Fair enough.I think you're reading things into my post which simply aren't there.
New game hype is a definitely thing, but I don't think either of those claims are particularly contentious. It's fair to suggest that Smash Ultimate has more depth than Smash 4 when the new mechanics lead to more player freedom without coming at the expense of balance. It's fair to say the game is more difficult when defensive options like air dodge & and rolling were nerfed to such a degree wherein careful application of those options is the only way to succeed. Ultimate undeniably demands so much more from the player (more focus, better spacing and better decision making) in comparison to Smash 4. It's not that I find your perspective harsh or overly negative, it just comes across as perplexing.I take issue, however, with this rose-colored-glasses view of the new game that suggests that it has more depth or is more difficult than the previous entry in the series; I also want to suggest that the balance in this new game is going to be inevitably worse due to the mechanics (ignoring balance patches for the moment). This is an observation based on years of experience with melee, brawl, and smash 4, not a value judgment aimed at taking down smash ultimate or targeting your enjoyment of the game. If I've framed things in a particularly negative or harsh light, it's because you've repeatedly framed them in a disproportionately positive way that in my opinion they don't deserve, so some counterbalance is necessary.
It's overly reductive, even for Smash. Breaking the game down into just those options completely misses the point. The goal in any Smash game isn't to just get good at doing those things, it's learning your opponent's behavior and exploiting it. Dash attack > Dash dance doesn't actually mean anything of anything. Is your opponent dash dancing in place every so often like a dark souls boss and that loses out to dash attack? What about characters who have punishing fairs to beat out careless dashes? What about short hops, which are arguably more common than dash dances? RPS will always be a thing in fighting games, but they're deemphasized in Smash due to freedom of moment, variability of play and relative lack of 50-50s.As far as my read on the metagame, this is no parody, nor is it meant as a slight to smash ultimate. if my own experience isn't enough to convince you, this is the same take that Dabuz has. But rather than argue on the correctness of the read, I'll rephrase it: RPS in fighting games always exists and always will; Ultimate didn't expand the RPS concept, just shifted it.
This isn't an opinion just supported by myself. ZeRo's made this point in many of his streams and even some of his videos, where he goes into what's needed to succeed in Smash Ultimate. Autopiloting in Smash Ultimate, as in, solely focusing on SH aerials and dash dancing or w/e without keeping the opponent in mind will get you wrecked.
It just felt like you were arguing in bad faith, using reductive reasoning to make your points without saying anything substantial. The RPS example doesn't tell me anything.Instead of taking issue with my tone, and using wording like parody, myopic and disingenuous, you could offer something substantive. A substantive response to my claim would look something like this:
"But dash dancing doesn't always beat shielding because parrying is a mechanic, so this theoretical triangle that you suggested actually has room for layers of yomi"
(forgive me fighting game theorists for my inaccurate usage of the word yomi; it just conveys the point better)
Even your example falls flat because parrying has not significantly explored into Smash Ultimate's metagame yet, and likely won't be a goto counter option to baiting shield (and tbh buffering a jump just seems like a safer, better option)
I actually agree with this sentiment. I hate it when people shut down arguments with "it's too early!" or "tier lists this early are completely useless!" These claims can be thought-terminating and frustrating to deal with since there shouldn't be a problem discussing things in a discussion thread. However, Smash Ultimate's advantages over Smash 4 are incredibly evident. The changes to air dodging and rolling alone give the game more depth (something that even Smash team felt was a big deal since it was a their initial E3 video). The game having more depth over its predecessor isn't just a sentiment shared by myself or some of the top players in this thread. Virtually every top player has expressed this at some point, through stream or actual video. Even Melee players like Armada and Leffen have a vested interest in Smash Ultimate. I know it's an easy out, but I think it means something when even Melee players seem interested in the game.This, however:
"It's a new game"
"It's too early to tell"
"You have a lot of movement options"
I can't get behind. These are self-defeating blanket statements. You yourself claimed that this game is much deeper than smash 4--how do you know? Isn't it "too early to tell"? The game has only been out for a month, and you already want to assess its depth as being greater than a game that people managed to find deeply satisfying for over 5 years?
I like you too man. I've always enjoyed your posts in the Smash 4 character impressions thread. In fact I hope you'll stick around for this game's lifespan as well.I like you and I like Smash Ultimate, and I'm glad that you enjoy it.
I hope that this clarifies my position a bit.
Using the combination of a character's recovery + air dodging to make it back on stage. Even Cloud's "bad" recovery in Smash 4 was difficult to contest to the strength of his air speed, air dodge and Up B giving him a consistent path to recover.What does this mean? What is a linear recovery and why does it exist in smash 4 but not in Ultimate?
I guess "more linear" would be more accurate, but your typical Smash 4 character has less approach options than a Smash Ultimate one. I don't think that's a particularly controversial thing to say (especially since in retrospect, Smash 4 Cloud feels like a base for Smash Ultimate as awhole)What's a linear approach? Does dash dancing a few times before you dash attack constitute a non-linear approach? (think foxtrotting Cloud from smash 4)
How do we define taking more risks in Smash 4 though? Edgeguarding (if you weren't a specialist) wasn't worth it most of the time. Characters like Diddy Kong who had top class ledgeplay were (usually) better off comfortably reading their opponent and destroying them on getup instead of chasing them off stage. Characters with kill throw setups were better off patiently waiting for their moment to close out a stock. Smash 4 always struck me as a conservative fighting game, where knowing how to maximize your punishes, being good at spacing and reading your opponent were the best way to succeed.mitigating risk also means that you can take more risks because there are more neutral interactions per stock; 3 stocks in Ultimate (a point you bring up in Ultimate's favor, even though it's a tournament ruleset call and not part of the game engine at all) may end up being fewer neutral interactions per game than 2 stocks in smash 4.
The reason why I brought up 3 stocks for Smash Ultimate in comparison to Smash 4 is because it works well with the game's speed. Smash Ultimate benefits immensely from it, since the votality of 2 stocks was always a sticking point for Smash players. This is a sentiment that's shared by many players, and not just myself.
Have I mentioned yet how much I love 3 stocks ?? Even if it statistically made little to no difference in results. It's just that feeling you get when you lose your first stock but then realize you still have 2 full stocks left makes the game so much less frustrating
— BKROG | Ramin (@Mr_RSmash) December 12, 2018
A more punishing disadvantage means you have to play better, period. Mistakes that would cost you damage in Smash 4 could cost you a stock in Ultimate. It's not inherently better, but it does undeniably reward skillful play on both ends.Punish quality always scales with game time. A more punishing disadvantage shifts the focus from neutral to advantage. What's the problem with that, you ask? Nothing, actually; it makes it a different type of game, but that may be fine. For me, personally, it's one of the reasons that I never got into competitive Melee and it's not something that I like about this game.
I don't think what you're describing is mutually exclusive. Practicing combos in training mode alone has never been critical to success on its own, and you need to be able to figure out your opponent's habits AND implement the combos you've practiced to succeed.Advantage is fundamentally a state where one player has a lopsided role. The more important advantage is, the more something like practicing combos in training mode is critical to success rather than figuring out your opponent's habits. It's still skill, you're right, but it's of a different sort.
To be honest, I used to be obsessed with having the last word in arguments. In the Smash 4 threads character impression threads, I took pride in winning arguments (because I wasn't a good player, lol), but I realize now that it didn't amount to anything. I sucked at Smash and my knowledge of that game was lacking. So believe me when I say that i'm not concerned with being right in this particular debate. I just wanted to challenge your viewpoints head on. I don't like being overly optimistic about anything, but, being fatalist about a game this early just doesn't feel right to me.You're free to have the last word if you want, I've had my say.
Last edited: