Yeah be careful of this, you're slipping back into those habits and if it continues well you know what will happen.I think the difference is that you do this repeatedly.
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Yeah be careful of this, you're slipping back into those habits and if it continues well you know what will happen.I think the difference is that you do this repeatedly.
I used to think this but Smash 64 is such a polarized game. In my opinion, there's almost too much hitstun. Melee is almost the perfect balance of hitstun but I think it still needs a tiny bit more histun for more combo opportunities.64 is superior to melee.
They're definitely part of the gameplay if we're talking about "competitive play" here (strictly speaking of Melee and Smash 64 here). Unless, you're talking about new players mashing the A button then yeah, combos don't mean squat. Also, Whether the combo ability is a bug or not is irrelevant here. They're there so make use of them.Except combos aren't everything, or close to it, they weren't even supposed to exist and it's only thanks to a glitch that they do.
I'm aware of this. That's why I said:Combos don't make a game competitive, footsies/momentum/offensive & defensive options are what make a game competitive.
I'm aware I'm not looking at the grand scheme of things here
I'll just say to look at my quote again.Anybody who argues that Melee is the superior game only taking into account the amount of hitstun is honestly pretty clueless.
Sakurai said that like a year ago. He didn't mean for it to end up like that, he made it to be a party game (and has said so multiple times). All games have those small details that the casual player doesn't notice right away. Even games like RPGs have them. Are those meant to be played competitively? No.Also, I believe Brawl is the only "real" Smash game that was not meant to be competitive. For example, in Smash 64, Nintendo's Japanese website for SSB64, actually demonstrates Z-cancelling as an "advanced technique". They called it "fall breaking" or something like that. There's also other various tidbits that lead me to believe it was meant to be a tiny bit competitive. Now, in Melee I believe it was also competitive because Sakurai admitted that Melee is too complex. Now, while it's not a direct statement that Melee was meant to be competitive from the get-go, I believe if Sakurai spent all this time, making the game so hard and complex, why would he call it a non-competitive game? Also, don't forget the introduction of the tournament mode . Brawl is the only real game where I believe Sakurai stated he wanted to drift away from the "competitive" side of video games (e.g., removing L-cancelling, wavedashing etc.).
Melee was made to be competitive. Brawl wasn't, and 64 was a test subject.
I feel you Spelt. It really comes down to how you want to play the game.Not sure how many times I have to say this before it sticks.
Pretty much this.footsies/momentum/offensive & defensive options are what make a game competitive.
http://www.1up.com/news/masahiro-sakurai-reflects-super-smashLooking back, nearly a decade on, Sakurai seems proud of Melee overall. "Melee is the sharpest game in the series," he wrote. "It's pretty speedy all around and asks a lot of your coordination skills. Fans of the first Smash Bros. got into it quickly, and it just felt really good to play."
However, he has one particularly deep regret: the game's accessibility level. "I had created Smash Bros. to be my response to how hardcore-exclusive the fighting game genre had become over the years," Sakurai said. "But why did I target it so squarely toward people well-versed in videogames, then? That's why I tried to aim for more of a happy medium with Brawl's play balance. There are three Smash Bros. games out now, but even if I ever had a chance at another one, I doubt we'll ever see one that's as geared toward hardcore gamers as Melee was. Melee fans who played deep into the game without any problems might have trouble understanding this, but Melee was just too difficult."
Accessibility has always been a watchword in Sakurai's design style, and there's little doubt he learned a lot from the Melee development experience. "If we want new people from this generation of gamers to come in," he concluded, "then we need it accessible, simple, and playable by anyone. You can't let yourself get preoccupied with nothing but gameplay and balance details. That's where the core of the Smash Bros. concept lies, not on doggedly keeping the game the way it was before."
This.The only thing Sakurai admitted to doing was making Brawl easier to pick up and play (by slowing things down) because he felt that Melee was just too fast to be universally appealing
I bet if you asked most of melee's fanbase WHY it's a better game than brawl/64 they would say something along the lines of "no wavedashing/l-canceling" or "too floaty."
Exactly. This really needs to stop.I'm really tired of all this "oh yeah? Well that's just your opinion" nonsense. Yes, we all know we are dealing with opinions, you don't need to prove how sympathetic and understanding you are. Something being an opinion doesn't mean the discussion ends. If every opinion ended discussions, no one would grow or learn anything.
Basically, yes, we know it's an opinion, but that should remain an understood bottom line, not a point to be made.
Not all person's are insightful as you are. If they were, we would be gaining some insight on why Melee is without a doubt, a fulfilling experience.Basically, yes, we know it's an opinion, but that should remain an understood bottom line, not a point to be made.
LMAO This guy!Except combos aren't everything, or close to it, they weren't even supposed to exist and it's only thanks to a glitch that they do.
Not really...You guys all think you're so smart.
What I read.melee is better because I can't think for myself so naturally I think captain falcon is amazing like every other smash player ever
Takes an obvious joke and then uses it in a butt hurt way to insult people.What I read.