Pretty much.
I don't exactly see what the problem is.
I personally think the added single-player run throughs and two extra characters in an already bloated All-Star Mode are worse than any perceived positives they bring. Lucina maybe can stay, as she offers lazy people a way to play as Marth, but Dark Pit offers nothing that couldn't have been accomplished as a skin and customs. I think the negatives of his appearance outweigh any real positives.
Nobody is claiming that Palutena and King Dedede are overpowered. I wonder if he's intentionally dodging the subject of series representation or if he's truly oblivious?
Either or both of you, could you please explain to me exactly 1) what wavedashing is, 2) how it works, 3) how to perform it and 4) what it's useful for? Without quoting a wiki of course. I'm sure that since you're invested in arguing this you have a solid understanding of the subject matter. Go on.
"Everyone"? Everyone?
Really?
God no. Smash has basically been dead to me,and not because Brawl and Smash 4 aren't Melee 2, I just think the new games are poorly designed. FFS apparently even he thinks it's boring to watch when he says shit like:
"Recently, there was a tournament featuring the top Japanese and American players. In 1v1s, the natural tendency is to use low risk moves to gradually deal damage to the opponent. Smash attacks rarely came out, and the matches were prone to becoming long, drawn out affairs. When considering the variety of ways Smash can be played I think this is a waste, but the winner was certainly decided by skill."
Lucina's not even really different. She plays identically to Marth but gets less reward for doing so. Being a skin would have done nothing but help her.I don't understand why would anyone would prefer the clones the be skins.
Even if all three are worse than their counter parts they are still slightly different and they're there for anybody that would like to use them.
Smash is srs bsns broMan, some of you guys get pretty aggressive with this stuff.
She actually needs to play slightly different because all her moves are slightly more unsafe and she gets different strings and combos due to the different knockbacks. (They are worse)Lucina's not even really different. She plays identically to Marth but gets less reward for doing so. Being a skin would have done nothing but help her.
Smash is srs bsns bro
Recently, there was a tournament featuring the top Japanese and American players. In 1v1s, the natural tendency is to use low risk moves to gradually deal damage to the opponent. Smash attacks rarely came out, and the matches were prone to becoming long, drawn out affairs. When considering the variety of ways Smash can be played I think this is a waste, but the winner was certainly decided by skill.
I think we might have a new worst Sakurai quote.
Between this and "Melee was just too difficult".
I don't understand why would anyone would prefer the clones the be skins.
Even if all three are worse than their counter parts they are still slightly different and they're there for anybody that would like to use them.
Man, some of you guys get pretty aggressive with this stuff.
I don't understand where the vitriol towards this dude comes from.
You can disagree with what he says, but a lot of the tone here suggests that he's actively trying to ruin people's enjoyment of the game.
Jesus Christ, this is a terrible comment.Melee is worst in regard of the gamedesign (since it was rushed to release). It's just so bad, it crossed dimensions and became good again. The game is an strange accidence with unbalanced characters and wired glitches, that somehow create a very cooperative game. Smash 4 is the better designed game, since it achieves its goals. Many people don't like those goals, but you can't critic the quality of the game and talent behind it.
I basically stop rolling when I play with Samus. I was more joking because of how slow her roll (And Game & Watch's) already are.When I play samus I am reminded how much I roll and that I probably shouldn't roll so much.
I love Smash 4 and play it competitively, but he's not wrong that it's too defensive and slow. The game very much favors defensive play over offense, which is unfortunate. There is a lot of depth to it and it's definitely the most balanced game in the series overall, but imo there's still a lot of room for improvement and it still isn't as exhilarating to watch and play as Melee is.
There's a happy medium to be reached for sure, taking out wavedashing and L-canceling isn't some catastrophic betrayal of competitive play, but we're still not quite there yet - Smash 4 isn't as ludicrously far in the other direction as Brawl is (ugh) but it could be better.
In that case, the unintentional combination of water and flour created a new taste which was not conceive by their creators. However, they thought it taste so good that they kept doing it.
Just that Sakurai didn't like the taste of wavedash and removed it.
I disagree
Based on what I have seen you have to switch between the two on the fly and many of the Top players are incredibly aggressive
Which is one part of the many reasons why he released a sequel that is inferior (in gameplay, not content) to Melee. Plus, his statements as to his design thoughts behind his decisions made me realize that he doesn't know how to make a game accessible/enjoyable for all parties and not just a few.
Brawl really does feel like a slap to the face to Melee fans. :/
Well, then it's a good thing that no one in this thread (I think), and hardly anyone in the real world actually advocate this strawman argument.You know, what i really hate? When people say, you don't need to balance the game for casual gamers. Just develop it for competitive play and the rest will just work out fine. We have it this mindset to thank, that so many mobile games and other forms of casual games are so terrible. It shows a lot of disrespect, since those people think casual gamers are just in general stupid. This is why Nintendo still exist and Sakurai is a great developer. They don't try to exclude causal gamers and build their games with those in mind. And this means making thinks simpler, easier and lighter.
I've been switching between Melee and Smash 4 the last few weeks, and one of the major things that I never really noticed about Melee that I'm not a fan of, is the fall speed.
Characters just fall way too fast, to the point where it's difficult to recover and even harder to do anything at all of stage. Roy falls so fast it's hard to judge jumps or do aerials. Like it's almost obnoxious how fast some characters fall.
I don't like the free fall from air dodges either. I think just allowing just one air dodge, but having movement afterwards would be a good compromise.
People forget, but Brawl has some of the best competitive stages in the series. Yoshi's Island and Smashville are no compromises, well made competitive stages.
The strictest stage lists on the planet allow Smashville.
Brawl also added the most characters to the game and cleaned up a lot of glaring holes in the roster (like Dedede and Olimar). I don't think there were any duds on the Brawl roster. Even early anger towards Wolf and Toon Link quickly went away once people actually played the game.
I'd say neutral air dodge w/ free movement alongside directional air dodge free fall would be a good compromise.
Man, some in the Smash community really have anger issues. I think the individuals wishing Sakurai would leave the series have no real clue what they're asking for.
I don't understand where the vitriol towards this dude comes from.
You can disagree with what he says, but a lot of the tone here suggests that he's actively trying to ruin people's enjoyment of the game.
Take a step back and realize how ridiculous that sounds. And some of you calling for his removal is ridiculous.
Smash 4 is still slanted towards the defensive side, yes, but this is the closest we've gotten to a truly balanced defensive/offensive split IMO. Melee was too much on the offensive side, Brawl was WAY too much on the defensive side.
Man, some in the Smash community really have anger issues. I think the individuals wishing Sakurai would leave the series have no real clue what they're asking for.
People can be critical of Sakurai's work without questioning his character as a human being.
Voicing criticisms = ANGER ISSUES
I forgot which site I'm on.
Do you know what "vitriol" is? I don't see any personal attacks here. People can be critical of Sakurai's work without questioning his character as a human being.
Well saying that he should leave Smash like I see in this thread and have seen many times elsewhere isn't exactly voicing any criticisms either. It's just anger.
That sounds too complicated and too easy to accidentally pick the wrong input with a fairly large punishment for doing so.
Well if you feel his vision is not conducive to a great game, then there is nothing vitriolic about putting forth the notion that someone else may be better for the job.
I kinda agree. Sakurai is at his best when he's not listening to other people, but the nature of Smash (character requests, input from the competitive scene, etc.) seems to conflict with his ideals.He's wasted on this series, to be honest.
Such a genius director, but he's stuck doing nothing but going back and forth with patches and DLC, with people throwing complaints one way or the other. If cutting it off at the tail is what's needed to give him time to work on somethinf fresh, then let someone else please handle the post release.
KIU is ten times the game smash will ever be, and I'm sure any future project of his will be likewise.
I don't really get what's complicated about it tbh. Plus it encourages practice and skill, which is a good thing.
There should be a large punishment for relying on air dodge too much.
I think we might have a new worst Sakurai quote.
Between this and "Melee was just too difficult".
I kinda agree. Sakurai is at his best when he's not listening to other people, but the nature of Smash (character requests, input from the competitive scene, etc.) seems to conflict with his ideals.
I think any developer that picks it up will just continue on with Sakurai's groundwork. It won't be Melee, but the next step after Smash 4 or 5.
I don't really get what's complicated about it tbh. Plus it encourages practice and skill, which is a good thing.
There should be a large punishment for relying on air dodge too much.
It seriously is bad. I no longer like to play Smash all that much (sticking with the same set of "everything off" rules, only one stage and only a set of characters took its toll) but this is a terrible, terrible thing to say, especially to your fans who like to play it that way. I won't be surprised if this forces either him or Nintendo to do some form of damage control. We're sure it's not a mistranslation, right?
I think what he meant to say was it would be easy for casuals to accidentally do a mis-input and leave them frustrated. I think its a cool idea, but isn't very casual friendly.
How? That would just create different imbalances. Characters with fast aerials and run speed would still dominate, characters with bad air control and weak defense in the air (like, you know, Falco, who is already low tier) get screwed. Air dodge isn't something you "rely on," it's something you have to do to not, like, lose? I mean, what exactly are the alternatives? Diddy before nerfs already basically single-handedly won tournaments due to how easy it was to punish airdodges with him, so even if you increase the time between air dodges, so what? How does that do anything but make the characters who are already dominant do so even more?
Ya but of course that's possible, but I don't think that means there isn't a chance for something different. Sakurai is a pretty unique developer and without him I think its very likely smash 5 or whatever will be very different, unless the goal of the developer is to ape Sakurai's design.
Eh...We don't need every aspect of the game mechanics to be casual friendly. If we're using Melee as a base, I think the only real changes that would need to be made to make it more casual friendly would be the removal of L-Cancelling and lowering fall speed just a touch across the board.
The way Melee does it is fine. The issue with neutering air dodges with Smash 4's mechanics is just that characters spend way too much time in the air on account of the game's floatiness. Making characters fall faster and only have on air dodge they have to use intelligently would make the game more exciting and fun imo.
Melee has no lag on landing with an air dodge, and doing so intentionally is an inextricable part of the competitive metagame. This game has enormous lag on landing. That would not be "fun and exciting." It would simply mean numerous characters would have easy ways to force you into an easy and unavoidable punish unless they also removed the landing lag on air dodge. It would be "dodge aerial, get hit by smash attack," or "get hit by aerial so you don't get hit by smash attack." It would be stupid and broken.