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- Oct 29, 2014
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Both Melee and Brawl ended up on the MLG circuit. Does anyone think it'd be possible for Sm4sh to end up there as well?
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Perhaps because of the sandbagging incident in Brawl.Why wouldn't it be?
Due in no small part to match-fixing scandals. But it is what it is.i doubt it, this game might end up being less competitive than brawl and that didnt have a very long or successful MLG run.
By what measure does sm4sh's competitive future look questionable compared to brawl? It actually overlaps with more popular and modern fighters than any other smash, even melee. (Statistically speaking, Melee is an anomaly)i doubt it, this game might end up being less competitive than brawl and that didnt have a very long or successful MLG run.
Seconded. Good post.By what measure does sm4sh's competitive future look questionable compared to brawl? It actually overlaps with more popular and modern fighters than any other smash, even melee. (Statistically speaking, Melee is an anomaly)
Personally, I think the future is bright for sm4sh. MLG? Probably, but it mostly depends on the community, NOT THE GAME, as to how long it lasts. Hopefully the smash community has pruned it's reputation in recent years, and while I'm not one for the PR game, I do feel the likes of VGBC and CT have done a fine job representing us.
But we already observe that the general opinion, both of player and spectator is that sm4sh is more appealing than brawl was, which in turn makes it more appealing to MLG.
This will become less and less of a problem as more patches come out (probably) and as the metagame develops imo. You have to remember that we're still only... what... like 3 weeks into the Wii U release?Well I used to be part of the "smash 4 Is competitive, dissenters shut up" camp, but as I've played the game and certain tactics and characters have proven to be overbearing as well as the near entire lack of oki in this game have started becoming glaring issues in my opinion. Rolls and spots are way, way too strong (and one could make an argument on shieldstun too). Hitstun is still a little too low, really fast nairs slow games down to a crawl.
Certain matchups don't have these problems wreaking too much havok, but a strong majority do; the strongest characters are able to abuse the fast rolling/have aerials that come out fast/etc or are able to get around it using some other gimmick.
I guess the point I'm trying to make is that, as things stand it just doesn't have a whole lot of depth. The lack of oki reads that defined past smash games is my biggest issue.
Well I think what you have yo understand is that every fighting game has character variety in the early days. It doesn't really mean much right now. I'm justnoting that some have very distinct advantages that are making them more dominant.This will become less and less of a problem as more patches come out (probably) and as the metagame develops imo. You have to remember that we're still only... what... like 3 weeks into the Wii U release?
A big thing that Smash 4 has going for it at the moment is that there is a lot of character diversity. At top level play there are many characters being played, and while it may not show as much at mid-high level (as people tend to pick flavor of the week characters), the fact that you have a huge array of characters that are viable in top level play (Sheik, Diddy, ZSS, Ness, Mario, Donkey Kong, Robin, Dark Pit (which means Pit would do just as well), Sonic, Shulk, Yoshi, Rosalina, Lucario, Fox, and there are definitely more I'm forgetting) means that it's entertaining to watch because you have no idea what the match up is going to be at the end of the tournament. Hopefully this amount of character diversity stays consistent as the game develops, but we'll see.
That doesn't make it healthy for the games later life. It doesn't matter if it's possible to deal with it. It's how much it actually engages your brain to deal with it and how entertaining it is to perform and watch. In 64, Melee, and PM, tech chases exist. They're interesting, there are clear options that need to be covered, and if played perfectly one could theoretically keep it going till death on some characters. Being on the floor or hitting the floor is a clearly defined state with a clearly defined set of possibilities. In Smash 4 the rolls are so fast and have some much invincibility that it's just about impossible to have a tech chase. This is especially true when you factor in the lack of jump momentum carrying over (not entirely needed but it exacerbates the issue tremendously). On top of that spot dodges are so fast for some characters that it's too strong of a strategy to just sit in place, Mario is a great example of this.THe more I fight people who spam rolls, the better I am at dealing with them.
The way I see it, whether a game is defensive or offensive doesn't really matter in the long run. It's the dynamics of the players, and their struggles to make themselves better than others. Brawl was still a pretty successful game for a good deal of it's life, and that's probably twice as defensive as this game. In the end, I feel Brawl was killed by the lack of it's dynamic, what with Meta Knight being the nigh-undisputed champion, and people got bored of that.That doesn't make it healthy for the games later life. It doesn't matter if it's possible to deal with it. It's how much it actually engages your brain to deal with it and how entertaining it is to perform and watch. In 64, Melee, and PM, tech chases exist. They're interesting, there are clear options that need to be covered, and if played perfectly one could theoretically keep it going till death on some characters. Being on the floor or hitting the floor is a clearly defined state with a clearly defined set of possibilities. In Smash 4 the rolls are so fast and have some much invincibility that it's just about impossible to have a tech chase. This is especially true when you factor in the lack of jump momentum carrying over (not entirely needed but it exacerbates the issue tremendously). On top of that spot dodges are so fast for some characters that it's too strong of a strategy to just sit in place, Mario is a great example of this.
All of this junk added together makes for an overly defensive game. No, it's not Brawl. But that's not setting the bar very high, it still heavily favors defensive play.
LOL how do you figure? This is already the most well balanced smash bros in the series...i doubt it, this game might end up being less competitive than brawl and that didnt have a very long or successful MLG run.
i mean youre wrong on the second point.... rock paper scissors is a perfectly balanced game but thats not even remotely fun to watch.LOL how do you figure? This is already the most well balanced smash bros in the series...
That's what makes a good competitive game.. balance..
It has been objectively proven that most people don't want to watch a campy game. This topic is about MLG. Stuff like MLG is all about the bottom line, in this case it's viewer count. No, it doesn't make the game uncompetitive, but it doesn't improve the games chances of getting big competitively. Laughing it off is honestly a stupid way to look at it. You're basically asking for no changes despite the fact that changes could make the game objectively better.Defensive isn't bad though lmao.
Like, rolling is a legitimate option at times. So is spot dodging. Why is this bad?
This definitely doesn't make the game non-competitive lol.
I find that very ironic because Injustice, a campy, defensive game still made it to MLG despite how campy it can be, and yet, it still got good views.It has been objectively proven that most people don't want to watch a campy game.
I'm laughing it off because there is no way that Smash4 is defensive enough to where it won't get viewers.It has been objectively proven that most people don't want to watch a campy game. This topic is about MLG. Stuff like MLG is all about the bottom line, in this case it's viewer count. No, it doesn't make the game uncompetitive, but it doesn't improve the games chances of getting big competitively. Laughing it off is honestly a stupid way to look at it. You're basically asking for no changes despite the fact that changes could make the game objectively better.
You cannot objectively prove that "most" people do not want to watch a campy game. That is subjective language by nature.It has been objectively proven that most people don't want to watch a campy game. This topic is about MLG. Stuff like MLG is all about the bottom line, in this case it's viewer count. No, it doesn't make the game uncompetitive, but it doesn't improve the games chances of getting big competitively. Laughing it off is honestly a stupid way to look at it. You're basically asking for no changes despite the fact that changes could make the game objectively better.
He worded it poorly, but in this context he's right. It was proven more people did not want to watch the more campy game, brawl.You cannot objectively prove that "most" people do not want to watch a campy game. That is subjective language by nature.
Now we're arguing semantics. It is obvious that melee and PM draw in more viewers (and players for that matter) than Brawl. That's a fact. Games like Marvel attract more viewers than games like Injustice do. It reasonable to assume that fast games attract more viewers.You cannot objectively prove that "most" people do not want to watch a campy game. That is subjective language by nature.
Dealing with rolls doesn't take a huge amount of commitment, though. Once people have figured it out, it becomes less viable to do very often, no? Or am I misunderstanding your post?That doesn't make it healthy for the games later life. It doesn't matter if it's possible to deal with it. It's how much it actually engages your brain to deal with it and how entertaining it is to perform and watch. In 64, Melee, and PM, tech chases exist. They're interesting, there are clear options that need to be covered, and if played perfectly one could theoretically keep it going till death on some characters. Being on the floor or hitting the floor is a clearly defined state with a clearly defined set of possibilities. In Smash 4 the rolls are so fast and have some much invincibility that it's just about impossible to have a tech chase. This is especially true when you factor in the lack of jump momentum carrying over (not entirely needed but it exacerbates the issue tremendously). On top of that spot dodges are so fast for some characters that it's too strong of a strategy to just sit in place, Mario is a great example of this.
All of this junk added together makes for an overly defensive game. No, it's not Brawl. But that's not setting the bar very high, it still heavily favors defensive play.
You're also misunderstanding the fact that Brawl had way more problems than simply the speed of the game.Now we're arguing semantics. It is obvious that melee and PM draw in more viewers (and players for that matter) than Brawl. That's a fact. Games like Marvel attract more viewers than games like Injustice do. It reasonable to assume that fast games attract more viewers.
I do agree, but the problem I have with your comment is that they're different games. Regardless on how different they are, if they still get good views at MLG, than it succeeded and may come back again. In terms of Melee vs Brawl, I agree, but today, I feel it doesn't matter. As you mentioned, Marvel may have gotten more views than Injustice, but as I said, they're different games, and obviously one will have higher views than the other.Now we're arguing semantics. It is obvious that melee and PM draw in more viewers (and players for that matter) than Brawl. That's a fact. Games like Marvel attract more viewers than games like Injustice do. It reasonable to assume that fast games attract more viewers.
The number moves that are capable of dealing with them in the gamut of circumstances are not very big. That's the main problem. In Melee/PM/64, you have lots of different ways to handle an OTG situation. There are multiple answers for rolls away, from aerials to specials to grabs etc. In Smash 4 it's a lot more limited. For some characters their dash attack is literally their sole method of handling it. Most of the time there is no real followup potential from roll punishes in this game, making tech chase situations a lot less interesting and deadly (or even non existent in some cases) than they have been in past games: something that has defined this series' competitive scene.Dealing with rolls doesn't take a huge amount of commitment, though. Once people have figured it out, it becomes less viable to do very often, no? Or am I misunderstanding your post?
Ah, gotcha.The number moves that are capable of dealing with them in the gamut of circumstances are not very big. That's the main problem. In Melee/PM/64, you have lots of different ways to handle an OTG situation. There are multiple answers for rolls away, from aerials to specials to grabs etc. In Smash 4 it's a lot more limited. For some characters their dash attack is literally their sole method of handling it. Most of the time there is no real followup potential from roll punishes in this game, making tech chase situations a lot less interesting and deadly (or even non existent in some cases) than they have been in past games: something that has defined this series' competitive scene.