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Not Enough Depth? Too Much Depth?

Big-Cat

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Link to original post: [drupal=3937]Not Enough Depth? Too Much Depth?[/drupal]



This is kind relevant to my Ranting on Smash post, but I'm making a separate post to discuss a more broad topic.

I got to try out the Project M Brawl mod today at a Brawl tournament where I just spectated. I loved playing the mod, with it feeling like a brand new game, but I was ticked to see L-Canceling returning, and I once again called out on its lack of depth. That was when a player had asked me why would you not combo in another fighter. To be honest, I didn't have much of a response at the time. I was wondering whether or not there was any depth behind behind something like links or revolver actions/magic series/whatever.

Just trying to think this out on paper, it didn't seem like there was much depth on combos in other fighters. I mean, when you get that first hit in, you automatically go into one of the combos that first attack allows you to do, technical skill not withstanding. But I wonder if this "lack of depth" is a bad thing. The combo is there to give punishment to the opponent, and when you have a knockdown or reset, there is depth on what to do next for you and the opponent and then there are mechanics like FADC and FRC in some fighters that add more offensive and defensive options with can be better determined based on scaling mechanics.

Smash adds depth to its combos where you have to take into consideration the knockback of each of your attacks and the damage of your opponent so a combo's not always the same. Then there's DI in every attack. Therefore, there is a good amount of depth behind every attack followup. However, could there be too much depth with DI as it's implemented?

Think of it this way, imagine X does a combo with five attacks on Y. After each attack, X and Y must take into consideration what option to do to continue/break the combo. As much as I love mixups, I think DI as its implemented adds too much of a mixup game, at least in the wrong place. I think it turns the game too much into a guessing game. Again, I don't think DI is a bad thing. In fact, I love the concept and think it's something very instinctive. I just wonder what it would be like if only certain attacks for each character had DI properties where you do a combo into the DI attack, with a proper guess, you get to continue the combo.

To make this not Ranting on Smash 2, I'll compare DI to something in Tekken. I was watching some Tekken tutorial videos and they mentioned, IIRC, that there 24 wakeup options overall or something. As soon as I heard this, I thought, "No way; I'm not dealing with this." That was just too many options for me to worry about. I simply don't like the idea of having to consider 24 possible outcomes and attacks. I'm fine with something like SFIV's minimum of 9 options and these depend on what X does to Y on Y's wakeup and the quality of those options will vary on Y's character. Then there's Virtua Fighter which is supposed to be the deepest fighter out there, but I also hear there is a an extremely high learning curve.

Should there be more than one option in every single possible scenario? Should some scenarios be kept simple where there's only one outcome?

Discuss.
 

Browny

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If theres too many options... It can lead to randomness.

There is a skill in knowing your enemies options and shutting them down 1-by-1 but if the enemy has too much it just gets stupid. Look at any top level MK ditto. MK really does have an answer to EVERYTHING, yet the only reason people hit each other is because you cant counter them all. People die at dumb %'s to shuttle loops, get grabbed far too often for what MK is used to and a whole range of things which MK isnt used to vs most other characters

Sure over time this balances out since the better player will know more but it is infuriating when you get KO'd by random stupid **** which you know shouldnt have hit you. We've all been KO'd at dumb %'s by things like rufio (uairx5-nado), reverse shuttle loops and even snake with random dairs and fsmash. You can have a perfectly normal match without any of these annoying things happening and when they do its not so much a testament to a players skill, as it is brawl being random.

Options are great and you need multiple to separate skilled players from non skilled who will be able to keep up combos/escape them but you cant have too many or in cases like snake, make them so powerful. It just leads to extremely lame outcomes in matches because no one can predict one of like 10 options which can all KO you, it just ruins all of a persons careufl play for one moment.

kind of... >_>
 

Kitamerby

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Aug 9, 2007
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Generally, you can intentionally drop a combo in order to bait a reaction and gain a reset into starting an even stronger combo by bypassing the prorate.

Basically, in most fighters, specific attacks in your combos generally get weaker the longer you string them. However, once the combo stops registering, your attacks are all back to full strength. So what you can do is intentionally "drop" your combo and bait them into mashing out/ trying to block. Then you can punish this action and start a NEW combo for even more damage.

It's all a part of mindgames. C'mon man, this is basic stuff.
 

Jonas

Smash Champion
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Aug 21, 2008
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DI doesn't create a gazillion options to get out of combos. It generally boils down to up/down, left/right or no DI. You can alter your trajectory, but not go somewhere else completely.
 
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