said I guess. We can still post mm strategies for each character guys....
I shouldn't be heavily encouraged to switch to a different character just because of a taunt. I could handle Mario as Falcon or Zelda with no problem if it weren't for that Metal Cap.Glyph said:I'm not saying you NEED to pick a new character, I'm saying if you're having a hard time with the ones you're using you have the option of using someone with a little more fleshed out defense to it.
Obviously, yeah.NEWB said:No smart Mario player would use it at the start of a match.
You might be surprised. All it takes is one strong Smash or B-Air to get a significantly damaged opponent far enough away for you to be safe enough to don the Cap.NEWB said:He also can't set up for it that quickly.
In your suggested setup? Yeah, sounds about right in a 4 stock, 4-8 minute match.NEWB said:For the most part, Mario would only be able to do it twice MAYBE, at least once.
I maintain that a game should be balanced primarily based on characters at their maximum potential. If anything's shortsighted, it's not focusing on that high-level potential, and looking more at how average players perform.NEWB said:Your assuming all Mario players are that good, which is a little shortsighted.
When attempting to balance Metal Mario, please do not consider characters who have no problem against him. Think about the characters whose matchups are suddenly significantly worsened when Mario dons the Metal Cap. Falcon and Zelda for starters.NEWB said:The maybe is dependent on how well the opponent can beat Mario, and Mario would have to work for it by fighting back. This is much different and more fair then before since he could use it more in max 1.0 and he would use it less this way compared to now.
- Adding a two minute cooldown, and reverting the startup speed to MAX 1.0 speed would make Metal Mario more of a pain to fight against.NEWB said:What about 2:15 for the cooldown? Anymore time would be unreasonable at that point.
Calling Metal Mario, someone who can't really do anything unless up close, "slow and campy" is a bit of a stretch don't you think?Anybody else want slow and campy gameplay in Minus? Anyone?
Charizard actually plays a solid keep away game, Link zones whoever the heck he wants, ROB can zone well, Zelda fights from a distance, Samus is also a huge possessor of projectiles, Snake has some very solid keepaway and stage control, Olimar's just stupid right now, TL if you count his traps, Yoshi can harass with eggs....I can go on.In what other matchup is there regularly a period where one player should play Keep Away for a set amount of time?
I can't think of any.
Some characters will have problems with things other characters don't have a problem with. That's a part of how fighting games work.Obviously, any character who can chaingrab or otherwise lock Metal Mario has a big advantage, and the Mario player should not go Metal unless he's at critically high damage anyway. Kirby has a chainthrow, Ness is floaty, and both of them have a good aerial game. Neither of them are characters that have a problem with Metal Mario, so don't dismiss him just because they can handle him easily.
The difference there is that Falcon's and Zelda's abilities are constant. You cannot wait them out like you can the Metal Cap. Therefore, you're not encouraged to Keep Away and stall the match. Now, if Falcon's Down Taunt set him on fire, damaged him steadily, and made him resistant to stun/flinch/knockback for ~12 seconds, and it took as long as Mario's current Side Taunt to execute... Then you'd have a comparison. And people would complain about that the same way I'm complaining about Metal Mario.
The Metal Cap is definitely too heavily emphasized; certain characters end up playing "Metal Mario" nearly as much as regular Mario.
When we start giving up playing entire characters just because of a taunt, I think someone has lost focus on what's most important: Gameplay balance, pace, and flow. Not novelty.
I wasn't calling Metal Mario himself slow and campy. I was referring to how he encourages the defending player to make the match slow and campy by camping on the spawn platform and running away from him until the Metal wears off.Pin Clock said:Calling Metal Mario, someone who can't really do anything unless up close, "slow and campy" is a bit of a stretch don't you think?
Those are all examples of zoning, which are not time-limited. The defending player knows he cannot wait out any of those moves, so there's no point in running away or otherwise stalling, because those threats aren't going anywhere! The difference is that you can stall out Metal Mario, and this is heavily encouraged for certain characters.Pin Clock said:Charizard actually plays a solid keep away game, Link zones whoever the heck he wants, ROB can zone well, Zelda fights from a distance, Samus is also a huge possessor of projectiles, Snake has some very solid keepaway and stage control, Olimar's just stupid right now, TL if you count his traps, Yoshi can harass with eggs....I can go on.
If a character is only put at a significant disadvantage because of a TAUNT, then it should be considered: "Is this novelty taunt really worth keeping in at the expense of character balance? This character would have a much more fair shot at this character if I took this taunt out..."Pin Clock said:Some characters will have problems with things other characters don't have a problem with. That's a part of how fighting games work.
I was not talking about Falcon's super taunt, as it is not a good comparison. You cannot stall out a charged Falcon Punch, it's going to come out whenever Falcon wants it to once it's ready.Pin Clock said:Falcon's charged punch is not a constant either, and he can charge it easier than Mario can become metal. Granted Metal Mario is a stronger buff than charged punch, but it still stands. Falcon's charged punch can break a shield whenever he pleases, or finish off a combo with a much stronger hit than normal. That comparison aside, Mario setting up Metal is a part of his character and game.
The first part of my statement there is a fact, and while the second part may be an exaggeration, it's not as hard as you'd think to set up the Metal Cap against certain characters. As I've already asked, please do not consider characters who have no problem against Metal Mario for the purpose of this discussion. Just because he's no problem for most of the cast does not mean that he's not a big problem for a few characters.Pin Clock said:Again, a huge exaggeration. There is much more time spent as mario than Metal Mario in any given match, and against certain characters Metal is even a deterrent. In addition to it no longer being as easy to set up as it was before.Bent 00 said:The Metal Cap is definitely too heavily emphasized; certain characters end up playing "Metal Mario" nearly as much as regular Mario.
I play more than 10 characters on a regular basis, but Falcon and Zelda are my favorite two to play as, and both of them happen to be disadvantaged against Mario just because of a taunt.Pin Clock said:Learning more than one character is encouraged in fighting games as one character shouldn't have the answer to everything and some characters having strengths of the weaknesses of your mains. Minus is no exception when it comes to encouraging learning the cast.Bent 00 said:When we start giving up playing entire characters just because of a taunt, I think someone has lost focus on what's most important: Gameplay balance, pace, and flow. Not novelty.
I'm still waiting for any reasons why the Metal Cap should be kept in, other than "novelty".Pin Clock said:Metal Mario will not be removed as he's a cool aspect of Mario that is also an option for him to consider, we will be considering some other alterations to the mode. But I will say that Metal Mario is nowhere near as devastating as he's being made out to be.
Source: http://www.smashmods.com/forum/thread-6 ... #pid158086Thunda-Moo said:I definitely hold that taunts, on a whole, should not have consistently useful gameplay effects because they should be, by nature, taunts. If a taunt DOES have a tangible use, it should still be the most situational use in the character's entire moveset, and even at its best and most potent it should be primarily there for trolling purposes, such as Wario's side taunt fart or Ganon's ability to dodge final smashes with his sword taunt. If a taunt is used to kill, it should be incredibly humiliating due to the difficulty and obviousness of pulling off such a feat, like with Luigi's kick or Jigglypuff's gravity.
Bent 00 said:Anybody else want slow and campy gameplay in Minus? Anyone?Glyph said:Sounds like it doesn't fit YOUR idea of minus, not necessarily what minus really is.
In what other matchup is there regularly a period where one player should play Keep Away for a set amount of time?
I can't think of any.
Obviously, any character who can chaingrab or otherwise lock Metal Mario has a big advantage, and the Mario player should not go Metal unless he's at critically high damage anyway. Kirby has a chainthrow, Ness is floaty, and both of them have a good aerial game. Neither of them are characters that have a problem with Metal Mario, so don't dismiss him just because they can handle him easily.
It is a crutch IMO, and it's only a small part of Minus Mario. If it were removed, Mario would still have plenty in his moveset that makes him Minus-y:
- Awesome Dash Attack
- Reverse FLUDD
- Great multipurpose D-Air
- Double Up-B
and more. Need I go on?
The difference there is that Falcon's and Zelda's abilities are constant. You cannot wait them out like you can the Metal Cap. Therefore, you're not encouraged to Keep Away and stall the match. Now, if Falcon's Down Taunt set him on fire, damaged him steadily, and made him resistant to stun/flinch/knockback for ~12 seconds, and it took as long as Mario's current Side Taunt to execute... Then you'd have a comparison. And people would complain about that the same way I'm complaining about Metal Mario.
I did say "a few steps shy" of the Cap being like a Final Smash. Think about it: If Mario's playing against a character who cannot chaingrab or lock him in place, maybe not even stun or flinch him safely, which do you think he would want on his Side Taunt if given a choice: Final Smash or Metal Cap? Mario's Final Smash is one of the easiest to dodge in the game as-is, whereas if you're playing on a stage the size of FD or smaller, it's unlikely that opponent is going to be able to avoid you entirely. I'd pick the Metal Cap over the Final Smash in that situation.
Those seconds add up though, and you playing Keep Away can end up being a large part of the match when it shouldn't be. I never said Mario is "given" any KO's or even hits -- what's GIVEN to him is Metal status after every KO. As long as his feet are on the ground, and he's not standing directly underneath the respawn platform in a small stage, there's no way you're getting to him in time to stop him from donning that Cap. Unless you're playing Sonic, maybe.
- Try to shield and/or shieldgrab Metal Mario. His Dash Attack is likely to poke right through your shield.
- Try to sidestep dodge. Metal Mario's Dash Attack stays out too long to sidestep, and it's easy for him to punish mistimed sidesteps with his super-fast Up Smash or Down Smashes.
- Try to jump and/or airdodge out of the way. Metal Mario will have one (or three) Up Smashes waiting for you once you come back down.
- Try to roll behind Metal Mario's Dash Attack or clang with it. I haven't tried these approaches enough to comment.
Mario's Metal Cap gives him more than the acceptable amount of advantage against certain characters IMO. A character like Falcon or Zelda would be able to handle him otherwise, but no, you'd rather have novelty over game balance, right? I don't believe I properly demonstrated Metal Mario's advantage against such characters in my matches last night.
Overall game balance would be improved if the Metal Cap were removed. Why should it be left in? Novelty by itself is not a good reason.
I don't think Glyph isn't seeing Metal Mario from the perspective of a character who is heavily disadvantaged to him. All of Glyph's mains would have no problem with Metal Mario, even if Glyph was only half as skilled as he is now.
I shouldn't be heavily encouraged to switch to a different character just because of a taunt. I could handle Mario as Falcon or Zelda with no problem if it weren't for that Metal Cap.