Cassio
Smash Master
- Joined
- Jul 1, 2011
- Messages
- 3,185
Agree about games usually become more defensive. Even Mango became more defensive actually, lol. Though ironically, Brawl started out so defensively that top level play became more offensive, especially after the Japanese showed us up. Of course it still settled as more defensive oriented, but the progression went opposite.Also, aside from general mechanics, it's worth noting that when players actually get good at fighting games, top level play overall becomes more defensive, because consistency is key competitively. Most of the exceptions to that involve skill gaps, like Mango who has spacing that is literally impossible and can't be replicated competitively due to his reaction time.
More of the problem with Smash aside from REALLY obviously stupid things like ledgestalling, no grab teching, and airdodge hitstun timers is just...really hilariously bad character balance honestly lol. Though no grab teching makes bad character balance ESPECIALLY obvious.
Which is why I believe Namco deserves respect when I hear Marth has been nerfed, tether grabs aren't terribad, and other things.
Also I agree that theyre making some pretty good design decisions on things like tethers, spacing characters not being so OP, ledge tactics, etc.
I dont mean this to be offensive, but youre viewing with eyes that don't observe top level play. Top level players dont play in neutral for no real purpose (thats mid-level play), theyre both watching the opponent and making choices. Nairos up B was sooooo smart in that situation. If youve watched zero before or even pay attention in this match, you can see that he likes sh fairs on his opponent. In this case nairo wasnt sure if zero would retreat the fair or not, but up-b covered both since hes not left in a terrible position after up-bing a retreated fair. Forward tilt did not auto-combo, Zero SDI'd out. On top of that nairo cornered him into a bad position that netted him a tornado, which is still part of the same punish game he got from his up-b. Even here the game was still punishment (with one shift in momentum) all the way until 1:28 when the game finally returned to neutral. Also MK's forward roll is an important approach which is being used to get in on the opponent, but they suspect the wrong option from their opponent once they get in. This happens 3 times, with the third time landing in a succesful hit. Also that was probably the worst segments to use as an example in terms of game speed since they were both making frequent mistakes in their punishment games, while you also picked one of the best for melee. Skip to 3:34 for a better example.I'm not going to sit through hours of gameplay for you. Here's something noticeable from the very first video. I only watched until the first stock was taken, but it shows everything that I dislike about the game and why many of the complaints people have about it are completely valid. MK vs MK on Battlefield. After jumping around throwing out hitboxes and in general just looking menacing at each other for no real purpose for 10 seconds, neutral colored MK glides through dark MK into a full forward tilt auto combo into a forward air into... nothing. He essentially worked 12 seconds for chip damage. Dark MK then misses a down tilt and neutral MK punishes with a tornado which led to nothing again. Following more neutral game, dark MK hits a falling forward air, correctly reads neutral MK's air dodge and punishes with a short hop nair, and then misses the follow up. All the time between 1:28-1:36, where both players are just rolling and shielding and down tilting, may as well have been camping. The game consists of waiting out in neutral for extended periods of time, hitting/getting hit for marginal percent, and resetting the game back into neutral, until someone is at kill percent, at which case the other person begins fishing for kill moves. I don't have to watch more. I don't want to watch more. I understand the importance of footsies in Brawl, I understand how others may find the defensive game enjoyable. Hell, I found it enjoyable for the first few years of it's existence. But it doesn't entice me as a player to want to go out and do it.
Compare that to http://youtu.be/SOnYtXIyfW4?t=8m55s Similar situation, top level players at APEX 2014 playing on Battlefield with the best characters in the game.
Following Falco teching Fox's shine, Falco sh down airs Fox, which is immediately punished with a second shine leading into a tech chase for 50% with Falco finally escaping (more like Fox just ending it) but still in an unsafe position, a position where he's punished again which leads to a loss of stock. In the amount of time where neutral MK landed two hits, Falco is already dead. Brawl's offensive game stinks, and it doesn't make defensive gameplay enjoyable to watch either. That is why Brawl has a waning popularity. That is why people wrongly believe Brawl is an uncompetitive game. That is why people rightly believe that it is a worse competitive game than it's predecessor.
This is easily rectifiable in Smash 4 as long as offense is actually rewarding and defense doesn't dominate.
Also melee really isnt more competitive/competitively viable nor would I say it or Brawls defensive mechanics (which are overblown) are the reason for Brawls decline (specifically in regards to gameplay itself btw, not subjective things like viewer enjoyment which definitely matter). The biggest problem with people making this statement is they dont seem to have a full grasp of how brawl functions and make judgments based on an incorrect perception of the game (being able to distinguish things like the punishment and neutral game, whats happening in neutral, etc. is really important).
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