NintendoKnight
Smash Lord
- Joined
- Oct 26, 2013
- Messages
- 1,735
- NNID
- Nin-Knight
I've noticed something.
Ever since Smash 64, there has been a steady increase of "Strategic Thinking/High level play" characters. Yes, there has always been strategies and techniques in the Smash series. That's not what I'm talking about. I'm talking about the characters themselves being strategic and technical in their design. They tend to have one huge gimmick as part of their design, and tend to have a huge weakness to counterbalance it.
In Smash 64, I would say Link was the strategic character. He couldn't let other characters get into his face, or he would get annihilated. So he had to manage all the space around his foes. Bombs and boomerangs up the wazoo was probably called "spamming" by the noobs who couldn't beat it, but in reality it was all spacial manipulation.
Enter Melee, and Link loses the strategy he once had. The character that takes his place with this type of play? Ice Climbers. These parka-packing hammerheads required a playstyle unlike any other. Operating a duo character? Unheard of. It required a different line of thinking, of calculating. People had to train themselves to use this character specifically. They had to forgo their tendencies that they needed for the regular characters. However, just like Link in 64, the climbers also had a major weakness: Separation. Split the two apart and suddenly the lone player-controlled climber is at half the strength.
Brawl begins, and even more characters step into this strategic spotlight. Olimar, and Snake to a degree. Olimar had a small horde of vicious, color-coded, plant aliens that obeyed his every command. Snake had traps and incredible stage control, not to mention he was fearsome in close-quarters-combat. Olimar had powerful throws, and if you ever, EVER underestimated his Pikmin, you'd meet a horrific fate. Olimar's major weakness, on the other hand, was that he was easy crippled offstage as he required a tether to come back; something that was easily prevented.
Snake was different though. No major flaws, no weaknesses, and no cons for his pros. He could chain you into an infinite loop of down throws, his smash attacks were pretty nasty, and he had a disjointed forward tilt and up tilt. Not only that, but all his special attacks were nasty little doomsday devices wrapped in tiny little packages. But where Snake truly shined is when the player who used him was a step ahead of the others. A Snake that knows what you're going to do before you do is frightening, indeed.
And now, Smash 4. We have seen a huge influx of strategic characters: Mega Man, Rosalina, Little Mac, Palutena, and Robin.
Mega Man has to zone out his enemies. Rosalina can control a Luma from a distance as a puppet master. Little Mac dominates the ground, but is vulnerable in the air. Palutena has an option for nearly every possible scenario in a single match. And Robin has to keep a watchful eye on the amount of times he uses specific attacks, lest he lose all his power, options, and capabilities.
Can't you see what's happening? This game is beginning to focus less on how fast your fingers can move, and more on how fast your mind can move.
What do you guys think of this new shift in playstyle? Do you like the fact that many newcomers have been designed for intense strategic play? Do you agree with this strategic fighting being encouraged by the development team and Sakurai?
What are your thoughts?
Ever since Smash 64, there has been a steady increase of "Strategic Thinking/High level play" characters. Yes, there has always been strategies and techniques in the Smash series. That's not what I'm talking about. I'm talking about the characters themselves being strategic and technical in their design. They tend to have one huge gimmick as part of their design, and tend to have a huge weakness to counterbalance it.
In Smash 64, I would say Link was the strategic character. He couldn't let other characters get into his face, or he would get annihilated. So he had to manage all the space around his foes. Bombs and boomerangs up the wazoo was probably called "spamming" by the noobs who couldn't beat it, but in reality it was all spacial manipulation.
Enter Melee, and Link loses the strategy he once had. The character that takes his place with this type of play? Ice Climbers. These parka-packing hammerheads required a playstyle unlike any other. Operating a duo character? Unheard of. It required a different line of thinking, of calculating. People had to train themselves to use this character specifically. They had to forgo their tendencies that they needed for the regular characters. However, just like Link in 64, the climbers also had a major weakness: Separation. Split the two apart and suddenly the lone player-controlled climber is at half the strength.
Brawl begins, and even more characters step into this strategic spotlight. Olimar, and Snake to a degree. Olimar had a small horde of vicious, color-coded, plant aliens that obeyed his every command. Snake had traps and incredible stage control, not to mention he was fearsome in close-quarters-combat. Olimar had powerful throws, and if you ever, EVER underestimated his Pikmin, you'd meet a horrific fate. Olimar's major weakness, on the other hand, was that he was easy crippled offstage as he required a tether to come back; something that was easily prevented.
Snake was different though. No major flaws, no weaknesses, and no cons for his pros. He could chain you into an infinite loop of down throws, his smash attacks were pretty nasty, and he had a disjointed forward tilt and up tilt. Not only that, but all his special attacks were nasty little doomsday devices wrapped in tiny little packages. But where Snake truly shined is when the player who used him was a step ahead of the others. A Snake that knows what you're going to do before you do is frightening, indeed.
And now, Smash 4. We have seen a huge influx of strategic characters: Mega Man, Rosalina, Little Mac, Palutena, and Robin.
Mega Man has to zone out his enemies. Rosalina can control a Luma from a distance as a puppet master. Little Mac dominates the ground, but is vulnerable in the air. Palutena has an option for nearly every possible scenario in a single match. And Robin has to keep a watchful eye on the amount of times he uses specific attacks, lest he lose all his power, options, and capabilities.
Can't you see what's happening? This game is beginning to focus less on how fast your fingers can move, and more on how fast your mind can move.
What do you guys think of this new shift in playstyle? Do you like the fact that many newcomers have been designed for intense strategic play? Do you agree with this strategic fighting being encouraged by the development team and Sakurai?
What are your thoughts?
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