julia's probably going to have a field day with this rant (don't bother with the context if you don't know how she is) also i grew out my hair just for this project, yippee (it's probably not permanent) finally, ignore my grammar. my day was weird. when i have weird days my grammar sadly follows and becomes inconsistent with my new and much more informal way of typing that followed me actually getting a life. have fun _____ so. super scratch bros refreshed remix v3.0, created by our dear community member, kingsmen. i've obviously not JUST NOW played it, i've just been playing refreshed dlc more before the middle of this week. in that timespan, i played enough to share this project about my experience(s). if i've been playing this version over dlc for the length of time that i have, obviously it's a good build, so let's get that out of the way. i don't really have any negative commentary for it. the new settings are really nice, the new characters are sick, and i love the additional stages. parrying is weird, i don't see how well it works, or how, very often. still, nice stuff in this version i unfortunately banished the low-tier-maining mentality from my mind, and so my palette of characters is much more colorful. i use psykid, commander eagle, beta soldier, spacecat, and princess apricot (i'm CONSIDERING maining her but i don't like the idea of getting so used to a top 1 contender). since i wasn't able to play any of the other versions (and in turn try the new characters), using and fighting characters like fang flower and crocodile were new to me. they're cool. and now, to describe the game in a word: broken. really, really broken. for anyone who is in the competitive dc, if i've said anything that's already been discussed: don't get in my face about it, please. i have had access to neither dc or 3.0 for a while, and i still cannot get into dc. kingsmen, if you're reading this, i'll say it truthfully: your game's outstanding, but a lot of the characters have really busted moves. spacecat's nair and some of flower's attacks do STUPID amounts of knockback as opposed to many other characters. and that's just one thing; there's an issue with rng that throws neutral, interactions and entire games severely off-balance. i can understand with apricot's radishes, but mel's lasers having a chance to throw out whole force fields and black holes that consistently?? um... maybe this is bias, but i think maybe if more characters had grabs (like in dlc which i'm used to) the game would be more balanced? obviously with the exception of mike, but chrarth for example in this game would be a lot better because base chrarth struggles imo. i'd like to talk about some of the characters i use most, starting with beta soldier. he's really fun to play and all, especially with me being a player who likes being in the air, but i've been hitting zero-death combos like it's nothing because of his aerials and his fair loops. i know his frame data is ssbu-accurate, but like, why. other than the fact that he has the top 3 recoveries in the game maybe, he's pretty balanced and fair. also let's not talk about his special because it totally doesn't fry the whole cast at 50 from ledge. mel is cool. i don't use rob in smash ultimate, but i use his sister here. my issue here is (again) her recovery (which combos into itself for some reason? and ability to stall like NO ONE ELSE could since mariano's flight got patched and puffy airdodging got banned. i already covered the rng thing, i won't waste your time. she's also got that weird extra input where if you make an extra button press in a certain window of time after down-tilting, she'll do a true followup attack. it's kind of niche, i just think it's funny and a nice addition. no real problems with it. oh yeah, also the mel cpu is unnervingly smart. no issue with that, it's just i've never seen a cpu give me like a free 40 off one interaction so good job i guess. we needed this now, spacecat. he is fun. he's much, MUCH more honest than dlc spacedog so i mean, i main or secondary him right now. he feels fun to play, his physics are honestly kind of satisfying. his special is a projectile. i love it. he reminds me of why i played pakku in dlc; i don't have to be on the ground to throw projectiles now. my only interjection is that he kills really early sometimes, but then again, doesn't everyone sometimes? also, his recovery is basically chrarth's third cousin twice removed. poor him princess apricot? this character is going to be a doozy to talk about. i used her first for a few reasons: she's new, she's "from the same game" as mariano (idk why this mattered) and because i play girls in every game that's an option in (this doesn't matter much either). i hadn't seen much gameplay of her before i touched 3.0, so don't blame me for anything i'm about to say.
(CONTINUED FROM TOP) apricot is busted. imagine a wineglass. now imagine an atomic bomb. imagine the atomic bomb gives the wineglass a friendly tap. that's about my interpretation of her, outside of her recovery and few other things. an easy top 1 contender, apricot works like her home-series counterpart on steroids. actually, imagine ultimate peach, young link, hero, mega man and lucas rolled into one unholy abomination if played at her best. by the way, i'm obviously not the best pa player in the room, so i HAVEN'T seen her best. "oh no, i got hit by a radish close-up at 0% and now i've taken 60 and am in a horrible disadvantage state!" the radishes spike as well. the radishes are the most common item, by the way. sometimes she pulls a black hole out of the ground. sometimes, another character's projectile. sometimes, a bomb that basically one-taps to a point where even she needs to take damage from it. what else? ah. dair. her dair, in combination with her already-broken option to float, is stupid at low% and basically allows you to turn her into nicon's puff for a second. it combos into itself if you're precise enough. i'm too lazy to see for how long. at ledge, she's a nightmare to deal with. the directions you can throw radishes are already an issue for most of the cast offstage (throwing down can meteor), but she can also float and bombard you with aerials. and if your percent is high enough, she can just hit you with the parasol and make it back to the stage with no problem. there were a few other things i wanted to point out about apricot, but i'd rather not dwell on it because this game is still too good for me to be really mad at. there IS one thing i would absolutely love to point out. DOWNWARDS AIRDODGING. on paper, it's harmless. in practice, it's harmless. it's harmless in general. you can shorthop and immediately diagonally air dodge for this weird suboptimal way of moving. this is what i was playing around with one time when i realized just how broken rapid dodging was. if you just hold jump and the downward input, you're going to hop in place and you'll be almost entirely invincible for the duration of you doing it. there are windows in between landing and dodging again that make you vulnerable again, but that doesn't matter when you can basically WALK THROUGH ENTIRE ATTACKS sometimes. it also allows many characters to move slightly or much faster than their base ground speed if you hold left or right. mastering doing this consistently in neutral is essentially like being able to kazuya crouchdash on any character. if someone hasn't found this by now and asked for a ban on rapid dodging if we make this a competitive build, i will be horrified. sure, it'll make the game much more funny and technical, but it also just outright KILLS the game in certain senses. other than everything i complained about balance-wise i love your game kingsmen great job i'll be playing it a lot now that i know how hidden google works. please add my goats mariano and pakku-man in the next version or i'll cry i'm done yapping because i have other things to do, so bye