DarkDeity15
Smash Lord
If you're completely fine with how the game plays and would be fine with the game having no changes in gameplay, that's cool. But there are some gripes about the game that I feel are understandable and need to be addressed. Especially now that balance patches have been confirmed.
Approach Options
As it stands now, lack of approach options is the biggest complaint about Sm4sh. Dash dancing like in Melee/PM would probably be the most beneficial thing to have in this game. All characters should at least be able to perform it well. It allows for less predictable play and it's difficult to tell what someone will do out of it. Dash dancing alone would solve the issue of the game lacking approach options by giving you a ton of them, and I don't believe it would have any sort of negative effect on casual play.
Better Offensive Play
This is also an issue. Many argue that the game is more defense-orientated than it is offensive and a better balance between offense and defense would be highly beneficial to Sm4sh's competitive scene, which anyone can understand and agree with since it would allow for more variety in playstyles (which can mean more players and a ritcher meta, therefore a healthier scene). I feel like that's what the dev team were aiming for, but fell short in the long run. I have a few suggestions that may help out with that.
1.) More shieldstun and less invincibility for rolls. Shieldstun is definitely a problem in this game. Even the quickest aerials can be shieldgrabbed even if spaced well in midair right after hitting someones shield, and they're lagless enough to shieldgrab almost anything. Shields being broken more easily isn't enough to balance things out. As for rolls, they're invincibility frames should be cut down at least a little. Sure, they're punishable, but you can effectively evade offensive play by simply rolling away with little risk of getting hit. While they aren't a huge deal, it's a pain to deal with sometimes if you're trying to get in. Especially for slower characters like Ganon.
2.) Less landing lag on aerials along with more hitstun. It would allow for longer and more damaging combos as well as some more creativity with them for more exiting gameplay and reliable kill set-ups. I am aware though that the game's balance would need extensive tweaking in order to include this, but it's definitely worth it imo.
3.) Momentum carried from dashes into jumps. This gives more aerial mobility to extend combos in some cases and get in on opponents more easily. It would also help with finishing off characters further off stage more quickly and without always having to waste a second jump depending on the character's dash speed and weight (correct me if I'm wrong).
Equipment
I've seen people saying that equipment can be a solution, but equipment like Smooth Lander don't really solve anything unless they make them way easier to get. Even then, it's nearly impossible to flatten out the stats unless they make something along the lines of a competitive mode accessible in the roster screen where the the stats of Smooth Lander, Dodgy Dodger and Hard Breaker are completely flat across the roster. And even that wouldn't make much sense as cool as that would be. They might as well just have it be the default game and balance the cast around it, which is pretty much fulfilling the majority of the suggestions here by default.
Feel free to share and discuss your thoughts and opinions below. If you think I'm missing something or would like to correct something I said, let me know. And this is not about making Smash 4 more like Melee. Any posts arguing this will be ignored. By the way, here you go @Shaya.
Approach Options
As it stands now, lack of approach options is the biggest complaint about Sm4sh. Dash dancing like in Melee/PM would probably be the most beneficial thing to have in this game. All characters should at least be able to perform it well. It allows for less predictable play and it's difficult to tell what someone will do out of it. Dash dancing alone would solve the issue of the game lacking approach options by giving you a ton of them, and I don't believe it would have any sort of negative effect on casual play.
Better Offensive Play
This is also an issue. Many argue that the game is more defense-orientated than it is offensive and a better balance between offense and defense would be highly beneficial to Sm4sh's competitive scene, which anyone can understand and agree with since it would allow for more variety in playstyles (which can mean more players and a ritcher meta, therefore a healthier scene). I feel like that's what the dev team were aiming for, but fell short in the long run. I have a few suggestions that may help out with that.
1.) More shieldstun and less invincibility for rolls. Shieldstun is definitely a problem in this game. Even the quickest aerials can be shieldgrabbed even if spaced well in midair right after hitting someones shield, and they're lagless enough to shieldgrab almost anything. Shields being broken more easily isn't enough to balance things out. As for rolls, they're invincibility frames should be cut down at least a little. Sure, they're punishable, but you can effectively evade offensive play by simply rolling away with little risk of getting hit. While they aren't a huge deal, it's a pain to deal with sometimes if you're trying to get in. Especially for slower characters like Ganon.
2.) Less landing lag on aerials along with more hitstun. It would allow for longer and more damaging combos as well as some more creativity with them for more exiting gameplay and reliable kill set-ups. I am aware though that the game's balance would need extensive tweaking in order to include this, but it's definitely worth it imo.
3.) Momentum carried from dashes into jumps. This gives more aerial mobility to extend combos in some cases and get in on opponents more easily. It would also help with finishing off characters further off stage more quickly and without always having to waste a second jump depending on the character's dash speed and weight (correct me if I'm wrong).
Equipment
I've seen people saying that equipment can be a solution, but equipment like Smooth Lander don't really solve anything unless they make them way easier to get. Even then, it's nearly impossible to flatten out the stats unless they make something along the lines of a competitive mode accessible in the roster screen where the the stats of Smooth Lander, Dodgy Dodger and Hard Breaker are completely flat across the roster. And even that wouldn't make much sense as cool as that would be. They might as well just have it be the default game and balance the cast around it, which is pretty much fulfilling the majority of the suggestions here by default.
Feel free to share and discuss your thoughts and opinions below. If you think I'm missing something or would like to correct something I said, let me know. And this is not about making Smash 4 more like Melee. Any posts arguing this will be ignored. By the way, here you go @Shaya.
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