thatoneguy1
Smash Journeyman
sorry if this is in the wrong place but its just been on my mind.
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I think it's cause smash is so wildly different from any other fighter. So they just take it as it was supposed to be, a party game.sorry if this is in the wrong place but its just been on my mind.
well some of the more hardcore traditional fighting game players have no respect for it.As somebody coming from street fighter into smash i never saw it that way but that could be because i've been playing melee since i was 6.
as someone who used to play 3rd stike daily id say melee is just as complex if not more complex than 3rd strike. Mahvel on the other hand is in a league of its own.+1 to CK's comment.
Essentially, it's infinitely less complex than some of the best fighting games. The disparity between high-level Smash and, as examples, high-level Third Strike or KoFXIII, is just incredible.
It's still a party game at its core, and it's not designed to be competitive to begin with. That's just what the Smash community has made it into.
That said, there's lots of trash within the "fighting game" category as well. lolNRSfighters
Don't compare Third Strike to Melee. Pls. It's just a complete no-no.as someone who used to play 3rd stike daily id say melee is just as complex if not more complex than 3rd strike. Mahvel on the other hand is in a league of its own.
That's nice, but the execution, understanding of the game mechanics, and reading necessary to play at a high level in SF are beyond anything in Smash. It's not so much a matter of what you disagree with as what the reality is.I respectfully disagree.
They hear their own choir, and so does the Smash community. I agree completely with the concept of bias, and as I stated, people prefer one over the other and often make the mistake of objectifying what's really their personal preference. But in terms of what's actually more competitive, which is what I assume the TC was aiming for, traditional fighting games are far beyond anything in Smash. Comparing games that were bred to be technical, unforgiving, and mentally demanding to a children's party game that people found glitches in to make it somewhat faster is absurd. I personally like both, but I can understand why the FGC thinks Smash shouldn't be viewed in a competitive light.I'm saying it skews perception. It's a bias.
People hear the loud ones and assume that 'all' the players are like that.
you're the reason the tfg community has its perception. (by you, i mean people with your mentality). do you read what you type?Comparing games that were bred to be technical, unforgiving, and mentally demanding to a children's party game that people found glitches in to make it somewhat faster is absurd.
you speak as though smash has no redeeming qualities, we're all scrublords and just need to get over this game, it's no good. then you talk about bias. then you talk about liking both games, but you don't really seem to.I agree completely with the concept of bias, and as I stated, people prefer one over the other and often make the mistake of objectifying what's really their personal preference.
Melee is just as deep as all the other fighters, fighting games aren't that hard tbh.The reality is that real fighters (and I'm not including the usual Marvel, BB, other casual fighters here, because that would be like citing Brawl against Smash) are a lot deeper than anything yet to appear in Smash. The skill gap between them is massive.
I understand why people prefer Smash (more freedom in movement, variety in stages, etc.) but it's best the two stay seperate. Smashers that cry to the FGC for acceptance are only making the rest of us look dumber. They're both unique categories with their own positives and negatives.
Damn, you're salty. Read a little more closely. I like both, but in the competitive department traditional fighters are much stronger.you're the reason the tfg community has its perception. (by you, i mean people with your mentality). do you read what you type?
you speak as though smash has no redeeming qualities, we're all scrublords and just need to get over this game, it's no good. then you talk about bias. then you talk about liking both games, but you don't really seem to.
what makes smash infinitely less complex? the freedom of movement? the inputs you need to be precise about? and on certain characters, the apm you need with that precision? the fact that combos can't be input identically, due to di, jumping out, teching, etc...?
is it because it's different and you're just here trying to wax philosphical that it's just not as good as street fighter? because your bias is really clearly showing, seeing as how you've insulted everything that isn't sf or kof franchise.
Not quite. Though you seem to like the idea of me not backing up anything I say, there's also the constant FGC elitist crying from you that I've heard from your past several posts.salty because your mentality is the exact mentality that is present in the elitists that we've had to put up with for over a decade. you say that smash is "infinitely less complex" then walk away, like that means something. and that's all you say for three posts, like it means something. you overall present yourself as a snob who thinks the only game that's worthwhile is sf/kof. apparently even arcsys games are just for the filthy casuals to mash buttons on.
then you come back and apparently all smash is, is just "score a random hit, chase them around". well, in the flipside, all sf is, is "score a random hit, input prebuilt combo"?
both of these statements ignore the entire "pre-hit" game, which is important in both (sf would have the footises that either bore or intensely interest people; [nonbrawl]smash has the dash dance positioning. both involve movement and throwing out attacks for baiting or punishing improper spacing). the fact that you have to get a read on opponents after you land a hit to finish and continue many combos means that you have to be on the ball in that regard, as well as have the ability to cover multiple options at once as often as possible (which is what an option select is, at its essence, correct? covering two or more options your opponent has in a situation, as safely as possible.)
and intent doesn't matter. what sakurai intended to make has no bearing on what the game now is. it doesn't matter if it was intended to be a party game to lolz around with; there is a powerful engine underneath it, that actually has a lot of fine workings (there's a window for failing techs, for failing lcancels(? confirm?), for failing meteors; there's 6 options to wake up off the ground, considering a [tech]roll in either direction as the same option; you use the same button to l cancel as you do for teching, allowing for tech fails to occur from a badly placed attack; not the best or most cohesive examples, but those are things that shouldn't matter to just goofy party gaming, but are in there).
but, yeah, you're just some elitist who thinks it's a party game because sakurai or something. let's ignore everything about what the game is. sorry guys, pack up shop, sakurai says this ain't competitive, tfg says it's a joke, we ain't esports in here, this guy's got no real points so he's gotta talk about nerd rage and bunched panties; let's go on home.
BAHAHAHAHAHAHAHAdash dancing is just mashing in a couple directions to move around
Only problem there is that it's generally not just two inputs. Like I said, hit confirms, and the block strings they may lead into, are generally not as simple as just following a pre-determined pattern. True, you do lock yourself into certain gradually narrowing options the further you get into the combos/run out of meter, but generally you're not just running back and forth like an autistic child.about as complicated as the 2 direction input to space your moves in any fighting game....
It's called moving left and moving right, this advanced technique is so much deeper and more complex in traditional fighters. There is such a huge skill gap between moving left and right in traditional fighters compared to smash.about as complicated as the 2 direction input to space your moves in any fighting game....
Only problem there is that it's generally not just two inputs. Like I said, hit confirms, and the block strings they may lead into, are generally not as simple as just following a pre-determined pattern. True, you do lock yourself into certain gradually narrowing options the further you get into the combos/run out of meter, but generally you're not just running back and forth like an autistic child.
You obviously have never played a traditional fighter competitively. Zoning and Spacing are both in fighter games, and they play the same roll they do in smash. Although traditional fighters don't have blast zones, they have the corner. And the corner creates very interesting play. Characters are different in traditional fighters, I have no idea why you would think it only applies to smash.SSB is not complicated technique wise, but it offers things many 2D or 3D fighting games DO NOT offer.
Zoning. Many fighters in typical fighting games rely on combos and perfect blocking followed by counters. But SSB has projectiles with different properties or hazards.
Spacing. Most fighters have it where approaching is easy and running away is hard. That usually means fights are always aggressive and quick. SSB makes moving on the Y axis very easy, and running away doesn't require you to shuffle backwards.
Blast zones. Oh no Ryu, you have hit the edge of the screen! No worries, you can fight back! Oh no ROB, you have hit the edge of the screen! Rest in pieces, nerd.
Odd techs or movement patterns. All jumps are different. Techs are different. Playstyles are different. Character stats are different and thorough. This is an extremely diverse game.
Simple but time sensitive button combos. At the most you would push two buttons and perhaps move the analog stick per action or just wiggle the analog stick. This makes the game easier to pick up and play. Unlike most fighters which can get quite complex just to play one character.
ESSENTIALLY all of those attributes make SSB a fighter that is very different and includes new intense things to worry about in lieu of complex controls. EX being mind games, reflexes, stage maneuvering, grabs, DI, different uses for blocking, stage control, edge guarding and aerial hijinks. Hence why we have a bustling casual crowd, a hefty competitive crowd, and then a lot of things in between. SSB is in a league of it's own and requires more wits than your standard fighter. It also doesn't alienate people who want to play casually/fight without getting too technical.
Still, that in no way makes it overall less complicated or intense. Unless you choose to ignore the entire competitive side and various mechanics of the game.
capcom fighters have plenty of zoning options from multiple characters, just look at daigo playing sf and zoning with hadoukens.SSB is not complicated technique wise, but it offers things many 2D or 3D fighting games DO NOT offer.
Zoning. Many fighters in typical fighting games rely on combos and perfect blocking followed by counters. But SSB has projectiles with different properties or hazards.
these people have probably never played competitively ever though.there are people who think melee kirby or pichu are just as viable as melee fox. tirez don exits doesn't distinguish between games (or the directionality of the tiers).