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Maybe a Quarter Circle Forward/Backward on the stick.
No
We dont need any of those in this game.
Why not? I mean you have a down imput, you have diagonal inputs and you have forward imputs. Maybe it could even be down then diagonal down-forward/backward. It's 2 imputs, not that much different then doing a tilt.
Why not? I mean you have a down imput, you have diagonal inputs and you have forward imputs. Maybe it could even be down then diagonal down-forward/backward. It's 2 imputs, not that much different then doing a tilt.
SF-esque inputs are what turned me off from traditional fighters competitively. I can still have fun button-mashing with friends but having to practice inputs is stupid. Having any sort of technical barrier beyond what's absolutely necessary to have the game recognize your desire to utilize a move is artificial difficulty.
I don't see that as artificially difficult, it just makes the most logical sense imput wise. Down is a crouch, diagonal would be a crawl, and forward would be the forward movement. Even in 3D fighters that don't use these imputs this is the typical input for a wavedash
And just because you yourself can't imput the command doesn't make it arbitrary, it just makes sense. This imputs allow characters to chain and cancel moves effectively. for example: if you do a crouching medium kick > Hadouken you are already hitting down so if you just continue to rotate your thumb from down to diagonal then forward the kick will cancel and you'll do the fireball; it's actually pretty brilliant. Street Fighter imputs have short cuts and are buffered all the time, and most fighting games have these. NOt that smash needs it but I don't think it would kill you.
I mean if you can't do a fire ball can you do a diagonal tilt/smash effectively in smash? it 's almost the smash thing since you are most like imputing forward then diagonal.
I don't see that as artificially difficult, it just makes the most logical sense imput wise. Down is a crouch, diagonal would be a crawl, and forward would be the forward movement. Even in 3D fighters that don't use these imputs this is the typical input for a wavedash
And just because you yourself can't imput the command doesn't make it arbitrary, it just makes sense. This imputs allow characters to chain and cancel moves effectively. for example: if you do a crouching medium kick > Hadouken you are already hitting down so if you just continue to rotate your thumb from down to diagonal then forward the kick will cancel and you'll do the fireball; it's actually pretty brilliant. Street Fighter imputs have short cuts and are buffered all the time, and most fighting games have these. NOt that smash needs it but I don't think it would kill you.
I mean if you can't do a fire ball can you do a diagonal tilt/smash effectively in smash? it 's almost the smash thing since you are most like imputing forward then diagonal. Same applies to the crawl, you hit down and diagonal, and yet smash is still unique. You've been doing it the whole time.
I can execute most SF moves fine, except every 1/1000 times when I do a right punch instead of a hadouken. But every player will falter occasionally, especially on the higher level moves, even if they're great at the game. Even great players will mess up on an ultra combo very occasionally. This is a problem.
You should never have to battle against the controls, only against your opponent. This is why Smash is great, every input is as simple as it could possibly be. Someone said a couple days ago some words that I thought were smart. In an ideal world the game could read your mind and the best player would be the one with the best strategy in their head. That's not the case, so we have to settle with the simplest inputs possible.
True, but even with simple controls, you are still prone to error, it's an inevitability, reducing a technical barrier isn't going to really change anything. My years of playing Street Fighter, Guilty Gear, Tekken, Marvel vs Capcom etc has made smash an easy game, but i'm still prone to execution error. Because it'f a different STYLE of execution doesn't decrease the room for marginal error. Missing a short hop, a tech or even miscalculating an attempt to recover still happen. I believe that you can only battle against controls if you are unable to distinguish yourself from one game to another.
Also, i'm not proposing to change the game like that all together, just proposing something similar to the wavedash only; an optional technique.
Because it absolutely does. Here is how you activate a Final Smash in Brawl:Because it'f a different STYLE of execution doesn't decrease the room for marginal error.
In this, I am in complete agreement with you, for once.The smash series has never used quarter circle/shoryuken commands ever, and no one has ever needed a reason as to why, its one of the things that makes it unique. No reason to stray from that formula at all.
They could just say 'Air dodging into the ground results in a [official term for wavedash]' because that is all it is
This is if they return directional air dodging anyway, isnt that confirmed not to return?
The reason why there is more room for error in these moves is to prevent a blatant misuse and to level the risk and rewards for executing such a move
if a shoryuken was just one button, anti air game would be incredibly broken.
That would not be arbitrary as the current setup restricts neutral-b usage and A+B would be the best way to rectify this save mapping it to the fourth face button. I'm not claiming Final Smashes are brilliant, especially with they way they're obtained via Smash Balls. I'm just saying that SF's setup is needlessly complicated.The finals smash isn't as brilliant a mechanic as you think, as it restricts the use of one of your characters moves. If it were something like pressing A+B simultaneously, it would be a much better mechanic, but judging from what you're saying that would just be an additional arbitrary mechanic meant to raise difficulty since it does require an additional input.
Double tap a direction with the joystick while blocking.
Error in execution is bound to happen once in a while, but I disagree with this:
Because it absolutely does. Here is how you activate a Final Smash in Brawl:
Here is how you activate Chun-Li's Ultra 1 in SF4:
There is absolutely more room for error in the latter. And that's stupid. If having that complicated of an input was really necessary, they could have just made every character have the same input for an ultra, but they didn't. They instead have hugely different movesets for each character to such a degree that you never learn how to play the game, just how to play the character. And why did they have people memorize all this crap when they could have just had it all be universal? To appeal to "hardcore" fans. But in reality it's just artificial difficulty.
I like the way you put this, but I think there's one thing you're overlooking about Rolls that did make them advantageous compared to a WD...This is how I've always thought of it when thinking of how an "official wavedash" would work.
So, the roll in this game is, let's be honest, pretty trash. Sure, SOME characters have alright rolls, but in general, rolling is a bad idea; it's slow, it's predictable, the invincibility isn't long enough to compensate for how short the distance is and how slow it is... In Melee, you didn't roll, you wavedashed. In Brawl, you didn't roll, you got hit.
So, honestly, I think rolls should just be removed entirely. Think about what the design purpose of the roll is. It's to allow you to reposition, usually to a place where you have the spacing advantage. Yes, it gets you out of the way of attacks, but the invincibility frames are actually really bad at doing that unless you are literally RIGHT in someone's face and you predict well. A back / forward step could easily do both of those things, and as the wavedash proved, you don't need invincibility frames to make evasion possible, even in the vast majority of situations.
So, replace the roll, I say. Let shield + back tap make you perform a quick backstep that can be cancelled into a forward dash or any standing attack and let shield + forward tap make you do a quick advancing step that can be cancelled into any standing attack or continued into a run. What was important about the wavedash is that it allowed you to act while moving, and while that's a bit... well, dumb, at least some of the facets of that can be feasibly preserved in a quickstep, at least in a way that's meaningful to the options a player has at her disposal.
I don't see how that wouldn't work; if you don't end up past the opponent, stay the same direction, and if you do end up past the opponent, you turn around. I mean, first of all, it's not like the programming would really be hard. If the guys in the PMBR can do what they've done with their reverse engineered toolsets, I can't imagine the actual dev team couldn't do it. But, second, it would preserve that positional advantage. Although, I can't help but think it's not too big of a deal if it didn't turn you around. Really, it'd only affect you if you wanted to quickstep past and then do a Fair or grab, because you'd have to pivot first before jumping or grabbing; if you want to do a tilt or Smash, you'd end up turning either way, and there wouldn't be any extra inputs.I like the way you put this, but I think there's one thing you're overlooking about Rolls that did make them advantageous compared to a WD...
When rolling around an opponent, it allowed you to come face-forward with their back.
If we replaced rolling with a WD, and we stepped past an opponent, our backs would be to them, which wouldn't really gain us as big an advantage as if we had come up facing them.
If they programmed it so that WD past an opponent automatically turned the player to face the opponent through the move, and merely moved them forward quickly when not going past an opponent, then that would be a better design, since it would lose nothing that way in terms of advantage.
The only thing is that that might be harder to program.
huh? So are you suggesting its wrong to call out a poorly designed system just because the traditional fighter is better established? Just because smash is in the minority doesn't mean we should blindly accept all the arbitrary rules fighters have accumulated over the years.While I'm complete agreement that the Smash series does not need any quarter circle forward movements and I'd rather they stay completely out of the game, your reasoning for not liking them is the very epitome of why we have a barrier between the Smash community and Traditional fighting game communities :U.
Smashboards can't possibly be this stupid.SF-esque inputs are what turned me off from traditional fighters competitively. I can still have fun button-mashing with friends but having to practice inputs is stupid. Having any sort of technical barrier beyond what's absolutely necessary to have the game recognize your desire to utilize a move is artificial difficulty.