CompetitiveSSB
Smash Rookie
- Joined
- Oct 10, 2014
- Messages
- 1
I'm probably the minority here, but there's been a lot that's bugging me since the release of the new Smash game. That is, everyone is formulating the competitive scene based on the current competitive [Melee] scene, which does make logical sense, except that there are much more tools this time around that needs fair testing.
I also feel like trying to "make the game as close/fun as Melee as possible" is a good way to kill all upcoming games of the series. We have to accept that we will never get another game like Melee so comparing/changing the games to be like Melee will only hurt the franchise and possible new competitive aspects.
Stages
First of, stages. The game have only been out for a week in the US and many TOs have already started only using past stages(Battlefield, Yoshi's Island, Final Destination). We should be including stages like Arena Ferox, Prism Tower, and possibly a couple others to all tourneys and widely test them out(a lot of tourneys have been doing this, but it seems fairly split so far). These are the beginning stages, we should be as open as possible, this goes for custom moves as well.
Back in Brawl, we had Frigate Orpheon and even Luigi's Mansion as counterpick. In olden Melee days, Poke Floats and Rainbow Cruise were legit counterpicks as well. While those were drastic examples, Mute City is still a pretty solid stage as counterpick in Melee, but we've slowly cut down 5 stages and Pokemon Stadium.
I've also heard a lot about throwing out all Omega versions of stages altogether because it doesn't work well with the striking process and to me, it's a crazy thought. Instead of working around with the new things we are given, we simply take the lazy way and work things accordingly to old rulings. There are plenty of ways to deal with this issue.
It's also very possible that purely flat stages could be in fact, more balanced that it's ever been. Platform game is very strong in Melee after all and maybe we're all just really, really used to that. With redesigned rolling and mostly ground approach, Omega variants could very well be considered balanced to the overall game.
General Rules
As far as stocks go, right now it's between 2 and 3 stocks. Having played quite a bit of matches in both, 2 stocks definitely doesn't feel like a reassuring victory.
Stage picking. In all Smash games, there have been quite a bit of rules and suggestions in how stages should be picked. Currently, striking is the best option in Melee, but maybe we should look into different options with this game. One possible option is to always start on Battlefield, then counterpick from there. Another option(for 3DS) is to random an Omega stage and counterpick from there. In Brawl, there were suggestions to play Battlefield, then Final Destination followed by Smashville(or vice versa). In 64, while there are 3 neutrals stages to pick from, most people just opt for Dream Land, with some tourneys, that's the only option.
My main point is that we should look into the game as a whole instead of trying to fit current standard rules for past games into this new game. This is in relation to limiting the Omega stages for Melee-style rules.
Equipment and Custom Moves
Equipment. To start off, I don't think equipment is usable(unfortunately) mainly because it's RNG based. However, there's maybe a possibility of using a hack/save that everyone can use that unlocks all potential or best equipment or maybe the Wii U version might have equipment for just effects(no stats), maybe Special Smash?
So I figure it's worth discussing now before we completely forget about the possibilities.
Without testing, I've seen quite a few suggestions and what should/shouldn't be used. Again, this is a brand new game, I think retesting and analyzing EVERYTHING should be done.
I'll pick a very unpopular opinion one. Items. To mostly everyone, this wasn't even worth opening up to. Let's take the equipment that lets you start out with a Home-Run Bat. Do you guys remember when the item/no item arguments back in the day? What was the undebatable reason again? Oh yeah, because random bombs spawn on you.
But what about this equipment? It isn't random at all. In fact, either of you can start with it. But let's be honestly, would you really take a Home-Run Bat as opposed to the equipments that give you: decreased landing lag, faster ground speed, faster air movement, charging a smash in nearly half the time? I personally wouldn't trade any of those effects for an item that can be dropped and used against me. But if someone wanted to choose that instead, why not allow them? If it isn't broken and unbalanced, why not? Maybe with it, even a quarter of one combo like this would be amazing to see in tournaments: youtube. com/watch?v=n3bXY_ev6dk (there's a space since I can't post links yet)
Custom Moves. Nothing really to say here except that we should try to utilize this and evolve the game.
In comparison to other fighting games
Everyone wants the same excitement that Melee has, we know. But again, we have to accept the fact that we'll probably never get another game like Melee. But PLEASE, give SSB4 a chance. Even if it isn't even close to being an aggressive game like Melee, let's compare it to other fighting games.
I've delved a little bit into competitive Street Fighter and Mortal Kombat 9, never did amazing nor did I ever go 2-0 in a double elimination setup. I've closely watched other fighting games and played practically the majority of fighting games to a casual-competitive level. And to be honest, NOTHING is close to Melee as far as excitement goes. And many aren't as aggressive either. Turtling have always been part of Street Fighter and Injustice, for example, was played very defensively.
Everyone always wants something as aggressive as Melee, but let's take a step back a bit and look at other fighters and maybe realize that having a defensive game might not be a bad thing as long as there are redeeming qualities as well. The game is still fresh, and truly, it does seem like a much better fighting game than Brawl. I would say definitely less defensive WITH redeeming qualities. It's still fairly defensive, for now, but there are plenty of change. Whether it's advanced tactics or using equipment, it could become a highly aggressive game. I don't know about you, but I've seen tons of "combos"(mostly fast reads and chases, but carried significant shift to the match) that are much more impressive that the entire first year of Brawl. Comebacks are also possible from my experience as opposed to Brawl, which was practically non-existent.
Summary/tl;dr
A defensive game doesn't necessarily mean it's bad as long other great elements exists(Brawl didn't really offer that) and that we should "reset" the entire competitive Smash game as whole from the ground up, while taking old and new aspects in consideration. That is all.
Thank you.
I also feel like trying to "make the game as close/fun as Melee as possible" is a good way to kill all upcoming games of the series. We have to accept that we will never get another game like Melee so comparing/changing the games to be like Melee will only hurt the franchise and possible new competitive aspects.
Stages
First of, stages. The game have only been out for a week in the US and many TOs have already started only using past stages(Battlefield, Yoshi's Island, Final Destination). We should be including stages like Arena Ferox, Prism Tower, and possibly a couple others to all tourneys and widely test them out(a lot of tourneys have been doing this, but it seems fairly split so far). These are the beginning stages, we should be as open as possible, this goes for custom moves as well.
Back in Brawl, we had Frigate Orpheon and even Luigi's Mansion as counterpick. In olden Melee days, Poke Floats and Rainbow Cruise were legit counterpicks as well. While those were drastic examples, Mute City is still a pretty solid stage as counterpick in Melee, but we've slowly cut down 5 stages and Pokemon Stadium.
I've also heard a lot about throwing out all Omega versions of stages altogether because it doesn't work well with the striking process and to me, it's a crazy thought. Instead of working around with the new things we are given, we simply take the lazy way and work things accordingly to old rulings. There are plenty of ways to deal with this issue.
It's also very possible that purely flat stages could be in fact, more balanced that it's ever been. Platform game is very strong in Melee after all and maybe we're all just really, really used to that. With redesigned rolling and mostly ground approach, Omega variants could very well be considered balanced to the overall game.
General Rules
As far as stocks go, right now it's between 2 and 3 stocks. Having played quite a bit of matches in both, 2 stocks definitely doesn't feel like a reassuring victory.
Stage picking. In all Smash games, there have been quite a bit of rules and suggestions in how stages should be picked. Currently, striking is the best option in Melee, but maybe we should look into different options with this game. One possible option is to always start on Battlefield, then counterpick from there. Another option(for 3DS) is to random an Omega stage and counterpick from there. In Brawl, there were suggestions to play Battlefield, then Final Destination followed by Smashville(or vice versa). In 64, while there are 3 neutrals stages to pick from, most people just opt for Dream Land, with some tourneys, that's the only option.
My main point is that we should look into the game as a whole instead of trying to fit current standard rules for past games into this new game. This is in relation to limiting the Omega stages for Melee-style rules.
Equipment and Custom Moves
Equipment. To start off, I don't think equipment is usable(unfortunately) mainly because it's RNG based. However, there's maybe a possibility of using a hack/save that everyone can use that unlocks all potential or best equipment or maybe the Wii U version might have equipment for just effects(no stats), maybe Special Smash?
So I figure it's worth discussing now before we completely forget about the possibilities.
Without testing, I've seen quite a few suggestions and what should/shouldn't be used. Again, this is a brand new game, I think retesting and analyzing EVERYTHING should be done.
I'll pick a very unpopular opinion one. Items. To mostly everyone, this wasn't even worth opening up to. Let's take the equipment that lets you start out with a Home-Run Bat. Do you guys remember when the item/no item arguments back in the day? What was the undebatable reason again? Oh yeah, because random bombs spawn on you.
But what about this equipment? It isn't random at all. In fact, either of you can start with it. But let's be honestly, would you really take a Home-Run Bat as opposed to the equipments that give you: decreased landing lag, faster ground speed, faster air movement, charging a smash in nearly half the time? I personally wouldn't trade any of those effects for an item that can be dropped and used against me. But if someone wanted to choose that instead, why not allow them? If it isn't broken and unbalanced, why not? Maybe with it, even a quarter of one combo like this would be amazing to see in tournaments: youtube. com/watch?v=n3bXY_ev6dk (there's a space since I can't post links yet)
Custom Moves. Nothing really to say here except that we should try to utilize this and evolve the game.
In comparison to other fighting games
Everyone wants the same excitement that Melee has, we know. But again, we have to accept the fact that we'll probably never get another game like Melee. But PLEASE, give SSB4 a chance. Even if it isn't even close to being an aggressive game like Melee, let's compare it to other fighting games.
I've delved a little bit into competitive Street Fighter and Mortal Kombat 9, never did amazing nor did I ever go 2-0 in a double elimination setup. I've closely watched other fighting games and played practically the majority of fighting games to a casual-competitive level. And to be honest, NOTHING is close to Melee as far as excitement goes. And many aren't as aggressive either. Turtling have always been part of Street Fighter and Injustice, for example, was played very defensively.
Everyone always wants something as aggressive as Melee, but let's take a step back a bit and look at other fighters and maybe realize that having a defensive game might not be a bad thing as long as there are redeeming qualities as well. The game is still fresh, and truly, it does seem like a much better fighting game than Brawl. I would say definitely less defensive WITH redeeming qualities. It's still fairly defensive, for now, but there are plenty of change. Whether it's advanced tactics or using equipment, it could become a highly aggressive game. I don't know about you, but I've seen tons of "combos"(mostly fast reads and chases, but carried significant shift to the match) that are much more impressive that the entire first year of Brawl. Comebacks are also possible from my experience as opposed to Brawl, which was practically non-existent.
Summary/tl;dr
A defensive game doesn't necessarily mean it's bad as long other great elements exists(Brawl didn't really offer that) and that we should "reset" the entire competitive Smash game as whole from the ground up, while taking old and new aspects in consideration. That is all.
Thank you.