Nobie
Smash Champion
- Joined
- Sep 27, 2002
- Messages
- 2,251
- NNID
- SDShamshel
- 3DS FC
- 2809-8958-8223
I feel like there's something odd at work about the expectations people have about characters, and that it's possibly tied to Smash as a history of games where certain options were just incredibly good 9 times out of 10.
In Melee, Fox is considered a glass cannon because he is absurdly powerful but can get combo'd like crazy if he messes up. The catch on top of this is that Fox is the most execution-intense character in Melee. Shine canceling is really tight, even the act of short hopping consistently, something most characters take for granted, requires a good deal of practice, but when you master these tools you have things like a 1-frame invincible instantly cancelable move that can take stocks at low percents when gimping. You get an invincible ledge dash that leads into arguably the best up smash in the game. Essentially, on some level, if you master the extremely difficult tech you have almost removed the need to play rock paper scissors in a fair manner. This is all tied to the whole 20XX thing, because why did Hax abandon Captain Falcon? Because Captain Falcon NEEDS reads to defeat the top characters, but Fox can just do things that only require you to read at a kindergarten level because his tools are just that good (but of course a brilliant mind can make Fox even scarier).
What happens when you master all of Ryu's difficult tech? What happens when you control Ryu perfectly? The answer is that you end up with a large and expansive toolbox that calls on you to find the right tool for the job. However, nothing is a one-size-fits-most shortcut. Mastering execution doesn't obviate the need for reads, it makes you better equipped to make reads.
In other words, I think there is a tendency in Smash (but also in a lot of other fighting games) for players to desire a scenario where sufficient technical skill can eliminate guess work. This is why people concentrate on Ryu's combos, because they want guarantees. This is why people keep trying to find option selects, because why play RPS when you can set it up so that either Rock or Paper appears depending on which one's better? This is also why SFV keeps patching out option selects, because the game is going, "Stop that, you. TAKE A CHANCE."
That's also why a lot of these nerfs happen.
Compare Melee's glass cannon of Fox to Smash 4's glass cannon of Mewtwo. As strong as Mewtwo's become, and as many things he can do, his frame data is such that he always has to worry about making the wrong decision at any given point.
In Melee, Fox is considered a glass cannon because he is absurdly powerful but can get combo'd like crazy if he messes up. The catch on top of this is that Fox is the most execution-intense character in Melee. Shine canceling is really tight, even the act of short hopping consistently, something most characters take for granted, requires a good deal of practice, but when you master these tools you have things like a 1-frame invincible instantly cancelable move that can take stocks at low percents when gimping. You get an invincible ledge dash that leads into arguably the best up smash in the game. Essentially, on some level, if you master the extremely difficult tech you have almost removed the need to play rock paper scissors in a fair manner. This is all tied to the whole 20XX thing, because why did Hax abandon Captain Falcon? Because Captain Falcon NEEDS reads to defeat the top characters, but Fox can just do things that only require you to read at a kindergarten level because his tools are just that good (but of course a brilliant mind can make Fox even scarier).
What happens when you master all of Ryu's difficult tech? What happens when you control Ryu perfectly? The answer is that you end up with a large and expansive toolbox that calls on you to find the right tool for the job. However, nothing is a one-size-fits-most shortcut. Mastering execution doesn't obviate the need for reads, it makes you better equipped to make reads.
In other words, I think there is a tendency in Smash (but also in a lot of other fighting games) for players to desire a scenario where sufficient technical skill can eliminate guess work. This is why people concentrate on Ryu's combos, because they want guarantees. This is why people keep trying to find option selects, because why play RPS when you can set it up so that either Rock or Paper appears depending on which one's better? This is also why SFV keeps patching out option selects, because the game is going, "Stop that, you. TAKE A CHANCE."
That's also why a lot of these nerfs happen.
Compare Melee's glass cannon of Fox to Smash 4's glass cannon of Mewtwo. As strong as Mewtwo's become, and as many things he can do, his frame data is such that he always has to worry about making the wrong decision at any given point.