ParanoidDrone
Smash Master
I think the term for this in 2D fighters is "vortex" and tends to especially apply to situations where the opponent is getting up from a knockdown. The closest analogue we have to this is techchases, I guess? Also ledge traps.I think Smash players are so used to "read-based" characters being inherently disadvantaged by the various games' engines that many assume that they're inherently inferior to other types. After all, what hope does Captain Falcon in Melee have when Fox exists (insert Hax quote here)?
But it's possible for a read-based character to thrive in a fighting game. Kazunoko took Yun in Ultra Street Fighter IV to a Capcom Cup victory last year.
In Smash, I think there's a recurring belief that reads are synonymous with "swag" when in fact it can be thought of just another skill to hone. If a player or character is successfully rewarded for honing that skill, then that's a step in the right direction. We still haven't achieved it yet, but at least this version of Ganondorf is getting closer.
Ideally, I think a read-based character should be one who not only gets rewarded for successful reads through damage, but by creating further situations that give the read-based character a greater chance of further success. Let's say that two characters are in a rock-paper-scissors situation and the read-based character wins that exchange. What should happen is that either the character gets an additional option, or the opponent loses an option. And on and on it goes until the opponent is able to reset back to neutral.
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