Chromeless
Smash Apprentice
- Joined
- Sep 13, 2006
- Messages
- 86
I realise that there is already another thread discussing what (if any) flaws Melee had, but I want to discuss one specific flaw that I feel really needs to have attention drawn to it because the more I think about it the more it becomes apparent that this is the biggest fault that Melee posesses.
This flaw quite simply put is the 'clinch game', which is where the game breaks down in a fundamental fashion. The clinch game occurs when both characters are at point blank range and are idealy facing each other, this is the point where the normal rules of the smash metagame are swallowed into obivion in much the same way as a black hole breaks the atomic nature of the universe (yeah, I hate it when essays relate everything to physics as well, I can be a hypocrite can't I?).
Under the 'normal' rules of Smash, each player is capable of making judgements as to whether a stratergy will likely work or whether their opponent has defeated their current approach. In the case of the latter the player will generally have the option of either coninuing in a diffrent approach or falling back into a position that is judged to be safe, which generally takes the form of the ground or a ledge. These 'normal' rules simply do not work in the case of a clinch as there is no solid way of judging exactly what your opponent is going to do next. Let's say that the attacker (whom we will assume has attack priority) tries to grab his opponent, if the defender is to evade the grap his only option in this case is to spot dodge to avoid the throw. But here the defender faces a crucial problem, if he sidesteps and his opponent doesn't try to grab his then he has handed them a free hit, if he doesn't then his opponent may take the oppertunity to thow him anyway.
What's the problem here then? The problem is that the game devolves into nothing more then a guessing game as players become unable to properly judge what their opponent is going to do next, they could be a threat at any time and because of that you may have to randomly dodge or attack to simply avoid the options your opponent has against you.
When it comes down to it the grappling game in Smash Bros works considerably diffrently to how it does in traditional fighters, in Street Fighter for instance throws can be warded off by pokeing the opponent out of grappling range. In Smash brothers this is not the case because close range pokes not only possess little (if any) range advantage, but they don't push the opponent backwards by a significant amount either, while most other attacks that could beat out a throw are too laggy to be effective.
One only needs to watch a Link vs Fox match to see how horrible this can be. Sure, Link is capable of fighting and even beating Fox, but the close range advantages Fox gains over Link means that Link can only pull off a win by constantly out guessing his furry opponent. The problem here is not simply that Fox is a better character then Link, but that in many cases Link needs more then just skill to win, he needs plain old fashioned luck.
Thankfully these problems could be avoided if tweaks were made to character's close range abilities (and naturally I have a few in mind), but first I want to hear other's thought on this issue.
This flaw quite simply put is the 'clinch game', which is where the game breaks down in a fundamental fashion. The clinch game occurs when both characters are at point blank range and are idealy facing each other, this is the point where the normal rules of the smash metagame are swallowed into obivion in much the same way as a black hole breaks the atomic nature of the universe (yeah, I hate it when essays relate everything to physics as well, I can be a hypocrite can't I?).
Under the 'normal' rules of Smash, each player is capable of making judgements as to whether a stratergy will likely work or whether their opponent has defeated their current approach. In the case of the latter the player will generally have the option of either coninuing in a diffrent approach or falling back into a position that is judged to be safe, which generally takes the form of the ground or a ledge. These 'normal' rules simply do not work in the case of a clinch as there is no solid way of judging exactly what your opponent is going to do next. Let's say that the attacker (whom we will assume has attack priority) tries to grab his opponent, if the defender is to evade the grap his only option in this case is to spot dodge to avoid the throw. But here the defender faces a crucial problem, if he sidesteps and his opponent doesn't try to grab his then he has handed them a free hit, if he doesn't then his opponent may take the oppertunity to thow him anyway.
What's the problem here then? The problem is that the game devolves into nothing more then a guessing game as players become unable to properly judge what their opponent is going to do next, they could be a threat at any time and because of that you may have to randomly dodge or attack to simply avoid the options your opponent has against you.
When it comes down to it the grappling game in Smash Bros works considerably diffrently to how it does in traditional fighters, in Street Fighter for instance throws can be warded off by pokeing the opponent out of grappling range. In Smash brothers this is not the case because close range pokes not only possess little (if any) range advantage, but they don't push the opponent backwards by a significant amount either, while most other attacks that could beat out a throw are too laggy to be effective.
One only needs to watch a Link vs Fox match to see how horrible this can be. Sure, Link is capable of fighting and even beating Fox, but the close range advantages Fox gains over Link means that Link can only pull off a win by constantly out guessing his furry opponent. The problem here is not simply that Fox is a better character then Link, but that in many cases Link needs more then just skill to win, he needs plain old fashioned luck.
Thankfully these problems could be avoided if tweaks were made to character's close range abilities (and naturally I have a few in mind), but first I want to hear other's thought on this issue.