@
SmashChu
I don't want to turn this into a Brawl vs Melee design debate so I will respond once and then let this thread run its course -- do you not acknowledge that limiting most combos to less than 13 frames of stun
-and- removing the defensive ability to DI hits on most of the weak attacks (non-tumble) that are so prevalent in <13 frame combos makes for an objectively less
dynamic combo game (varying followups / higher branching combo tree), regardless of how
potent you deliberately design the punishes to be?
I admit that I misspoke when I called the cumulative effect of the three changes (and especially the hitstun cancel) an "objective design failure" and I understand the goal of Brawl's design, to limit the frustration of players (especially new players that aren't familiar with DI & SDI) on the receiving end of combos and to indirectly encourage more aggressive footsies due to reduced punishment risk -- that's all accomplished by the 13 frame AD interrupt, sure, but I maintain my position that the DI change and the hitstun AD changes synergize poorly.
If Smash 4 is supposed to be a compromise in design I would at least start by pushing the AD cancel window back to the attack window (fr13->fr25) and restoring non-tumble DI. Regardless of your preference in Brawl vs Melee from my experience and observations there are too many players that would be put off Smash 4 (after a year or so... everyone will still flock to a shiny new game initially) without
some degree of compromise here. Please understand that I'm now not necessarily arguing which subjective design choice is better overall, but which approach will actually build the largest united smash community in S4 and beyond.
My personal ideal would be to just remove the hitstun interrupts altogether and put together a better in-game training system that teaches new players how to effectively use DI & SDI, among other things such as sweetspotting the ledge, PS reflect projectiles (should that hopefully return), rudimentary combos, and whatever other new advanced techniques Smash 4 decides to offer. Which leads me to....
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Getting back to the original topic @
Gnarleysquid
: I have revised my suggestion. Rather than asking about potentially polarizing technical details not well suited for a round table, I would instead love for you to ask if Sakurai et al. have developed or would kindly consider adding an interactive, guided training system that covers the items I mentioned and helps bring new casual players into a fuller understanding of the game's deep mechanics. Smash is a series that attracts more casual players than most traditional fighting games, but is no shallower in mechanics (IMO) and would therefore benefit from such a training system more than any other fighting game. By aiding the growth of new players you can help prevent as much of a skill gap from forming between newer casual and veteran competitive players, thereby requiring less skill-gap compressing / "rubberbanding" mechanics built into the game itself.
I strongly feel that a guided training system would do wonders for the long term health of Smash and that something official / built into the game would have a much farther reaching impact compared to something like youtube guides, which are helpful but tend to be utilized by advanced players more anyways... even if it's not ready for launch it'd be a welcome patch addition etc.