AWWWRRRIIIGHT, that article RK wrote has me torn. On the one hand, it's well written and even-handed. On the other, I have some thoughts... maybe disagreements. I dunno.
Right off the bat, I want to get out of the way something fundamental to all this:
In anything competitive, the onus of responsibility to learn is on the person who wants to compete (or watch).
The main thing that RK identifies that frustrates the three audiences is a lack of understanding of Bayo. Bayo wouldn't have this much intensity of focus on her, if she was more understood.
So why isn't she more understood, more than a year and a half from 1.1.6? I think the culpability for where we are is a little complicated, though, but can be boiled down to a few things:
The Blame Game
Rules: In the
Blame Game, blame gets passed around like your grandma's best casserole at a church potluck. But just like not everyone gets the same amount of that casserole love (Sorry, Janelle), not everyone gets the same amount of blame. Imma throw out percentages like I'm serving up pieces.
Here we go:
1.) The devs.
Why the devs? They ultimately compounded all misunderstanding by not releasing patch notes, then releasing a nerf patch quickly after releasing a another patch after releasing a new character, which drastically changes that character.
They are also largely to blame for a lot of key mechanics staying obfuscated in the background. Like Rage. Why do we have to play the DaVinci Code every single time Nintendo "improves our enjoyment"?
Blame: 40%.
2.)
Uncommonly Specific Counterplay
Fortunately, or unfortunately, the devs crystallized Bayo combo counterplay in patch 1.1.6 to be SDI. The Witch Twist SDI multiplier increase was the icing on the cake. Now, SDI has always been present in Smash 4, but it hadn't been thought to be super useful. Until Bayo. Now "How to SDI" is all over the place. Now players try it on things that don't have 2.0 multipliers, like Diddy's Usmash, or one day, Pika's Fair chains.
SDI was uncommon, though, and it takes just as much learning as DI, so the community had to play catch up.
But uncommon counterplay for anything in the community is inconsistent. Tumble knowledge for dealing with Luma is still not widespread, Boost kick DI is still misunderstood, etc.
But this kinda ultimatley goes back to #1, doesn't it? And even if it's uncommon, it's still knowable.
Blame: 10%
3.)
Misinformation from commentators.
It doesn't help that commentators and top players reflexively looked (and still look) at Bayo stuff as unavoidable. I love that Smash has grassroots commentary, and it's often a thankless job. But, if you are a commentator, you owe it to your audience to know the game as you are the first voice that Audience 3 hears, and the voice that reaches well into Audience 2.
Commentators in Smash generally make two mistakes again and again:
3a.) They talk like they know.
- If you don't know how Shulk works, or say, that SDI doesn't have anything to do with Boost Kick, or don't know optimal DI for something, maybe talk about something else.
3b.) They tend toward hype and praise
- Top players make mistakes. When they play each other, it's not necessary for you to pitch it as a battle of equally skilled opponents making calculated counterplay against each other. Sometimes, they DI poorly, or whiff a punish, or sit in shield at the ledge for no reason. And sometimes,
they could have done something better.
This applies more and more to Bayo, as the narrative becomes that despite a players best efforts, Bayo just gonna Bayo. It's a missed opportunity for wider understanding among more casual audiences.
- SF5 commentary, for instance, readily points out when their top players drop combos, or whiff, or put themselves in bad situations. That can be hype by itself.
Audience 3 (and occasionally Audience 2) rely on our commentary. NFL commentators make the game just engaging enough for everyone at a Superbowl Party, who actually don't care about the Foosball and eat all your buffalo chicken dip, to have some understanding.
We can't pay those salaries, but we can expect just a little more.
Blame (as a whole): 10%
Blame (for audience 3): 150%
4.
Misinformation from top players (and content creators).
Same rules here as for the commentators. Here's a simple checklist for any given subject for this group: Do you have an audience? Do you know what you are talking about?
If you can't check both those off as "Yes", then don't say anything until you do. For better or worse, for pretty much every audience, you are an authority on the game. You are part of the community, as well. You are an influencer and people take their cues from you. The amount of kneejerk reactionism from top players (and content creators) is mind boggling.
Here is just a little misinformation that derives from top player and content creator opinion that takes far longer to correct:
"Bayonetta can control the direction she goes after Bat Within."
"Bayonetta can cancel all her lag with Bullet Climax."
"SDI/DI doesn't matter because she can just follow it and kill you anyway."
"Ryu is top 10."
Blame: ZeRo% (15%)
5. Bayo Players themselves
Bayo dropped off in usage when she got nerfed and an already maligned community got pretty insular as they labbed her back to recovery. Now, the main issue here is that some of them spoke before they knew as well. Not every main knows everything about their character.
For instance, Tweek is pretty knowledgeable, but he thinks Dtilt is busted because it's so safe, when in reality, it only confirms into something at an unsafe range.
Some have also been flippant with angry audiences because they enjoy playing the heel and trolling.
Ultimately, though, as a community, they have been more than willing to help. Captain Zack, Pink Fresh, Myollnir, Riot, Lima, and Mistake have been active in trying to spread knowledge. I'm sure most of them actually want you to enjoy watching Bayo, too.
Blame: 5%
6. The Smash Community at Large
The Smash community is not like many others in the FGC. It's been a grassroots movement since day 1, with no parent company support. It's also one of the most popular fighting games in the world. Go figure. It's been a gateway for many into the FGC as a whole.
Many things other FG players take for granted, we have had to improvise. Like getting patch notes, or having a functioning training mode. Or understanding tiers.
We also have had to grow into some things, like playing to win, understanding frame data, and widely adopting the more stark "adapt or lose" mindset that is intrinsic to other communities, like the anime fighters, or Tekken, or SF. Melee is farther along because it's quite a bit older, and it's top players are also generally older as well.
I'll admit, "Just SDI" is Smash 4's glib version of "Git Gud." It's both useless and yet contains some truth. As a community, we seem to tend to want easy answers. We have a very playable game, where accessibility belies the actual complexity underneath. It's a game that's been one of "who can use their 3 or 4 overpowered tools to get their win condition the fastest." But ultimately, as the game got older, and introduced Bayo (and Cloud), the meta drastically changed.
Suddenly, a roster of characters that seemed viable, seemingly got narrowed down. In the face of some clearly powerful characters, how good is your character really? How good are you at the game that is underneath the surface?
Bayo is frustrating because to beat her, you need to punish things that are seemingly esoteric and without easy answers. How good is your character at catching landings? Forget tools, how powerful are their frame traps? How good is their ledge game?
Faced with a sudden increase in difficulty, and a swirl of misinformation, people got angry.
...
To a large degree, the Smash 4 community has failed to to talk to each other -
about the game. It's only been recently that you have publically seen top players of different characters labbing or discussing things together, and it's largely Bayo centric.
I'll never forget watching Nairo's stream, and Zero came on and was repeatedly asking Nairo how to DI Boost Kick. This was last year.
To some degree, Discord has ironically isolated all our communities into little islands. But the information is out there and has been out there. Myollnir posted his guide
last year. Zinoto and Blank have had comprehensive guides out
for more than a year.
It's telling that the first thing Zinoto went into was how to play neutral against Bayo, and emphasized that SDI wasn't even the most important thing. It's also indicative of both the pro-Bayo and anti-Bayo side that the summation of counterplay to this character is a meme in the form of "Just SDI."
Blame: The rest of it.
Finally:
I've seen more evolution in play in our tournaments in the last year than the rest of the meta time combined. Top players are actually labbing things out together across characters. Bayo players and some non-Bayo players are sharing in-depth information on how to actually play against this character. Riot just posted succinct notes on Bayo SDI/DI for ease of use.
In an ironic way, this ban talk is accelerating the spread of counterplay and knowledge. Our meta is actually being pushed in real time. I just wish it didn't take such overwhelming toxicity to necessitate it.