KIRBY MAIN
Smash Cadet
- Joined
- Jan 9, 2019
- Messages
- 38
Hey everyone, so apparently the Hero is our today! Just want to hear other people’s opinions about the character after playing him!
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It healed 11%. I dunno if that varies.When you cancel Command with shield, it seems you've got less than a second cooldown before reopening it. My problem with such a short cooldown is that players could repeatedly search for the Heal command on the other side of the stage as their opponent is recovering or has just lost a stock. Either scenario could award them as many as five or six chances at finding it. That could be obnoxious. It's low cost at 7MP, and they didn't demonstrate how much it heals. And while your spamming to find it, you could nab a helpful buff or two along the way. Critical hit smashes, and having MP recovery on basic attacks seems very sketch for a swordfighter that will have decent A attacks regardless of frame data.
There's definitely potential for this guy to be an overtuned broken mess. I would have made the cooldown on Down B longer or force the player to select something which reduced their MP and creates a punish opportunity if they're spamming in neutral hoping to find the buffing skills. He seems to have Simon or Robin tier speed stats across the board so he should be easy to rush down until he gets Accellerate on himself. I hope he has more pronounced weaknesses than we've seen.
How do you know what I suggested to balance Command would be bad if you hadn't played the character? That lecture goes both waysIt healed 11%. I dunno if that varies.
Basically you'd want to close in on the hero and not let them get buffs and heals. But it's possible that there's a cooldown on it before you see it again, it wouldn't surprise me. But considering all the offensive skills on down-b, it could take a while before getting what you want, you cant really rely on that. I would've wanted down-b canceling to be even quicker. What you're suggesting would make the character way too punishable. (and kind of unfun)
I think the mp recovery on attacks is perfect, but they didn't need the auto-recovery. I'd rather hero not become a campy character, but hey let's just see where it goes. People are making wayy too many conclusions without having played the character, and competitively it'll take a while to really gauge.
In competitive even just bringing up the list and looking at the spells can be slow enough to be at a disadvantage, so it's really going to be interesting to see how people get good at it.
I wont be saying that they're broken or underwhelming until we actually get to play them. They might be balanced as it is.How do you know what I suggested to balance Command would be bad if you hadn't played the character? That lecture goes both ways
Anyway I'm not one of those that jumped to conclusions. Instead I said he has the potential to be busted. I said the same thing about Bayonetta before her release, but I'm also not the sort of paranoid mess that shouts OP at every new character addition. Simon seemed like a problematic design until I noticed just how slow he moved and how poor his recovery was in demo footage. I would like very much to know what this character is capable of if they'd just release him already.
I dont mind if they nerf crits and the specific moves that some people might not like, but I hope they dont touch the mechanics.i also shudder to think of how much this character will get butchered in patches due to whining..
I also noticed that when interrupted they can sometimes still drain the mp, depending on when hit. :/Just tried him out today, and he’s a SUPER slow character. Not in terms of ground or air speed, but in terms of how quickly his moves come out and how much endlag they have. I think the only real moves that didn’t feel too heavy were U-Air, N-Air, and his jab. Though his smash attacks and overall range aren’t bad in terms of strength and range, so I guess it sort of balances it out. Considering all the RNG that’s been built in to this character though, all it really takes is one move to either make or break you. Don’t know how to feel about that, really. Also, it seems as if most of his Down Special’s spells can be interrupted (including Magic Burst, even though it’s a decently high risk move?), except for Kamikazee I think. :/
I did some matches against a lvl9 Hero CPU with my other mains.Hands down the goofiest character in the game. Been having stupid fun playing him so far, though I'm not sure what fighting against him in a serious match is gonna feel like.
Its a good thing Smash is a fighting party game cause he's the perfect fitFun to mess around with but I feel like this character is gonna be really dumb competitively. Like he's probably low tier other than he is just gonna get lucky with dumb jank lol. Just doesn't feel like a character that belongs in a fighting game.
yeah, if i were redesigning hero i'd do this in addition removing critical hits and alllowing for menu commands to be selected by intuitively pushing a corresponding direction on the dpad(ie: something like up being command 1, left being command 2, right being command 3, and down being command 4) i'd also make things less random but still with a degree of unpredictability and a need to adapt by essentially having it so that one slot would be a ranged offensive spell, one slot would be a buff of some kind, another slot would be a melee spell, and the last slot would be completely randomized but with a somewhat higher chance of having spells that don't fit into the other 3 categories)My immediate feeling was that he felt like Smash 4 Shulk.
Which is to say, a totally unique take on a swordsman character with a high skill floor and ceiling, but who is held back by clunky implementation of his mechanics and subpar frame data.
Hopefully, they'll get the Shulk treatment sometime in the future, with the menu being streamlined and their normals being made less sluggish.
Given the success story that is Shulk(i/e: best swordsman in the game in my opinion), the right tweaks here and there could push the Hero well over the edge into further greatness.
But all that's just first impressions.
Not to say I dislike the Hero, I really, really like him.
It's just that use in a competitive setting will ultimately be uphill battle most of the time, and occasionally killing stupid early.
Like, the first time I landed Thwack, the target had ~10% and it still registered the instant kill.
But I'd argue that's the thing, and that's the competitive scene of SSBU due their mentality don't get in their head. While Nintendo with SSBU might've been "more" supportive towards the competitive crowd, they never would sacrifice their target audience / their goal with the Game to offer an proper party Fighting Game. SSBU is for Fighting Games what Mario Kart is for Racing (Sims), and that's why i'd argue if Sakurai / Nintendo needs to make a decision to either add an goofie, funny and unique characters which comes up with RNG stuff and such, or add another "mere" Swordfighter or halfheartly implemented "Hero" for the sake to keep the Balancing for the competitive Scene, than i'd argue they would choose the first one. And tbh. i like that approach. Not saying i don't understand the frustration for the Competitive Crowd, and maybe they should consider like with Maps already (omega) to offer an "competitive" variant of the Character without rng crits and spells, but choosen few fair spells whatever...High variability randomness is generally a bad thing in a competitive game
Those aren't the only options they had.i'd argue if Sakurai / Nintendo needs to make a decision to either add an goofie, funny and unique characters which comes up with RNG stuff and such, or add another "mere" Swordfighter or halfheartly implemented "Hero" for the sake to keep the Balancing for the competitive Scene, than i'd argue they would choose the first one.
For real, like Hero really is just another swordsman but with rng. Don't get me wrong I think the way they implemented an rpg character into smash like this is really cool and creative in concept, it's just really bad in the competitive environment. Idk why we want to treat this differently than we would a stage, or final smashes or something. Great it's in the game, but not everything in the game works on the competitive side.Those aren't the only options they had.
It would be pretty sensible to just tie the bevy of spells with upgraded versions to their on places in a menu.yeah, if i were redesigning hero i'd do this in addition removing critical hits and alllowing for menu commands to be selected by intuitively pushing a corresponding direction on the dpad(ie: something like up being command 1, left being command 2, right being command 3, and down being command 4) i'd also make things less random but still with a degree of unpredictability and a need to adapt by essentially having it so that one slot would be a ranged offensive spell, one slot would be a buff of some kind, another slot would be a melee spell, and the last slot would be completely randomized but with a somewhat higher chance of having spells that don't fit into the other 3 categories)
Yeah, I am struggling against rushdown characters something fierce. Not sure what to do when characters get in my face.I love all the heroes quirks but he is sllllllllooooooow! Try playing a perfect Pikachu and sit back and watch as you can not do anything for 15 seconds.
I love them specials though...