AS most of you here probably know, the angles at which attacks launch opponents can be reversed. That is, if an attack can send opponents forward at a 20 degree angle, it can also send them backwards at a 20 degree angle. From what i know, whether the angle is reversed depends on which part of the attack is used to hit. The left half of a Hit-Box geneerally sends opponents to the left, while the right side of a Hit-Box generally sends opponents to the right. I'm still somewhat new-ish to SSBM (although I kind of got down things like SHFF'd aerials and such), and this mechanism is somewhat...interesting. There's be occassions where an attack, such as a F-Smash, sends the opponent in the opposite direction. Now here's my question: Why?
As in, why was it put into the game.
Was it because of engine limitations? Or was it intentional and contributes to the meta-game? IMO it looks somewhat off aesthetics-wise. I mean, it looks fine on attacks such as Mario's U-Air, but on other ones, like Captain Falcin's F-Air, I'm not sure I see why characters get sent backwards. I've heard it helps emphasize the need of spacing, although I'm not sure that's the reason or the whole reason in its inclusion.
Are reverse angles on attacks like most F-Smashes intentional? Are they needed? I would like to hear some opinions from you guys here. Thanks.
As in, why was it put into the game.
Was it because of engine limitations? Or was it intentional and contributes to the meta-game? IMO it looks somewhat off aesthetics-wise. I mean, it looks fine on attacks such as Mario's U-Air, but on other ones, like Captain Falcin's F-Air, I'm not sure I see why characters get sent backwards. I've heard it helps emphasize the need of spacing, although I'm not sure that's the reason or the whole reason in its inclusion.
Are reverse angles on attacks like most F-Smashes intentional? Are they needed? I would like to hear some opinions from you guys here. Thanks.