Before I begin, let me just make something very clear. While my point may have been strongly asserted previously, I'm going to attempt to be nice with this one. I'm going to, in all likelihood make points you will strongly disagree with, but it is in the name of a perspective you disagree with at a base level, so keep that in mind, and we can have a real discussion. I was working all day and was unable to respond until now, so let's get this going.
@
Zeallyx
argued that a precedent has been set. You've done nothing to counter that other than say essentially "what Sakurai has done in the past is irrelevant". How else do you judge someone if not by their past work? Nobody here is telling you to trust them. People are questioning your complete disregard to his actual track record. He made Smash, that's awesome. That doesn't excuse the faults he has. If we are all just "living in the past", you're living nowhere. People have seen and played his work and are judging him accordingly. That's what people do. He isn't perfect. It's not unreasonable to predict things based off past precedent. I'd argue you're the one being unreasonable here. All you're doing is expecting everything to work out, based on what exactly?
I'm not simply hoping everything will work out. Most of my current opinion is directly based off of the extensive amount of both footage and game play we were able to rack up due to the demo events. I
like everything I'm seeing, so I'm going to support the current development direction. It's really as simple as that. You clearly have a differing opinion to the point of believing that its current direction is actually harmful to its potential, and that's fine, but I don't believe that's an opinion rooted in reality when you really take all things in to consideration (what makes a game really competitive, what sustains it in the limelight at platforms such as EVO, etc). We can certainly agree that Brawl took some missteps that disallowed it from carrying on in the way Melee is currently, but that is where our agreements end.
Your logic can be backwards applied because he made Melee. That means he
knows the recipe in order to create a game like Melee. He knows exactly how to do it, because he made it in the first place. If he's making a deviation, he believes it's for a good cause. One could say that the deviations that led to Brawl's creation were not in the best interest of the competitive community, but we know exactly why that is, as he's told us specifically why he did it so. Smash 4, however, is different. He has
acknowledged his actions and his approach towards each of the games in the franchise, and has given us a very clear cut objective with Smash 4...to appeal to
everyone. Even though you might say that the previous games appealed to everyone as it was, this is concretely the first time he is actually
considering the competitive community during his development of the game. Whether it's to your liking (arguments about the validity of For Glory mode and what not) is a completely different discussion, but let's just be clear that he is considering a part of the Smash base during the development of this game that we can objectively state was not part of his consideration when designing the others. This is huge in and of itself.
I tend to run on the "boy cried wolf" thematic. After multiple screw ups, I may start to question the whistle-blower, but let's look at this in a more calculated way. There are three SSB games. Only one of them (for the sake of discussion, it's Brawl in this case) is lauded as the antithesis to competitive play. That's one out of three. Not only is the sample size ridiculously small as is, but it's still a 66.66% rate of appeal to competitive players. This means I'm more inclined to trust him, than to not. It's okay to question decisions based on precedent, I have no issue with that, but to make objective declarations of the inherent negative affects of certain mechanics simply because you don't like them is another thing. It's certainly fine for you to dislike them, but as the saying goes "Don't knock it 'till you try it". Eliciting some concern is fine, but I think Sakurai has earned our trust, as he
knows the secret to making a great competitive game (see:Melee).
I think we'd all benefit if you came with an actual ****ing point instead of wasting all of our time forcing us to weed through the filth of your stupid ad hominems with your holier-than-thou, better than you tone.
Yeah, like, everyone uses the term ad-hominem, but I haven't used one. Approaching a subject aggressively =| ad-hominem. I'm also not holier-than-thou, it just seems that way because it's incredibly difficult to argue a point when you're in a room full of people who disagree with you, so it's only natural sometimes to overcompensate. I apologize if that's what you interpreted but do please try to see my point here.
Sure, even casuals liked Melee, but
even more casuals
loved Brawl. If you're going to use the example of past game appeal as a means to shape the direction of Smash 4, it would make the most sense at all that it was closer to Brawl than it was Melee.
Besides not being related to what I said at all...Because street fighter is a completely different game than smash bros and the same rules don't apply. In street fighter people have ways to play a way that match the game. The game has significant gravity and people don't get launched in the air a bunch when being hit. Add to that the game has a significant footsie game (neutral game, hitting people with the farthest point of your move) and you have a game that can favor offensive and heavily defensive games. It is a game that is one of the most balanced fighting games simply because it is the most traditional fighting game. From the other competitive fighting games I've played, I'd compare smash(64 - melee) to a more complicated and thought out game that relies on pressuring your opponent where offense is the best defense, although defensive options aren't bad. Blazblue is kind of like this though being a traditional fighting game it isn't a perfect comparison. The style of offense/defense in blazblue is a great balance where generally most people play offensive as it is considered the best option due to mix ups and pressure which is exciting to watch. However there are some outliers that can play defensive, 13, 12, +lambda.
Smash however, is not that simple once you get into it. Much like any other fighting game it is simple at it's basic level but should be difficult to master. The game's mechanics rely heavily on air moves due to the % system and how high you pop up enemies with nearly every move as percents get higher. This is why air moves are very important in smash and this causes a historically good offensive game that needs landing lag to be low across the board. EVERYBODY has to jump and land at some time for followups, having some people be slower "Just because" or "for balance" will hurt them twice as much since being slower than some of the faster characters is already a huge punishment with how mobility in this game is even more important than it is in other fighters. Robin has extremely long animations and long landing lag and while his moveset is unique and his design is novel the details of how it is implemented lead you to believe he can't do much with his moves. He hits somebody and then has a long animation to go through and can't follow up. And he is already being punished for not being a fast character like shiek or Lucina, it is highly unlikely that the damage he does with his moves will balance this out.
inb4 "Irrelevant" or an Ad homenim attack on me or "I'm right you're wrong because I say so" responses.
Okay, with all of this it is clear that you are missing my point.
Street Fighter is a heavily defensive-oriented game, and it basically always has been. Blazblue, in contrast, is heavily based on combos and aggressive confirms in to lengthy strings. Despite this, Blazblue has historically struggled to keep up with the community-base of Street Fighter. This may partly be due to the "anime game" trope that acts as a half-insult that circulates the american-based FGC, but in essence when all things are said and done, you can draw a somewhat similar comparison between Melee and Brawl.
It is at this moment I'm going to step in to the realm of the forbidden. Brawl was deemed to be less competitively viable for some very easy to recite reasons. Let's address them real quick...I'm going to leave out tripping. The reason why is because although tripping is a direct con to competitive play, it rarely affected the outcome nor succeeded in muddying the display of a skill gap between two competitors.
- Low hit-stun resulting in very low amount of safe approach options that don't get punished, thus the "poke and run" dynamic of Brawl matches, and little potential for combos because of not being able to follow up before getting punched.
- Because of the above, Brawl is seen as a "defensive" game and as a result of that becomes less "exciting" to watch. It pulls in less viewers, eventually falls off the map and so on.
- Imbalances (Meta-Knight and stages) leading to rule discrepancies and disagreements which splintered the community even further after the Brawl community began to get shunned.
This is what I see as the definitive list for why Brawl is in the state it currently is. Let's compare that to Smash 4's current development status based on what we've actually seen and played...
- Hit stun is noticeably increased and combos, while not extensive, are present in an accessible form. We can see this in many videos such as the new Kirby videos from Italia, or the really popular thunder combo gif from Pikachu on Marth played by CT.
- Balance has been (as stated by Sakurai himself) a key point during development, and he even has a real FG developer on his side this time around to help him. He's getting all kinds of input I'm sure.
- The emphasis on brighter colors and more true-to-classic character designs, and the resulting dynamic of adding the elements mentioned in the first point help to address the exciting aesthetic and mechanic evaluations of watching a Smash 4 match.
In conclusion, I firmly believe that the things that held Brawl back have been directly addressed, and thus, have me ultimately hyped for Smash 4. For reasons stated above in response to pizzapie, and after these observations, there's no reason why Sakurai has earned our dismissal. He is still capable of pulling this off, very capable in fact.
What? I'm talking about a very real problem that's present in Melee, Brawl, and so far, Smash 4. Large landing lag gaps in the roster do contribute to why historically the quicker characters fair better in the franchise.
You mean...in Melee? Ultimately, Melee is pretty imbalanced for one thing. Plenty of characters you wouldn't consider the "speed demons" were perfectly viable in Brawl. Brawl didn't even really
have speed demons due to its "slow" battle dynamic. Melee's mechanics, physics, and design as a
whole contribute to the success and advantage of quicker characters. This is why Fox is such a common character. Fox is such an incredibly flexible character. He is fast & has amazing combo potential. His list of cons is about as short as it gets. The mechanics of melee combined with the AT's make Fox even
more fearsome, as these techniques live to serve faster characters much better than slower ones.
I main Gannondorf, more landing lag has always been part of the equation for me. Again, a manageable amount I'm ok with. Also fine with stronger attacks having a few extra frames. I'm just not a fan when it overstretches the basic purpose, like say this Melee example:
Ganon's Nair has 40 frames of complete open vulnerability with 2+2 staggered frames of attack. Given his strength and range, it's not too terrible a trade-off. Definitely workable, but the moment you touch the ground and transition to 25 frames of lag, it starts looking a whole lot more impractical.
That's nearly a half second's worth of delay in addition to what you've already risked up to that point. The reward no longer fits the risk. Without L-canceling in their to reduce lag by half, all Ganondorf's aerials become more of a gamble than a strategic possibility in many situations.
This is all interesting, but it isn't comparable in this situation because you're using a specific attack on a specific character from Melee to make a point for landing lag being bad. As stated, Melee was and still is imbalanced. Smash 4 is
being balanced as we speak, which means Smash 4 has a comparative advantage in fixing issues that would lead you to believe landing lag can only be a harmful trait in Smash.
Adding extraneous landing lag to counteract a Smash character's strength will ultimately fail them (see Brawl's Gdorf). Not to mention give characters like Meta Knight that much more of a leg up. Please, before you go off on another irrelevant hate parade, think about how this relates to each game.
You don't even know how Metaknight will perform, much less if he's even in the game...so who's the one going on the irrelevant parade?
Here's the thing. A game needs to have setbacks. Freedom of control is certainly important, but
only to a point. Conceptually, you want all the freedom in the world to control your character in whatever way you want, but this doesn't
actually lend itself to a good fighting game dynamic. There has to be restrictions. Restrictions in and of themselves are necessary to have something to
overcome in order to gauge accomplishment from anything other than beating your opponent. You might as well not even play a game if there are no rules to be bound by, just have a fist fight with your opponent in real life and see who wins. You play the game against your opponent because you have to play under a set of rules. In Smash's case, you choose a character who's move set you become accustomed to in order to best utilize it to defeat your opponent, who has done the same
and maybe even with a different character! Ultimately that's what makes Smash fun. Beating your opponent as a character in a game playing another character in a game. You had to master your restrictions to defeat your opponent. That's what's so thrilling about watching low tier characters win. They have been deemed to have more disadvantages in play than other characters, or to simply just not have the same advantages as other characters, yet we
love to see someone master their mechanics and win. It is by this logic that I believe landing lag is part of a collection of concepts I would deem necessary evils for Smash, but ultimately, do not interfere with making Smash incredibly fun. Of course I could be wrong about this given the gigantic storm that landing lag has been causing on the boards lately.
1. Even if you interpret what he said as meaning 'past games are no indication of future games in the series' then it still isn't a counter argument. And the way he worded it made it a personal attack without a counter argument to refute my point: ad hominem.
2. I actually stayed civil throughout the discussion and never put my opnion above his (my first post clearly states: to each their own). The way he evaded countering the essence of my posts made me try to get him to respond to me without fallacies (which he uses quite a deal of throughout the thread). I admit that the images and calling out his fallacies were spamming (which I got rightfully infracted for and which I'd like to apologize for), but, unless you see spamming as terrible behavior, I do not think I deserve to be called having terrible behavior. And even if you think I have terrible behavior, you can't generalize that to the entire Smash community.
WIth that said, I'd like to (finally) adress the topic's question: I don't think we can conclude they reduced the landing lag from a single aerial (Lucina's Nair). I hope aerials will be mostly low(er) on lag, but it's hard to generalize to other character's aerials because they are all very diverse (in landing lag).
You're seeing a personal attack where there is none. This could be due to a variety of flaws in your chosen method of interpreting my posts, but by telling you to stop living in the past I am
directly addressing your point. It's nothing close to ad-hominem, that's for sure. Spamming images just makes you seem troll-like to boot.
In conclusion...
I will not submit to believing that landing lag in Smash 4 is
inherently negative. I much believe to the very contrast that it will be a balancing point that can be a fitting dynamic to even out strengths and weaknesses between characters. I believe Sakurai has a pretty good clue as to what he's doing, and while I do not
blindly believe that he could essentially poop out a golden egg, that is clearly not the case with Smash 4. There is so much going in to Smash 4 that we cannot even begin to comprehend it without actually being present with the development team, and I'm hyped more than ever for a Smash Bros. with a competitive design direction being considered for the first time in the history of the franchise. Along with many of the most interesting characters we've seen to date, and glorious 1080p HD.
Bring on the landing lag!