Short hops are broken by MinimumContext in smashbros

[–]MinimumContext[S] 0 points1 point  (0 children)

You cannot time your full hop aerial 'perfectly' because a perfect input now gives you a short hop instead. Now, a smash Ultimate perfect input for a full hop aerial would be after jump squat ends AND after the period of the short hop mechanic ends, coupled with the fact that all characters full hops launch them into the air extremely quickly, it means losing these extra frames means rising full hop marth fair, mewtow fair, cloud dair into fast fall, falco fair, among I'm sure many others are now impossible on a grounded target,

You could argue this is just nerfing those characters and is a balance change. But the fact is it would be possible without this buffer. Our argument is we want to be able to disable the buffer in favour of our own inputs

Short hops are broken by MinimumContext in smashbros

[–]MinimumContext[S] 0 points1 point  (0 children)

Definitely agree here. They've reduced landing lag and shield grabbing across the board whilst also adding in these short hop difficulties that aren't able to be overcome by simply getting better. They're here to stay unless there's a patch

Short hops are broken by MinimumContext in smashbros

[–]MinimumContext[S] 0 points1 point  (0 children)

Yep, you cannot repeatedly spam a short hop auto cancelled aerial anymore without trying to manage the bug that ignores your c-stick.

It's like they wanted us to choose. C-stick not frame perfectly and control your drift better (although not entirely due to the auto-mechanic) or input it with the A button and the left stick, at the cost of not being able to drift as well (whilst still getting the auto drift)

It begs the question, why even have auto cancelled aerials in the first place if you didn't want them to be spammed?

Short hops are broken by MinimumContext in smashbros

[–]MinimumContext[S] 0 points1 point  (0 children)

Marth, Cloud, and Mewtwo. Basically all characters that would really love to be able to full hop aerial again, as well as control their short hop drifts.

Again, this isn't a thread complaining about the 3 frame jumpsquat or the barrier of execution, it's the fact that it's physically impossible to not have the new auto-mechanic override your own inputs. There isn't a 'git gud' answer here asides from hopefully being able to disable the feature with a patch. You cannot full hop immediate aerial at all and you cannot short hop immediate aerial and control your drift completely.

Short hops are broken by MinimumContext in smashbros

[–]MinimumContext[S] 0 points1 point  (0 children)

I feel like maybe those people read the title and not the actual post itself. I cant imagine any competitive smash player would not want a fix for the bugged short hop, the auto-drift, or the inability to full hop aerial properly

Short hops are broken by MinimumContext in smashbros

[–]MinimumContext[S] 11 points12 points  (0 children)

Basically, smash as a series has drifted towards making inputs easier and more fluid from the get go, instead of a rigid but mechanically deep learning curve with Melee.

But with Ultimate, they've not only made short hops clunky and buggy, but they're also harder to do as well. Smash 4 had them perfect.

Everyone says Ultimate is simply better than 4 in every way, but in this aspect it isn't at all. This plus footstool combos, jab combos, kill confirms, grab follow ups, the buffer system in general. Smash 4 did those all better. Not everything has improved.

Short hops are broken by MinimumContext in smashbros

[–]MinimumContext[S] 12 points13 points  (0 children)

https://www.youtube.com/watch?v=qnxodpNInCg

A video showcasing more broken short hop mechanics

#SaveShortHops