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forced design

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EpixAura

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So, basically the three key points here are that
1. Offense is overpowered
2. Movement is less important
3. The forced design of the characters limits the game

First off, offense is NOT overpowered in this game. If anything, I feel this game is more defensive than Melee because of how many defensive tools characters like Zelda, Link, TL, Ivysaur, Snake, Bowser, etc. have. The OP made it seem like combos and offensive are closely linked, and that is simply not the case. The characters all have very little options to play aggressively, and while their defensive options can contribute to offense, it's better to remain defensive with them in most scenarios.
As for the second point... now that you mention it, that does seem to be the case. A lot of characters have been given alternatives to movement for approaching. Some characters rely on pure spacing, some have a move they can abuse to get in on someone, or at least help make that job easier. Overall, I feel like dashdancing and such has become less important. That's not to say there aren't characters who rely on clever and sleek movement (Squirtle is amazing in this respect), just that it really does some to be less important.
Regarding the last point, I have 3 things to say. First, just because move X is meant to chain to move Y in most situations doesn't mean it can ONLY chain to that move. Just because the characters have more obvious followups than some of the Melee cast doesn't mean they don't have other things they can do. The game is no more limited than Melee, just more intuitive at times. Second, even if that wasn't the case, there's nothing that can be done about it. These seemingly linear options are present because it helps to artificially advance the character's metagame so we can better see where they stand relative to the rest of the cast. It's necessary for balance. Finally, there's also the fact that a lot of the seemingly linear nature of some combos is really just an illusion. It seems that way because we are familiar with the physics, as some of us have been (ab)using them for over a decade. If we were introduced to the P:M characters back then and didn't understand these physics, would these combos really seem so linear and intuitive?
 

trash?

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"dashdancing has become less important".

I'll be honest I'm 100% okay with that. your mango style ultra-aggro funtime DDs are few and far between compared to the usual plan of DD camping in melee
 

ItalianStallion

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Finally, there's also the fact that a lot of the seemingly linear nature of some combos is really just an illusion. It seems that way because we are familiar with the physics, as some of us have been (ab)using them for over a decade. If we were introduced to the P:M characters back then and didn't understand these physics, would these combos really seem so linear and intuitive?

I think this is an extremely important point you bring up. In fact, this may be the most important point brought up in this thread. Bravo.
 
D

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people usually ask me for the differences between melee and PM. i don't tell them anything about characters, stages, changes to character-specific interactions, any of that ****. i tell them that the movement options are less polarized (falcon less DD dependent, sheik less WD dependent, etc) and i tell them that the tier list gaps are much smaller between characters. that's all i tell them. everyone loves it that way.

the idea of disliking a game because it was thoughtfully planned baffles me.
 

ph00tbag

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My worry is that when a gap is being found with a character not being able to punish in a certain situation due to developing mitigation, the ability to continually change the characters is being used to fill those gaps. "Well if the opponent DI's in x direction out of this hit, I have no followup option. That is a flaw in this character and I will create a solution." This was very visible in Ike early on because of his recovery. "Well, if I dip too far below the stage, I have no ability to recover. I'll add the ability to walljump." "Well, if my opponent jumps when I'm charging my fb, they can just go up and over me. I'll add the ability to jump out of fb." "Well, if my opponent just shields the fb hit, I'm at a disadvantage. I'll add the ability to grab." (that last one might have just come about because of adding the ability to jump in the first place, but you get the point.) It's fine to be aware of character flaws, but it is an entirely different problem when you are analyzing the flaws and providing your character tools to specifically address those flaws rather than using a given tool set to thoughtfully overcome those flaws. Your character doesn't NEED to be able to autocombo into kill moves from grab. Your character doesn't NEED to be able to recover from every scenario. Your character doesn't NEED to have a followup to every move. Your character NEEDS tools that are developed primarily in the interest of how they affect his neutral game, but not to the point where they are impenetrable. Individual moves should not have 5 different developer intended purposes. Melee characters movesets do have a range of purposes, but they are ones we have developed with hard work, not with code. The full use of Fox's nair didn't become obvious for 9 years. Nairplaning didn't become really popular until that very set you linked to. The ways to use it are still changing.
I can't really disagree with this, although I'd say this is a departure from the original complaint in the thread. (I realize you're pretty much starting from the middle of the thread, so such is understandable.) I'd say this is more a problem with reactionary design (which is something I would wholeheartedly agree with you on), and ultimately, I think a design approach guided by principles of what a character actually needs, and creating moves that suit those needs is the answer to the problem. Maybe I'm misreading Vro through all this, but I think the focus of the thread was saying Melee was better for its (apparently) unguided design approach, which is less defensible, IMO.
 

Rarik

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Maybe I'm misreading Vro through all this, but I think the focus of the thread was saying Melee was better for its (apparently) unguided design approach
How I followed it was that Vro thinks that P:M favors offense too heavily and that movement isn't important enough, and that he believes this is due to the guided design approach of P:M. Slight difference but an important one, because arguments can be made that moves were guided too heavily into a niche role, or the move was fine but then was changed due to this guidance to do a job it could already do, but lose other options it had in the process (Oracle's post is mainly about this)
 

DMG

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I disagree with Falcon being less DD dependent. If anything, he should be using it more because there are scarier range/edgeguarding/combo games flying around for him to not take proper care. There wasn't a separate tool or buff that lifts the burden of going in for Falcon besides occasionally RAR.
 

Phaiyte

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Ike: "Adding the ability to grab" out of a move he already could jump out of didn't happen. If you can jump, you can inherently both wavedash and grab 100% of the time.

Also, I don't see anything bad about purposeful design at all. Literally every good current fighting game does that. The only real problem with this game is that some characters literally have an answer to anything and everything in every scenario, which shouldn't happen. Sometimes those options aren't super amazing, but they work and they're still there. By all means, designing things on purpose is ok. Specialize some characters in multiple aspects anti air, or movespeed, some sick grab game, uses of mechanics such as wavedashing, etc. Cripple some characters on purpose in other aspects by making their grab game or recovery suck. The posted material in this paragraph does not pertain to any particular character, btw. Just examples.

As a template for a well balanced character, take everything that a general character in this game can do and write it out. Movespeed(ground and air separated would be nice), weight, fallspeed, grab game, recovery, average damage output, knockback ratios, zoning, etc(items posted aren't everything just examples). Measure about how good a character is at each individual thing; rate everything 1/10. It doesn't need to be super exact, as long as it's a generally agreed upon thing amongst skilled players. It doesn't matter how difficult it is to pull off whatever you're measuring. If the character is capable of doing it, even if it's likely only via TAS, it gets counted in the measurement.

If a character scores around the area of 90-95%, it's time to tone that **** down.
If a characters scores less than 50, we might have a problem.
Every character in this system should fall between 75-85%.

What kind of characters in this game currently fall into this range? Mario, Link, Marth, Sheik, PAL Fox/Falco if that happens, Wolf, Lucas, and probably D3, just to name a few. Everyone should fall into and around this category. So far the cast has actually mostly hit that goal within the characters I am actually experienced in, which are all in my sig. Except Yoshi because he's not implemented yet but I'm going to play the **** out of him anyway even if he's still melee bad. I can't speak for any characters that are not in my sig at this time, so I can't give a valid opinion on how balanced they really are. But I also almost never see any particular character singled out at the top of tournaments these days, so for now I can mostly assume they're fine. Even with Sonic and Pit going down the toilet, this is still the most balanced Smash game of all time. So I guess this finally boils down to one massive question that has to be answered:

What's up with all the qq?????????????????????????????????????
 

DMG

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DMG#931
If something is possible only though TAS, it would probably be excluded because it wouldn't be a reliable thing to show up in human play. The same thing with assuming that Fox and Falco *should* shine invincibility through anything they want if the player was good enough (although now that's gone TROLOLO).
 

GP&B

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These last two pages, now this is the stuff I was hoping people would get at.

Really good reads here guys. I haven't read through everything yet, but it's obvious that some real talk has gone on.
 

Phaiyte

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If something is possible only though TAS, it would probably be excluded because it wouldn't be a reliable thing to show up in human play. The same thing with assuming that Fox and Falco *should* shine invincibility through anything they want if the player was good enough (although now that's gone TROLOLO).

Whether people think so or not, things happen on accident, and then people will eventually learn how to do it on purpose, no matter how hard it is to perform. Especially if they have winning in mind. All things have to be accounted for. If it's possible through TAS, then it is automatically possible for humans to do it too, even if it's difficult. Hell, watching TAS videos is one of the sole reasons I got good at Street Fighter 3rd Strike with 7 characters.
 

NWRL

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Forced design into niches isn't a bad thing though, OP. Traditional fightings games use design methods similar to PMBR and their games draw a bigger following than Melee...
 

CyberZixx

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Forced design into niches isn't a bad thing though, OP. Traditional fightings games use design methods similar to PMBR and their games draw a bigger following than Melee...
Only SF4 and Marvel have bigger scenes than Melee is Evo is to be believed. The majority of smaller fighting games would love to be the size of us. Just talk to the anime and 3D community's.
 

NWRL

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Only SF4 and Marvel have bigger scenes than Melee is Evo is to be believed. The majority of smaller fighting games would love to be the size of us. Just talk to the anime and 3D community's.

Well that's what I'm referring to. As far as 3D fighters go, I'm sure Tekken has a pretty sizable base.
 

DMG

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DMG#931
Whether people think so or not, things happen on accident, and then people will eventually learn how to do it on purpose, no matter how hard it is to perform. Especially if they have winning in mind. All things have to be accounted for. If it's possible through TAS, then it is automatically possible for humans to do it too, even if it's difficult. Hell, watching TAS videos is one of the sole reasons I got good at Street Fighter 3rd Strike with 7 characters.
All humanly possible things, and TAS is not always humanly possible. If we are talking about frame perfect execution along with human reaction time beyond anything achieveable, then it's a no go. You don't factor in those things because it's not reasonable.

If it's merely something silly like frame perfect pillaring with Falco, sure you could make a case for assuming that will happen. But that mindset only applies in a very narrow view, where reaction time isn't included for whatever you are trying to do. Assuming Fox and Falco players could reach a point to reliably shine through any attack that came at them, will never happen from a human standpoint but is very possible in TAS. SO, the definition you are looking for is probably TAS execution, not TAS reaction.
 

ph00tbag

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How I followed it was that Vro thinks that P:M favors offense too heavily and that movement isn't important enough, and that he believes this is due to the guided design approach of P:M.
Well, this strikes me as somewhat laughable. If anything, solid movement has become more important because there are more potent options for conversion.

It's like in Smash 64. Being able to play the neutral game safely is all there is in that game, since the combo game is so utterly devastating, and there's not even as many options for movement in that game as there are in P:M.
 

ELI-mination

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Well, this strikes me as somewhat laughable. If anything, solid movement has become more important because there are more potent options for conversion.

It's like in Smash 64. Being able to play the neutral game safely is all there is in that game, since the combo game is so utterly devastating, and there's not even as many options for movement in that game as there are in P:M.
One of the reasons I love smash 64 the most is because every character can pretty much destroy you if they touch you
 

Archangel

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One of the reasons I love smash 64 the most is because every character can pretty much destroy you if they touch you

I both like an dislike smash64 for that reason. I like the general idea of a character getting off on another character. What I dislike are the limitations in some situations. The ability to Air dodge and spot dodge were good ideas when they were implemented. I like the fact that you have try in most cases to get follow ups rather than it just continuing to hit someone until they die because they can't move and have 0 options. It's one the reasons why I don't mind chain combos or some chain grabs.
 

Phaiyte

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All humanly possible things, and TAS is not always humanly possible. If we are talking about frame perfect execution along with human reaction time beyond anything achieveable, then it's a no go. You don't factor in those things because it's not reasonable.

If it's merely something silly like frame perfect pillaring with Falco, sure you could make a case for assuming that will happen. But that mindset only applies in a very narrow view, where reaction time isn't included for whatever you are trying to do. Assuming Fox and Falco players could reach a point to reliably shine through any attack that came at them, will never happen from a human standpoint but is very possible in TAS. SO, the definition you are looking for is probably TAS execution, not TAS reaction.

Yeah I pretty much assumed execution was implied for the most part.
 

Phaiyte

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I both like an dislike smash64 for that reason. I like the general idea of a character getting off on another character. What I dislike are the limitations in some situations. The ability to Air dodge and spot dodge were good ideas when they were implemented. I like the fact that you have try in most cases to get follow ups rather than it just continuing to hit someone until they die because they can't move and have 0 options. It's one the reasons why I don't mind chain combos or some chain grabs.

Characters are generally faster in 64 and can rely on movement speed more than anything else to get any job done. No dodge mechanics in this game was pretty much perfect for this engine.
 

Gallo69

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Not trying to overlook any points or complaints made in this thread, but here is my opinion.

Let's play the game and keep developing the metagame. I think people are just unfamiliar with certain combos and moves because they haven't played the game enough. We should find counters to moves that we don't understand.

In melee, people found out they could DI away from the Ken Combo or dropzone knee. They figured out you can SDI out of fox uthrow uair, and a lot of falco combos. They learned not to get grabbed by ICs.

My point is, we should all play the game more and discover new technology.
 

Oracle

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that is a fairly valid point, but people didn't di out of ken combo or dropzone or what have you because DI was not very well understood early in the game. We understand it, and a lot more aspects of the game waaaaaaaaaaaay better now than we do then, so claims about combos or whatever are much more valid. Besides, we aren't even arguing that certain techniques are unbeatable or have no answers, just that the overall direction of the game isn't great.
 

Strong Badam

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First off I'd like to applaud Cactuar for articulating his thoughts into something that actually has content. I have seen/heard literally hundreds of Melee players bash Project M in an entirely nonconstructive manner, insisting that characters are too easy or that their combos are too easy or good. Or even that something "isn't like Melee." Like, what the **** is that even supposed to mean when you don't even put any effort into making a reasonable comparison? I've been silently reading this topic waiting for an actually well constructed and reasoned post to begin a conversation with, and I think I've finally found that.
It is important to separate Attacking from Punishing/Comboing. Attacking is putting out a move with the intention to break neutral, to succeed to first hitting, to begin the Punishment game. The move you choose determines the type of Attacking you are performing. Projectiles are generally the least threatening Attack, as they have small or no true followup windows to lead to a Punishment game, which, when Attacking, leads to them being used to open the opponent up by stuffing a Defensive action or pressing the opponent to stay in place to prevent the projectile itself from hitting, which leads into a positional advantage, which leads into an advantageous second Attack. The strength of the individual move in attacking is determined by how it performs one of several purposes, but I'll get into that later if anyone wants me to.

Punishing/Comboing is the ability of the player to maximize followup damage from successfully winning the neutral game, with the point between winning neutral and beginning punishment being known as the conversion. This is where Vro's primary problem lies, as the way development seems to have gone is towards creating super simple Punishment followups for whatever characters. There seems to be too much focus on whatever characters the developers are working on with the intent of giving them planned out options for every combo scenario.

Mitigating Punishment doesn't even seem to be a concept that is addressed by development in P:M. This is essentially the opposite side of the combo game coin. The ability to control your character while being Punished. The ability to control the path/direction of that combo. In Melee, the player being combo's actually dictates how that combo will turn out. The player performing the Punishment is reading the decisions of the victim and responding. Truly good Mitigation leads the combo path into locations where the next action of the Punishing player can only be followed up once or twice, leading to locations where that player cannot follow, or where the victim can edgeslip and regain control, etcetc. In response to any single hit, a player with solid Mitigation will have several options that force the responding player to hardfollow that option. This means that the Punishing player has to read and successfully perform the correct followup for that DI, they cannot simply cover the full range by throwing themselves towards the trajectory and deciding when they get there. There are moments in Melee like Falcon potentially being able to cover 3 out of 4 ground recovery options with raptor boost. A player with good mitigation will direct his trajectory towards a location where the Falcon will have to seriously consider that they might be selecting the 1 of 4 instead of the 3 of 4, making their decision to use raptor boost a 50/50, despite it being a 75/25 in terms of options covered.
I find this is overplayed, at least to some degree. Sure, most combos on the newer characters are in fact designed. It'd be entirely unreasonable to expect the PMBR to simply throw a bunch of things at a wall and hoping some things stick. But when we design these combos, we more often than not just give a character an option that accomplishes a general task. rather than what you and many others seem to be implying, which is designing a full combo tree. Wario's Fair sends at a similar trajectory as Marth's tippered Fair (although slightly lower), this is designed to allow him to combo horzontally despite his limited grounded horizontal speed (which Marth has, but Wario lacks). Since it's slightly lower, there aren't cases like Marth's Fair where if you really DI way up high against a floatier character, his only option is to finish with a U-air and hope for advantageous staggered positioning. On the flip side, the lower trajectory means that downward DI is more effective. Since Wario doesn't fall nearly as fast as Marth, this means that even though the moves share a similar trajectory, their mitigation is different which necessitates that players learn proper mitigation for it. If you approach mitigating a combo by Wario in the same way as you do Marth's, you'll soon find yourself being struck with another fair/sourspot uair into a sweetspot uair/aerial SideB/Waft depending on your DI from there. Very rarely do we go "Alright, so if they DI out on this, X character doesn't have a followup. Let's fix that." In my Fair example, should the opponent DI down (depending on their original position), Wario is forced to accept an advantage on a purely positional and time-based level. The opponent is pressured at the ledge or in a tech chase situation where Wario must interact further to gain more reward. Of course, the optimal DI trajectory for Wario's Fair is sub-optimal for his U-air, which creates a similar RPS situation to Captain Falcon's combo game. Should you choose Combo DI on his Knee, you're sent flying off the stage at a horrendous angle and die. Should you choose survival DI and the Falcon chooses to Up-air, you've sentenced yourself to further up-airs or a Knee with more damage tacked on beforehand. The mitigation developed that eventually turned this would-be RPS situation into a fast-paced yet deep battle between the Falcon player's decisions and that of his opponent is extremely complex and is only discovered and implemented at a much higher level than almost any of the players posting here. I think it'd be an unnecessary tangent to go on to further explain what I mean, but my essential point here is that people tend to have rose-tinted glasses on when they compare Melee attributes to PM's. Often times, a move previously had two or three ways to mitigate a followup. In Project M, we've simply designed these moves to have fewer ways of mitigation (not none), which rewards match-up knowledge and punishes players trying to apply general concepts to every situation, something that I find most would agree contributes to Melee's greatness.

Forgive me as the background information necessary to make this next point is very clear to you already, however I need to illustrate it to other readers. Consider Fox's nair. As you, Vro, and Oracle have explained, it accomplishes a variety of things, however the favorable outcome of using it depends highly on a player's micro-based use of the move. There are hundreds different ways you can use a Nair. In a given situation, there are very few threads of Nair that have a favorable outcome, and nearly infinitely more ways to do it incorrectly and face punishment. Players have over the years developed an ability to more or less determine and execute the proper threads for a favorable comboing outcome. Now, consider we throw Fox's nair, completely and entirely, on an new character. His physics are different, however, as he falls more slowly and his ground speed is about 10% slower. While players using this new Nair have to develop a new sense of "correctness" about using this new Nair on a micro-level, several of the same concepts apply and the development of the Punishment game is accelerated by a huge factor. Where Fox players spent 9 years determining proper use of the Nair for a comboing perspective, this new character's nair will perhaps take a couple months in the hands of a talented player, despite being slightly different. We've seen this in practice with moves like Wario's Fair, DK's Nair, and Wolf's pillar combos. The mitigation of this nair would in theory develop at a similarly accelerated rate, however in practice this isn't the case. It's abundantly clear to me that an overwhelming majority of players coming into PM with a heavy Melee background... they really don't put as much effort and time into developing the metagame as pure Project M players. As an example, between tournaments I spend a great deal of time theorizing combo strings, considering DI threads, and how I would respond to different mitigation techniques. Do Melee players who only ever play the game at tournaments do the same for mitigation? I think it's safe to assume that this isn't the case, almost always.
Furthermore, with a scene as limited as Project M's, it's unrealistic to expect even a Project M-focused player to be able to develop mitigation at a similar rate as one developing their punishment. There is simply not enough representation of certain characters, leading to some regions not being capable of developing mitigation for that character, in the meantime that character's punishment is developing. These factors contribute to PM's Punishment game being significantly more developed than its Mitigation game, which will be true regardless of how the game itself is designed until its metagame develops. More talented players need to take it seriously and regional mingling needs to occur before we'll start to see the balance shifted back to "what makes Melee so great."

That being said, I perfectly understand that many of the characters are booty buttcheeks. They truly do need to be buffed and changed to have less flaws so that they can reach that status of "viable". Finding a good place to buff a character to is definitely a challenge and I don't envy the position that the developers are in.
I'm glad you realize this, and it's something I was actually planning to elaborate on.

The balance of a character's Punishment game and their Neutral game is really hard to get right. A neutral game is often influenced heavily by a character's physics. Pressing left then right then left over and over has eventually developed to be the overwhelming standard for neutral game positioning in Melee, which transfers over to PM. It's a no-brainer that, along with several other factors, a major contributing factor toward what makes Melee's top 8 where they are is mobility (Fox, Sheik, Marth, Jigglypuff's aerial mobility, Captain Falcon, Ice Climbers) and the ability to disrupt it (Peach, Falco). A very simple way to make Zelda or Bowser viable is to increase their dashing speed to match Fox's. While they would still suffer from other weaknesses, they'd certainly be much better. Obviously, however, other factors such as character personality and diversity come into play. It becomes a very stale game if you take that route, because players enjoy using and interacting with unique media. To compensate for this with game balance in mind, these characters need to be given one of two things. They either need a proportionately extreme Punishment game to how poor their Neutral game is, or they need to be given unique tools that let them function in the Neutral game despite their limited mobility or an option that grants them mobility they didn't have previously. Examples include Ivysaur's Razor Leaf, G&W's land-cancel Food, Ness PK Fire, a DACUS that is effective at opening up varying Dash-Dance trees, etc etc.. What we found was that in many cases, if these unique neutral game options were potent enough, they downplayed fundamental Smash positioning ability and allowed players to succeed without having an understanding of it. Ike's 2.1 Quick Draw, Sonic's 2.1/2.5 Spindash cancels, Lucario's 2.1 Dash Attack, etc.. These options gave players the option to overwhelm players despite the mitigation for them being fully developed (you can't undevelop Dash Dancing). We've moved away from those types of designs, and instead moved toward a slightly more Punishment-heavy design on several characters.

On the subject of combos on FFers, they usually aren't designed at all. We'll give characters Up-Throws/Down-Throws and U-airs that are similar to moves present in Melee and previous demos that are useful on a wide variety of character weights/falling speeds. It just so happens that like in Melee, when you give a character comboing options that are reliable for a large percentage range against many characters, this makes them devastating on fast-fallers. The reason we don't address it after we notice it, though, is because it's necessary. Having a majority of the cast capable of 0-deathing FFers may be a little boring, but the alternative to this is to make a character win neutral against Fox and Falco. The implications of that statement are absolutely terrifying. The character would win neutral against Fox and Falco and absolutely **** on everyone else's. Trust me... you really don't want that. Furthermore, people seem to underestimate the difficulty of comboing a fastfaller. Due to their extreme fall speeds, the window for continuing a combo on them is often under 4 frames and/or require multiple inputs with similarly tight windows, and the reaction window to do this properly is extremely small. Even then, you're ignoring the ramifications of accurately reacting to and punishing a FFer who has DI'd to a platform, initiating a staggered situation. surprise surprise, when 3/4 of them have a 1-frame move, this might could be a challenge. As you stated, while the end result of a FFer losing a neutral-game situation in Melee might very well be death, there's several points of interaction along the way due to Smash's system of Mitigation. As I've explained, this is still present in PM. It is extremely unfair to downplay the skill with which players currently punish, when in actuality the lack of skill is more often than not being demonstrated by the defending player. That's why I find it increasingly difficult to sympathize when I read comments such as these:
When I play P:M, I feel like an entire chunk of the Melee metagame has been ignored or cut out because of the lack of consideration for Mitigation. It doesn't feel like a diverse new metagame, it feels like some awkward forgotten stepchild, born between 64 and Melee.
Moving on:
I do think that the punishment game tends to develop prior to the mitigation game. In melee, this was because, to our knowledge, the moves were developed individually and with limited intent on how they could be used to string into one another. My concern in P:M isn't that the mitigation game is impossible.

My worry is that when a gap is being found with a character not being able to punish in a certain situation due to developing mitigation, the ability to continually change the characters is being used to fill those gaps. "Well if the opponent DI's in x direction out of this hit, I have no followup option. That is a flaw in this character and I will create a solution." This was very visible in Ike early on because of his recovery. "Well, if I dip too far below the stage, I have no ability to recover. I'll add the ability to walljump." "Well, if my opponent jumps when I'm charging my fb, they can just go up and over me. I'll add the ability to jump out of fb." "Well, if my opponent just shields the fb hit, I'm at a disadvantage. I'll add the ability to grab." (that last one might have just come about because of adding the ability to jump in the first place, but you get the point.) It's fine to be aware of character flaws, but it is an entirely different problem when you are analyzing the flaws and providing your character tools to specifically address those flaws rather than using a given tool set to thoughtfully overcome those flaws. Your character doesn't NEED to be able to autocombo into kill moves from grab. Your character doesn't NEED to be able to recover from every scenario. Your character doesn't NEED to have a followup to every move. Your character NEEDS tools that are developed primarily in the interest of how they affect his neutral game, but not to the point where they are impenetrable. Individual moves should not have 5 different developer intended purposes. Melee characters movesets do have a range of purposes, but they are ones we have developed with hard work, not with code. The full use of Fox's nair didn't become obvious for 9 years. Nairplaning didn't become really popular until that very set you linked to. The ways to use it are still changing.
I'm glad you brought up Ike, because it lets me make a few points I've been meaning to for a while. In this example specifically, Ike's entire moveset was developed before PM took off as a competitive game. His jump cancel and walljump out of Quick Draw were implemented in like 2010 by a developer who wasn't particularly competitively inclined with the intention of allowing a generally sluggish character the means of moving around. Similar to how the jump-canceling of Fox/Falco and later Wolf's shine adds a lot of depth and options, this is also much less "designed" than your average character change as it's open-ended, and the implications aren't always immediately obvious. An added benefit is that jump-cancels tend to increase both the skill floor and skill ceiling of a character. Ike indeed requires a great bit of technical proficiency to do what he does, and right now the general consensus is that he's designed extremely well. His weaknesses include his susceptibility to pressure (no quick OoS option, actual attacking options out of neutral have above-average startup other than jab, etc.) and projectiles/lingering hitboxes that disrupt his Quick Draw game. If you observe a high level Project M player with Ike match-up experience, you'll find that very rarely will Ike get anything close to a 0-death. This is because Ike was extremely popular in 2.1 and as such mitigation was forced to occur. After he was redesigned with an actual sweetspot system, his learning curve increased significantly, yet the opponent's mitigation didn't go anywhere. Combos that were previously somewhat difficult to perform suddenly became extremely difficult to do. As a result, the perceived balance of 2.6 Ike is much lower than if he were released in his current from back in April 2012, despite this new version of Ike theoretically being just marginally worse with the slight decrease of Side-B's base speed. With a generally more balanced version of the game out now, characters don't really see the same level of popularity that 2.1 Ike and Lucario saw, however, so mitigation isn't as forced as it was. If the game was left alone for a couple years, I'd be very surprised if the current tier lists held up, as the mitigation game has quite a bit left to go before it's even in the same league as the Punishment game's development.

We realize that at the moment the Punishment game may seem absurd, and in many cases it is indeed more potent than Melee's. Are there some cases where things are over-designed, even considering these points? Certainly. We aren't perfect, our slogan for a few years now has been "Everything is subject to change" for a reason. We know that with time, the information we have available to us will expand, and things we once thought fit into the game just fine are later determined outliers that contribute negatively to the big picture. Generally speaking, however, things aren't as they seem. It seems like the Mitigation for these attacks isn't present or very strong. That's because it isn't. The players haven't developed it to be so yet. Overall, it'd be far more "forced" design to modify these moves for incorrect mitigation to succeed. What would be most helpful, rather than trying to convince us of a design philosophy that is more or less already agreed with, is to point out specific examples of moves where you feel that (after attempting to develop proper mitigation), still go against the grain on this point. It's very easy to come up with and state general design philosophies. It's extremely difficult to implement them on a diverse and and large cast of characters when at the end of the day, the philosophies themselves are subject to interpretation.
 

Vro

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I don't want to ignore the best parts of your post but mitigation is only one factor of punishment.

Having a majority of the cast capable of 0-deathing FFers may be a little boring, but the alternative to this is to make a character win neutral against Fox and Falco. The implications of that statement are absolutely terrifying. The character would win neutral against Fox and Falco and absolutely **** on everyone else's. Trust me... you really don't want that.

To be quite honest, I think you over simplify this statement. Your followup with the difficulties of punishing them is true to some degree, but by fundamentally designing moves to combo, you are circumventing many aspects of the neutral game and many aspects of the combo game.

First, many top tier characters in Melee CAN beat Spacies in the neutral. Many times these positions are stage dependent, zone dependent, stance dependent, and especially skill dependent.

By definition, a Fox only beats a Samus in the neutral position if he can properly beat CC techniques. There are pocket foxes that will never beat a veteran Samus. There are others that practiced it just enough so they can. The point is, the neutral position is not defined by the character's natural capabilities. You don't read a list of tools and frame data then say YUP Fox beats Sheik. Of course it comes down to each player and matchup knowledge and stage experience. But to say you understand fundamentally a character's weakness and understand directly how to address it in a metagame... is to say you perceive the character with 100% transparency OR you are telling players how to play the character.

Marth can beat Fox based on stance, timing, and stage. There is very little weakness to Marth's neutral game as soon as larger stages are taken out of the picture. Fox may have many tools to open the approach, but more often than not he would rather camp an opportune moment. In this way, Fox does not win the neutral. He only wins by pressuring Marth into making a positional or stance error.

Fox's approaches are not designed. He is one of the only characters in the game that has set combos, due to his shine's properties. So I'll give you that.

But other characters do not have "buffs" to their combo tree because their approaches are bad. Of course, this comes down to the backroom's personal philosophy on treating the game, but combo potential is naturally high in many characters already, should their move properties be buffed slightly (hitbox size, l-cancel ability, move viability in general). In addition to this, 3/4 B moves in each new character seem to be a designed approach or specialized tool. This is where you move directly away from Melee in that creative use of your moves is no longer rewarded. Moves are chaining in a very specific way because they are designed to combo well. Approaches are designed to be good to counter existing approaches that were only technically good (the followup to Falco's laser is good, not the stun, dmg, or speed).

Side tangent - Wolf's laser is well designed. Technically good, few ways to use it amazing and a few ways to use it and get punished. Ivysaur's razor leaf is poorly designed. Very little counter, very difficult to use incorrectly, has follow ups built naturally into it.

So not only are you undermining the neutral game by saying you understand the intrinsic nature of a character's potential neutral game, but you are also forcing upon the character a designed offense. When moves lead that easily into other moves, you are essentially designing approaches. Sure, it may be difficult to land with this move due to timing or hitbox. But by using this move correctly, I can lead to paths of damage unpredictable to my opponent and designed purely for my maximum execution.

Correct me if I'm wrong, but most characters in Melee just threw out moves and learn to throw them out better by moving with them... right? Like, you move with Fox nair a certain way. You fair a certain way with Marth. Hell, sheik wavedashes to place tilts.

So... if you're making moves good by nature, you don't have to learn creative ways of moving in with them? You can just... throw them out? And sure, you've confirmed that mitigation exists, that some combos are dropped. And you admit that you don't always change things to custom tailor an experience you were expecting. But you have never admitted that moves by nature have been buffed due to physics, then once again due to tier list bias, and then once again to "fit" into the metagame.

Characters that stick to abstractions of ideas, like Wolf has by mimicking existing systems that work, reward players for their skills that translated from Melee. Some call it Smash skill, others call it Melee skill.

Characters that have moves work extremely favorably because "they couldn't compete in the neutral" is unacceptable to me in terms of game design. That is like frying an egg to cook a chicken. What kind of meal do you want to serve?

edit:

further, combos have rarely had such extreme power where windows of opportunity didn't exist both in number and in ranges of possible outcome. The number of opportunities for significant DI mixups both in offense and defense, combined with the poor nature of most moves made it so combo strings where not only difficult in execution, but very spontaneous and often difficult to keep alive. In many ways, combos are like hackey sack experiences, where tech skill and matchup experience are the best ways to enjoy the game fluidly, rather than have an automated knee-jerk robot friend that saved the ball in certain circumstances.

often, combos were not true at all in Melee. true resets are not what i or many others demand. it is more about soft resets and soft combos being core to gameplay. Certainly there are hard resets and combos that are integral and defining of matchups. But it is these things I thought we were trying to limit. By design philosophy, you are only strengthening the worst parts of Melee, playing the game in fixed manners (like build orders) rather than creating more opportunity.

Fluid movement and interactions that are both tactically and technically demanding create constant systems of ever changing values. (A good example of this is DDD's speed changing dramatically with waddle dashing)

What I don't want to see is a dude spamming his moves while moving forward slowly or by staying in place, then coverting on hits. And that's what I see.
 

Plum

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So I've read like maybe 10% of this thread so I'm sure some of what I've gathered isn't quite right, but frankly I just don't have it in me to read the hundred randomguy123 essays in this thread. So my abridged understanding of this thread is that a good deal of people are expecting Project M to mirror Melee in the happy accident department. Ever play a traditional fighting game? They have that feeling of forced design too. That's not a bad thing at all, you just have to accept that it's what comes with the territory of designing a game with competition in mind, and especially when you have a large cast you are trying to make feel unique from one another while still being relatively balanced.
There's also the fact that we are bringing in almost fifteen years of combined Smash knowledge, and a dozen years of Melee knowledge in specific which this game emulates in many areas, which is greatly accelerating the rate at which we are able to figure Project M out.
I mean, what is the PMBR supposed to do? Throw darts at a board with various moves, and hope that whatever they land on work well together?

I was in the Brawl+ back room back in the day, and in the PMBR in the early days. These arguments were made for Brawl+ back in the day, and they were basically true, but if Brawl+ did anything right, it was making mistakes so Project M could learn from them (although, personally I think Brawl+ did an impressive job considering how limited our ability to actually mod the game was back then). When the Brawl+ back room transitioned to the PMBR among the goals that were established were to do things differently. It wasn't just stuff like the nightly releases that the PMBR vowed to do differently from Brawl+, it was also just the way that the design was approached.
So really, if you ask me, when you say you are feeling forced design I think moreso than anything you are feeling competitive design alongside over a decade of applicable Smash knowledge.
 

Darkgun

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By definition, a Fox only beats a Samus in the neutral position if he can properly beat CC techniques. There are pocket foxes that will never beat a veteran Samus. There are others that practiced it just enough so they can. The point is, the neutral position is not defined by the character's natural capabilities. You don't read a list of tools and frame data then say YUP Fox beats Sheik. Of course it comes down to each player and matchup knowledge and stage experience. But to say you understand fundamentally a character's weakness and understand directly how to address it in a metagame... is to say you perceive the character with 100% transparency OR you are telling players how to play the character.

Assuming I understood what SB posted above, or interpreted it differently at the very least, what was implied was not that it is possible to pull up character data and define who'd win in neutral. It depends on quite a few varying factors. And you nailed that on the head, hands down. With that said, stating a basic, or fundamental, understanding of a character's weaknesses is just that: a basic understanding. The character isn't black and white, however it is considerably harder... no, harder than that even, to finely detail the proper weaknesses of a character and its toolset, and incredibly wasteful of both time and space when debating a point that should not hinge only upon one example. To add, the strengths and weaknesses of a character, while inevitably only coming from their toolset, is generalized by players and accepted as true to help understand the matchup based upon current knowledge. Knowing that, in the above examples, Ike has a hard time with pressure, or that the CC techniques that Samus can use are powerful in Fox-Samus are inevitably easier to remember than frame data and an excessively long list of move uses.

To attempt to give an example of the "win neutral against Fox and Falco," let's look at an extreme (and likely either not completely effective and most certainly dangerously poor design) rebalancing of Bowser to improve his Neutral game (and using what SB stated reducing his punish and stagger game a bit).
[collapse=Bowser with better neutral example. An EXTREME design, but example sufficient.]
-----To increase his offensive options in neutral, and a few punish options as well:
• Give bowser an actual projectile... someone had mentioned something like the fire... spear... thing from Super Mario Bros. somewhere at one point, so we'll roll with that one (slow moving, lingering projectile, one - two on screen at once, flame cancel-able)
• Change crawl armor to shell armor, giving his shell hurtboxes light armor. (Actually, if this were possible it might add some depth to Bowser's CC usage.)
• Increase hitbox size of Flying Fortress, making them transcendent. Slightly boost the knockback and hitstun of later hits, and give the move light armor when grounded.
• Increase shield stun on bair.
----Then to reduce punish and stagger a bit:
• Increase knockback on uthrow
• Reduce window on jump cancel from Bowser Bomb thus decreasing how high he can chase
• Make Koopa Klaw's forward throw angle worse reduce hitbox size for dsmash.
• Increase endlag from utilt and increase it's base knockback while reducing its scaling.
• Reduce <100% getup attack range by... probably half.

By the way, this design is a bad idea and if you think otherwise you should feel bad. No intent to rock the ad hominem, but seriously.
[/collapse]
While the tools added would be incredibly generalized, they would give Bowser the freedom to move and pressure during neutral with more than just his presence and reach (and accompanied HORRENDOUS endlag). Fox and Falco "win neutral" (that is to say "dominate it with such obnoxiously effective tools that work for a vast range of situations") because once in neutral, they can exploit (and sometimes even force) openings much more easily than other cast members. Thanks to Foxes movement options, there are few characters that can pressure him into favorable position to take neutral, and thanks to Falco's laser game, he can stuff approaches and pressure from nearly anywhere on the stage [Additionally, both have rather effective tools for aggressive neutral play]. Giving another characters tools that potent (like the above Bowser example's projectile and Flying Fortress and bair approach tools) would allow them to also stand toe to toe with the crowned dominators of neutral, and then subsequently further widen the gap between characters with awesome neutral (and pretty average punish and stagger) and everyone else... oh, and the DD characters.


I am proud to say that I have learned quite a bit about the Melee and Project M metagame and interpreted design directions from this thread.
 

Doctor X

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I think we need less romanticism when it comes to the concept of Melee as a "happy accident." Developer intentions have no impact on a game post-release. In PM's case, the devs can change things with subsequent releases, but on a per-release basis this still holds. This is an argument many competitive players should be familiar with, because it's been used for more than a decade to defend emergent gameplay from whiny scrubs who think wavedashing is cheating. Believe it or not, though, this argument cuts both ways. Just as scrubs have their hatred of emergent gameplay, a lot of people in the community seem to have a bias in favor of it. They can look at something like waveshine+upsmash and not complain, but then look at something like DK's uthrow>Fair and be like "dumb autocombo." Why? Because the latter was included on purpose, and somehow that makes it less legitimate. This is silly and, given the stated goals of Project M, entirely unrealistic.

I do agree, however, with the notion of moves with many purposes and uses, because that gives us a much more dynamic game. This is something that we need to disassociate with the concept of emergent gameplay, however, for the purposes of clarity and so that we're asking for something that can actually be done. Moves that have a variety of uses can be made on purpose, and this is what we should be asking the devs to do. As others have said, you can't really say to them, "Hey, stop making things on purpose!" Doing this is just going to confuse the issue and generally annoy people.
 

Vro

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Well spoken. Not all forced design is bad; currently there is just too much emphasis. I feel like I'm fitting triangles in circle pegs, or being told to listen to developer intent.
 

JOE!

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Vro, what is the difference between having Fox's Uthrow to Uair be a discovery, and Ivysaur's Dthrow to Vine Whip being thoughtfully designed?
 

Strong Badam

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Vro, I think the big problem I have taking your posts seriously and spending hours of my time responding to them (outside of the amusingly erratic nature of your posts up until this page, haha) is that it's a lot of talk and not very much walk. As I stated, it's very easy to try to argue generalized design philosophies, but extremely difficult to apply what's already subject to interpretation to a cast of 34 characters with 30+ moves each. You need to do less of this:
What I don't want to see is a dude spamming his moves while moving forward slowly or by staying in place, then coverting on hits. And that's what I see.
And more of this:
Wolf's laser is well designed. Technically good, few ways to use it amazing and a few ways to use it and get punished. Ivysaur's razor leaf is poorly designed. Very little counter, very difficult to use incorrectly, has follow ups built naturally into it.
Because when you argue the former you imply that we should make purposefully mediocre characters and hope 3 years down the road after players lose to players not putting any effort into their characters at all, it'll all work out due to metagame advancement. When you argue the latter you point out that in giving Ivysaur a powerful option, we've made that option relatively devoid of depth because its effectiveness doesn't change much with the level of skill of the player.

And FYI, when I referred to "beating spacies in Neutral," I wasn't referring to it being impossible to beat them out in individual situations. Just that I haven't once seen a fair character that actually won the Neutral game in the overall grand scheme of things, ever, and considering how absurd Fox/Falco's neutral games are, I hope I never do.
Just as scrubs have their hatred of emergent gameplay, a lot of people in the community seem to have a bias in favor of it. They can look at something like waveshine+upsmash and not complain, but then look at something like DK's uthrow>Fair and be like "dumb autocombo." Why? Because the latter was included on purpose, and somehow that makes it less legitimate. This is silly and, given the stated goals of Project M, entirely unrealistic.
I love it when people mention this, because DK's Cargo-UThrow -> Fair is a combo in Super Smash Bros. Melee for the Nintendo GameCube, which is enough justification for its existence according to 99+% of the core Melee crowd with regards to their characters. :lol: I suppose it's a shock to people's systems because the rest of the character isn't complete garbage anymore.
 

Vro

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ZSS is purposefully mediocre in a majority of her moves and stats. She has exceptions, but most of her good moves have glaring weaknesses. Her strengths are her dash speed, aerial speed, and easy comboing moves. Tbh, her only fault now is her combos are too lenient, otherwise it is nearly perfect design.

Her design is particularly good because it mimics existing patterns that were successful. It is difficult to only talk about characters with good dash speeds being well designed characters in PM right now, because of the gravity of the issue.

I am gathering two sentiments about dash and dash dancing in particular. One: dash dancing is boring to the spectator or boring in terms of game design. Two: dash is the only way Melee characters succeeded, and/or we don't want dash to dominate.

First, no, just you're wrong. Dash dancing is only as good as the skill between the players. A less skilled Marth will get dash dance camped by Fox, but only on bigger stages. It is because dash dancing is the best form of non-committal pressure. By performing a non-committal pressure, you are hoping that the opponent makes an error in stance, timing, or position. This goes back to my talk about the neutral game and how PM oversights it. Marth does not naturally beat Fox (on move by move basis) nor does he have naturally better approaches than Fox. He has to force Fox into a bad position or to surprise him. He does not throw out BIG MONEY MOVE or AUTO CANCEL AERIAL PATTERN in hopes of insta - zero to deathing him. No. At every percent, his neutral game is reorganized. At every position, at every stage, at each move - on a per move basis - it is reorganized. Dashing and movement in general, incorporates, facilitates, and empowers reorganization.

Second dash is only one of the best forms of movement. Wavedashing is also another form of amazing movement. Both of these movements have clear restrictions on stance and were used so heavily in Melee because moves required special spacing and the moves in between moves required additional spacing. Why does Marth shffl a fair and then dash dance? Because at low percent Fox can CC into spotdodge or roll. Do you understand that nuance? That is just one tiny aspect of the matchup that requires learned experience to keep the hackey sack going. Things are rarely just given to the offender. Things don't just work in Melee. That is why dash is stupid good, because it is how you fought in between the fighting.

Think of how strong combos are now, early into their lifespan. Blah blah mitigation. Okay, post mitigation (like in current Melee) combos are still ass ******. Mitigation doesn't become stronger and stronger. No, we only learn to Smash DI out of certain segments of strings every few months (Fox upair and Falcon nair in 2010 or earlier). We don't learn more and more about beating combos that work at all percents and DIs, we learn more about defending against newer and more specific combos. This mitigation is only to slow down the specialization of offense. This mitigation effort in no way affects combos that work early in their lifespan, due to their obvious and easy nature.

Honestly, it is hard for me to take the PMBR seriously when all the design changes in my mind fall under exactly one category. Every single change I can speak of speaks to this thread's sentiments. Forced design is fine in some areas and looking inward out, it is impossible for you (the PMBR) to discern which of your forced designs were good in the short term or long term or if they were never good. But it is extremely easy for me to observe a pattern, call out a pattern, and have multiple other high level players share my sentiment. So yes, you're right, I should tell you each exact change to make.

Or you can just make things more abstract and mediocre, and let the players make the good stuff themselves. Moves don't need to be buffed 3x.
 

ph00tbag

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Vro, I think you're conflating guided design with reactionary design. You shouldn't do that.

Here's the thing. Guided design is really nothing more than acknowledging that a designer ought to know how their game works, and ought to let that knowledge "guide" their decision-making when designing characters/mechanics. And it's not just on the giving side that this knowledge is applied. Game knowledge guides the nerfing process, too. It's a large part of what has gone into nerfing Sonic. The ultimate questions are, "how can I ensure there is a way to counter this character, and how do I ensure they have a counter for every situation?" and "what tools does this intended playstyle necessitate, and does the addition of those tools remove adequate avenues of counterplay, thereby necessitating the removal of other, less central tools?" It is a painstaking process, but it works. Fundamentally, taking issue with this approach is accepting the mediocre levels of balance that un-guided game design tends to achieve. Because here's the thing: For all of the beautiful things Melee has to offer (and this next bit is important) almost all of them were totally unplanned. And for as many well-balanced mechanics as the game has, there are plenty other mechanics that are really painful to consider for anyone on an internal consistency kick. And you yourself tout the results of guided design. As someone who had front-row seats to the development of ZSS, I can say that her design was heavily guided from start to finish, and you argue that she's actually well-designed.

This makes it all the less sensible when you say that the same philosophy is responsible for characters that become overbuffed. But it's not. The issue isn't that a knowledge of the game is creating a mood of over-buffing. The problem is that knee-jerk decisions are made based on what a character lacks without asking first whether the lack of that is truly what makes them struggle, and further, without asking whether filling in that hole will leave them without no avenue of countering. This is what I call reactionary design. And here's the thing: most people would not disagree that this a bad approach. And truth be told, it was a lack of guidance that led to a lot of the character designs that you decry here in this thread. Ike's QD cancel was added on a whim, as was Lucario's... stuff. Sonic was pretty much allowed to go to the presses as a more-or-less Brawl Sonic in a melee environment, without much regard to what that would entail. It is the guided approach, used to address these issues, which has driven the process of nerfing them since then.

--------------------------------------------------------------------
All of that said, I do have to take issue with your praise for the dominance of movement in Melee. Because honestly, that's not the only way to play a fighting game, and the fact that movement was so dominant in Melee is actually a sign of imbalance, since there really was very little room for board control. And no, a character that throws a lot of **** out and tries to get the opponent to get hit by it is not a badly designed character, they just rely on a playstyle which is a purely aesthetic choice. Ultimately, a character like P:M Zelda is an aesthetic choice by the designers, and complaining that she imposes on the movement-based gameplay of Melee is really running away from the point at a full sprint. She's not supposed to work based on movement. She's supposed to control the map, and be able to initiate off of successfully doing so.

And that's okay. I guess I can't really say much more of this. I know I don't really have a prayer of convincing you of this myself, but I think that if I can appreciate map-control without needing an amazing dash dance/wavedash/whatever, while also being able to appreciate the movement game, and being able to appreciate footsies, and rush-down pressure, and all of those things, then I really think just about anyone should be able to.
 

Fortress

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That feeling that Melee was superior because you had to figure everything out? That's Nostalgia talking. If someone were to learn PM from scratch without the Internet, they'd have the same experience as if they learned Melee from scratch.
This is exactly how I feel right now. As somebody who started playing Melee and Project M on a serious level not even five months ago, I'm finding so much to be 'new' in a game I thought I'd driven into the ground as a kid. Growing up in a nowhere Montana town, I had myself, my brother and sister, and computer players to play Melee with. I grew up thinking "wow, I'm really quite good with Link and Mario, I can beat level nines now", and didn't even know that there was this higher level of play, a higher level of understanding of how the game worked, and what I can do to actually perform well in it.

I didn't know what L-cancelling was, I didn't know what a Waveland/Dash was, I didn't know SHFFL, or any of these fundamental techniques, and I'm still figuring out how to play each and every day. I agree, Eltrion, that it's that feeling of walking into something 'new' and 'fresh' that will bring it together like Melee did for people like OP. That feeling of "I think this move should do this", or "I feel that this can be used for that"; that sort of stumbling around, it's still there. If anything, I'm proof of that, as I'm not pro-tier, a high-level player, or anything like that. But being able to do all of the things I can now after reading and watching all of these old and new games, having all of these resources available to me that weren't all the years ago, it really changes up a game in a way I didn't think possible to play.

It's not that Project M feels 'canned' to me at all, and the same goes for Melee. There's something new I pick up each day, and something new that I can hop into training for thirty minutes for and get down every day. I think it is nostalgia talking for the most part for OP, seeing as they sound like they've played for years and have that sort of "seen it all" mentality, where a player like me is in this state where they can finally play well enough, and still have all of this room to feel around and learn it from the drawing board.

That's my two cents on it, sorry if the reply is a bit late.
 

Viceversa96

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No one ever said spacing and movement wasn't important, they've said that it should be emphasized more. Part of the appeal to melee is the incredibly high skill cap, it's also what keeps the game from stagnating too much, so if a similarly high skill cap can be achieved by emphasizing movement and spacing and a mix of offense/defense without sacrificing balance or taking a ridiculous amount of time to accomplish then it should absolutely be implemented. (Yeah, that's a hell of a goal, but no one said it was easy.) Lastly, it's a lot more than just sweet spots that can cause a move to favor offense over defense, and there's also the big question of whether a lot of these moves are too linear.

I'd also like to add that I'm neither agreeing nor disagreeing with either side of this discussion, but I do think this an incredibly important discussion to have. So, if we could focus on establishing whether or not we think Project M is headed in the right direction, whether or not moves are too linear, offense is too good, or movement is important enough, then that would be great. Also, more posts with examples, like Oracle's or Archangel's, for either side of the discussion would be just dandy.
Exactly. There was a reason Melee raised a lot of money to get into EVO and why it was chosen OVER Brawl which was made in 2008 while Melee was made IN 2001!
 

Viceversa96

Banned via Warnings
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Honestly I just want to have fun. Isn't that what we play games for? To have fun :). P:M has some flaws, we all can agree. But I think that for a COMMUNITY project it is really impressive and I love it to death. There is sooo much more variety in tournaments, more characters to master, and it's just so much fun to play. This is a game that both casuals and competitive players can play. Players like Mango and Hax just need to adapt and learn the new matchups and keep playing instead of having tags like "F_PM" or making unnecessary Reddit posts like "It's not too shabby but just PLAY MELEE!". This game is STILL in development. There are still new things to learn you just need to keep playing. I'm finding new things about this game EVERYDAY! Plus they are adding more characters so we're going to have even more to explore. Plus they have a working clone engine which means MORE character and new things and matchups to learn. I think this game is far from being uninteresting or "some awkward forgotten stepchild, born between 64 and Melee."
 
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