This conversation suddenly lead to "this move is supposed to be good! or why shouldn't this combo?!"
The ability to perform a move to it's maximum potential is TOO EASY. There is no skill ceiling when moves are that easy to link or that obvious to combo. Do you know how many combos are frame perfect for falcon that are based on percentage windows as small as 8%? Half the time falcons don't perform extreme technical "optimal spam" that zones moves and moves you quickly. In fact, I can't think of any character or style that does that for more than 1 - 3 seconds at a time. I mean, maybe certain players' styles were spammy or campy or "optimal" but can you really think of someone who is just spamming attacks in front of other players? the openings i see in melee are stupid complex or just outright fast and surprising. it is not a build order contest. it is not RPS encounter. it is about values CONSTANTLY changing based on position and character stance.
so yes, the best part about melee is that sub optimal strategies exist at ALL levels. There are only 1 or 2 falcon's in the world who play at the maximum speed, who combo and move in such flawless manner. There are 3 charizards in my city that can combo "freestyle" better than falcon could on half the cast in melee.
so going back to character stance, it ****ing matters what stance your character is in. because A moves are so god damn good in Melee and B moves are not forms of designed approaches, you have to move yourself in creative ways. this is where it becomes like Brood War because there are dozens of ways to move certain characters. Harder or stricter movements exist per character (Marth) but even then their offensive capabilities are so varied that some marth choose to play extreme ground - grab game while others prefer aerial - followup.
honestly there is only 1 or 2 ways to play bowser. wolf seems like a perfect integration but others have so many 1 dimensional moves and then so many characters are designed 1 dimensionally. oh he has THIS EXACT TOOL to deal with that weakness you were complaining about last patch. Oh? It's not obvious how to use it? LOL Yes it is just do it here.
and i can't take away from players who play these characters well. fighting against them is just much more street fighter. and since the skill floor is reduced in PM, i encounter more and more "high" skill players who are just doing what they do at their locals. which is what you expect. until i ask myself what makes the next person even better. what makes that Wario better than his Wario? And I'm not going to get into which characters are broken or if Bowser has more than 2 optimal plays at a time. What I'm going to get at is that attacks are way too ****ing easy to use correctly and optimally every time. Approaches are designed and forced into the metagame where previously A attacks and movement dominated the game. A young game that has this kind of favor to attack will CONTINUE to favor attack because it is a compounding force. Defense DOES NOT GET STRONGER because attack appears more in a metagame. Numbers aren't Darwinian. You think that mechanics can react to a metagame?
Attacks are too fast, too strong, and too lethal. What form of defense are you saying I use? Powershield? Spotdodge? Movement? Do you know how easy it is for the next offensive string to be thrown out? The other player doesn't have to participate in an active search in opening a small hole in your defense, of choosing the correct attack and timing, and then converting on whatever sliver of chance they had - sometimes reconverting to neutral + position.
Since I'm not moving in structural patterns and since offensive strings/approaches are designed, I can just get to the zone I like, press moves, and followup accordingly. If I don't find my zone, I can just spam my build order until I get to my zone. And if I didn't get to my zone correctly, then my build order was wrong, or my character needs a buff, or he needs a nerf. Or maybe my build order was wrong...
NOPE. MOVES MOVES MOVES
The ability to perform a move to it's maximum potential is TOO EASY. There is no skill ceiling when moves are that easy to link or that obvious to combo. Do you know how many combos are frame perfect for falcon that are based on percentage windows as small as 8%? Half the time falcons don't perform extreme technical "optimal spam" that zones moves and moves you quickly. In fact, I can't think of any character or style that does that for more than 1 - 3 seconds at a time. I mean, maybe certain players' styles were spammy or campy or "optimal" but can you really think of someone who is just spamming attacks in front of other players? the openings i see in melee are stupid complex or just outright fast and surprising. it is not a build order contest. it is not RPS encounter. it is about values CONSTANTLY changing based on position and character stance.
so yes, the best part about melee is that sub optimal strategies exist at ALL levels. There are only 1 or 2 falcon's in the world who play at the maximum speed, who combo and move in such flawless manner. There are 3 charizards in my city that can combo "freestyle" better than falcon could on half the cast in melee.
so going back to character stance, it ****ing matters what stance your character is in. because A moves are so god damn good in Melee and B moves are not forms of designed approaches, you have to move yourself in creative ways. this is where it becomes like Brood War because there are dozens of ways to move certain characters. Harder or stricter movements exist per character (Marth) but even then their offensive capabilities are so varied that some marth choose to play extreme ground - grab game while others prefer aerial - followup.
honestly there is only 1 or 2 ways to play bowser. wolf seems like a perfect integration but others have so many 1 dimensional moves and then so many characters are designed 1 dimensionally. oh he has THIS EXACT TOOL to deal with that weakness you were complaining about last patch. Oh? It's not obvious how to use it? LOL Yes it is just do it here.
and i can't take away from players who play these characters well. fighting against them is just much more street fighter. and since the skill floor is reduced in PM, i encounter more and more "high" skill players who are just doing what they do at their locals. which is what you expect. until i ask myself what makes the next person even better. what makes that Wario better than his Wario? And I'm not going to get into which characters are broken or if Bowser has more than 2 optimal plays at a time. What I'm going to get at is that attacks are way too ****ing easy to use correctly and optimally every time. Approaches are designed and forced into the metagame where previously A attacks and movement dominated the game. A young game that has this kind of favor to attack will CONTINUE to favor attack because it is a compounding force. Defense DOES NOT GET STRONGER because attack appears more in a metagame. Numbers aren't Darwinian. You think that mechanics can react to a metagame?
Attacks are too fast, too strong, and too lethal. What form of defense are you saying I use? Powershield? Spotdodge? Movement? Do you know how easy it is for the next offensive string to be thrown out? The other player doesn't have to participate in an active search in opening a small hole in your defense, of choosing the correct attack and timing, and then converting on whatever sliver of chance they had - sometimes reconverting to neutral + position.
Since I'm not moving in structural patterns and since offensive strings/approaches are designed, I can just get to the zone I like, press moves, and followup accordingly. If I don't find my zone, I can just spam my build order until I get to my zone. And if I didn't get to my zone correctly, then my build order was wrong, or my character needs a buff, or he needs a nerf. Or maybe my build order was wrong...
NOPE. MOVES MOVES MOVES