the most fun thing about melee to me was that everything was all a beautiful accident. it is crazy to think how many years it took to make combos videos the way they look and have a metagame as aggressive as it is. when you look back at a lot of the early, legendary combos of melee, you almost laugh at how fake some of those combos are. the mental game was on another level compared to the technical knowledge or power. when you play melee today, technical power is extremely important, not only to avoid technical mistakes which open your defenses, but also understanding minute aggressive decisions, such as placement of aerial or followup based on percentage.
melee seemed solved to me before project m came out. yet mango was still doing crazy new things like pushing people off of platforms while attacking, doing ridiculous openings and followups that were still impressing veterans of the game.
2.1 demo was raw as ****. it stayed that way for a long, long time for FC. and that was really nice to be tournament considerate. all the technical advances into 2.5 were amazing and needed (brawl input lag anyone?).
now there are more patches and a lot of characters are being touched. some characters are worked on by several people and have very good integration into the cast. some characters do not feel solved at all.
some characters seemed solved or solvable very quickly. i think sheik is still one of the best characters so, yes, some traits are naturally apparent in high tiers. however, it took fox several years to advance to the highest tier, for our community to understand his ability.
it is not just technical skill advancement of our community. it is not just sharing knowledge across the internet. it is not just matchup inexperience. the transition from melee to project m is one of forced design. it is a different environment where things are deliberate and not accidental.
of course mission statement says blah blah blah and it's okay that it's not a carbon copy of melee. however, with each minute i experienced after 2.5, my mind compared it more and more to other brawl mods. And why shouldn't I? it is in fact a brawl mod.
just go tell me to go back and play melee. if you wanted melee you could just go back to the cube. what if i want to grab the edge with raptor boost or play more than 5 god damn stages? well deal with it.
OK. So I learn all these matchups, all these moves, on these stages. The game is young so I will forgive local or community differences in rules. Oh the game is young so I'll forgive multiple patches. Oh, okay the game is young so only the developers of the game win. Oh, okay the patch notes aren't released as patches come out, it'll come around.
So what you're saying is that I should practice the game A LOT to make up for the time I'm figuring out the patch notes. And then I should adapt to the next patch because it's just a demo and everything is subject to change. And then you're going to say it's okay that X strategy is one dimensional, look at Y Melee counterpart. Then you're going to say it's OK that it's not Melee, it's not Melee.
fundamentally melee favors movement over everything. movement and defense usually wins up until the highest tiers of play where you cannot just camp out mistakes and rely on big blind/ little blind encounters.
project m fundamentally favors attack. it doesn't matter where you place the attack, it has a high enough threshold and acceptance that if you didn't land the small sour spot window, it is guaranteed to connect with a X Y Z for at least 20%. Okay, maybe I'm exaggerating, but most combo windows are in the single digits in Melee. Only chain grabs are "automatic" in their percentage building. Previously, only falco comboed me in a way that I felt helpless - like I only had 2 or 3 minor - minor opportunities to get out, such as powershield counter attack, powershield grab, lightshield reposition, or smash di on certain attacks.
i am fighting against people who have practiced the demo in the past single digit number of months and they are comboing me like a falco or fox who has been playing the same character for years. and yeah, you can say my di is bad and that i should learn the matchup. OR MAYBE YOU CAN ASK WHY IT IS SO EASY FOR OFFENSE TO WIN.
did you know it matters down to the body width and around 10% difference between dropping a combo as falco and losing momentum by using the wrong move or placement. sure you might regain the momentum, but in melee a delicate thing like that is not regained by spamming your special moves and throwing out auto cancelled aerials. it is about moving and valuing options.
there is little value to options when approaches are designed. sure there are a lot of games that are incredibly successful with much more transparent design in the FGC. but this is smash. am i right? or am i wrong? you want to create rock paper scissor scenarios with this kind of power level or did you want movement to be the key factor to success?
do you know it doesn't matter how you move, it's how big your **** is.
melee seemed solved to me before project m came out. yet mango was still doing crazy new things like pushing people off of platforms while attacking, doing ridiculous openings and followups that were still impressing veterans of the game.
2.1 demo was raw as ****. it stayed that way for a long, long time for FC. and that was really nice to be tournament considerate. all the technical advances into 2.5 were amazing and needed (brawl input lag anyone?).
now there are more patches and a lot of characters are being touched. some characters are worked on by several people and have very good integration into the cast. some characters do not feel solved at all.
some characters seemed solved or solvable very quickly. i think sheik is still one of the best characters so, yes, some traits are naturally apparent in high tiers. however, it took fox several years to advance to the highest tier, for our community to understand his ability.
it is not just technical skill advancement of our community. it is not just sharing knowledge across the internet. it is not just matchup inexperience. the transition from melee to project m is one of forced design. it is a different environment where things are deliberate and not accidental.
of course mission statement says blah blah blah and it's okay that it's not a carbon copy of melee. however, with each minute i experienced after 2.5, my mind compared it more and more to other brawl mods. And why shouldn't I? it is in fact a brawl mod.
just go tell me to go back and play melee. if you wanted melee you could just go back to the cube. what if i want to grab the edge with raptor boost or play more than 5 god damn stages? well deal with it.
OK. So I learn all these matchups, all these moves, on these stages. The game is young so I will forgive local or community differences in rules. Oh the game is young so I'll forgive multiple patches. Oh, okay the game is young so only the developers of the game win. Oh, okay the patch notes aren't released as patches come out, it'll come around.
So what you're saying is that I should practice the game A LOT to make up for the time I'm figuring out the patch notes. And then I should adapt to the next patch because it's just a demo and everything is subject to change. And then you're going to say it's okay that X strategy is one dimensional, look at Y Melee counterpart. Then you're going to say it's OK that it's not Melee, it's not Melee.
fundamentally melee favors movement over everything. movement and defense usually wins up until the highest tiers of play where you cannot just camp out mistakes and rely on big blind/ little blind encounters.
project m fundamentally favors attack. it doesn't matter where you place the attack, it has a high enough threshold and acceptance that if you didn't land the small sour spot window, it is guaranteed to connect with a X Y Z for at least 20%. Okay, maybe I'm exaggerating, but most combo windows are in the single digits in Melee. Only chain grabs are "automatic" in their percentage building. Previously, only falco comboed me in a way that I felt helpless - like I only had 2 or 3 minor - minor opportunities to get out, such as powershield counter attack, powershield grab, lightshield reposition, or smash di on certain attacks.
i am fighting against people who have practiced the demo in the past single digit number of months and they are comboing me like a falco or fox who has been playing the same character for years. and yeah, you can say my di is bad and that i should learn the matchup. OR MAYBE YOU CAN ASK WHY IT IS SO EASY FOR OFFENSE TO WIN.
did you know it matters down to the body width and around 10% difference between dropping a combo as falco and losing momentum by using the wrong move or placement. sure you might regain the momentum, but in melee a delicate thing like that is not regained by spamming your special moves and throwing out auto cancelled aerials. it is about moving and valuing options.
there is little value to options when approaches are designed. sure there are a lot of games that are incredibly successful with much more transparent design in the FGC. but this is smash. am i right? or am i wrong? you want to create rock paper scissor scenarios with this kind of power level or did you want movement to be the key factor to success?
do you know it doesn't matter how you move, it's how big your **** is.