Sliraobe God
Smash Apprentice
Table of Contents
[jumpto=Chapter 1: Gratitude and Growth]Chapter 1: Gratitude and Growth[/jumpto][jumpto=Chapter 2: APEX2012 GFs, Melee, and Brawl]Chapter 2: APEX2012 GFs, Melee, and Brawl[/jumpto]
[jumpto=Chapter 3: The Metagame]Chapter 3: The Metagame[/jumpto]
[jumpto=Chapter 4: Playing to Win]Chapter 4: Playing to Win[/jumpto]
[jumpname]Chapter 1: Gratitude and Growth[/jumpname]
Chapter 1
[COLLAPSE="Gratitude and Growth"]First, I give my congratulations to all of the players. APEX2012 featured competitors for diverse games: SSB64, Melee, Brawl, Pokemon Black & White, SSF4: AE2012, UMvC3, and MK9. The international tournament also attracted legendary visitors across North America, Europe, and Japan. I extend my sincerest thanks to sponsors, tournament hosts, organizers, and media outlets. Without their efforts, our historic community would not roar with the vitality it does today. Personally, I was inspired to leave the isolation of the New Mexico thread and post in a public forum, an exceptional rarity for me We could be on the brink of a revival - a breakthrough of sorts.
- There was intimate proximity between the traditional 2D fighting game and smash community.
- Despite susceptibility to human error, our overall media coverage was praiseworthy.
- Improvements might be made for event planning and smooth tournament progression.
- Sponsors added prize money for melee, something unseen in years.
- Even our well-established, standardized counter/slob pick system might be updated.
- International awareness and hype skyrocketed. Take Mexico's finest, Javi, who achieved a 3-stock comeback against Dr. PeePee, a USA favorite -- the most surprising upset in recent memory. If I were to assign a backronym, I would call A.P.E.X. 2012 American Players Entering Xenophobia. Or maybe something like Armada Pooping: Europe's Xmas
But we weren’t done stacking it up. I, for one, was comfortably excited for Grand Finals. Thousands of dollars were on the line. Hungrybox was fighting to repeat his victory at APEX 2010. Armada was fighting to repeat his victory at GENESIS 2.
But this is not my diary entry of an epic. It’s not all fluffy unicorns and jolly rainbows. Despite my hopeful tone earlier, I feared the worst. This thread is . . . a warning.[/COLLAPSE][jumpname]Chapter 2: APEX2012 GFs, Melee, and Brawl[/jumpname]
Chapter 2
[COLLAPSE="APEX2012 GFs, Melee, and Brawl"]Others didn't feel that way about the championship match. They didn't marvel at the glory of professional competition or history in the making; they only perceived it to be 8-minute campfests between Jigglypuff and Young Link. Livestream viewership plummeted, a significant in-person audience stopped watching/left the venue, and commentators tried their best to stay awake. By itself, that’s no inherent problem. It's expected. Everybody likes flashy, technical play juxtaposed against nerve-wracking, choke-inducing pressure. But we have a legitimate problem of sportsmanship when the melee community disparages competition of its own game between its own world-class players. Guests made cameo appearances on the livestream just to talk trash. People made selfish comments (especially by SWF, livestream chat, and Twitter) favoring their own thirst for entertainment instead of promoting a friendly rivalry. We had a chance to rejuvenate the community. Instead, we made ourselves look bad.I don’t know what Seibrik said to Hungrybox. But his advice shifted the match flow. Hungrybox regrouped himself, regained composure, and resisted Armada’s initial 2-0 domination with his own defensive style and reluctance to approach. Matches ended not because 4 stocks were eliminated, but because the clock timed out. In the later matches, especially of set 2, Armada threw more projectiles and Hungrybox played more keep-away. Even the commentators felt like a different game was being played.
The reminiscence should be painfully obvious now. Hopefully you understand why I put “Brawl” in a melee thread title. I needn’t explain that both games share an ugly story together. One dividing factor between the already-fissured communities was a change of appearance. At the surface, the series departed from speedy, offensive combos to patient, defensive zoning. Hidden under that façade of a surface, lurking in the depths, however, is the identical competitive genius in the Super Smash Bros. franchise. The basic models of (1) percent instead of life bars, (2) DI instead of fixed knockback and (3) stage dependence w/ edgeguarding instead of corners and ring-outs will forever persist in our series.
Perhaps I am being hypersensitive. Maybe I’m exaggerating a simple video game. I could be blowing it up into a long, pointless essay. But since Brawl’s release, I’ve witnessed a community backlash of ignorance and hate, and I’m worried our GFs could spark a resurgence of that same stupidity. I am no oracle, but I predict the future melee metagame will be similar to what we all witnessed in APEX2012 GFs (and previous tournaments). You’ll see why I think so later. I may be a false prophet, but if my prophecy is true, then more of the melee-brawl plague will inevitably arise. And, if I’ve learned anything from medicine (no, I’m not a doctor, just a college student with *very* Asian parents), prophylaxis is better than anaphylaxis. In other words, we want prevention instead of circumvention.
It’s not playing gay. It’s playing to win. I want to convey appreciation, not homophobia, for this gameplay. Instead of a potential shitstorm, I would rather see people support it. It deserves acknowledgement, research, and development. It is particularly crucial we reflect this atmosphere when critical, judging eyes are closely watching us and forming an impression (e.g. newer players, the FGC, and corporate sponsors). This is my main thesis, my central points to this exhausting-to-read analysis. You're like halfway done, I promise [/COLLAPSE][jumpname]Chapter 3: The Metagame[/jumpname]
Chapter 3
[COLLAPSE="The Metagame"]Consider Cactuar’s insightful response to Scar’s vision on the Melee/Brawl debate. I quote a revised excerpt below:[COLLAPSE="The Engine and Mechanism Behind Competitive Fighting Games"]
[/COLLAPSE]Cactuar said:1. [highlight]The Push-and-Pull:[/highlight] This is where we encounter the term "mindgames" most often. It is everything you do to manipulate your opponent, control space on the stage, create openings to enable you to land either individual blows or combo starters, how you react and pressure shields, etc. READ THIS PARAGRAPH AGAIN. You should be able to wrap your head around the push-and-pull idea, enough to define it yourself.
2. The Punishment: The end result of all push-and-pull games, ranging from individual hits to deadly combos.
For the smash series, we have seen the balance shift between the push-and-pull and the punishment.
In 64, there was a heavy reliance on the combo game, making the push-and-pull less important than being able to consistently death-combo the enemy. The only real importance of the push-and-pull was to make sure you could land one hit before the enemy. (slightly overstated)
In Melee, there was a balance between the push-and-pull, and the combo game was significantly more balanced with the addition of DI and the reduction of shield stun. There were so many options regarding movement available that the push-and-pull became equally important as being able to properly execute the punishment.
In Brawl, we see a huge imbalance in the gameplay. The push-and-pull game has become far more important than the punishment game, as there is such a weak overall combo system. The problem here is that, while they made the push-and-pull game so much more important, they slowed down the overall gameplay and removed many of the movement options, and even inserted an unremoveable random variable (tripping) to further gimp movement. Because of this slower pace, the game becomes boring to watch as we spend more time in the push-and-pull, and then when we manage to initiate the punishment, there is an anti-climactic moment because the opponent can't be punished to an extent that would be fair for their mistake. The game is so oriented towards rewarding camping that, competitively, we will likely see projectile characters stand as far away as possible, then shoot as many things as possible until the opponent approaches, at which point they will exchange very little damage, then resume camping. Close-range characters have had their options reduced, as players are punished for approaching by running (Your only options from run are to dash attack, grab, or jump. Shield-dashing puts you at a disadvantage due to removal of the first frame running shield and the new lagged shield.), and most characters have a disadvantage by approaching from above. Shieldgrabbing has been upgraded given the very small amount of shield stun from any move, and at the same time, ruined because of the inability to combo out of grab, aside from the few characters that now have nearly skill-less chaingrabs.
You can decide for yourself on the (fairly hostile) Brawl paragraph. Regardless, people stereotype Hungrybox vs. Armada (or Brawl) gameplay as “gay” or “boring”. But it is really Cactuar’s “push-and-pull” concept in disguise. It is your opinion to evaluate the “push-and-pull” rhythm/pacing as “boring”. But do not couch it under seemingly-more-innocent terms like “shallow” or “mindless”. Do not call that mechanism thoughtless. In fact, you are wrong to equate them. As a first step, recognize this distinction.
As a next step, take a closer look at the current state of the game (and PEEF!'s work too!). Prog, D1, and Dogysamich referred to the players’ movements more than usual. This correlates to the push-and-pull concept. I hypothesize in 2012 so far, the metagame evolved less quickly for technical skill and combos, but has accelerated more rapidly for spacing. I argue that in Melee, the push-and-pull concept has room for growth, but the punishment element (Cactuar’s 2nd idea) has been exhausted close to its peak of human potential. Sure, there is more to learn – look at Javi’s Uair combos or Armada’s sexy Marth. But spacing saw greater gains. They are subtle, but to the trained, vigilant eye, they are remarkable. I will list a few.
- Ice’s Marth recently popularized . . . well, an AT. He showed off easier powershielding by crouching using the hurtbox/shielding mechanics. This is phenomenal. We have a more reliable way to get around projectiles, most prominently, Falco's lasers.
- General approaches and (not-just-tech) “chasing” is better. This is aother big one. Hax said players’ reaction times are improving. Thus, they can play at closer distances and still be safe. I’ve noticed amazing gains in players' movement around the opponent’s shields from mere inches away. This also applies to an opponent’s rolls, spot dodges, air dodges, get-up attacks, neutral wakeup, jump, and other evasive options. Don’t misread me here; shield pressure has barely improved. It’s the same as 2011's Falco, Fox, and Peach pillaring (with the notable exception of Hungrybox’s Ness). I’m only saying close-range approaches are better. If you want proof, see MaNg0's impeccable dashdancing. Credit to Bones0; I can't believe I forgot to include this video from 2011. This chasing ability has only gotten better since.
- Platforms and edge mechanics are emphasized. Top players spend more time at the mystic/angelic/revival/after-you-get-KOed platform; they waveland from the edge with greater speed and proficiency by abusing its invincibility quickly to return to center-stage or another neutral position; there is greater attention to projectile movement in and around platforms; greater thought is given to stage layout and counterpicks.
- New methods in recovery. I can’t explain this well either, but I saw novel routes of returning to the stage, and brilliant combinations of waiting/tumbling/wiggling/double-jumping/air-dodging/Up-B’ing/etc. in addition to dodging the enemy’s edgeguarding. At this point, I think you’re starting to doubt me, so I’ll stop while I’m ahead
That was probably annoying to read, but you see my point. I may be getting too philosophical, but our culture of mediocrity has promoted instant gratification instead of hard work. The hard work is navigating, using, and mastering the plethora of little subtleties of push-and-pull endowed in Super Smash Bros. We emphasize sensual pleasure instead of discipline (which can be equally rewarding). More push-and-pull allows for more metaphorical ****.
worst joke in the world
Chapter 4
[COLLAPSE="Playing to Win"]Major League Gaming has a mission statement. Their job is to expand the reputation of competitive gaming and show the public that gaming is a sport. APEX2012 proved Super Smash Bros. is as much a sport as any other game. So the third step, you ask? Recognize this push-and-pull notion in the context of a major league. You all should agree with me – smash is a sport, a religion, whatever, as long as it’s serious. Athletes improve their health with physical self-discipline, in the form of nutrition, weight-lifting, etc. Likewise, smashers must improve their health with mental endurance and stamina, in the form of this push-and-pull game.Stop dismissing the APEX GFs. Stop skipping videos of long or so-called campy games. Stop ignoring Brawl in general. Stop complaining and start studying.
If you want to become a better player, then you must implement this appreciation, sensitivity, and mastery of the push-and-pull. If you want to become a better theorycrafter/researcher/historian, then you must understand its rhythm. If you want to become a better commentator, then you must verbalize it. If you want the community to be more professional, then you must spread it.
To conclude this ridiculously long post, Sakurai confirmed Super Smash Bros. 4 to follow in Brawl's footsteps, not Melee. Like Cactuar explained, Brawl manifests the push-and-pull more, and the trend will continue in SSB4. If you want to prepare for the next iteration, then pay special attention to push-and-pull. If you do, then you might become the next champion.[/COLLAPSE]