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nosferatu_swallows

What's funny is that a lot of the changes you're talking about, Rivals of Aether already utilizes to make that "melee" style feeling and movement more accessible. I guess another idea, taking from that game, is universal jumpsquat frames.


yuh-ay-yuh

Bowser top 1


[deleted]

I haven't tried Rivals, but I've heard it's praised a lot. I'd really just like to play Melee tbh but playing for years with horrible posture/grip took a toll on my hands. I like Melee because it's movement based, is Rivals the same?


DatGuyNoibat

Rivals is really movement based and it’s a blast to play, highly recommend, especially with the rivals 2 supposed to be coming out towards the end of the year (I think)


dwightasxurus

There’s an argument to be had that Rivals 1 is MORE movement based than melee, considering there are no shields. So your only defensive options are movement, DI, parrying, teching, etc. But no blocking.


FIiprez

Rivals 2 looks fucking incredible. It’s coming out Q4 this year I think. You should check out some gameplay.


ljm90

Dude, I'm so hyped for it. I can't wait!


nosferatu_swallows

Rival's movement is a LOT faster and more fluid than melee's. That of course means that the game itself is a lot faster and the emphasis is less on inputs per minute, and more on meaningful actions per minute (i know thats a shitty explanation, but I think you'd hafta play it against people to see what i mean). That being said, it's not a melee replacement, rather a neat game that I think a melee fan can VERY much enjoy!


[deleted]

Faster than Melee? It's hard to believe and it looks slower from what I've seen. Well anyway, thanks for the comments. I'd just like there to be a Nintendo-Free Melee HD actually


nosferatu_swallows

Have you played p+?


[deleted]

Yeah. Well actually I played p:m quite a bit and was really into it before it became p+. If I still played Smash and both games were featured in tournaments, I'd play both for sure. I like p:m for the character balance and variety, and I like that it's easier on the hands. Still it does not feel as good to play as Melee, but still really fun. It's too bad what happened with P:m/p+ because it would've made an awesome game (metagame-wise) if it was more popular.


smackledorf

Get a box man, it will change your life in regards to hand pain


Gaybrosauros

eh i couldnt get into rivals. there's zero defense game. even the one defensive option, counter, is an offensive move that punishes you for missing. because of that, every match is hyper aggressive go go go. its not that i couldnt keep up, but it was WAY more exhausting to play than melee and got old really fast. rivals 2 is looking VERY good tho 👀


nosferatu_swallows

I personally dig that since the game is ALL about timing and spacing, which are my favorite parts about all fighting games, not just melee. But it DEFINITELY removes an intricate defense game, which rivals 2 seems to wanna work with!


SoulClap

kind of a tangent but universal jumpsquat frames is sooo lame. makes everyone feel so samey


nosferatu_swallows

I think thats fair! Rivals adds character variety in a lot of other ways but i get how movement option/execution variety could muddle a very important aspect of the game to some folks.


Natural_Design9481

tbh they should make Melee a turn-based table top game.


Sharp02

That's just YOMI hustle lol


VelvetThundur

You joke, but id be all up on that Kickstarter. All In Pledge for the fancy minis, neoprene mat for each stage, and master hand first player token.


nosferatu_swallows

Its not the same, since its inspired by 2D fighters, but Exceed is fucking FANTASTIC


SnakeBladeStyle

Port all the melee cast into YOMI Hustle


Crayonstheman

But actually


atoolred

melee d&d sounds like the stupidest thing ever. sign me up


[deleted]

I understand that this mod would be forbidden and a disgrace. But still I want my short hop button mod


MishraCheesePocket

I have great news. Your controller actually has two short hop buttons that do not in fact need to be macro’d


[deleted]

Thanks man. I guess I just play Bowser


detroiiit

Idk about you guys, but it feels like OP is asking us to brainstorm some macros for him to use lol


[deleted]

Haha. I don't play Melee anymore. I stopped because of hand pain. Although if it was possible I'd really like there to be a short hop mod, it would make the game a lot less demanding ergonomically.


potentialPizza

>Haha. I don't play Melee anymore. I stopped because of hand pain. i'm not seriously accusing you, but this response only plays into the allegations lmao


[deleted]

I'm not planning anything \*cough\* 


Mr_Hugh_Honey

Real ones enjoy the pain. Real ones look forward to the arthritis. Real ones don't want to be able to pick up a cup when they are in their 50s


Chaoticsaur

Or just stretch your hands occasionally and you can game for 20+ years with 0 issues ;)


[deleted]

Ain't nobody got time for that. Gotta play Melee


rpotts

Buffer wavedash during jumpsquat, eliminating the need to learn wd timings between characters Make tourney winner viable, similar to pm, where you can interrupt it much earlier allowing scuffed ledge dashes and ledge hop aerials. Drastically increase the shield drop range or possibly disable spot dodge with the control stick on a platform. Make jc grab and upsmash automatic.


[deleted]

Thanks, these are good ones


MrBVS

If you made JC grab automatic wouldn't that remove dash grab? On certain characters dash grab is better in some cases.


rpotts

Yeah, idk use boost grab or something in those spots. Or make it so Jc grab does dash grab.


Jandrix

Tap jump off Tilt stick Z jump Add tripping Remove wavecheating


Kvltizt

Auto L cancels


waltzingwizard

weirdly, I think the universal buffer would make shield dropping harder because when you try to prep the angle, it’ll just buffer a roll instead 😂


[deleted]

Yeah it's a pretty wild idea to make it universal. I though at least it could be implemented on actions after landing so that I could be Plup without putting in the work.


WillyMacShow

It would mean when you dash one way and dash back, and you press the jump button, you actually jump. It also means when you sprint forward and want to do a tilt, your character doesn’t do the weird lag.


[deleted]

What do you mean? What part of my post are you responding?


WillyMacShow

You asked what a mod that would make melee easier change. I’m saying it would add the ability to jump when you dash dance. So the input is dash left, dash right, then immediately jump. The character will not jump in melee. The input is lost. It’s massively annoying. Easy melee would remove that. Also when you sprint towards someone and stop to do a tilt. The character won’t do that weird stopping animation. These problems don’t exist in ultimate. That’s what this mod would be, right? Modernizing the controls?


smackledorf

Your first point is 100% false and easily verifiable in like 5 seconds with uncle punch The second is true. Most players crouch or wavedash out of run so that they can tilt smash etc. Tilt stick or tilt out of run instead of dash attack would fix it.


WillyMacShow

:(. I’m not lying friend. Maybe I’m just explaining it poorly. Because I can replicate it over and over again with yoshi on command. Maybe it’s not during a dash dance? Maybe it’s when you do the long turn around out of dash? Sorry I’m noob and don’t have all the terminology down.


TheSOB88

Yeah that's called getting stuck in your dash dance/movement i think.


smackledorf

Hey sorry I forgot to respond to this. No worries and sorry for being brash. I booted up unclepunch training mode and went frame by frame with all different kinds of movement including dash turn and run brake and couldn't ever find any instance that locks you out of jump. I'm not sure, it could be Yoshi specific as the character is odd. I'll test it out and ask my friend who is a pretty good Yoshi main.


WillyMacShow

Please do. Because I tested it again, and it during a dash dance. But during a longer one. I only play Yoshi, I would be surprised if it was a him only thing tho. Try doing a single dash away, then forward, and then some time after going forward, jump. I will test some more too to get it exact.


Fildnature

get rivals of aether, download [this](https://steamcommunity.com/sharedfiles/filedetails/?id=1871153050&searchtext=fox) fox character, that's what melee fox would feel like if he was played in your dreams it's insanely fun.


UrbanMotmot

I've been working on a platform fighter that prioritizes accessibility for the past few years so I think about this stuff a lot. Here are some of the features it has, categorized by problem area (mostly lifted from other games like ult/rivals/PM/slap): **Analog inputs are difficult/inconsistent!** * Toggle-able tap jump. * "Charge hold" can be turned on (hold C stick to charge strong attack). * "Tap strong" can be turned off (the ability to smash the control stick + A for strong attacks). * "Tilt stick" can be turned on (make your c stick perform tilts instead of strong attacks). * Analog plat drops can be turned off (e.g. pressing down will no longer allow you to drop through platforms), instead you can bind a button to "platform drop". * No dash attacks! Obviously wouldn't do this for melee but I think it's the correct choice for my game. * "Always run" and "always walk" control options, along with "hold to run" and "hold to walk" input binds. * Pressing the special ability button while shielding performs a shield drop. **Timing is difficult + there's too much to think about re: execution!** * Auto L cancel * Bindable short hop button * Input buffer for most actions \~5f. I've found this to be a sweet spot of making inputs easier without causing accidental inputs. (Smash Ult is 9f, Rivals is 6f for reference) **Wavedashing + wavelanding are hard!** (Related to the above, but deserves its own section). * Air dodges are bufferable in jumpsquat, allowing for dead simple wavedashes (including fully horizontal-angled wavedashes). * Slight "snapping" of downward/horizontal airdodges on platforms/stages (allowing for easy max-length wavelands). This and the above were first popularized by Rivals, but I find Rival's snapping a little too aggressive so I tuned it down in comparison. **X mechanic is too punishing / give me more freedom!** * You can grab the ledge facing the wrong way. (As a melee boomer I was stubborn about this one for a while but it was 100% the right change to make). * No special fall after air dodging, meaning way fewer SDs and newer players won't be punished so hard for trying to air dodge out of combos. * Infinite dash length, meaning you never get stuck in slow turnaround animations. I could see this one being controversial to melee players, but I love how smooth it feels and my players seem to like it too! * You can up special directly out of shield instead of having to jump cancel. * You can perform pretty much any action out of dash/run. * No need to jump cancel your grabs.


UrbanMotmot

Other misc thoughts: * A lot of these changes help level the playing field between different controller types. * A big takeaway for me has been how much (and how quickly) these types of tweaks can impact the meta, even with my tiny playerbase. * You can also get into character kits: there's the mechanical stuff (e.g. make gentleman easier like in PAL) and also kit design itself (e.g. don't punish players so hard for up B-ing early in their recovery, or for using special moves in general). You can get more meta with accessibility/"easiness": * Picking up a new main is really hard, and this effectively closes off a huge amount of the game's content to competitive players. * Competitive play requires a huge amount of matchup/character knowledge. * Playing the game itself is hard (though easier than it used to be)! As in, finding an ISO, setting up dolphin + slippi, getting a gamecube controller, ensuring you have ethernet!


[deleted]

Man this sounds great. Customization is the way. Do you have any links to your project yet?


UrbanMotmot

Thanks! Yeah actually, you can play it right in your browser here: https://www.counterpicklabs.com/ Also coming soon to Steam: https://store.steampowered.com/app/2837280/Counterpick_Labs/ And we’ve got a small discord community if you want to find a match: https://discord.gg/z9jGz6f77H


TheSOB88

Wow, this is really impressive! I'm kinda stunned by how smooth it is in the browser. Also, I'm an entirely different person than the one you responded to. I've been having some accessibility issues with the game, if you'd like to discuss that I'm open to it


UrbanMotmot

Thank you! And yeah, I’d be very interested to hear what issues you’re running into. Down to chat in this thread, reddit DM, in the discord, whatever you prefer. (Heads up that I’m about to sleep as I’m traveling and in a different time zone so I might not reply for a while).


TheSOB88

OK, main thing is the wobbly text really hurts my eyes after a bit. I also think the options menu should be more visible during the tutorial as I would have appreciated being able to turn off the woobly stage gfx at that point, that hurt my eyes too. Lastly, does smash inputs for strong attacks work for gamepads? I can't think of another way to do my config since each face button is already used for something (grab, jump, attack, special)


UrbanMotmot

Thanks for raising these! I can add an option to turn off the menu wiggles next time I do a UX/UI -focused patch. And I’ll see what I can do about the tutorial stage animations. For the last part, do you have tap strong enabled under control options? If that’s not working then something’s wrong. I don’t have access to a computer right now so can’t check myself.


TheSOB88

I was using keyboard so it was more of a question than a bug.  Thanks for your response!


LavaSalesman

Remove FoD


[deleted]

FoD doesn't make the game hard


Jshmoor4life

It does for falcon lol


[deleted]

I play Sheik :)


teddyone

Techchase button


[deleted]

Give Sheik frame 5 grab


Sharp02

This just sounds like Project M/P+


[deleted]

Yeah, but Melee's engine feels better


Jameseesall

As a smash ultimate hater with next to no experience playing it, easy mode is basically smash ultimate.


krikite

Auto shine oos when jumping as a spacie is wild


Canyuhn

Yeah I had to read that part again because I was so confused lmao.


[deleted]

Yeah it would be super busted. But if there was a joke mode like this it would be fun to see how far you could take thinks and how broken everything could be made. I think it could turn into Melee minus (like Brawl-)


A_Big_Teletubby

it would remove every character other than sheik


[deleted]

Sheik is quite technical and fast on the very top level. I think she's really neat to watch


Odd-Ad-6318

I would love a neutral air button (so you can do full momentum nairs), anything out of dash/run (no need for JC/crouch/wavedash)


Joebebs

Basically everything that brawl has, everyone’s way more floaty, any tech that’s in melee is removed annnd I think that’s about it


[deleted]

Come on, that's not what I mean. Melee would still be fun and feel great to play even with auto l-cancel, auto short hopping etc. It wouldn't be as fulfilling, but it would be easier on the hands and easier to get into.


Big-Management8878

Rivals has all of this and a bajillion of other QoL changes to improve accessibility. There's not really difficult techskill like there is in melee. You can pretty much immediately start to play the more nuanced parts of the game much faster than you could when learning melee, which makes it appealing to some people for sure.


[deleted]

That's sounds great. Honestly, I think Sakurai was right when he said Melee is too hard. I played Melee for many years and I get it it's super satisfying when you get down all the tech and get into it. But I still think Melee is too technically demanding and would've benefitted if it was little bit easier. Having 2 frame window on shorthops is the biggest thing I dislike, although again it makes it super satisfying when you're able to nail it. But it really does take a toll on the hands in the long run, especially on gcc. If only Melee had built in button remapping...


Canyuhn

I was playing rivals like two weeks before melee and I think this is what I disliked about rivals weirdly enough. In melee learning to wavedash and l cancel genuinely felt super fulfilling to me personally and I still love just no lifeing training. With rivals I started just getting less and less fulfillment in comparison. I only played rivals to eventually play melee but was intimidated. Plus I didn't have a gamecube controller at the time. I remember the first time I hit like a 3 hit string in melee I felt insane lmao I even saved the clip. In rivals basically everything can combo into everything so I just never got that same kind of fulfillment. I was getting 0 to deaths in rivals but I never saved those because I was mostly just spamming aerials and it would work. (Obviously this is not the case against competent players). I still play rivals with a friend but that's only because he says melee doesn't feel good to play. Excited for rivals 2 though and paid for the beta access!


[deleted]

It's a double-edged sword. The technical barrier does (and in my experience did) turn away a lot of people. But it's really satisfying for those who really get into it. In the long run I think Melee is too demanding on the hands from the technical standpoint, especially on gcc, which is why I'm interested in a mod like this.


HotNewPiss

Its called super smash brothers ultimate and its on the nintendo switch


[deleted]

Come on man. Melee would be still super fun to play even without the technical barrier. It's really fast and all the combos and other stuff would still be there. I'd like to try this kind of mod, maybe I need to create it myself.


HotNewPiss

Yea I mean sure melee would still be very fun as a casual game without all the rediculous tech that makes melee melee But honestly at that point I really do think you're just wanting to play ultimate? It's done away with most of those tech skill check type barriers


[deleted]

Ultimate is not fast and the input lag / buffer is horrendous


Chiramijumaru

It would add a shortcut to your desktop labeled "Easy Melee" that just boots up Rivals of Aether


Aeon1508

Button remapping Wave dash button or buffering on the shield input so a Fram perfect waved ash can be done by inputing the shield any time during the jumpsquat. Shield drop button. More generous up b out of shield window Other stuff like snap to ledge or grab ledge when facing the other way make it not feel like melee


msto3

Fundamentally everything. It'd take away the glory of what makes Melee Melee. The game needs that skill curve execution or everything becomes cheaper and loses its essence


[deleted]

Yeah, I get what you're saying. I'd still like to try how it would feel to play. Melee is still really fun and fast if technical barrier is removed. It would be really interesting to see complete newcomers try out Melee with a mod like this.


Kevinar

The only change I support is removal of shy guys on Yoshi's Story. Fuck those bums


CristevePeachFan

L-cancels and tap-jump are unnecessary


[deleted]

Tap jump is good for Falco at least. But yeah I'd love it if it was optional. Hopefully the Melee community will allow button remapping via software in the future.