DICKS AHOY
Banned
Its ears look like little potato chips shoved into a snow cone.It's a Honduran white bat.
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I wanna eat 'em
Its ears look like little potato chips shoved into a snow cone.It's a Honduran white bat.
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Honestly, I think the reason Smash is so popular (Brawl being the best-selling fighter ever) is its accessibility. It's not just the strength of its character IP, but also how the series did away with the hadoken quarter-circles and shoryuken zigzags of other fighting games." I hate when this thing in smash bros is in other fighting game because quater circles and buttons are hard"
the thing you just said is in every fighting game even smash,
Wat!?
Honestly, I think the reason Smash is so popular (Brawl being the best-selling fighter ever) is its accessibility. It's not just the strength of its character IP, but also how the series did away with the hadoken quarter-circles and shoryuken zigzags of other fighting games.
Sure, quarter-circles and zigzags might be second-nature if you grew up with those games and actually enjoy those mechanics, but they're not particularly intuitive since they require a timing window and motion that can still be failed with the slightest slip-up. It's not nearly as 1:1 as the one-direction/one-button combos of Smash.
Some people, when playing a fighting game, would rather focus on the acrobatics of leaping around, zoning and evading their opponent and leaning into a strike (Smash) than also having to juggle shuffling inputs that don't feel as organic or intuitive.
I can see where he's coming from.
I will respond to this once I am off the train / my phone and can do so a bit more thoroughly.
To perform -a- move, the inputs in Smash don't get more complicated than "push one direction, and push one button." No down-diagonal-right motion or back-forth motion or back-back-forward motion. If you want to do one move, you push in one direction, and you push one button.As to the bolded, you mean like smash brothers?
As to the bolded, you mean like smash brothers?
Here's some footage of it. Seems like a pretty good kill move.
Are you really saying Smash inputs are as complicated as other fighters?
This is Miiverse.
Yep, I couldn't even get my friends to understand how to do hadokens in MvC3, and the timing window is exceptionally generous there. It's just not as accessible or intuitive as Smash.Village are you seriously suggesting pressing the B button plus a direction is the same level of complexity for a casual player as the half-circle/charge/S arcade plus 'light/middle/heavy/all three' punch/buttons are for special moves?
I've tried for years and while my friends adore Smash, they can never wrap their brains around naturally memorizing how to even pull off basic moves in a match of Street Fighter. Smash absolutely is a more accessible fighter, even if it has a high ceiling for competitive play.
I don't see anyone speaking for Sakurai's intentions in this thread, he's doing that quite well himself.
And you can't just walk into an argument that you've contributed nothing to other than some smarmy comment and "leave it at that".
Mastering the physical mechanics of pressing the correct button combinations in fighting games is categorically the thing I hate most about them, and the thing that keeps me from ever being interested in competing in them. Every time I fuck up a super move motion in Street Fighter I curse the imbeciles who thought it was more important for you to train your fingers to perform specific actions than to be able to read when a move was best to be used, and time it for that window. When my mind and my body compete with each other, I am not having fun.
The reason I love SSB is because it places the focus not on mechanical dexterity, but on making the correct timed decisions. The controls themselves, the mechanics, they fall by the wayside by fundamental design. It's the reason why every single character controls the exact same way. You learn one, you've learned all of them, from a physical standpoint. Then it's down to the character-by-character nuance and good-ol video game timing skills.
You can always improve yourself here. Sidesteps, for example, are very difficult to perfectly time all the time, but the input is dead-simple. Evasion and pushing evaded techniques are the core tenets of SSB as it was designed. But due to the physics of Melee, the competitive scene has instead turned into hyper-aggressive speed play that relies heavily on difficult-to-execute moves (wavedashing as perhaps the easiest example).
There is enormous depth in pure timing and mindgame-based SSB play. It is often said that Brawl is a more "defensive" game, as if that carries inherent negative connotation. But it's true, SSB as a SERIES is fairly defensive. There's a reason there are so many evasive techniques. You should be blocking, you should be shield-grabbing, you should be rolling, you should be sidestepping, you should be air dodging. The SSBM metagame has evolved moreso into a complicated spacing game with very little defense. And you know what, that's fine, SSBM is pretty fun lemme tell ya, and I enjoy playing it. But it is not synonymous with Smash Brothers. It is not what "SSB should be," despite the fact that plenty of highly competitive people enjoy playing it that way.
SSB at its very core is about accessibility, and has been from Day 1. It's about anyone being able to learn all of the mechanics, because they are brain-numbingly simple to execute. And it's about learning how to use these basic mechanics to conquer opponents via your skillful use and timing of them. Melee moved in a direction that was counter to this, in its competitive landscape. As Sakurai said in his column, he built SSB to be a COUNTER to the traditional Fighting Game scene wherein mastery of mechanics was paramount, and where non-maniac gamers were excluded due to the amount of time necessary for any one person to become competitive. It's often said that "hey Sakurai what's your problem, tons of non-competitive people loved melee, we can both like it." And sure, that's true. But what's also true is that non-competitive people CAN'T enjoy melee in a competitive scenario. There is a hard line drawn there. And while it seems like a no-brainer that the competitive and casual scenes for a game wouldn't necessarily be able to play on equal footing, it is EXACTLY this goal that Sakurai has been aiming for with this series. A game with a miniscule barrier to entry that can be enjoyed on a high level by players of all types. A game with high-level play that, when seen by more casual players, can be easily aspired to rather than thought of as frightening and overwhelming.
Sakurai isn't, and never has been, anti-competitive. He just wants to widen what "competitive play" MEANS for the series. It's got to be inviting to everyone, without alienating people who want to play it at a higher level. I feel like SSB4 is getting to that magical point. If you want it to be a game focused heavily on the things that make the Melee competitive scene what it is, though, you'll probably be disappointed. But it's time to accept that melee was an aberration. And as a guy who's played SSB semi-competitively for upwards of twelve years now, I welcome a refocusing with open arms.
It's funny, the Please Sakurai Tumblr has led to me recognizing this guy's name, Mii, and most wanted character, to the point that I immediately recognized him when reading the PotD's comments this morning.
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something something character I do not know, therefore, KrystalThat LEAP.
A good thing about smash is that you can play relatively well with many characters
Most fighting games require exponentially more effort to learn a new character
That LEAP.
Are you really saying Smash inputs are as complicated as other fighters?
Also, worth noting it's just not practical to expect everyone to buy sticks for non-Smash fighting games. And without a stick, it can be quite difficult to consistently pull off even basic combos (and rather easy to blister/callus one's hands).
(just my irrelevant opinion. I know that i differenciated players with terms like "casual" in my post. I dont want anyone to feel offended, please. I dont like those terms)
That avatar though.If a game that obscure can get an assist trophy, surely Batman...?
Are you guys praising this? Why?
Do you see the bolded, do you SEE THE BOLDED?
The point is it's much, much, much easier to "make moves happen" in Smash than it is in any other fighting game.I am saying that you can fail them and when you use them it is indeed situational , like other fighting games
No.
I am saying that you can fail them and when you use them it is indeed situational , like other fighting games
I think adding z canceling back in would be perfect. Its not hard to explain or understand, but takes time enough to master that it can make the difference between a casual and advanced player big enough and yet small enough that everyones happy
Exactly. Hard to focus on zoning, etc, in Street Fighter when you can't even make the fireball come out. In Smash, shooting that fireball is never an issue.But the point is they are much easier to use, and therefore it is easier for players to start thinking about situational use sooner. For other fighters, simply learning the inputs can be a hurdle.
Tails Fakes his way into battle.
I didn't forget, its just I only saw Mallo, Tempo, or Dillon as an eShop rep. Any of their others games weren't big enough imo except maybe Fluidity. But I don't hink even Sakurai could come up with a moveset for moving water lol. (Who knows tho?)Don't forget Sakura Samurai
I didn't forget, its just I only saw Mallo, Tempo, or Dillon as an eShop rep. Any of their others games weren't big enough imo except maybe Fluidity. But I don't hink even Sakurai could come up with a moveset for moving water lol. (Who knows tho?)
Hope we get a eShop stage or two atleast!
What is Brawls air dodge? A highly spammable dodge move that has no penalty for using it and provides no function outside of dodging attacks and breaking out of hitstun incredibly early.
It would be asinine for a top Melee or any given Smash entry player to have relative parity with even half of the entrant pool of any given tournament. That dilutes the investment of any dedicated player - there's no reason to spend so much time if someone can put in about half of what you want to do and give you a run for your money.
Me said:A game with high-level play that, when seen by more casual players, can be easily aspired to rather than thought of as frightening and overwhelming.
Just to comment on specifics, wavedashing isn't that hard. It's just an advanced mechanic that takes lots of time and use in an actual match before it becomes something you can use.I would think fundamentals beat tech skill most of the time.
I am skeptical that there's a significant segment of people waiting in the wings to play Smash competitively and willing to make what's often a lifestyle investment to do so. Specialization is generally for the obsessive.
And he's not anti-competitive, he just doesn't really understand what competitive Smash is. He is at the core indifferent, and pursues his own vision like he always has.
There's always a segment of people who find fighting games interesting to watch but struggle to grasp higher level play or are turned off by the complexity of the majority of fighters. Fighters are a niche genre, and by now everybody knows it.
I just don't see what the principle of easy to get into, difficult to master is not worth replicating. Obviously the casual play will always be present, how does the competitive aspect encroach on that? Because some people watch hardcore play and get discouraged?
I think the main issue with your argument is the assumption that people who prefer melee want everything to be far more based on complex inputs, when that couldn't be further from the truth. Talk to any major competitive player, they'd probably agree with most of the first half of your statement. What makes smash great is that the controls are streamlined, allowing anyone to know all of the moves, but then the depth coming out of control and timing.
No, in reality what people who prefer melee want is more control within those simple mechanics. It's an entirely different argument than the one you're making. You're saying that smash is great because you don't have to memorize button inputs, and you're absolutely right. But brawl didn't remove button complexity, it removed the fluidity of a lot of actions. It reduced options. Slight changes, at least from my non-competitive viewpoint, but changes that add up and change the overall feel of the game. Bringing up complex inputs in a smash thread is largely irrelevant because it's already known that dropping them is a core element of the game in both casual and competitive circles.
It's the second half of the argument, the half that talks about melee being an aberration because it's less accessible to newer players, that is what I disagree with.
I see where you're coming from, but here's part of my reasoning. When playing competitive smash, you're usually playing for a cash prize. It's become an e-sport now, and just like any physical sport it should be easy to get into (which it is), reward those who take the time to learn small things (which they all do, it's just that Melee does it so much more), and be entertaining for spectators. Brawl is a fantastic game to enjoy, but one major reason that it's not a big thing competitively is that it's extremely defensive to the point where you're generally never encouraged to actually attack. When your shield is that good, you don't need to ever attack first really, and that leads to a bunch of stalling. That's not fun to watch. It's not even the speed of Brawl that really deterred it. It's the defensive options just being entirely too good whereas in both games before it there were great risks and rewards for both attacking and defending.
Talking about removing things, the air dodge changes from Melee -> Brawl is one of the things that annoys me the most.
Melee's air dodge, imo, was practically perfect. It balanced risk and reward beautifully, it gave you options that weren't just "dodge attacks in the air" by helping you get a little extra distance on your recovery, wave dashing, wave landing and it was all balanced out by the fact that it was highly punishable, you couldn't spam it, you could only use it once.
What is Brawls air dodge? A highly spammable dodge move that has no penalty for using it and provides no function outside of dodging attacks and breaking out of hitstun incredibly early.
I mean what the fuck was that change all about? It literally removed a massive amount from the game for what? The game wasn't made better by it.
Was it because casual players didn't like it if they got juggled and that if they tried to dodge it by spamming an airdodge they were easily punished?
They should bring back melee's air dodge but make it so that you can only do it once in the air but it doesn't put you into special fall.
Mainly due to popularity.Might I ask why you didn't see Sakura Samurai as one? I find that interesting actually.
Brawl's airdodge being as spammable as it was isn't something I want to come back (you can only do it once in current builds of SSB4, right?), but I'm not fond of Melee's putting you into a free-fall or how it completely kills your momentum, even if that latter aspect is what lent itself to more advanced techniques when you landed.
While I agree with this at least it appears the Brawl dodges will be slightly more punishable in Smash 4 because iirc there's more landing lag as a result of using them.
I love Melee and it is definitely my favorite of the immediately small sample of Smash games we have. However, I don't think Melee's success as a competitive game is because of wave dashing, L-canceling, etc. I think a successor to Melee just needs an appropriately fast speed and low recovery moves to make the game offensively minded. Personally, I think an offensive based fighter is both more fun to play and more fun to watch and you don't need wavedashing or L-canceling or any of that. I think Smash 4 would be a bigger success with the competitive community without these features as long as it maintained the speed of Melee but with overall better balance.
Tails better be an AT this time! Shadow? Pffffttt