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How Technical is Melee compared to other fighters?

Witchking_of_Angmar

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I want to know. I want to know whether when we watch someone technical play, it is nothing compared to other games, or vice versa, stuff in other games isn't technical at all by melee standards. Maybe technical skill is similar in many fighting games.

So, any Street Fighter/Tekken/Soul Calibur/fighting game pros here that can answer that question? I know Emblem Lord plays Street Fighter, anyone else?

Oh, and I searched, but none of the threads could really answer my question.
 

Jazriel

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While Smash's uniqueness makes it strange to compare to conventional fighting games, my understanding is that smash and conventional fighting games are about the same in regards to technique.

Falco:
shffl dair -> shine -> shffl dair -> shine -> jump -> DJ -> bair -> edgeguard

Kasumi in DOA3:
Up Right X -> Right trigger -> Down, Down Left, Left B -> X -> Jump -> Down, Right, Down Right A

They're quite similiar. Then again, I'm no pro at DOA3 (though I was pretty good at it).
 

Nonchalant

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Smash has way more variables and way more opportunities for new combo's. I think...
So in my book there can't be a more technical fighter than smash! But of course I'm ignorant about other fighters
 

Emblem Lord

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Guilty Gear series is uber techical.

So is MvC 2.

Those are pretty much the only ones that outdo smash in the technical sense.

A game is super techincal when you have to master alot of technical stuff to even begin to compete. Street Fighter isn't like that. It won't take months to master the technical aspect unlike Guilty Gear which can take almost half a year to become a master of all the technical nuances.

Also I play Street Fighter for fun. I'm more into Soul Caliber and obscure fighters like Project Justice.
 

Witchking_of_Angmar

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Guilty Gear series is uber techical.

So is MvC 2.

Those are pretty much the only ones that outdo smash in the technical sense.

A game is super techincal when you have to master alot of technical stuff to even begin to compete. Street Fighter isn't like that. It won't take months to master the technical aspect unlike Guilty Gear which can take almost half a year to become a master of all the technical nuances.

Also I play Street Fighter for fun. I'm more into Soul Caliber and obscure fighters like Project Justice.
Alright, my bad. Thanks for the info, phanna too. I'm reading that thread right now.
 

Sumil

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Guilty Gear series is uber techical.

So is MvC 2.

Those are pretty much the only ones that outdo smash in the technical sense.

A game is super techincal when you have to master alot of technical stuff to even begin to compete. Street Fighter isn't like that. It won't take months to master the technical aspect unlike Guilty Gear which can take almost half a year to become a master of all the technical nuances.

Also I play Street Fighter for fun. I'm more into Soul Caliber and obscure fighters like Project Justice.
That's true. Guilty Gear is incredibly technical to the point where mastery could take a whole year FOR ONE CHARACTER. Many characters perform techniques differently or have such different movements and requirements that it could take a year to get to sheer fighting status with them. Example of techniques-

Dust Cancel
Roman Cancel
Force Break
Power Shield
Air Cancel
Shield Piercer
Air Guard

Those are the basics that apply to almost every character. Many of them involve hitting several buttons or combinations. For example, the Roman Cancel is a move that cancels the animation for your movement but the hit still takes effect. It involves having at least 25% of a 'Force Bar' and hitting any three attack buttons except Dusk. This leads to amazing 30+ combos.
 

Lovage 805

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Guilty Gear is a very technical game, for some characters (I-No) it is way more technical in terms of actions per minute(APM), however, the consensus is that Smash has a pretty high level of technical skill, and way more ways to mindgame.
 

Puffer

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I want to know. I want to know whether when we watch someone technical play, it is nothing compared to other games, or vice versa, stuff in other games isn't technical at all by melee standards. Maybe technical skill is similar in many fighting games.

So, any Street Fighter/Tekken/Soul Calibur/fighting game pros here that can answer that question? I know Emblem Lord plays Street Fighter, anyone else?

Oh, and I searched, but none of the threads could really answer my question.
I'm not exactly sure what you mean by "technical" - from it sounds like, you're referring to the small subtleties and nuances behind the gameplay that, when mastered, add a bunch of clout to your skill level. Yes, Smash definitely has its technicalities - and probably the most unfortunate thing about them is that most people have to jump this nasty wall that's called "advanced techniques" before they can admit that and work it into their game. I was one such player; I used to think that Smash was a pathetic piece of imbalanced trash that wasn't worth the time of any hardcore gamer. I see now that, despite the imbalance, it's still an incredibly FUN game and there's definitely enough to sink your teeth into in terms of "technical" play.

Relative to other fighting games, though, I'm assuming that Smash is about the same in terms of technicality. In some ways, Smash has less than other fighting games; in other ways, it has more. I think they pan out to put Smash at a relatively equal level with other fighters, though - and again, remember that ALL games, no matter how simple, have some amount of "underlying" nuances and techniques for players to take advantage of.

Smash loses ground to other traditional 2D fighters in several ways. First off, there are no complex attacks/specials in Smash - all moves in Smash are performed by single taps of a button, usually accompanied with a direction on the control stick. You don't have to worry about timing your button presses and getting the order of buttons right under pressure. Also, characters in Smash have less moves available to them then do the ones in most fighters. Traditional fighting games give characters a weak/strong punch, weak/strong kick, a throw, a dash that can be combined with all weak/strong attacks, a set of weak/strong aerials for all attack types, and finally, an assortment of "special" attacks. Obviously, Smash does not have quite the same setup with their character's abilities; there are no "specials", and characters' movesets really don't have the "weak/strong" setup that they do in traditional fighters. In addition, characters in Smash have only one dash attack as compared to fighting games where characters can have multiple dash attacks.
Secondly, Smash lacks any sort of "power bar" or timing system for making special attacks stronger. Of course, since it lacks special attacks to begin with, the existence of such a feature would be unexpected anyway; still, it's one facet of play that Smash lacks compared to other fighters.

Fortunately, Smash also GAINS a ton of ground where other fighters have none. To begin with, Smash is unique because it no longer confines two players to a flat stretch of "stage" in which to fight. Smash has stages with platforms, pits, "save" clouds/barrels, and changing elements that provide added strategy and opportunities for learning. The game as a whole allows your characters a higher degree of freedom in terms of movement; some might say that this is "too newb-friendly" because it takes the pressure off of fighting in close quarters where you can't run, but others will tell you that it allows for new types of strategies to surface in gameplay and "expands" the area upon which you can fight.
Smash is also different from traditional fighters because HEALTH is no longer the main concern - the "health" in Smash is percentage, and while it does have an indirect relationship with how close you are to death, it doesn't determine the winner of the game. Again, some players could consider this a "sissy" way of playing since thrashing your opponent is no longer the focus of the game; however, I (and hopefully many others) would simply call it different. To win in Smash, you must knock your opponent off the stage, either left, right, up, or down, to such an extent that they hit the "killzone" and lose a stock. Your opponent does not have to be at high percent levels for you to do this; spikes, meteor smashes, and "tip" attacks allow for some incredibly quick kills. True, taking more damage makes you fly further when you're hit and thus puts you that much closer to the "killzone" when you're sent flying, but damage doesn't ultimately determine who wins or loses.
The whole concept of edgeguarding and fighting for the control of an edge/platform adds a completely new layer to the concept of combat; Smash is the ONLY game that has this "edgeguarding phenomenon" for players to experiment with. This is where Smash gains the most ground relative to other fighters - other fighters don't have edges to fight over and thus they lose this whole aspect of gameplay. Smash, of course, does, and thus gains a nice new layer of depth and strategy that adds a nice spice to every game.


If I had to sum it up, I'd say that Smash excels relative to other fighting games in the areas of "unique" and new fighting features that add additional strategy and depth- edgeguarding, the ability to input DI, the concept of "knocking" rather than "hurting", dodging, rolling, etc. Smash suffers relative to other fighting games mostly in terms of attack complexity - no "power meters", no special attacks, no tricky button orders, and no picky timing needed to perform certain attacks.

It'd probably be best to say that Smash, relative to other fighting games, is about equal in terms of "technical" play - the games are different and each have their own different areas of technical play, and it's hard to say which has more.
 

pablovirus

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Smash loses ground to other traditional 2D fighters in several ways. First off, there are no complex attacks/specials in Smash - all moves in Smash are performed by single taps of a button, usually accompanied with a direction on the control stick. You don't have to worry about timing your button presses and getting the order of buttons right under pressure. Also, characters in Smash have less moves available to them then do the ones in most fighters. Traditional fighting games give characters a weak/strong punch, weak/strong kick, a throw, a dash that can be combined with all weak/strong attacks, a set of weak/strong aerials for all attack types, and finally, an assortment of "special" attacks. Obviously, Smash does not have quite the same setup with their character's abilities; there are no "specials", and characters' movesets really don't have the "weak/strong" setup that they do in traditional fighters. In addition, characters in Smash have only one dash attack as compared to fighting games where characters can have multiple dash attacks.
Secondly, Smash lacks any sort of "power bar" or timing system for making special attacks stronger. Of course, since it lacks special attacks to begin with, the existence of such a feature would be unexpected anyway; still, it's one facet of play that Smash lacks compared to other fighters.
Hell yeah, Waveshining is just the tap of a button and a direction on the Control Stick, and, guess what, you DONT have to worry about timing! Any SHFFLC is also as easy as that!
/sarcasm
Seriously, I KNOW that you can do any attack "in the game" by just pressing a button and taping the control stick, but you will hardly ever win if you just do that. The number of actions and the precise timing needed to pull off advanced combos or techniques like a SHFFLC aerial is much more than just that. That's why smash is "technical". And Smash has some sort of "weak and strong" attacks, that'd be the Tilts and the Smashes (save for Ganon's U tilt, etc.)
 

Emblem Lord

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Technical refers to techniques.

Meaning the maount of techniques you have to learn to be able to be competitive.

Hence why Guilty Gear is called an extrmely technical game.

No need to go into all that other stuff puffin.

lol.
 

Silhouette

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Smash loses ground to other traditional 2D fighters in several ways. First off, there are no complex attacks/specials in Smash - all moves in Smash are performed by single taps of a button, usually accompanied with a direction on the control stick. You don't have to worry about timing your button presses and getting the order of buttons right under pressure. Also, characters in Smash have less moves available to them then do the ones in most fighters. Traditional fighting games give characters a weak/strong punch, weak/strong kick, a throw, a dash that can be combined with all weak/strong attacks, a set of weak/strong aerials for all attack types, and finally, an assortment of "special" attacks. Obviously, Smash does not have quite the same setup with their character's abilities; there are no "specials", and characters' movesets really don't have the "weak/strong" setup that they do in traditional fighters. In addition, characters in Smash have only one dash attack as compared to fighting games where characters can have multiple dash attacks.
Secondly, Smash lacks any sort of "power bar" or timing system for making special attacks stronger. Of course, since it lacks special attacks to begin with, the existence of such a feature would be unexpected anyway; still, it's one facet of play that Smash lacks compared to other fighters.

If I had to sum it up, I'd say that Smash excels relative to other fighting games in the areas of "unique" and new fighting features that add additional strategy and depth- edgeguarding, the ability to input DI, the concept of "knocking" rather than "hurting", dodging, rolling, etc. Smash suffers relative to other fighting games mostly in terms of attack complexity - no "power meters", no special attacks, no tricky button orders, and no picky timing needed to perform certain attacks.
.
single taps of a button, SHDL? with a single button? u can waveshine, and SHFFL combo with a single button? id like to watch u play sometime thats amazing. but seriously smash isnt about being able to do an attack its about chaining or linking your attacks together for combos.

ur also saying that smash attacks dont exist therefore you cant charge them to make them more powerfull because they dont exist, and that marths tippers dont make a difference because theyre just as strong as his other hitboxes. im here to tell u that THEY DO EXIST and if u r having trouble using them attacks theres a magical thing called the c-stick and that u should stop playing 1-p mode. and hitboxes can make or break an attack.

and ur "dash attacks" - just because something isnt called a "dash attack" doesnt mean its not a dash approach, some options u can do out of a dash: u can CC into any ground A attack, u can cancel into any B attack, u can SHFFL, u can pulsewalk, or any form of grab, or even just stop and stand there for some intense mindgames.
 

Dan-E

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I would really like to see some TAS vids of other fighters because frankly after having seen things like Perfect Control and various other AR vids (HRC and BTT anyone?) I find it hard to believe that there exists another fighter out there that has the potential of technical difficulty as say a perfect Fox or a perfect Falco BTT run. It's just not possible for people to do.
 

Emblem Lord

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Dan-E: That's the thing though. No one can play Fox close to perfection. But Magneto even unperfect is still a marvel to behold. And perfect Magneto is downright frightening.

But this is all moot since no human can play like a machine and be flawless.
 

ph00tbag

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Be aware that for "technical" aspects to Smash, you're actually talking about strategic elements.

However, Smash is still highly technical. One of the most technical fighting games in existence, IMO. There are a great many moves that require multiple inputs within a short amount of time such as SHDL, reverse SHL for Falco, SHFFLing, waveshine and wavedash, IC grab combos, DJCing, etc. There are even a lot of moves that require good timing to pull off well, like the Gentleman, L-cancel, wall-teching, etc. Spacing for moves is also important for all characters with combos, as many moves have many hitboxes all with different knockback.

Smash also has two elements that most other games don't have: variable falling speed and base knockback, and DI.

On the first of those two elements, this means that the timing and spacing for various combos, and in fact the combos that can be used, will be different for each character that you use. Whereas in most traditional fighters, the same combo can be used on any opponent, in Smash, you might need a completely different move entirely.

DI is another aspect of the game that people still haven't fully explored and is very technical. DI is what makes this game more technical than many others more than any other aspect, IMO. It requires good timing, a working knowledge of every move in the game, and sometimes it requires incredibly fast finger speeds for multiple inputs.

I can't say much about other games. I've heard tell of ways to prevent combos in other games, but from my understanding, they aren't as character specific as in Smash. I realize there are other fighers that require fast fingers and good timing and spacing. There are even "Advanced techniques" in these games, but IMO the extreme variability of the technical aspects of characters in the air makes Smash far more technical.
 

Dan-E

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so would i be correct in assuming that those vids involve technical precision on the same level of impossibility as Perfect Control?

Is there anything comparable to say what Silent Wolf can do??? Like 10 JC shines with turnarounds in between? Given my next to zero knowledge about other fighters I just can't see those videos involving as many inputs per second as SSBM. Correct me as I am most likely wrong.
 

Ekaru

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so would i be correct in assuming that those vids involve technical precision on the same level of impossibility as Perfect Control?

Is there anything comparable to say what Silent Wolf can do??? Like 10 JC shines with turnarounds in between? Given my next to zero knowledge about other fighters I just can't see those videos involving as many inputs per second as SSBM. Correct me as I am most likely wrong.
http://uk.youtube.com/watch?v=S8wh2OVaN0E
http://uk.youtube.com/watch?v=nDLrhxapS14

^GGXX: Accent Core videos. (Don't get why it's 'uk', I'm in the USA, but meh, try 'www' if it doesn't work for you). It may LOOK not that tough, but actually...

It is.

What they do is RIDICULOUS. Seriously, there are indeed more inputs per a second. First, the control stick inputs. Lots of it there, and some of the moves can be annoyingly difficult to pull off quickly. Also, there are four attack buttons and a Dust button ('back' is how you guard): Heavy Slash, Slash, Punch, and Kick. There are also more specials then smash, but ah! These aren't pulled off just by pressing a button; you have to do control stick commands, which require precision and quickness! Oh, and you have more moves than in SSBM, making for you have to KNOW more moves, too, not to mention more are harder to pull off.

Once you can do the moves quickly, easily, and consistently, we get to enjoy technical stuff! YAAAY! The stuff in the instructional manual ALONE can be enough to make one cry. Ooh, I know an example! Here, lemme show you a combo video of Anji, who's a D tier (like, he's not that good):

http://uk.youtube.com/watch?v=hxlCJwEchGQ

^ A 'sucky' character can do THAT. Double Butterfly alone is a pain in the butt (you have to time... I think it's two quarter circle forwards? Requires amazing timing to do consistently). But the amount of control stick and button comands in high level play, let alone do something that even resembles an actual combo without sheer dumb luck? It's stupidly insane!

Oh, and you can't fully understand the complicatedness of it all until you try it yourself, and then try it in the heat of battle.... LOTS of practice is required if you want to stand even half a chance in high level play.

Wavedashing is NOTHING compared to some of the stuff you have to do. Think timing an airdodge after a jump is tough, and doing it consistently is tougher? Then try competing in GGXX.

So yes, to answer your question, GGXX:AC requires more inputs a second than SSBM. Also keep in mind that the specials aren't just a button, which means in order to do a special at the right moment, you have to practice and be able to do a special near-instantly-

not just that, even. As mentioned earlier, there are loads of advanced techniques in the game, and you have to master them to stand a chance.

That's what I like about smash- it has lots of strategies and mind games, and requires technical skills, but isn't absolutely insane. Although GGXX is still fun... But to get a feel of GGXX at high level play... sometimes, I'm pretty sure that sometimes it's like a constant waveshine input-wise.

Don't get me wrong- smash still requires lots of skill, just not as much input skill (moonwalking and fox/falco techniques are about the top of the heap input-wise), it requires more thinking skill and predicting where your opponent will be. This is because of the way the game is designed, so it requires skill in the brain area (though still some finger work) then in the technical skill area.

I still prefer smash though, but GGXX:AC requires more inputs and technical skill than smash IMHO.

EDIT: Almost forgot, the people in the vids I showed are not using any program, just pure skill. Also, there is crazier stuff than what I showed.
 

Dark Sonic

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http://www.youtube.com/watch?v=1AW0HSOFjOc.
http://www.youtube.com/watch?v=lcR9MLryyOY
http://www.youtube.com/watch?v=1zXiC7_LhCc
http://www.youtube.com/watch?v=T4f8Gi1FZFY


Susumu is too good, but Testament is just a broken character.

http://www.youtube.com/watch?v=n_kN3Np3jjA

Yeah. I like Chipp.

Also, the Narutimate Hero series is only slightly below melee in terms of tech skill.

http://www.youtube.com/watch?v=uHBCH3HaPXI

http://www.youtube.com/watch?v=xSklc30udD8

That's quite a few techs in addition to KNJ (substitution jutsu)

http://www.youtube.com/watch?v=x-sq7kZLhiY
 

Perfect Hero

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Well, GG has FRC timings and cancels that take a rediculous amount of time to learn it. . . and it is just for one character when Smash takes a good amount of time to learn most of their Character's BnBs and such. GG = Hours in training mode. . .Literally....

Technical doesn't neccesarily = execution though. Example of a technical aspect from VF. During a launcher, you HAVE to look at foot stance of the character to tell what combo you can perform. The execution factor of VF is also extremely high.

That's for fighters though. . . Starcraft 400+ Apm > Smash Execution anyone?
 

Emblem Lord

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StarCraft is nuts.

Dan-E: I get the impression that your prejudice agianst other fgihters in terms of how technical they are.

It's fine to have an opinion, but if you admit that you are misinformed, might it be better to stay open minded and learn something about other fighters?

Just my 2 cents.
 

Dan-E

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Emblem Lord: I am trying to learn. That's why I asked people to show me vids and explain other fighters to me and said stuff like "Correct me as I am most likely wrong". and not "Despite having no knowledge of other fighting games I am assured that SSBM is more technical than all other fighting games."

Anyways I'd love to see some frame data for some of the harder combos for Magneto and the like. Just for like a comparison cause I already know what goes into a highly technical Fox. Also is there any form of DI that makes combos a little less inescapable??
 

Sumil

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You'd have to, to play certain GG characters. Ones like Bridget are really hard to play while some like Ky Kiske are easier. Bridget happens to be a PAIN to play as and a bigger pain to play against (If the Bridget player is good).
 

Runawayfire

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There is no fighting game more technical than MVC2.
Fox and Falco are just smaller versions of the technical skill that a character like Magneto can unleash . Infact countless times they just reminded me of a slower version of him when I first started playing this game competitively.

Also, a game like CVS2 has techniques like roll cancelling which require much more complicated inputs in even less frames than things in Smash.

This is not to say smash isn't a technical game.
Its just probably around middle tier if you want to relate it.
 

legendofme

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Emblem Lord: I am trying to learn. That's why I asked people to show me vids and explain other fighters to me and said stuff like "Correct me as I am most likely wrong". and not "Despite having no knowledge of other fighting games I am assured that SSBM is more technical than all other fighting games."

Anyways I'd love to see some frame data for some of the harder combos for Magneto and the like. Just for like a comparison cause I already know what goes into a highly technical Fox. Also is there any form of DI that makes combos a little less inescapable??
nope. DI isn't present in other fighters. Smash pretty much is the only one. That would be crazy though lol. DI in Street Fighter. That'd be very funny. If the vids brightened up your perspective im gladz 2 bez of service.

Those Magneto frames aren't that bad...It's all muscle memory really. Just it'll take more than a few days to get down.

What are you planning on picking up these games or just a curious smasher wondering? Iz give u the frame data if yuz really wat it. Just let me know.
 

Emblem Lord

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Soul caliber has air control.

Guilty Gear has brusting and air teching.

DI is SSBM's unique way of dealing with combos.

But the best combos in all games are the combos that aren't effected by any defensive mechanisms.

This is true of ALL fighting games.
 

Dan-E

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What are you planning on picking up these games or just a curious smasher wondering? Iz give u the frame data if yuz really wat it. Just let me know.
just a curious smasher wondering. the frame data would be kind of cool but nothing like too massive, just an example of one like super combo.
 

dmbrandon

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Guilty Gear series is uber techical.

So is MvC 2.

Those are pretty much the only ones that outdo smash in the technical sense.

A game is super techincal when you have to master alot of technical stuff to even begin to compete. Street Fighter isn't like that. It won't take months to master the technical aspect unlike Guilty Gear which can take almost half a year to become a master of all the technical nuances.

Also I play Street Fighter for fun. I'm more into Soul Caliber and obscure fighters like Project Justice.
Guilty gear is extremely technical. The matches, while not incredibly fast, are intense, as most pro combos will go on for 80-90% of a life bar; easy. especially in GGXX2/ or AC. It's alot of hitbox funk.

MvC2, however, is different. I wouldn't say it's overly technical, but hot **** to you have to be fast.

Smash is Jazz, MvC is metal. One you have to really know the instrument, and have a slow, but steady understanding of music itself. Metal is the opposite. It's little knowledge, but immense speed. Both, in the height, are amazing.

As for other fighters, SF3 focuses mainly on mind games. Learning combos only takes a few hours, while learning your opponents, and match ups take years. Naruto:GNT series focuses TONS on reading your opponent, and gauging life/Chakra bars for winning.

But unlike other games, ont every combo will work on every character in smash. And not just because of size. There's weight, speed, hangtime, and a slew of other variations for each character.

Oh, and lawls at vader, and yoda. Coolest video ever. http://www.gametrailers.com/player/29535.html
 

Puffer

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single taps of a button, SHDL? with a single button? u can waveshine, and SHFFL combo with a single button? id like to watch u play sometime thats amazing. but seriously smash isnt about being able to do an attack its about chaining or linking your attacks together for combos.

ur also saying that smash attacks dont exist therefore you cant charge them to make them more powerfull because they dont exist, and that marths tippers dont make a difference because theyre just as strong as his other hitboxes. im here to tell u that THEY DO EXIST and if u r having trouble using them attacks theres a magical thing called the c-stick and that u should stop playing 1-p mode. and hitboxes can make or break an attack.

and ur "dash attacks" - just because something isnt called a "dash attack" doesnt mean its not a dash approach, some options u can do out of a dash: u can CC into any ground A attack, u can cancel into any B attack, u can SHFFL, u can pulsewalk, or any form of grab, or even just stop and stand there for some intense mindgames.
No, dude, I wasn't saying that COMBOS take a single button - obviously, in both traditional fighters AND Smash, you need way more inputs to put together a chain of attacks, a.k.a "combo." A waveshine or shuffled nair/bair/uair/fair would be considered a "combo" because it requires multiple inputs. When I said that attacks on Smash take "a press of a button", that's exactly what I meant - they do. RELATIVE to other fighters, Smash doesn't require you to press a "chain" of buttons or press in a specific order to perform a certain attack. That's what I meant - RELATIVE to other fighters.

I'm not exactly sure what you mean by me saying that "smash attacks don't exist and Marth's tipper doesn't exist." Duh, they exist, and I never said anything about them. Yes, there are attacks that do different amounts of damage/knockback when hitting in certain ways...I'm not disputing that.

And as for the dash attack, yes, the dash attacks in Smash can be manipulated to your advantage in terms of mindgames - EVERY game has mindgames, and therefore you can apply them to dashes just like everything else. That's redundant. My point was to say that you have a smaller selection of actual ATTACKS you can do with Smash dashes as opposed to traditional fighters' dashes that usually allow you to choose from a larger mix of attacks. Man, you guys are treating me like I'm bashing Smash...I'm not. I'm only comparing it to other traditional fighters in terms of techniques and variety, like the original poster asked.

Hell yeah, Waveshining is just the tap of a button and a direction on the Control Stick, and, guess what, you DONT have to worry about timing! Any SHFFLC is also as easy as that!
/sarcasm
Seriously, I KNOW that you can do any attack "in the game" by just pressing a button and taping the control stick, but you will hardly ever win if you just do that. The number of actions and the precise timing needed to pull off advanced combos or techniques like a SHFFLC aerial is much more than just that. That's why smash is "technical". And Smash has some sort of "weak and strong" attacks, that'd be the Tilts and the Smashes (save for Ganon's U tilt, etc.)
Again, the "attacks" you mentioned aren't "single-button/tap" attacks...they're combos. Way to go, big guy. I never said it doesn't take timing - I said that when push comes to shove, other fighters require you to press M ORE INPUTS to perform just a single attack/special. Smash doesn't do that. And YES, you DO have to press more than one button to perform combos like you mentioned - but again, that's redundant. I don't know of a single fighter that lets you do combos with a single press of a button. Lemme know if you find one.
 

MagiMaster

Smash Apprentice
Joined
Jun 28, 2007
Messages
112
Again, the "attacks" you mentioned aren't "single-button/tap" attacks...they're combos. Way to go, big guy. I never said it doesn't take timing - I said that when push comes to shove, other fighters require you to press M ORE INPUTS to perform just a single attack/special. Smash doesn't do that. And YES, you DO have to press more than one button to perform combos like you mentioned - but again, that's redundant. I don't know of a single fighter that lets you do combos with a single press of a button. Lemme know if you find one.
....? since when 1 waveshine and 1 shffl is combo?

Yes you can do a combo of waveshine and a combo of shffl, but they are actually 1 attack with a big set of move.
 

Blu-ninja

Smash Journeyman
Joined
Nov 2, 2007
Messages
479
Location
you know the place.
VERY.


unlike most fighters, were OFFICIAL techniques are used, we the members of the smash community had to come up with OUR OWN way of officially playing the game.

not nintendo.

not Sakurai.


US.


and that, in its self, is why smash is the symbolization of just how wonderful gaming truly is.

heh..

even in the fighting games,

miyamatos will lives on.



"we cant players to discover things for themselves"-Shigeru miyamoto
 
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