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Smash Master
Congrats, you're better at a technique than someone who has been using Nintendo systems for 20 years. Thanks to that, you are able to compete, and I am not. That sort of distinction and barrier is what I feel should be lowered, and fortunately for me and unfortunately for some, Smash4 seems to have done that while keeping some advanced (but still intuitive) techniques around.I started playing smash in April. I have never owned a Nintendo product until April besides a gameboy.
Wavedashing is easy. You hold the control stick as if you're trying to crouch and move forward and you press jump then shield. Why do people think this is hard?
Thinking this is hard because of the timing and precise inputs is the equivalent to thinking shooting people in a FPS is hard. You precisely move the control stick onto your moving target, and you input certain buttons at the time your reticule cross them.
To expand on that last thought, the strategies implemented in those games are useless without a level of mechanical skill (aim+movement+shooting, etc) and winning is impossible against someone who is good at both, even if you are god tier at one of them. This is precisely how something competitive should function. Intuitive mechanical and strategic depth.
Now, I agree that entry level competitive play should not be so ****ing demanding as melee, but when a game has been played competitively for 13 years, it's to be expected. To word that differently, you should get better at a game for your experience. 13 years is a lot of time for acquired experience. If there are not difficult mechanical inputs, as well as difficult strategy, the game will have an obvious skill ceiling which is not a good thing in any competitive game.
I am stoked to try smash 4. I hope it has difficult viable mechanics as well as a strategical requirement to be good at.
I'm looking forward to finding out how the final build works. All this speculation is running in circles.