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Expand The Frame Threshold for SDI Inputs#785

Combo’s and hitstun are so powerful in this game I see no reason why SDI has to be gatekept so hard. Even Dan mentioned that the pro players are inconsistent with their SDI because it’s so hard to consistiently execute in a game this fast.

That being said how to you think beginner players feel when they can’t SDI because its basically inaccessable for their skill level.

This breaks the design philosophy of Rivals, make core fundamental actions easy to do so they’re easy on the hands (not Melee) and remain accessable to all skill levels, but still give them a skill level nuance so they’re hard to master.

SDI is not accessable in this game at all. There are no tutorials for it, no practice minigames, and nearly 100% of complete beginners will play this game for a long time not even knowing that it exists. Let me preface this by saying I love the devs, love rivals, and am thankful for all the heart and soul they put into this great game.

SDI not being accessable to newcomers is bad design. Just because the majority of the playerbase comes from Melee (where this DI was ported from 1:1) doesn’t mean there isn’t a responsibility to onboard newcomers and make the experience enjoyable. Gatekeeping core mechanics that decide whether you have a chance to compete is terrible.

A lot of the frustrations from Rivals 1, Smash Ultimate, and general fighting game players stem from DI, SDI, Floorhugging, AMSAH techs, and related mechanics that aren’t explained. Non Melee players are fighting an uphill battle with an arm tied behind their back by the developers.

Until proper tutorials, minigames, or drills can be provided, the frame threshold to perform a successful SDI should be expanded so players without 20 years of Melee muscle memory can hope to execute it.

Again I love these devs and I understand why they’d want to cater a spiritual successor to Melee to their core audience, but the audience will only be that small cult following if this game isn’t made available to others. The steady decline of players proves something is wrong and they’re not retaining players.

Blaming this on lack of content or other reasons is pretty naive. The most important thing in a platform fighter is how much fun people have in 1v1 locally or online. Even a good majority of pro players have expressed frustration over this game’s mechanics. I really hope the Melee audience and the devs can take an honest look at the state of the game and agree upon a healthy direction. Not just the direction that caters to their years upon years of muscle memory.

6 months ago

SSDI has little to none use for a beginner player even if it worked like ASDI cause it requires you to have a deep level of understanding the game to utilize it properly.
If anyone could SSDI perfectly then every Etalus, Ranno, Fleet and etc would be raging cause their multihits don’t work.
Although i agree that SSDI could use some changes to descourage mashing, maybe giving it a lockout and some buffer could work.

6 months ago

@weaselsnore #MinaForRivals2 Thats part of my point. How can anyone learn how to use it when they have no clue what it is and can’t actually execute it? Not everyone is reading online forums or watching guides.

I’m not saying to make it so accessible that you can do it perfectly every time, but if even the pros struggle to use it then it’s basically hopeless for a fresh player.

Without SDI certain move chains like Olympia up air are essentially guaranteed, especially against a newbie.

6 months ago
G

+1 on better tutorials explaining advanced mechanics

6 months ago