Bones0
Smash Legend
1. Z-cancelling was in 64, so I find it very hard to believe Sakurai couldn't execute one of the most necessary techniques in his own game. It seems even less likely that he would create such an elaborate KB and hitstun system and not take into account that you can cancel half the lag of your aerials. The fact that you can only cancel half as opposed to the full lag that was possible in 64 demonstrates to me that he knew what amount of lag was appropriate for aerials.
2. Totally agree on this point. If anything about Melee is to be considered a jackpot, it should be wavedashing/wavelanding. While I don't think Melee would be NEARLY as good without it, I still think it'd be a really amazing fighter with tons of depth. I think the overall effect would be a more simplified neutral game, particularly with platforms, but when you compare Melee's current neutral game to a traditional fighter, it's basically footsies on steroids so I definitely don't think it'd be one dimensional or anything. I also think it's reasonable to say that while none of the devs could have fathomed what WDing has become, it seems likely there was a general understanding you could do simple stuff like jump up through a platform and airdodge downwards onto it to land faster. Maybe I'm overestimating the competitive ingenuity of the devs though.
3. Not sure what you are getting at in terms of Fox being easy to SD with. Even today where 20xx is the talk of the town, the difficulty in using spacies is still highly considered in overall gameplay. All characters have to take into account the difficulty of their given options, and I think these risks are accentuated with spacies. The notion that these risks don't apply to really competitive players, let alone the godlike android Smashers we have today, seems naive. Even if a developer was trying to make a hardcore fighter, they'd likely never consider the game would get pushed to a level where players virtually never miss L-cancels, short hops, or even avoid side-Bing off the side of the stage. The fact that such things are infrequent in today's metagame is simply a testament to how insane Smashers are and how long they've been practicing for.
You are probably right that the game is focused on FFA, but I don't think that means 1v1 was ignored entirely. There aren't many exploitable tactics that are prevalent in 1v1 but not FFA. Chain grabbing is the major one, but it only really applies to a small subset of characters and usually only on FD. I believe Sakurai's desire to maintain character personality and limitations on development time are the main factors that prevented Sakurai from achieving a full, well-balanced cast.
While I agree there were many coincidences that helped play a role in Melee's complexity, I don't think that means it would be a subpar game without those coincidences. Even without things like WDing or jab resets or ground teching, the game would still be a deep fighter with tons of room for improvements.
2. Totally agree on this point. If anything about Melee is to be considered a jackpot, it should be wavedashing/wavelanding. While I don't think Melee would be NEARLY as good without it, I still think it'd be a really amazing fighter with tons of depth. I think the overall effect would be a more simplified neutral game, particularly with platforms, but when you compare Melee's current neutral game to a traditional fighter, it's basically footsies on steroids so I definitely don't think it'd be one dimensional or anything. I also think it's reasonable to say that while none of the devs could have fathomed what WDing has become, it seems likely there was a general understanding you could do simple stuff like jump up through a platform and airdodge downwards onto it to land faster. Maybe I'm overestimating the competitive ingenuity of the devs though.
3. Not sure what you are getting at in terms of Fox being easy to SD with. Even today where 20xx is the talk of the town, the difficulty in using spacies is still highly considered in overall gameplay. All characters have to take into account the difficulty of their given options, and I think these risks are accentuated with spacies. The notion that these risks don't apply to really competitive players, let alone the godlike android Smashers we have today, seems naive. Even if a developer was trying to make a hardcore fighter, they'd likely never consider the game would get pushed to a level where players virtually never miss L-cancels, short hops, or even avoid side-Bing off the side of the stage. The fact that such things are infrequent in today's metagame is simply a testament to how insane Smashers are and how long they've been practicing for.
You are probably right that the game is focused on FFA, but I don't think that means 1v1 was ignored entirely. There aren't many exploitable tactics that are prevalent in 1v1 but not FFA. Chain grabbing is the major one, but it only really applies to a small subset of characters and usually only on FD. I believe Sakurai's desire to maintain character personality and limitations on development time are the main factors that prevented Sakurai from achieving a full, well-balanced cast.
While I agree there were many coincidences that helped play a role in Melee's complexity, I don't think that means it would be a subpar game without those coincidences. Even without things like WDing or jab resets or ground teching, the game would still be a deep fighter with tons of room for improvements.