Quillion
Smash Hero
- Joined
- Sep 17, 2014
- Messages
- 5,614
This is a thought that came up somewhere, and it made me think. A lot of Smash players get cut up over things like moves getting a few more or a few less frames of lag, or a few percent or a little percent of damage, or how the air dodge works. But honestly, if other games were held to the standards of slight changes to damage and frames being world-shattering, the gaming industry would be a lot more stagnant (than some say it already is). Pokémon would never introduce the game-exclusive features or battle extras like Megas and Z-moves. Call of Duty would never experiment with different settings.
Instead, I'd argue that the series' core gameplay has gone mechanically stagnant. Like it or not, we still have the same general set of moves since Melee: Jabs, Tilts, Smashes, Aerials, walking and running, Specials for Neutral and every direction, shielding, rolling, spotdodging, air dodging, etc.
I don't know; I just think that there is a lot that Smash can still learn from fighters of the Capcom school of thought. We could get a more "traditional" super meter that throws out souped-up versions of specials a la EX moves. Shield-B could be the equivalent of SF5's V-Trigger in activating unique gimmicks. The traditional "fighting game dash" could even be adapted from the wavedash to be either the L or R button, one being shield and one being dash. Then they could even have an FADC-type deal where you can dash out of a move at the expense of meter. Just some thoughts I'm throwing out there.
I guess the biggest mechanical changes to the series since Melee come from two sources, but both had major caveats:
That said, I wouldn't want Smash to turn into an overcomplex ArcSys-tier fighter with a ton of mechanics you have to learn and master. The fact that every character has the same commands for their normals and specials alone makes every character fairly easy to get the hang of (at least until you get to the ones with "unique mechanics"). This is why I would just add one or two simple-yet-versatile changes at a time. We could probably get the "wavedash button" to get a nice movement and offensive option and an EX move meter to soup up specials at maximum in one game. After that, they can move on to giving every character a V-Trigger-esque Shield-B in the game after that.
I guess after four games whose major core gameplay changes were mainly physics and frame tweaks, I'm getting tired of the series and may want to move on. Maybe this is why some people want out of a "reboot" of Smash instead of just "the same with more". It's not going to be a popular opinion, I know it won't, but I just want to get this out there.
Instead, I'd argue that the series' core gameplay has gone mechanically stagnant. Like it or not, we still have the same general set of moves since Melee: Jabs, Tilts, Smashes, Aerials, walking and running, Specials for Neutral and every direction, shielding, rolling, spotdodging, air dodging, etc.
I don't know; I just think that there is a lot that Smash can still learn from fighters of the Capcom school of thought. We could get a more "traditional" super meter that throws out souped-up versions of specials a la EX moves. Shield-B could be the equivalent of SF5's V-Trigger in activating unique gimmicks. The traditional "fighting game dash" could even be adapted from the wavedash to be either the L or R button, one being shield and one being dash. Then they could even have an FADC-type deal where you can dash out of a move at the expense of meter. Just some thoughts I'm throwing out there.
I guess the biggest mechanical changes to the series since Melee come from two sources, but both had major caveats:
- Customs in Smash 4. Even ignoring how nigh-impossible it was to unlock all of them, it was implemented in a very half-hearted way, with most of the customs changed in rather predictable and generic ways: projectiles are either slow and strong or fast and weak, charge moves are either slow charge with more power or fast charge with less power, recovery moves are either more distance with no damage or less distance with more damage.
- A lot of the characters since Smash 4, like Villager, Little Mac, Ryu, Cloud, and Bayonetta, and Joker have all gotten unique mechanics, but they're all character-specific. For me, it makes the earlier characters feel underdone in creativity while making the newer characters really hard to get the hang of.
That said, I wouldn't want Smash to turn into an overcomplex ArcSys-tier fighter with a ton of mechanics you have to learn and master. The fact that every character has the same commands for their normals and specials alone makes every character fairly easy to get the hang of (at least until you get to the ones with "unique mechanics"). This is why I would just add one or two simple-yet-versatile changes at a time. We could probably get the "wavedash button" to get a nice movement and offensive option and an EX move meter to soup up specials at maximum in one game. After that, they can move on to giving every character a V-Trigger-esque Shield-B in the game after that.
I guess after four games whose major core gameplay changes were mainly physics and frame tweaks, I'm getting tired of the series and may want to move on. Maybe this is why some people want out of a "reboot" of Smash instead of just "the same with more". It's not going to be a popular opinion, I know it won't, but I just want to get this out there.