Big-Cat
Challenge accepted.
I know a lot of people prefer 3 over 2 stocks. One reason I commonly see is the comeback factor. Another reason is because of things like early deaths and such. I think, "So what?" A stock is a stock regardless of whether we have 2 or 99 stocks. The other reason and this make me think that a lot of players really don't want to feel penalized for their mistakes and feel safer with an extra stock to spare. You can see this in other parts in the game.
The increased lag on aerials has been a big issue for some. You can't approach with aerials as much as you could in previous games. There's more of a commitment to them this time around. If you want to auto-cancel your aerials, you have to do them within a certain time frame. This makes sense. Good balance should be where certain options are not too versatile and outperform other options entirely. Some people seem like they're afraid to go for the ground approach as an alternative. At worst, you see a LOT of rolling because it's "safe" in comparison to walking or running.
Speaking of running, this is another thing I see popping up. People are still adapting to the fact that running requires more of a commitment than ever. This is made worse by the fact that most people go for running over walking in just about any situation simply because one is faster. People look for any kind of micromovement AT out of running and you've got things like perfect pivoting which I don't think will go very far.
Finally, time limits being set at a higher time than at something lower like five minutes. I see people say that a lower time limit means more timeouts and more camping. I understand the concern with camping, but timeouts have always been a viable tactic. In most games, it's not always that easy to do. Camping, on the other hand, is hard to do unless you zone out the opponent very well in this game. Things like SH lasers and missile canceling are gone, and planking has walked the plank. Maybe I'm not seeing this from the perspective of a long time Smash players, but grow some balls and look for opportunities to make them cut that **** out.
PS. Just for the sake of comparison even though they are all different games, most other fighting games have a max time for any given match (not set) of five minutes. Street Fighter does 2/3 at a max time of 297 seconds, three seconds shy of five minutes and 99 seconds per round. Tekken does 3/5 with a max time of 5 minutes, a minute per round. Virtua Fighter goes for 3/5 with a max time of 3 minutes 45 seconds at 45 seconds per round.
The increased lag on aerials has been a big issue for some. You can't approach with aerials as much as you could in previous games. There's more of a commitment to them this time around. If you want to auto-cancel your aerials, you have to do them within a certain time frame. This makes sense. Good balance should be where certain options are not too versatile and outperform other options entirely. Some people seem like they're afraid to go for the ground approach as an alternative. At worst, you see a LOT of rolling because it's "safe" in comparison to walking or running.
Speaking of running, this is another thing I see popping up. People are still adapting to the fact that running requires more of a commitment than ever. This is made worse by the fact that most people go for running over walking in just about any situation simply because one is faster. People look for any kind of micromovement AT out of running and you've got things like perfect pivoting which I don't think will go very far.
Finally, time limits being set at a higher time than at something lower like five minutes. I see people say that a lower time limit means more timeouts and more camping. I understand the concern with camping, but timeouts have always been a viable tactic. In most games, it's not always that easy to do. Camping, on the other hand, is hard to do unless you zone out the opponent very well in this game. Things like SH lasers and missile canceling are gone, and planking has walked the plank. Maybe I'm not seeing this from the perspective of a long time Smash players, but grow some balls and look for opportunities to make them cut that **** out.
PS. Just for the sake of comparison even though they are all different games, most other fighting games have a max time for any given match (not set) of five minutes. Street Fighter does 2/3 at a max time of 297 seconds, three seconds shy of five minutes and 99 seconds per round. Tekken does 3/5 with a max time of 5 minutes, a minute per round. Virtua Fighter goes for 3/5 with a max time of 3 minutes 45 seconds at 45 seconds per round.
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