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"melee mode" discussion

Quillion

Smash Hero
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Yeh can be a default.. if they do it right.
Ultimate is just not going to be like melee in some respects, so it's either leave it out, or include it in some mode (or the detailed mode-maker I mentioned).
If you leave it out, there will keep being a plit between new smash and old smash (melee). If you include it then there's going to be discussion and potential resolution or at least more connection between old players and newer ones. And it'd be up to the individual whether they want to play the mode competitively or stick to the regular game. There could be a symbol on top of the screen or something, a watermark, to say when it's in melee mode, so people would know what they're watching.

And yes, it is kind of a new game within it, but it wouldnt have been as focused on and may not be as balanced. It's like leaving it in the hands of the fans, as a mode, not as a game, to tweek or figure out what or who to ban, or whatever is needed to make it competitive.



that's a good idea too.
If you want essentially a new game within Ultimate, why not just make a Melee-like game a secondary Smash series? I'd honestly support that more than shoehorning a mode that changes the whole game into something that's clearly not a purely esport-oriented game.
 

Teeb147

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If you want essentially a new game within Ultimate, why not just make a Melee-like game a secondary Smash series? I'd honestly support that more than shoehorning a mode that changes the whole game into something that's clearly not a purely esport-oriented game.
Because Nintendo's not likely to do that. But they already have had modes where you can tweek a lot of things. So I'm just suggesting an extension of that, as an alternative. I think an extra game like youre talking about would be fine.
 

Necro'lic

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I'd still rather just have a good base game for everyone. I'm not sure why the whole "game mode" idea still is popular. I know it's a bit uncompromising, but I've already explained why a game mode that does this is a bad idea, and the separate series idea is bad for entirely different reasons.
 

Teeb147

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It's a good idea for people who are so invested in the melee mechanic but have trouble moving on. And lots want to move on, they want new characters and stages and everything that nintendo can bring. It wouldn't necessarily infringe on the regular game, depending on how it's made.

I'm not attached to melee, so I don't need it, but if it's there I'll play it, and I know many who would. I actually have quite a few friends who wont play smash 5 because it's not enough like melee. it's unreasonable, but it's undeniable too.
 
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aarchak

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I don't want a Melee mode at all. I agree with Sakurai's idea that the game should be easy to pick up and play, and I want Ultimate to be competitively viable without techniques like wavedashing. But if Melee people really need it, they should just release Melee HD. Seriously, keep them separate.
 

Fell God

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It's a good idea for people who are so invested in the melee mechanic but have trouble moving on. And lots want to move on, they want new characters and stages and everything that nintendo can bring. It wouldn't necessarily infringe on the regular game, depending on how it's made.

I'm not attached to melee, so I don't need it, but if it's there I'll play it, and I know many who would. I actually have quite a few friends who wont play smash 5 because it's not enough like melee. it's unreasonable, but it's undeniable too.
It would very much so infringe on the game. You're asking them to balance a game that currently has 73 fighters-and will probably have 80 fighters by launch-twice over, and that's before DLC. They could never do that, it's impossible, and furthermore it would split the fanbase again; what gets played at tournaments, or online play? Both? The base game? The Melee-like side mode? Why is no one asking for a 64 mode or a Brawl mode, or even a Smash 4 mode? Let Ultimate be Ultimate, they're not going to add a Melee mode, the game won't play like Melee, it will play like Ultimate. If people want to burden themselves by staying in the past, then let them, Sakurai is catering to Smash Bros. fans, not just Melee fans.

(Uh, and if this sounds hostile, it isn't meant to, tone is hard to convey through text)
 
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aarchak

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Honestly, just let the Melee elitists be. Sakurai has already done a lot to appease the Melee crowd, doing more just for the purists who are never going to move away from Melee, no matter how much is done, is stupid. Most people are fine with Ultimate's mechanics, let it be.
 

Quillion

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Because Nintendo's not likely to do that. But they already have had modes where you can tweek a lot of things. So I'm just suggesting an extension of that, as an alternative. I think an extra game like youre talking about would be fine.
Nintendo is intent on splitting Pokémon into Let's Go (for newcomers) and the main series (for established fans). I think a secondary Smash series with a complete focus on competitive would work.
 

aarchak

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Nintendo is intent on splitting Pokémon into Let's Go (for newcomers) and the main series (for established fans). I think a secondary Smash series with a complete focus on competitive would work.
Except Let's Go is for getting the people who like Pokemon GO into the series with a hybrid game, not splitting their fanbase with 2 sets of games. Smash shouldn't do that, why would it need to? Smash is a unique game that can pander to both audiences.
 

Yuya-Noboru

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That would involve too much work for what its worth and why would they create several mechanics mode? The actual mechanics fits what they want Ultimate to be and we should be happy that it looks faster than the previous games. Bringing back Melee's mechanic is delusional, the only possible way would be a "spin-off" game made especially for tournament and Nintendo will never do that.

Melee's community have two choices I guess: Go back to Melee or just make a ProjectM-like game that fits what the community wants. Maybe organize something to raise funds and create a new game I don't know.
 
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Quillion

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Except Let's Go is for getting the people who like Pokemon GO into the series with a hybrid game, not splitting their fanbase with 2 sets of games. Smash shouldn't do that, why would it need to? Smash is a unique game that can pander to both audiences.
But the mechanics I have in mind that could build from Melee (separate Wavedash button+air dash, universal jump cancelling most moves, more low-knockback moves dedicated to building combos) wouldn't serve a casual audience well. In fact, balancing around those mechanics would be very difficult due to the amount of parameters involved.

Besides, if Let's Go is aiming towards Pokémon GO fans, a secondary Smash series can very well aim towards the hardcore Melee crowd. And Nintendo makes a metric ton of money from Smash already despite each game having such high production. They can afford it as long as they outsource the work.
 

Teeb147

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It would very much so infringe on the game. You're asking them to balance a game that currently has 73 fighters-and will probably have 80 fighters by launch-twice over, and that's before DLC. They could never do that, it's impossible, and furthermore it would split the fanbase again; what gets played at tournaments, or online play? Both? The base game? The Melee-like side mode? Why is no one asking for a 64 mode or a Brawl mode, or even a Smash 4 mode? Let Ultimate be Ultimate, they're not going to add a Melee mode, the game won't play like Melee, it will play like Ultimate. If people want to burden themselves by staying in the past, then let them, Sakurai is catering to Smash Bros. fans, not just Melee fans.

(Uh, and if this sounds hostile, it isn't meant to, tone is hard to convey through text)
That's why I'm actually putting another option here, which is to have a mode to change the physics and more, and just give it in the players' hands to make some modes, rather than trying to balance an official one.

Melee is the most popular game, competitively. Its numbers keep going up too, unlike smash 4. So it does have a presence to think about.
How the mode would work online is a good question though, and maybe it'd have to be no match-making for it, only rooms, because different rooms would have different setups for the mode.

And this is just an idea. I'm for melee mode, but realize the trouble in balancing if it's considered 'official'.

Nintendo is intent on splitting Pokémon into Let's Go (for newcomers) and the main series (for established fans). I think a secondary Smash series with a complete focus on competitive would work.
Yup, I agree, it's not impossible, but pokemon go is BIG. big big big.
Melee has a decent size, but not on that level. again. it's not impossible, but it's improbable. Making a whole game and balancing it for the community? I'd like to see a dedicated company like that.
 

aarchak

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But the mechanics I have in mind that could build from Melee (separate Wavedash button+air dash, universal jump cancelling most moves, more low-knockback moves dedicated to building combos) wouldn't serve a casual audience well. In fact, balancing around those mechanics would be very difficult due to the amount of parameters involved.

Besides, if Let's Go is aiming towards Pokémon GO fans, a secondary Smash series can very well aim towards the hardcore Melee crowd. And Nintendo makes a metric ton of money from Smash already despite each game having such high production. They can afford it as long as they outsource the work.
I'm not saying we should have a mode in Smash or combine the 2 in any way. I don't want a game catering to the Melee people at all, except for maybe a port on a newer system, I want the two communities to join together, and something pandering to the Melee crowd just doesn't sit right with me. I get that Melee is the more popular game competitively, but I want Ultimate to join the communities, not split them, and a Melee - like game really just breaks us apart further.
 

Venus of the Desert Bloom

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This is a reminder to keep discussion civil and to avoid personal insults and attacks. That does nothing for the conversation and only serves to antagonize the other party. Keep things on topic and civil and this thread will stay open. If not, it will be closed. In addition, trolling/spamming/flaming other users who are posting are grounds for warnings and/or infractions so do please keep this in mind and think before you post.
 

Yuya-Noboru

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The only real way to join the community is what they are actually doing: better mechanics that are a mix between Melee & Sm4sh with improvements and new features. The problem being that if Melee's people aren't satisfied and want Melee's mechanics at any cost, then it's impossible to get those two community join.

At this moment... just keep playing Melee / Project M, though the best solution would be to create a "Melee 2" by raising funds because don't expect Nintendo doing that.
 

Teeb147

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The only real way to join the community is what they are actually doing: better mechanics that are a mix between Melee & Sm4sh with improvements and new features. The problem being that if Melee's people aren't satisfied and want Melee's mechanics at any cost, then it's impossible to get those two community join.

At this moment... just keep playing Melee / Project M, though the best solution would be to create a "Melee 2" by raising funds because don't expect Nintendo doing that.
The problem is that Nintendo would need to make it, in order to have good relations for tournaments (unlike what happened with PM)
So. Unless they offer a way for people to kickfund a second melee, it's not gonna happen.
 

Quillion

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The problem is that Nintendo would need to make it, in order to have good relations for tournaments (unlike what happened with PM)
So. Unless they offer a way for people to kickfund a second melee, it's not gonna happen.
Nintendo doesn't need to make such a game, not directly anyway. All they need to do is outsource the work to someone else like Capcom or ArcSys who thrives on competitive fighters. Only have the Sora Ltd. staff around to supervise.
 

Teeb147

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Nintendo doesn't need to make such a game, not directly anyway. All they need to do is outsource the work to someone else like Capcom or ArcSys who thrives on competitive fighters. Only have the Sora Ltd. staff around to supervise.
I wonder if that's something they'd consider. It should be technically feasible. You know that might be detailed enough to campaign with, tbh.
 

TheMisterManGuy

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If we're going to get a newer Melee-like Smash game, I'd rather that Nintendo license it out to a company with experience in competitive fighters like Capcom or ArcSys with Sakurai only serving as a cursory supervisor role. No need to shoehorn it into a game that's not going to fulfill it.

They should develop it with a small roster in mind so that they can balance the characters better, then design the mechanics to be fast-paced, yet more universal so that certain tools like wavedash-cancelled moves can be used by everyone.
Then like I said just now, let's have a Melee-like spinoff series instead. Farm it out to a new developer with Sakurai supervising. Allow said developer to have open contact with professional Smash players. Let said developer find ways to increase the developmental potential of the game while retaining a low entry barrier and good balance for all the cast.
I mean I wouldn't mind something like that. But then again, why does it have to be like Melee to be more competitive? Wouldn't it be good for competitive Smash to have each game bring its own flavor to the table?

Nintendo doesn't need to make such a game, not directly anyway. All they need to do is outsource the work to someone else like Capcom or ArcSys who thrives on competitive fighters. Only have the Sora Ltd. staff around to supervise.
Isn't that exactly what they did with Smash 4 and Ultimate? Sora brought in Bandai Namco, developers of the Soul Calibur and Tekken series, and have been balancing each game based on the input of the competitive community.
 
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Teeb147

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I mean I wouldn't mind something like that. But then again, why does it have to be like Melee to be more competitive? Wouldn't it be good for competitive Smash to have each game bring its own flavor to the table?



Isn't that exactly what they did with Smash 4 and Ultimate? Sora brought in Bandai Namco, developers of the Soul Calibur and Tekken series, and have been balancing each game based on the input of the competitive community.
At this point I don't see it as having to be like melee to be 'more' competitive, but rather some people have come to love the type of competitiveness that's in melee, and there's want for more of it like that. It's ok and good for each game to bring its own flavor, but these people are hooked on its mechanics. It's a decently large community too, so it's worth noting.

I still think it's unreasonable to think of smash 5 as less competitive, and the focus shouldn't be on that, it should be on the mechanics that people love. And if they love melee's more, than that's ok, the problem is when they can't even enjoy the new mechanics because they're invested so much in the ones they've come to like.
Nintendo is doing good with the new games, they shouldn't bend over for a group of fans, but if they could find a way to do so that's worth it to them too, then I don't see why not.
 

Quillion

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I mean I wouldn't mind something like that. But then again, why does it have to be like Melee to be more competitive? Wouldn't it be good for competitive Smash to have each game bring its own flavor to the table?
You're right about this. I honestly don't want a game like Project M, which is too much like Melee. But there are a lot of concepts in Melee that arise out of emergent interactions that could be turned into real, legitimate mechanics. I'll post part of one of my earlier posts:

So I want to go for a balanced approach. And Ultimate is already doing a lot for a balanced approach: L-Canceling is now replaced with universally low landing lag (more on that discussion here) and Directional Airdodging is coming back without making it nigh-useless like in Melee (meaning that you can BOTH do recovery mixup and actually dodge in midair).

But there are a few things I would like to build upon from Melee. NOT bring back unchanged, but build upon.

I agree with BronzeGreekGod on reducing endlag all around, but I think a better approach would be to have more low-knockback moves that can actually encourage real combos. They should decrease base knockback so that it's easy for characters all around to link moves one into the other. And they shouldn't make it so that only Fox, Falco, Marth, and Sheik can take advantage of it; this should be a universal thing.

And wavedashing is a fantastic concept that can be developed into an actual mechanic. But I also like Ultimate's new airdodge. So why not make wavedashing a separate button? You could still adjust your wavedash length for macro or micro spacing with the control stick, but it wouldn't require having to time your jumping. And they could even introduce an "air dash" mechanic that would essentially be aerial wavedashing. Bayonetta's ladder combos wouldn't be exclusive to her anymore!

And lastly, universal attack jump canceling. I want more characters other than Fox and Falco to be able to cancel certain moves by jumping, which could then lead to wavedashing out of those moves. This way everyone can have combos that are rewarding to practice and pull off, and not just by spamming waveshines all over the place.
And how about another one: wavedash canceling could even be a better replacement for L-Canceling. Instead of pressing the shield button to reduce landing lag, you could jump out of your landing lag and wavedash out of it. It would actually give aerial landing lag some real depth to whether you want to poke or continue a combo.

Isn't that exactly what they did with Smash 4 and Ultimate? Sora brought in Bandai Namco, developers of the Soul Calibur and Tekken series, and have been balancing each game based on the input of the competitive community.
Sora and Namco are actively collaborating for Smash 4 and Ultimate. If there would be a secondary Smash series with a competitive focus, Sora should only supervise, allowing them to work on whatever they want in the meantime.
 
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It would very much so infringe on the game. You're asking them to balance a game that currently has 73 fighters-and will probably have 80 fighters by launch-twice over, and that's before DLC. They could never do that, it's impossible, and furthermore it would split the fanbase again; what gets played at tournaments, or online play? Both? The base game? The Melee-like side mode? Why is no one asking for a 64 mode or a Brawl mode, or even a Smash 4 mode? Let Ultimate be Ultimate, they're not going to add a Melee mode, the game won't play like Melee, it will play like Ultimate. If people want to burden themselves by staying in the past, then let them, Sakurai is catering to Smash Bros. fans, not just Melee fans.

(Uh, and if this sounds hostile, it isn't meant to, tone is hard to convey through text)
Because Melee is a good game.

Why is it so difficult for players to acknowledge that?

It’s s good game.

It’s flawed, which is expected, because none of the games are perfect. But Melee does a lot right, and gives you freedom of control in the ways you play.

No one wants a Brawl mode because it literally borrowed Melee’s mechanics and just gutted it. Hit stun canceling as well as tripping for running and doing forward smashes isn’t very well received. I would love platform canceling, though. And Brawl Meta Knight, despite how busted he was, is actually really fun.

Smash 4 mode isn’t wanted because it borrows from Brawl, but racks on rage, removes A LOT of DI, guts SDI, C-stick jab / nair, the inability to freely use momentum in the air when your c-stick is set for smash attacks (which was never fixed for some reason), ledge magnets, weak neutral game, easy combos, broken set knock back on some moves. The game is still fun and really good with these issues at hand, and I still play it, personally.

Melee gives players freedom.

If I want to instantly drop off a ledge and waveland off of it and waveland back onto the stage and grab my opponent, I can.

If I want to pillar and multishine on shield and potentially break it or shine grab, I can.

If I wanted to follow my opponents DI by wave landing on platforms and stylishly use my tilts to carry my opponent across the stage and dunk them, I can.

If I want to play an incredibly safe neutral and utilize my mobility, I can

If I want to to tonohawk waveland and wacedash around my opponent on wake up to force and option instead of just standing there and waiting, I can.

If I can imagine executing something in Melee, I can do it, and that in itself is incredible fun and liberating. I like being able to fully utilize my tool kit to do something bizarre or technical, even if it’s for a simple punish, it makes you play for those moments where you completely outplayed your opponent while also just doing the most. And if you don’t want to play that way, you don’t want to, that’s the beauty of the game. Hell the meta is still evolving to this day because of how fluid it is, and so many players have there signature play style. Armada the Swedish sniper, Mew2King being frame perfect and shutting down options, or just having an amazing Marth in general. Mango doing the Mango, which is whatever he wants and it just works, Westballz incredibly flashy and technical Falco, Plup’s smooth ass Samus. There’s a lot to enjoy about the game.

Notice that I’m talking about the game and it’s mechics, and not the community, which is something that I feel like a lot of players emphasize when they speak about the game itself. I couldn’t care less, as annoying camel jockeys exist in every gaming community; don’t let that cloud your judgement of the game itself, unless you’re just trying to fit in, which is fine, but there are more important things to worry about then what sub-committee in Super Smash Bros. you belong to.

I enjoy all the games, I play them all. I love Melee because it gives me what I want as a smash game and a fighting game. That’s pretty much it.

EDIT: Not changing anything, but excuse the errors. Auto correct is garbage.

Also Quillion Quillion , the wavedash canceling sounds like an awesome idea.
 
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Necro'lic

Smash Ace
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And how about another one: wavedash canceling could even be a better replacement for L-Canceling. Instead of pressing the shield button to reduce landing lag, you could jump out of your landing lag and wavedash out of it. It would actually give aerial landing lag some real depth to whether you want to poke or continue a combo.
Wait, how does this work? Do you mean you are able to wavedash DURING landing lag? If so, I'm not against that in principle, I just hope we still keep the idea of wavedashing staling out like dodges do now. But when you consider dodge staling is just adding more frames to the end, how exactly would this function in the same vein? Would it add to the landing lag, or have its own "staling" lag? I bring this up because for an example with Charizard, if you wavedash cancelled NAir, and wavelanding by default had 12 frames, yet you autocancelled the NAir, does this mean Charizard is wavedashing while not in lag? And what if you have stale dodges? Would that waveland cause the autocancelled NAir to add inactivity because you did a stale wavedash? And what about a move with high landing lag for balance purposes, like Charizard's BAir? What if the landing lag is much longer than even a stale waveland? At that point, nothing changes and you will then ALWAYS want to waveland for those particular aerials, leading to the non-choice issue L-Cancelling brings, though admittedly not as bad since you can choose direction.

Unless that's not what you meant by wavedash cancelling and I've been theorycrafting about something else lol.
 

Fell God

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Because Melee is a good game.

Why is it so difficult for players to acknowledge that?

It’s s good game.

It’s flawed, which is expected, because none of the games are perfect. But Melee does a lot right, and gives you freedom of control in the ways you play.

No one wants a Brawl mode because it literally borrowed Melee’s mechanics and just gutted it. Hit stun canceling as well as tripping for running and doing forward smashes isn’t very well received. I would love platform canceling, though. And Brawl Meta Knight, despite how busted he was, is actually really fun.

Smash 4 mode isn’t wanted because it borrows from Brawl, but racks on rage, removes A LOT of DI, guts SDI, C-stick jab / nair, the inability to freely use momentum in the air when your c-stick is set for smash attacks (which was never fixed for some reason), ledge magnets, weak neutral game, easy combos, broken set knock back on some moves. The game is still fun and really good with these issues at hand, and I still play it, personally.

Melee gives players freedom.

If I want to instantly drop off a ledge and waveland off of it and waveland back onto the stage and grab my opponent, I can.

If I want to pillar and multishine on shield and potentially break it or shine grab, I can.

If I wanted to follow my opponents DI by wave landing on platforms and stylishly use my tilts to carry my opponent across the stage and dunk them, I can.

If I want to play an incredibly safe neutral and utilize my mobility, I can

If I want to to tonohawk waveland and wacedash around my opponent on wake up to force and option instead of just standing there and waiting, I can.

If I can imagine executing something in Melee, I can do it, and that in itself is incredible fun and liberating. I like being able to fully utilize my tool kit to do something bizarre or technical, even if it’s for a simple punish, it makes you play for those moments where you completely outplayed your opponent while also just doing the most. And if you don’t want to play that way, you don’t want to, that’s the beauty of the game. Hell the meta is still evolving to this day because of how fluid it is, and so many players have there signature play style. Armada the Swedish sniper, Mew2King being frame perfect and shutting down options, or just having an amazing Marth in general. Mango doing the Mango, which is whatever he wants and it just works, Westballz incredibly flashy and technical Falco, Plup’s smooth *** Samus. There’s a lot to enjoy about the game.

Notice that I’m talking about the game and it’s mechics, and not the community, which is something that I feel like a lot of players emphasize when they speak about the game itself. I couldn’t care less, as annoying camel jockeys exist in every gaming community; don’t let that cloud your judgement of the game itself, unless you’re just trying to fit in, which is fine, but there are more important things to worry about then what sub-committee in Super Smash Bros. you belong to.

I enjoy all the games, I play them all. I love Melee because it gives me what I want as a smash game and a fighting game. That’s pretty much it.

EDIT: Not changing anything, but excuse the errors. Auto correct is garbage.

Also Quillion Quillion , the wavedash canceling sounds like an awesome idea.

Sure, Melee is pretty great. But, you know, it would still infringe on Ultimate if there were to be a Melee mode because, again, you're still balancing a game of 80 fighters twice over, which isn't just a tall order, it's impossible. So either way, Ultimate isn't going to have some mode that retools its mechanics to cater to a part of the fanbase that still wouldn't play it anyway.
 

TheTrueBrawler

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Yeah. I'm not going to give my opinion on Melee because it doesn't matter for what I'm about to say, but balancing would be an absolute nightmare. It was already a struggle in a game with 58 characters, only one mode to balance around, and an unlimited amount of attempts at their disposal.

If you add another mode that completely changes the mechanics, any change to a character affects their performance in both modes for the better or worse. Multiplied by the fact that there are 73 characters with more to be announced soon, and we will have an impossible to balance game. It could literally result in only five or six fighters being viable at tournaments.

Wait, that's actually what Melee is.

So I'm going to say this shouldn't be a thing, and if it is, then balance should in no way be influenced by it.
 
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Rocket Raccoon

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Does anything Sakurai do for you people satisfy y'all? Sakurai finds Melee not to be too welcoming for newcomers. He's given us Directional Air Dodges and wavelanding (to an extent) back and has made the game much faster overall. Wavedashing would be completely counter-intuitive to what his design philosophy is for this game.
 
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Yeah. I'm not going to give my opinion on Melee because it doesn't matter for what I'm about to say, but balancing would be an absolute nightmare. It was already a struggle in a game with 58 characters, only one mode to balance around, and an unlimited amount of attempts at their disposal.

If you add another mode that completely changes the mechanics, any change to a character affects their performance in both modes for the better or worse. Multiplied by the fact that there are 73 characters with more to be announced soon, and we will have an impossible to balance game. It could literally result in only five or six fighters being viable at tournaments.

Wait, that's actually what Melee is.

So I'm going to say this shouldn't be a thing, and if it is, then balance should in no way be influenced by it.
Oh and while you’re at it, why not look at the list of characters that have won nationals in smash 4 compared to Melee

So Smash 4 has 10, and Melee has...8? huge difference. And the cast of smash 4 is double that of Melee, correct? And if I recall correctly, grand finals of EVO 2018 was double Bayonetta, and also marked as one of the more controversial grand finals in the games history. I don’t think the statistics and public reception bode well for your argument—but you know what Melee is, right?

I can recall Plup beating the EVO champion Leffen with Samus, and Hungrybox tearing up the Meta was the sole Jigglypuff player in the circuit. Grand finals for Super Smash Con was Marth vs Peach, a match up, that people a decade ago was unwinable, with Peach taking the tournament. That’s because the game has the propensity to evolve due to having solid mechanics that help players usurp characters who are dominant. Even with all of the Fox on Final Destination jokes floating throughout the net, I guarantee you they can’t even short hop with him, much less have the technical prowess and dexterity to play a mechanically sound fox with suiciding, getting death comboed, or gimped.

Please don’t imply that you know what Melee is, because the fact that you would resort beating the proverbial dead horse with a dated argument, that only a few characters can win a tournament, then you don’t understand the game at all. I don’t even understand the full game, and I have been playing the game at an advanced level for nearly a decade, so don’t waltz in and imply that. You can say:

“from what I understand, only a certain amount of characters have been deemed tournament viable in Melee, however, I do not know if that information is sound or if the game has changed in the time it was reintroduced to major fighting game events”

This is at least how I would go about it if I were to approach potential players and seasoned ones alike when I’m entering a public forum.

And even if that is the case, tournament viability, or lack there of, doesn’t mean something is not as enjoyable. amsa, a Japanese Yoshi player, was in top 8 at Super Smash Con, and went toe to toe with Armada in their set. Players who are skilled, intelligent, and dedicated to their character will succeed no matter what, like Kameme in Smash 4, who made it to EVO grand finals playing Sheik, Megaman and Yoshi. Unexpected characters like Rose and Adon in Street Fighter 4 have taken EVO before, but these characters aren’t what you would expect to be tournament viable.

There are some exceptions, though. Bayonetta is far too dominant, and in a game with little to no DI, there’s not many other options in countering her after she gets a hit, that plus Bat within and witch time. There will never or seldomly be a situation where a Ganon can take out Bayo, unless the Ganon does everything right at the right time, which is improbable.

But since we’re on the subject, enlighten me as to what Smash 4 and it’s predecessor, Brawl, is, as you have proven that you are quite insightful.

Rocket Raccoon Rocket Raccoon

And pray tell what exactly is his design philosophy, or are you doing what many do on here and proclaim to play oracle for him?

Nah man, dude is still getting over 70 dollars from me, he’s not doing me any favors. He’s not going to magically show up in the hood and hand me a personally crafted copy of his game. So as far as I’m concerned he can do whatever he wants, I’m just thinking wishfully.

I’m going to play smash no matter what because I love the game, and of course I’m happy that he’s willing to accept criticism from other players, especially with how hard it is for Nintendo to accept game design advice from outside sources, but I’m not gonna belly up and be satisfied by what someone is throwing at me just because. That’s weak.

I make these comparisons to Melee because it not only made me fall in love with smash and fighting games, but that I wish that each installment would have the competitive mettle and longevity that Melee has. It’s nothing out of spite, contrary to what most people say on here, but then again, most people can’t argue their way out of a cardboard box, so don’t take what people say en mass and read, and think critically about what each person is truly trying to say.
 
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Quillion

Smash Hero
Joined
Sep 17, 2014
Messages
6,005
Yeah. I'm not going to give my opinion on Melee because it doesn't matter for what I'm about to say, but balancing would be an absolute nightmare. It was already a struggle in a game with 58 characters, only one mode to balance around, and an unlimited amount of attempts at their disposal.

If you add another mode that completely changes the mechanics, any change to a character affects their performance in both modes for the better or worse. Multiplied by the fact that there are 73 characters with more to be announced soon, and we will have an impossible to balance game. It could literally result in only five or six fighters being viable at tournaments.

Wait, that's actually what Melee is.

So I'm going to say this shouldn't be a thing, and if it is, then balance should in no way be influenced by it.
And this is why I want a Melee-like secondary series of Smash, and I want said secondary series to have a smaller cast.
 

TheTrueBrawler

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And this is why I want a Melee-like secondary series of Smash, and I want said secondary series to have a smaller cast.
And I wouldn't be opposed to such a thing. I see why people want Melee mechanics. It just should not interfere with the game that is Smash Ultimate as balance for that game is based around a completely different set of mechanics. There would be no successful middle.
 

lordvaati

Smash Master
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Your idea seems akin to a Hyper Street Fighter II/Ultra Street Fighter 4 suggestion. Thing is with those games they were all just expansions of the same general game, whereas here it would all be different installments.

The closest game I can think of like that is Capcom Fighting Evolution.....and that would be no bueno.
 

zabimaru1000

Smash Journeyman
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Messages
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Would be nice, but that's absolutely never going to happen. Any game that plays like melee will never come out of Sakurai or Nintendo again.

Sora has a better chance of being a new fighter than melee mode being an official option for special mode.
Even if it is a thing it's not going to fly with the Smash 4 community much like how stamina mode shouldn't be tournament standard.

A melee mode would be the most small changes that would be unnoticeable or unnecessary to casuals that it doesn't warrant Sakurai's time and effort to make. As the smash 4 players say, you might as well play Melee, Project M, or make your own melee mod when modding inevitably comes to Ultimate.
BronzeGreekGod, I've seen you make a sick Ganon moveset for PM, making a melee mod for ultimate would be up your alley.

What I think goes into a hypothetical melee mode (otherwise it doesn't deserve to be called melee at all):
- Fox, Falco, Marth, Sheik, Peach, Jigglypuff, Captain Falcon, Luigi, Ice Climbers, Yoshi, Samus, Doctor Mario, and, Ganondorf all identically restored to their melee movesets. This means Sheik and Zelda have to transform into each other, Yoshi can't jump out of shield, ICs being able to wobble, etc.
- All important movement and technical mechanics are 1 to 1 with melee:
Wavedash/land, dash dance, analog light shields (impossible to do with Ultimate's engine btw), same gravity, same aerial drift, same ledge mechanics, slow air dodge + instant helpless after, slower rolls than Ultimate, shield health depleting way faster than Ultimate, L-canceling, slide off mechanics, same hitstun/shield stun, no hitstun cancelling, etc.
- NERFED recoveries for brawl/sm4sh movesets. Only jigglypuff was the only character in melee whose recovery seemed ridiculous. Most brawl/sm4sh movesets had way too forgiving recoveries because of the ledge mechanics, gravity, aerial drift, and their actual recovery.
- Dreamland being restored to melee size, and the other stages having the same sized blastzones as their melee counterparts.

If anything just wait until the modding scene becomes big with Ultimate. The people will eventually make a melee mod just like they did for Brawl and Smash 4. PM was the only melee mod that made it big, the rest are not taken seriously and only played for fun.
 

Necro'lic

Smash Ace
Joined
Aug 9, 2015
Messages
654
Oh and while you’re at it, why not look at the list of characters that have won nationals in smash 4 compared to Melee

So Smash 4 has 10, and Melee has...8? huge difference. And the cast of smash 4 is double that of Melee, correct? And if I recall correctly, grand finals of EVO 2018 was double Bayonetta, and also marked as one of the more controversial grand finals in the games history. I don’t think the statistics and public reception bode well for your argument—but you know what Melee is, right?

I can recall Plup beating the EVO champion Leffen with Samus, and Hungrybox tearing up the Meta was the sole Jigglypuff player in the circuit. Grand finals for Super Smash Con was Marth vs Peach, a match up, that people a decade ago was unwinable, with Peach taking the tournament. That’s because the game has the propensity to evolve due to having solid mechanics that help players usurp characters who are dominant. Even with all of the Fox on Final Destination jokes floating throughout the net, I guarantee you they can’t even short hop with him, much less have the technical prowess and dexterity to play a mechanically sound fox with suiciding, getting death comboed, or gimped.

Please don’t imply that you know what Melee is, because the fact that you would resort beating the proverbial dead horse with a dated argument, that only a few characters can win a tournament, then you don’t understand the game at all. I don’t even understand the full game, and I have been playing the game at an advanced level for nearly a decade, so don’t waltz in and imply that. You can say:

“from what I understand, only a certain amount of characters have been deemed tournament viable in Melee, however, I do not know if that information is sound or if the game has changed in the time it was reintroduced to major fighting game events”

This is at least how I would go about it if I were to approach potential players and seasoned ones alike when I’m entering a public forum.

And even if that is the case, tournament viability, or lack there of, doesn’t mean something is not as enjoyable. amsa, a Japanese Yoshi player, was in top 8 at Super Smash Con, and went toe to toe with Armada in their set. Players who are skilled, intelligent, and dedicated to their character will succeed no matter what, like Kameme in Smash 4, who made it to EVO grand finals playing Sheik, Megaman and Yoshi. Unexpected characters like Rose and Adon in Street Fighter 4 have taken EVO before, but these characters aren’t what you would expect to be tournament viable.

There are some exceptions, though. Bayonetta is far too dominant, and in a game with little to no DI, there’s not many other options in countering her after she gets a hit, that plus Bat within and witch time. There will never or seldomly be a situation where a Ganon can take out Bayo, unless the Ganon does everything right at the right time, which is improbable.

But since we’re on the subject, enlighten me as to what Smash 4 and it’s predecessor, Brawl, is, as you have proven that you are quite insightful.
See, you did it again. You took that criticism of Melee and then tried to find an equivalence with Smash 4 to criticize that same point with. I get it, everybody gets it. You write all of these paragraphs yet still ignore the main point that manageable balance would be off the table with how many characters there would be. The point is that neither Melee's nor Smash 4's situation is ideal, and let's not get started with Brawl.

It makes me wonder why you are in this discussion. Your short track record indicates you usually have something to say and you're just a bit abrasive, which is understandable. We both love the competitive aspect of these games. But I really do think your bias of Melee is clouding your judgment of what others are saying. I didn't once see any support of Smash 4 in that comment you replied to. In fact, they blatantly criticize it. Why are you talking about this sort of thing like everyone is implicitly playing some sort of pissing contest against Melee and in support of Smash 4?

Don't think I'm trying to be hostile. Remember our back and forth in that other thread a while ago? You were far more composed and to the point there.

Would be nice, but that's absolutely never going to happen. Any game that plays like melee will never come out of Sakurai or Nintendo again.

Sora has a better chance of being a new fighter than melee mode being an official option for special mode.
Even if it is a thing it's not going to fly with the Smash 4 community much like how stamina mode shouldn't be tournament standard.

A melee mode would be the most small changes that would be unnoticeable or unnecessary to casuals that it doesn't warrant Sakurai's time and effort to make. As the smash 4 players say, you might as well play Melee, Project M, or make your own melee mod when modding inevitably comes to Ultimate.
BronzeGreekGod, I've seen you make a sick Ganon moveset for PM, making a melee mod for ultimate would be up your alley.

What I think goes into a hypothetical melee mode (otherwise it doesn't deserve to be called melee at all):
- Fox, Falco, Marth, Sheik, Peach, Jigglypuff, Captain Falcon, Luigi, Ice Climbers, Yoshi, Samus, Doctor Mario, and, Ganondorf all identically restored to their melee movesets. This means Sheik and Zelda have to transform into each other, Yoshi can't jump out of shield, ICs being able to wobble, etc.
- All important movement and technical mechanics are 1 to 1 with melee:
Wavedash/land, dash dance, analog light shields (impossible to do with Ultimate's engine btw), same gravity, same aerial drift, same ledge mechanics, slow air dodge + instant helpless after, slower rolls than Ultimate, shield health depleting way faster than Ultimate, L-canceling, slide off mechanics, same hitstun/shield stun, no hitstun cancelling, etc.
- NERFED recoveries for brawl/sm4sh movesets. Only jigglypuff was the only character in melee whose recovery seemed ridiculous. Most brawl/sm4sh movesets had way too forgiving recoveries because of the ledge mechanics, gravity, aerial drift, and their actual recovery.
- Dreamland being restored to melee size, and the other stages having the same sized blastzones as their melee counterparts.

If anything just wait until the modding scene becomes big with Ultimate. The people will eventually make a melee mod just like they did for Brawl and Smash 4. PM was the only melee mod that made it big, the rest are not taken seriously and only played for fun.
You sure PM wasn't more popular because they actually tried to do their own thing and thus it basically felt like another game separate from Melee? And it's funny how you say the melee mode would be "small changes" and then go on to list a bunch of characters that need to be "reverted", thus changing up a bunch of hitboxes and stats, changing a crap ton of physics, changing the stages, changing the balance of said characters, and not even to mention all the other characters that weren't in Melee, or do they not count? After all, I've seen so many people who support these sorts of mods say that Sheik, Fox, Falco, Peach, Jiggs, Cpt. Falcon, etc have to be better than other characters instead of caring about the others.

I think you just highlighted very clearly exactly why this not only couldn't happen, but shouldn't. You know, besides the fact that basically recreating Melee means recreating all the flaws of it as well when you don't have to.
 

Fell God

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So Smash 4 has 10, and Melee has...8? huge difference. And the cast of smash 4 is double that of Melee, correct? And if I recall correctly, grand finals of EVO 2018 was double Bayonetta, and also marked as one of the more controversial grand finals in the games history. I don’t think the statistics and public reception bode well for your argument—but you know what Melee is, right?
Hey no one’s saying Smash 4 is balanced, I admit full well Bayonetta (and I guess Cloud to a lesser extent, if you really care to split hairs, but irrelevant here) was an awful addition that tarnished the competitive scene forever, and Melee’s top tiers are definitely more balanced. It’s just that, well, Ultimate could never be balanced if it tried to have two metas, but if it focused on one meta, it could potentially have more viable characters than any game in the history of the series.
 
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zabimaru1000

Smash Journeyman
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Aug 20, 2014
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220
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See, you did it again. You took that criticism of Melee and then tried to find an equivalence with Smash 4 to criticize that same point with. I get it, everybody gets it. You write all of these paragraphs yet still ignore the main point that manageable balance would be off the table with how many characters there would be. The point is that neither Melee's nor Smash 4's situation is ideal, and let's not get started with Brawl.

It makes me wonder why you are in this discussion. Your short track record indicates you usually have something to say and you're just a bit abrasive, which is understandable. We both love the competitive aspect of these games. But I really do think your bias of Melee is clouding your judgment of what others are saying. I didn't once see any support of Smash 4 in that comment you replied to. In fact, they blatantly criticize it. Why are you talking about this sort of thing like everyone is implicitly playing some sort of pissing contest against Melee and in support of Smash 4?

Don't think I'm trying to be hostile. Remember our back and forth in that other thread a while ago? You were far more composed and to the point there.



You sure PM wasn't more popular because they actually tried to do their own thing and thus it basically felt like another game separate from Melee? And it's funny how you say the melee mode would be "small changes" and then go on to list a bunch of characters that need to be "reverted", thus changing up a bunch of hitboxes and stats, changing a crap ton of physics, changing the stages, changing the balance of said characters, and not even to mention all the other characters that weren't in Melee, or do they not count? After all, I've seen so many people who support these sorts of mods say that Sheik, Fox, Falco, Peach, Jiggs, Cpt. Falcon, etc have to be better than other characters instead of caring about the others.

I think you just highlighted very clearly exactly why this not only couldn't happen, but shouldn't. You know, besides the fact that basically recreating Melee means recreating all the flaws of it as well when you don't have to.
I merely listed all of the integral things that make Melee, Melee. Otherwise you just can't call it a Melee mode. For the record, I'm not saying it has to happen. 4xM tried to recreate it, and it didn't take off like PM did. Which imo should stay that way. A melee mod shouldn't get Nintendo's attention.

Can you exactly list what flaws I posted? Melee is what it is liked for because a combination of both freedom of movement and the punish game being more prevalent than neutral game as opposed to smash 4 style where neutral and read based play is from what I understand more prevalent than punish game.
 
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TheTrueBrawler

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I merely listed all of the integral things that make Melee, Melee. Otherwise you just can't call it a Melee mode. For the record, I'm not saying it has to happen. 4xM tried to recreate it, and it didn't take off like PM did. Which imo should stay that way. A melee mod shouldn't get Nintendo's attention.

Can you list what flaws I actually listed?
Your idea of a “Melee mode” is basically taking an HD carbon copy of Melee and then spicing it with content Smash Ultimate is already bringing. I’m not even joking. That’s how specific your request is. I can’t plausibly see your idea of this happening. I honestly can’t see Melee mode in any form happening at all to be honest.

The only aspect from Smash Melee I actually want in Smash Ultimate besides what has already been confirmed to be in the game is Fox’s old voice acting.
 
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zabimaru1000

Smash Journeyman
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Your idea of a “Melee mode” is basically taking an HD carbon copy of Melee and then spicing it with content Smash Ultimate is already bringing. I’m not even joking. That’s how specific your request is. I can’t plausibly see your idea of this happening. I honestly can’t see Melee mode in any form happening at all to be honest.

The only aspect from Smash Melee I actually want in Smash Ultimate besides what has already been confirmed to be in the game is Fox’s old voice acting.
I'm starting to think no one actually read the first part of my post. Lol

I already mentioned it's not going to happen unless modders make it happen.
 

Necro'lic

Smash Ace
Joined
Aug 9, 2015
Messages
654
I merely listed all of the integral things that make Melee, Melee. Otherwise you just can't call it a Melee mode. For the record, I'm not saying it has to happen. 4xM tried to recreate it, and it didn't take off like PM did. Which imo should stay that way. A melee mod shouldn't get Nintendo's attention.
Yeah, I'd rather we look to "make Melee better" than just "make Melee again".

Can you exactly list what flaws I posted? Melee is what it is liked for because a combination of both freedom of movement and the punish game being more prevalent than neutral game as opposed to smash 4 style where neutral and read based play is from what I understand more prevalent than punish game.
Going from only what you listed:

Fox, Falco, Marth, Sheik, Peach, Jigglypuff, Captain Falcon, Luigi, Ice Climbers, Yoshi, Samus, Doctor Mario, and, Ganondorf all identically restored to their melee movesets.
Why though? And to what degree? Do you mean they have to be coded in a one to one way? Because if that's the case, then that means multihits become trash again, chain grabbing becomes a thing, causing stage imbalance, landing lag becomes atrocious again, Falco becomes a full clone again, Ganondorf becomes a full clone again, etc. This isn't really a direct flaw here, but it brings into question do we bring the terrible stuff I mentioned with the good too? Why would we want to do that?

This means Sheik and Zelda have to transform into each other
Ah, and then, even if anyone who likes Melee cared about balancing Zelda, would have to wait five years to transform between them at the cost of two good special moves they've acquired. Wonderful.

Yoshi can't jump out of shield
For all the talk about giving players freedom, this seems like quite the effort to take away freedom from Yoshi players, right? But it's from Melee so it's a "good game design decision" to have one character not be able to do something literally every other character can, right?

ICs being able to wobble
So what you want is for one punish in a stock to mean you lose that stock guaranteed? Literally no other fighting game players ever ask for stuff like this when infinite combos are said like they really are. Do you want a character to be able to literally get three/four (depending on stock size) punishes on you and then automatically win? And please don't say, "just balance Icies to be terrible in everything except this infinite", because that's such poor game design it actively hurts me to see people vehemently supporting it.

Congratulations, you made a character that can only do one thing well. What was that about "freedom of options" again?



Wavedash/land, dash dance, analog light shields
As a whole, I support the ideas of these, but not in the way Melee does them. Wavedashing is far too spammable to be really used skillfully. What's more hype: a constant wavedashing forward and back and punish, or a dash forward with a wavedash back and punish? When you give useful tools like wavedashing limits to their power, it makes it all the sweeter for both player and audience to see the one moment it was used at the right time and have it capitalized on. Something called sensory satiation or whatever, idk.

Dash dancing, in concept, is fine, but if I have the dash details of Melee correct, because there's no "dash lag" at the beginning of a dash where you commit, there really is no point of walking, is there? You gotta balance your movement options with each other you know, especially the more of them you have. And while I would love more, I would sooner take it away than have one functionally invalidate another.

Analog light shield, and things involving shield movement in general, need their own button. Or just do what most fighters do, and have the shield be a constant size. Honestly, the latter sounds far more appealing, since it doesn't make the game feel broken due to you blocking... and the game decided you weren't because your wrist was outside the shield area. This is more an issue with player perception, though, so not really a flaw competitively, however, it is important that the flow of your tools are consistent for the casual player.



same gravity, same aerial drift
Neutral on these. I've honestly thought of increasing gravity in my upcoming Ultimate mod, whenever it's possible lol.

same ledge mechanics
So back to edgehogging then? So we just gonna make sure offstage player interaction has the ability to devolve into just taking the ledge, and thus a stock was taken without actually fighting said player? And if they actually take the ledge, you basically have to let them be because of infinite invincibility? Who wants interaction between players taken away? Honestly, ledge trumping was one of the few things I can safely say Smash 4 did right not just for that game, but the entirety of the series. Now bad recoveries aren't a complete death sentence. Now player interaction is about both offstage play AND ledge reads rather than just one. Sure, Smash 4's ledge mechanics could use some ironing out, like the ledge timer, but the more player interaction you can achieve, the better your competitive game overall.

slow air dodge + instant helpless after
Yeah, let's reduce player interaction more by having what could potentially be an awesome play on the dodger's part mean jack. Honestly, I loather Smash 4's airdodge spam, but this is a close second, because it removes most of the reason you'd want to add an air dodge in your game in the first place. Ultimate's system of one air dodge without helpless is honestly the sweetspot for maximum player interaction.

Still don't like the low landing lag on neutral air dodge though. :|

slower rolls than Ultimate, shield health depleting way faster than Ultimate
Neutral on both of these too, though I have a thought on shield breaks. Not really a Melee thing, but a Smash thing. Why is shield break so long, when in a game with high shield pressure like Pokken, it's so short? I feel like it turns shield breaks into certain death, when a game should really not do that. Hell, Pokken counts whatever broke the shield as hitting the opponent, meaning it starts scaling your subsequent combo early, which gives the overall effect of making shield break combos far less damaging than raw combos of the exact same string of moves.

Just something that bothers me about Smash overall...


L-canceling
I think a good quote from an L-Cancelling thread from way back will help highlight this terrible mechanic:

First, as someone who considers traditional JRPGs my favorite genre of all time, I would have absolutely no problem ditching Action Commands. Octopath Traveler doesn't have reaction commands. It's still great. Same with Chrono Trigger, Persona, Pokémon, Bravely Default, Golden Sun... It's actually quite easy to ditch the reaction commands and still have a fantastic and beloved game. Only two other traditional JRPGs that I know of have a similar action system at all, one of which is Shadow Hearts, and the other I'll address a bit later. But the idea that one of those games needs arbitrary action tests to appeal to people is just wrong at a basic level.

[...] So, maybe your problem is that you and those you play against need to discover the analog sticks in Smash, instead of just standing right next to each other and hitting attack buttons at set intervals. There are already a lot more options for depth and engagement, and arbitrarily adding more does not improve the game.

Finally, you seem to miss some elements of game design. The Action commands are communicated to the player, outlined, given prompts, etcetera. They're a core part of the game design. L-Canceling is not. However, there is an RPG which had a similar mechanic. Final Fantasy VIII. The main character, Squall, has the ability to trigger a critical hit with his weapon by pressing the left trigger with timing during his basic attacks. And...it's not really well received. It's too easy, too basic, does nothing to add depth, is incredibly repetitious, and actively harms the game's design and balance. Manual control of a traditional random element means that Squall is doing more damage than he should, or than the other characters do. What's more, since you have to be able to hit your opponent to critically hit them, Squall is the only character in the game with a 255 accuracy score. He can't miss. Even when afflicted with the blind status, he doesn't miss. Because removing your critical hit after you pressed the input would be wrong, so his hits have to be guaranteed. Even fans of the game say that, after the brief novelty of it, this mechanic gets tiresome and old very quickly.

Which is another point of differentiation between it and Action Commands. There are, at least, a variety of Action Commands (all communicated clearly and the are consistent with which attacks they work with) that actually help keep you engaged. With FFVIII, there isn't. You press the same one button. Every attack. And it gets boring and pointless.



Do you have ANY idea how much criticism has been directed at QTEs over the years? How much they've been mocked or derided as bad game mechanics? If you cut QTEs, most gamers would actually think the games were improved.
And rightly so on the last point. What fighting game player from any other series would welcome being forced to constantly press a button at the right time for some arbitrary action like jumping, else the game plays in a subpar manner? Why not you have to press L every time you hit an enemy within 2-3 frames, else the hitstun would be cut in half and your combos would fail? Where has any fighting game community other than the small playerbase of an even smaller playerbase of only like minded individuals within said smaller playerbase ever wanted this?

"So basically, you are pretty much forced to button mash this one button, EVERY TIME YOU WANT TO LAND, WHILE PLAYING A GAME THAT CENTERS AROUND JUMPS, else the game will basically be running at half speed for that time."

"Really? So then I'll be required to do tedious busy work of learning these minute timings in the boring training room for hours on end just to be able to have the game work consistently? AND this is without even playing anyone, where even though I'm fighting my opponent with my execution skill already since fighting games naturally do that anyway, I'm still required to do this action in order to even compete at a higher level? SIGN ME THE **** UP!!!! THAT **** SOUNDS ENGAGING AND NOT TEDIOUS IN ANY WAY!!!"

Literally imagine a bunch of QTEs in very quick succession. That's all L-Cancelling is.

And I haven't even gone over more in depth of how it hurts casual players with needlessly raising the skill floor, nor the problems it gives developers trying to balance a game around the idea that their players can't even execute the tools they were given, let alone use them in the proper manner. It is, at this point, objectively poor game design, and I have tried so hard to try to find a way to make it work, and I've seen others try. It's impossible to remove all of its flaws while still calling it L-Cancelling. At that point, you scrap it.

slide off mechanics
Like wavedashing/landing, fully endorse, but not in the way Melee does it. Simplest solution? Make it just so you hold the button and slide off the ledge and if you let go before your character gets to the edge, they don't. We don't need this specific spacing crap, just make it a blatant feature.

same hitstun/shield stun
Fully endorse more hitstun full stop. More shieldstun I'd rather say depends on the move and character, but overall, totally fine.

no hitstun cancelling
****ing YES!!!!


NERFED recoveries for brawl/sm4sh movesets
Overall neutral on this, but I'd rather have differing things to nerf on recoveries, as well as ways to buff a few that are lackluster. I'd rather not just make all recovery moves objectively worse across the board.


Dreamland being restored to melee size, and the other stages having the same sized blastzones as their melee counterparts.
Neutral, leaning towards yes. More tight blastzones = more stocks taken. More stocks taken = more stocks available. More stocks available = more chances at comebacks and upsets. More comebacks and upsets = more hype game. Simple calculs. :p

Sorry if I was super snide and dripping with sarcasm in some of the responses, but treat that as a measurement of how god awful/amazing each corresponding mechanic is.
 
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Rocket Raccoon

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Oh and while you’re at it, why not look at the list of characters that have won nationals in smash 4 compared to Melee

So Smash 4 has 10, and Melee has...8? huge difference. And the cast of smash 4 is double that of Melee, correct? And if I recall correctly, grand finals of EVO 2018 was double Bayonetta, and also marked as one of the more controversial grand finals in the games history. I don’t think the statistics and public reception bode well for your argument—but you know what Melee is, right?

I can recall Plup beating the EVO champion Leffen with Samus, and Hungrybox tearing up the Meta was the sole Jigglypuff player in the circuit. Grand finals for Super Smash Con was Marth vs Peach, a match up, that people a decade ago was unwinable, with Peach taking the tournament. That’s because the game has the propensity to evolve due to having solid mechanics that help players usurp characters who are dominant. Even with all of the Fox on Final Destination jokes floating throughout the net, I guarantee you they can’t even short hop with him, much less have the technical prowess and dexterity to play a mechanically sound fox with suiciding, getting death comboed, or gimped.

Please don’t imply that you know what Melee is, because the fact that you would resort beating the proverbial dead horse with a dated argument, that only a few characters can win a tournament, then you don’t understand the game at all. I don’t even understand the full game, and I have been playing the game at an advanced level for nearly a decade, so don’t waltz in and imply that. You can say:

“from what I understand, only a certain amount of characters have been deemed tournament viable in Melee, however, I do not know if that information is sound or if the game has changed in the time it was reintroduced to major fighting game events”

This is at least how I would go about it if I were to approach potential players and seasoned ones alike when I’m entering a public forum.

And even if that is the case, tournament viability, or lack there of, doesn’t mean something is not as enjoyable. amsa, a Japanese Yoshi player, was in top 8 at Super Smash Con, and went toe to toe with Armada in their set. Players who are skilled, intelligent, and dedicated to their character will succeed no matter what, like Kameme in Smash 4, who made it to EVO grand finals playing Sheik, Megaman and Yoshi. Unexpected characters like Rose and Adon in Street Fighter 4 have taken EVO before, but these characters aren’t what you would expect to be tournament viable.

There are some exceptions, though. Bayonetta is far too dominant, and in a game with little to no DI, there’s not many other options in countering her after she gets a hit, that plus Bat within and witch time. There will never or seldomly be a situation where a Ganon can take out Bayo, unless the Ganon does everything right at the right time, which is improbable.

But since we’re on the subject, enlighten me as to what Smash 4 and it’s predecessor, Brawl, is, as you have proven that you are quite insightful.

Rocket Raccoon Rocket Raccoon

And pray tell what exactly is his design philosophy, or are you doing what many do on here and proclaim to play oracle for him?

Nah man, dude is still getting over 70 dollars from me, he’s not doing me any favors. He’s not going to magically show up in the hood and hand me a personally crafted copy of his game. So as far as I’m concerned he can do whatever he wants, I’m just thinking wishfully.

I’m going to play smash no matter what because I love the game, and of course I’m happy that he’s willing to accept criticism from other players, especially with how hard it is for Nintendo to accept game design advice from outside sources, but I’m not gonna belly up and be satisfied by what someone is throwing at me just because. That’s weak.

I make these comparisons to Melee because it not only made me fall in love with smash and fighting games, but that I wish that each installment would have the competitive mettle and longevity that Melee has. It’s nothing out of spite, contrary to what most people say on here, but then again, most people can’t argue their way out of a cardboard box, so don’t take what people say en mass and read, and think critically about what each person is truly trying to say.
Sakurai's philosophy for this game appears tk be able to make things easier and more accessible to casual players as well as to new players who want to get in to the competitive scene.
“If we were to lean towards one kind of player or the other … game development would be easier, but forgoing the pros, or forgoing the beginners, wouldn’t result in Smash as it is now, and that’s something I hold dear and important,” he says.

“In the arcades, when I was younger, there was a game called King of Fighters 95, and I thought I was pretty good. I had a 50-strong win streak on Street Fighter 2 around that time. So I was playing King of Fighters once – and the way arcades are set up in Japan, you can’t really see the person you’re playing against, because you’re on opposite sides of the cabinet. I was feeling pleased with myself because I was winning, and it turned out to be a total beginner with their partner, just trying to have fun, and I thought, ‘Oh no, I shouldn’t have beaten them so badly. Now they’re going to feel like they never want to play it again!’ It’s important to think about the beginner crowd.”
https://www.theguardian.com/games/2...hiro-sakurai-35-years-gaming-history-nintendo

As you can see in this quote, he's as focused as ever on the casual side in Ultimate. Many people would say Melee isn't as friendly to newcomers as Smash 4 or Brawl is. He wants things to be simplified and he wants to make it easier for things to happen which is why we got short hopping being more accessible.
It’s not to say that Street Fighter is failing [by more fully embracing competitive gaming] by any means, but personally, I think any games with command inputs are difficult. The creator side is trying to raise people who do that...it doesn’t beat a game where you press one button to create a special move. I think that’s really easy to pick up for a lot of people.
I think a lot of Melee players love Melee. But at the same time, I think a lot of players, on the other hand, gave up on Melee because it’s too technical, because they can’t keep up with it...And I know there were players who got tendinitis from playing, and messing with the controller so much...that really is hard on the player. And I feel like a game should really focus on what the target audience is.
http://www.nintendolife.com/news/20..._about_competitive_aspect_of_super_smash_bros

He OBVIOUSLY does not want to make a Melee 2.0 and much less a Melee mode. I don't see a Melee mode happening. Y'all rallied for this in Smash 4 and look where that got y'all. The best thing you can hope for is that Sakurai and his team decrease the landing lag on air dodges into the ground
 
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