The goal is that the recovering victim should have just enough options that they feel a certain pressure to combine their limited recovery moves in ways that can surprise the edgeguarder, and earn their way back on to the stage. It takes skill and creativity, and in many ways the high-risk offstage game full of low percentage kills, mixups, and sudden attacker-victim reversals best defines what is so unique about Smash Bros as a fighting series. Curiously, the game was originally programmed to play an audience “Woah!” noise when someone makes it back to the stage from far away – we want the real audience to feel that excitement more often, too.
Read the full post from the PMBR here.
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Do you think that the PMBR is doing the right thing? What would you like to hear them talk about next? Make your voice heard in the comments below!
The Derrit likes what he hears, though he hopes to see a gentle approach - the butterfly effect is everywhere. Talk with him about Project M on Twitter at @TheDerrit.