XavierSylfaen
Smash Apprentice
Yeah bro, we should have complicated multi-button inputs instead of simplified ones. ****ing casual idiots.Smashboards can't possibly be this stupid.
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Yeah bro, we should have complicated multi-button inputs instead of simplified ones. ****ing casual idiots.Smashboards can't possibly be this stupid.
Yeah bro, we should have complicated multi-button inputs instead of simplified ones. ****ing casual idiots.
The sarcasm really isn't helping your case, dude.
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.
There's nothing interesting or intuitive about memorizing a complex input like that, especially when its just a preset command. When you pick up a character in smash, you can immediately use all of that character's moves because the game shares a common logic. That way, you can get to the more interesting part of the game which is HOW you choose to use those moves rather than memorizing a bunch of awkward, hard-coded inputs.
Streetfighter and similar fighters have SIX ****ING BUTTONS for all the attack commands, and among those 6 buttons they still feel the need to make a "double quarter-circle while pushing 3 attack buttons simultaneously" input? That's pretty stupid and inefficient honestly. The smash series gets 15 attacks just from one button and the control stick. Which is the more elegant system? Why should we have to keep putting up with this bull****?
He is clearly correct though.
Smash getting Shoryuken/Haduken motions would go against the entire series and what the developers have said they want the controls to be.
No no no, it's not that. If you read what the poster was responding too, you would know that he is basically saying that street fighter and games similar t it are dumb and artificially difficult.
I mean, how can you sit there with a strait face and say that the game series that established the very foundation of how fighting games are is stupid. Rotation base inputs aren't needed for smash, but they sure as hell make a lot of sense for other fighting games, and learning the stuff isn't that difficult when you understand the mechanics of the game. I learned how to Hadouken before I even rode a bicycle . And what the hell does "artificially difficult" mean anyway? Can't you just say it's difficult, rather, admit that you aren't capable of passing simple execution barriers and you are just asserting a popular opinion formulated by people who are also incapable of such a feat? No, you just blatantly insult.
Street Figher, Guilty Gear, Capcom vs SNK, King of Fighters, Project Justice or whatever the **** you play are all respectable games in their own rights, and the difficulty barriers are there so that you can overcome them. Hell we probably wouldn't be playing fighting anything without these "difficult" games.
Xavier: It's not poor control design. If it was these inputs wouldn't have been around for 20+ years. Your execution is just poor.
No no no, it's not that. If you read what the poster was responding too, you would know that he is basically saying that street fighter and games similar t it are dumb and artificially difficult.
I mean, how can you sit there with a strait face and say that the game series that established the very foundation of how fighting games are is stupid. Rotation base inputs aren't needed for smash, but they sure as hell make a lot of sense for other fighting games, and learning the stuff isn't that difficult when you understand the mechanics of the game. I learned how to Hadouken before I even rode a bicycle . And what the hell does "artificially difficult" mean anyway? Can't you just say it's difficult, rather, admit that you aren't capable of passing simple execution barriers and you are just asserting a popular opinion formulated by people who are also incapable of such a feat? No, you just blatantly insult.
Street Figher, Guilty Gear, Capcom vs SNK, King of Fighters, Project Justice or whatever the **** you play are all respectable games in their own rights, and the difficulty barriers are there so that you can overcome them. Hell we probably wouldn't be playing fighting anything without these "difficult" games.
Xavier: It's not poor control design. If it was these inputs wouldn't have been around for 20+ years. Your execution is just poor.
Just skimmed the topic and I'll put in my input (no pun intended):
Rotational inputs are NOT bad design. These inputs exist so as to make designing characters a lot more flexible. Arguably the biggest burden of Smash Bros. movesets is that they're always the same number of moves (not counting angled Smashes), no more and no less. BTW, Return to Dreamland has the QCF input for one powerup as a Street Fighter shoutout.
Not to be mean but this holds no truth.Rotational inputs are NOT bad design. These inputs exist so as to make designing characters a lot more flexible. Arguably the biggest burden of Smash Bros. movesets is that they're always the same number of moves (not counting angled Smashes), no more and no less. The QCFs and such allow the developers to go ignore these limits to a certain extent. Smash requires every character to have four specials. Street Fighter has no restriction from the two special Guile to the eight special Ibuki and this is because of the rotational/charge inputs.
If it was in more than 1 game, I could see the point to this thread.
Sequels are not meant to be the same as the original, unless the development team is very lazy.
As much as I love Melee, I don't want a Melee 2, I already have Melee
Well how about you make a new thread then, that's the name of this thread isn't it?I dont really care about wavedashing.
We are currently discussing controls and artificial difficulty in relation to smash.
Well how about you make a new thread then, that's the name of this thread isn't it?
Don't +1 your post count in such an obvious manner.
Then why reply to my original post in such a manner? I wasn't holding the discussion back by actually addressing the OP.Evolution of a discussion, it still very much relates to a way if we could or could not implement such a mechanic without using the airdodge.
Then why reply to my original post in such a manner? I wasn't holding the discussion back by actually addressing the OP.
Lmao, you kids crack me up.
If it was in more than 1 game, I could see the point to this thread.
Sequels are not meant to be the same as the original, unless the development team is very lazy.
As much as I love Melee, I don't want a Melee 2, I already have Melee
That's a pretty good idea. The only difference between it and mine is that you can only do a directional airdodge when close to the ground, which doesn't intuitively make sense. Why not just be able to perform a directional airdodge whenever you want, as well as brawl airdodge by holding no direction? That way you can also make use of the directional air dodge as a recovery. Also, it wouldnt make it anymore difficult since your idea requires all of the inputs and timing of a regular wavedash.There's a simple way to have Wavedashing with Brawl style airdodges, it would be very official. Simply, whenever you are close to the ground, but are technically in the air, you may airdodge. The game will recognize it as such and promptly slam you down into the ground, you wavedash so whichever direction your momentum is going, and for quick wavedashing, whichever direction your stick is being pulled. No need for down inputs, just jump, direction, airdodge.
Simple, sweet, easy. The only problem that I can foresee is when someone wants to jump away and airdodge at the same time, but that is few and far between when wavedashing is possible, as well you could add the requirement that you must be holding a down direction to wavedash.
Simply, if you do a down diagonal airdodge when close to the ground, it will treat it as a wavedash/Melee air dodge. If you are in neutral or not pressing a down diagonal direction, you will get the Brawl airdodge, even when close to the ground.
This would eliminate the ability to C-Stick though. I believe it would be simpler to have one of the 4 unused buttons be used for wavedash.I think this would be a good opportunity for the second analog stick to come into play, as others have alluded to. For instance, you dash forward, smash the second stick the opposite direction, and you wavedash back (or moonwalk in a sense).
Not really. If you wanted to reverse smash (pivot), you'd have to release/reverse your movement stick anyway. The second stick doesn't have to be only for sliding around. It just intuitively does it based on your motion.This would eliminate the ability to C-Stick though. I believe it would be simpler to have one of the 4 unused buttons be used for wavedash.
Yea, we should talk to them about taking away the jump and grab button.But why waste an entire button for just one action?
Ok, cool. It still seems weird to me though.Not really. If you wanted to reverse smash (pivot), you'd have to release/reverse your movement stick anyway. The second stick doesn't have to be only for sliding around. It just intuitively does it based on your motion.
Its just like an XBox 360 Controller only the Stick position is changed. The control has the exact same dimensions as the XBox 360 controller but its materials and textures feel much, much better. Buttons feel sort of nicer and tighter and so does the Control Sticks (they are firm and not slippery like Wii Nunchuk).Speaking of which, is the Wii U Pro controller good? I haven't tried it yet. That would affect my opinion of this discussion greatly.
I have no existing loyalty to the XBOX controller, so this all seems positive. My only distant concern would be the right stick's positioning changing its role from the Gamecube days. The C-stick being below the primary buttons allowed it to integrate better with fast gameplay. With the stick being above, it wouldn't flow as well, in my mind. But hey, I'd love to try it out and be completely wrong.Its just like an XBox 360 Controller only the Stick position is changed. The control has the exact same dimensions as the XBox 360 controller but its materials and textures feel mucho, mucho better. Buttons feel sort of nicer and tighter and so does the Control Sticks (they are firm and not slippery like Wii Nunchuk).
Basically the only thing you might not like from the controller is the changed control stick positions. I myself am very positive about it to the point that I just today downloaded a Melee Emulator in order to try it out. I believe that the new control stick position actually helps people who use the C-Stick a lot (and most of us do ). I will also customize my buttons in order to gain further efficiency by trying to limit my thumbs movement from the right control stick, allowing me to be on top of it at all times.
I expect to be able to customize all controls just like in Brawl. so in my opinion the sticks new position is more comfortable for C-Sticking.I have no existing loyalty to the XBOX controller, so this all seems positive. My only distant concern would be the right stick's positioning changing its role from the Gamecube days. The C-stick being below the primary buttons allowed it to integrate better with fast gameplay. With the stick being above, it wouldn't flow as well, in my mind. But hey, I'd love to try it out and be completely wrong.
Does it support generic PC usage much like the other Wii peripherals? I may just go buy one for kicks.I expect to be able to customize all controls just like in Brawl. so in my opinion the sticks new position is more comfortable for C-Sticking.
I haven't been able to connect it to the PC, but apparently it connects to the PC just like the Wii Mote. It seems I need an USB bluetooth dongle to connect it according to people on other forums. But it is quite possible.Does it support generic PC usage much like the other Wii peripherals? I may just go buy one for kicks.
I thought the pro controller supported direct USB connection too... or is that just for charging?I haven't been able to connect it to the PC, but apparently it connects to the PC just like the Wii Mote. It seems I need an USB bluetooth dongle to connect it according to people on other forums. But it is quite possible.
I'm almost positive it's just charging.I thought the pro controller supported direct USB connection too... or is that just for charging?
Sad day. Oh well.I'm almost positive it's just charging.
If you can direct me in a way to testing that for you, I'll go grab mine and we can check. I'm almost positive it doesn't though.Sad day. Oh well.