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Well I think you exaggerated a bit.That is certainly true for some other fighting games, but free form combos are what make Melee unique, so while are some instances where you simply memorize something and then execute (chain grabs come to mind) I would say most of it is hitting, opponent DIing, and proceeding to followup with another attack, which requires a bit more mind games, and give the one being comboed to escape the combo with proper DI, or other factors.
I can see what you're saying with Brawl and attempting to get in stabs with constant mind games, but that is also what makes it frustrating. You spend several fake outs and spaced attacks to get in, but all for what? One tilt? And then you start it all up again to land another tilt? The same reason it is boring to watch, to me, seems the same reason it is boring to play.
Serious question: Is it honestly important to measure the skill of the player being combo'd during a combo? We've already measured their ability to avoid ftilt, which I would argue is a skill-based little game, and once the combo starts we're measuring the ability of the comboer to correctly perform the combo. Even then we're still measuring the skill of the player being combo'd because of DI, which is not only a knowledge-based skill but also potentially a mental game (what with tech-chasing and stuff.)I've thought a lot about this question and largely agree with the direction Brawl went. Unless there are counters built into combos such as in brawl, they don't really measure skill. If ftilt leads into a combo, it doesn't measure the opponent's skill during the combo, only their ability to avoid ftilt.
I would not say melee was well designed in the sense that i don't think it's good as the game the deisgners envisioned (they didn't see wavedashing, i doubt they saw many combos, shfflcing etc) Had melee been designed as what it became, i'd say it was pretty well designed...One last question: Quoting Ampharos' last paragraph, would you say melee is very well designed? (I never got to play melee seriously)
In other words, is the sure combo/situational combo balance particularly good?