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Should I start Smash competitively? (FPS player)

Maj0ra

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Hey guys!

I'm considering taking Smash 4 somewhat serious for my comp gaming fix. I've always dabbled with Smash but I was never anything better than a local scrub.

I have a lot of high level competitive experience on BF3 PC (FPS) and played against the best teams of NA and SA. https://www.youtube.com/watch?v=OvaipnipLU4 I'm aware of what's required to play at a high level but I don't know if I have the finger dexterity or the determination to play at a high level for Smash or even if these skills transfer in some capacity.

I got bored of Smash and I'm not social enough to travel it up, but with netplay and patches maybe it will be a bit different? Do you think Smash 4 will be different than Brawl? What would be the best way to ease a transition from the FPS genre? How do you keep things interesting for nonstop smash sessions? Any responses are appreciated. Thanks, gents.
 

KingKirb

Smash Journeyman
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Smash is an entirely different animal than FPS games. I'd start by playing melee to see if you like it.

But fortunately smash is hugely popular right now and it's a great time to start :)
 

PLATINUM7

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If you aren't one to travel you'll probably want to add a lot of people to get a decent online tournament experience. For Glory may tide you over when your bored, but it won't be a substitute for real competitive play.
 

RascalTheCharizard

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I can't answer most of the questions but as for "keeping marathon sessions from becoming boring" I have a few suggestions:

1. Try to pick up multiple characters. The more matchups you play, the fresher the game feels. Not saying you should try to main 6 different characters; that's a silly expectation. Go for at least 2, maybe 3 if you think you can handle it.

2. Similarly to point #1, try to play against as many people as you can, rather than the same person every match, every session.

3. Playing with non-standard rules helps. You could try including more stages (perhaps even all of them), making everyone play as the same character (Captain Falcon is usually the character most use for this) or just playing a different gamemode entirely like Stamina Brawl. If you play Project M, Turbo Mode is a great way to spice things up.

4. Try to style instead of playing intelligently.
 

Maj0ra

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Thanks for the replies so far. I've played Melee a lot and played it since 2001. I've just become super bored. I wouldn't mind traveling for major tourneys in Smash if I was good enough at it, but I could never justify traveling miles around just to lose and come out empty handed, not to mention car pooling and dealing with potentially annoying players. I DO have Smash experience and I've played Smash, but I never took it as serious as I could.
 

Dr. James Rustles

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Mar 24, 2008
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Your capacity for learning in a competitive environment and experience in competition should translate but your technical abilities probably won't. Very different implications for input.

For example, if Garry Kasparov and I were the same physique and new players to Tennis, he'd probably learn what he was doing right and wrong much faster than I would.
 
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RIDLEY is too SMALL

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I sincerely doubt that the online functions provided by Nintendo will be able to foster any kind of legitimate competitive community. The competitive scene will most likely exist solely in-person, as it has in the past with Smash.

Once the game is out, try attending local tournaments around where you live and get involved with a group of local players that meet up on a weekly basis to play competitively. That will give you a pretty clear idea of what the competition is like. If you enjoy the game and feel that travelling to compete is worth it to you, then go for it. At the very least, you'll meet some awesome people.

I should add that Smash is not a game that you can get truly good at without attending (a lot of) tournaments. The effort you put into learning how to outplay human players is how you get better.

How do you keep things interesting for nonstop smash sessions?
High-level play should be interesting enough. That's what fighting games are all about. If you're easily bored by the game, then that probably means that it's not necessarily the game for you. I mean, the point is to have fun, right?

What would be the best way to ease a transition from the FPS genre?.
Competitive fighting games are in the same realm as Smash (much more so than FPS games). I guess if you're wanting an easier transition to competitive Smash, you might want to play some Street Fighter or MVC3 or something in the meantime to get a better grasp of the fighting game mentality. Better yet, watching a crapton of high-level Smash videos on youtube would certainly give you a much better understanding of the game. Mango, Dr. Peepee, and M2K are a couple of the top players in Melee, and watching their matches might be a good place to start.

Hope this was helpful.

EDIT: I should add one last thing. You asked if Smash 4 will be different from Brawl. There's no way to tell until we all get our hands on the game, but so far it looks a lot faster than Brawl (which is good), more combo-intensive (which is very good), and more balanced (at least it seems that way). At the very least, the game is shaping up to have a whole lot more competitive potential than Brawl, and I definitely believe that it will be able to foster a large competitive community.
 
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Maj0ra

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Your capacity for learning in a competitive environment and experience in competition should translate but your technical abilities probably won't. Very different implications for input.

For example, if Garry Kasparov and I were the same physique and new players to Tennis, he'd probably learn what he was doing right and wrong much faster than I would.
That makes perfect sense and that's my line of reasoning as well. (so I hope it works in theory)
 

Maj0ra

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I sincerely doubt that the online functions provided by Nintendo will be able to foster any kind of legitimate competitive community. The competitive scene will most likely exist solely in-person, as it has in the past with Smash.

Once the game is out, try attending local tournaments around where you live and get involved with a group of local players that meet up on a weekly basis to play competitively. That will give you a pretty clear idea of what the competition is like. If you enjoy the game and feel that travelling to compete is worth it to you, then go for it. At the very least, you'll meet some awesome people.

I should add that Smash is not a game that you can get truly good at without attending (a lot of) tournaments. The effort you put into learning how to outplay human players is how you get better.



High-level play should be interesting enough. That's what fighting games are all about. If you're easily bored by the game, then that probably means that it's not necessarily the game for you. I mean, the point is to have fun, right?



Competitive fighting games are in the same realm as Smash (much more so than FPS games). I guess if you're wanting an easier transition to competitive Smash, you might want to play some Street Fighter or MVC3 or something in the meantime to get a better grasp of the fighting game mentality. Better yet, watching a crapton of high-level Smash videos on youtube would certainly give you a much better understanding of the game. Mango, Dr. Peepee, and M2K are a couple of the top players in Melee, and watching their matches might be a good place to start.

Hope this was helpful.

EDIT: I should add one last thing. You asked if Smash 4 will be different from Brawl. There's no way to tell until we all get our hands on the game, but so far it looks a lot faster than Brawl (which is good), more combo-intensive (which is very good), and more balanced (at least it seems that way). At the very least, the game is shaping up to have a whole lot more competitive potential than Brawl, and I definitely believe that it will be able to foster a large competitive community.
My only complaints are that I don't like traveling and spending time with strangers, I also don't like any traditional fighting games. I've only played against strong players in my region a few times. I definitely understand that to get good at a game, you have to play it a lot. I have tons of hours on FPS games, if translated to Smash I have no doubt I'd be a top player in my region. I just find it infinitely more enjoyable to play in my own home for a vast majority of playtime, hence why I'm interested in Smash 4's netplay. I do find high level play interesting, but it isn't everyday we get to play guys of that level.
 

RIDLEY is too SMALL

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My only complaints are that I don't like traveling and spending time with strangers, I also don't like any traditional fighting games. I've only played against strong players in my region a few times. I definitely understand that to get good at a game, you have to play it a lot. I have tons of hours on FPS games, if translated to Smash I have no doubt I'd be a top player in my region. I just find it infinitely more enjoyable to play in my own home for a vast majority of playtime, hence why I'm interested in Smash 4's netplay. I do find high level play interesting, but it isn't everyday we get to play guys of that level.
Well, hopefully an online competitive community will be able to form around Smash 4. I certainly would be thrilled if that happened, but I'm not optimistic because there are no online rankings, and the "For Glory" mode when playing online with strangers leaves a lot to be desired.

Of course, nothing is certain until the game comes out, but I'd be willing to bet that the game's competitive community will be in-person as it has been in the past, rather than online. I'd love to be proven wrong though.
 
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PLATINUM7

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Well, hopefully an online competitive community will be able to form around Smash 4. I certainly would be thrilled if that happened, but I'm not optimistic because there are no online rankings, and the "For Glory" mode when playing online with strangers leaves a lot to be desired.

Of course, nothing is certain until the game comes out, but I'd be willing to bet that the game's competitive community will be in-person as it has been in the past, rather than online.
Because you can do anything you want with registered friends, an online competitive community can emmerge but only from people adding each other. I just hope they add something like MK's online where you can create communities, each with their own rules and settings.
 

Starcutter

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If anything, this game (smash 4) looks like the best entry point into competitive play so far in my opinion.

It's fast paced and flows well, but doesn't seem to have any tough techs. Well, at least it seems that way right now...
 

D-idara

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If anything, this game (smash 4) looks like the best entry point into competitive play so far in my opinion.

It's fast paced and flows well, but doesn't seem to have any tough techs. Well, at least it seems that way right now...
I REALLY, REALLY, REALLY hope no one finds something stupidly difficult like DACUS or something. I mean, something A-La Wavedash would be the most that I would allow without my stomach turning.
 
D

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I REALLY, REALLY, REALLY hope no one finds something stupidly difficult like DACUS or something. I mean, something A-La Wavedash would be the most that I would allow without my stomach turning.
Honestly, even Wavedash needed to go (as I'm only assuming it will remain gone, given they killed it in Brawl and by some of the analysis of the direct).

Smash is not the game for tech barriers. It's possible to create competitive, exciting, and compelling gameplay without creating the need to do controller kick-flips. This goes for any game. Tech barriers are great for hardcore players in games meant for hardcore players. It really separates the committed and dexterous folk from the not, but Smash is amazing because of its accessibility. Anyone can pick up a control and play.

The fun and skill in smash should be in your decisions, your spacing/movement, the actions you take, all while playing as a character you love, not button input perfection a'la street fighter.

Just my opinion though.
 

RascalTheCharizard

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I REALLY, REALLY, REALLY hope no one finds something stupidly difficult like DACUS or something. I mean, something A-La Wavedash would be the most that I would allow without my stomach turning.
DACUS isn't that hard IMO. And in Brawl it's even easier than PM, thanks to Brawl's compulsory input buffer and character physics.
 

Maj0ra

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Honestly, even Wavedash needed to go (as I'm only assuming it will remain gone, given they killed it in Brawl and by some of the analysis of the direct).

Smash is not the game for tech barriers. It's possible to create competitive, exciting, and compelling gameplay without creating the need to do controller kick-flips. This goes for any game. Tech barriers are great for hardcore players in games meant for hardcore players. It really separates the committed and dexterous folk from the not, but Smash is amazing because of its accessibility. Anyone can pick up a control and play.

The fun and skill in smash should be in your decisions, your spacing/movement, the actions you take, all while playing as a character you love, not button input perfection a'la street fighter.

Just my opinion though.
Even though I have an understanding of tech skill in Melee, I pretty much agree although there DOES need to be some things to separate the good players from the bad besides just default gameplay.
 

LiteralGrill

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There's a good chance there will be a strong online community, remember allisbrawl everyone? It's likely to expect that there will be some sort of competitive online events that while not in person and not perfect will still exist. I'm hoping to do weekly fight nights for fun on the 3DS version for example. Others are likely to do similar things.
 

Ulevo

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Even though I have an understanding of tech skill in Melee, I pretty much agree although there DOES need to be some things to separate the good players from the bad besides just default gameplay.
The problem with this view is people don't realize why Melee was as technical as it was, and how it relates to what makes the good player versus the bad player as wide of a gap as it is.

The game isn't technical because you have to do "controller backflips" or use complicated inputs. All of the commands in Smash are simple. It's difficult because they all have to be uniquely timed at a fast pace. That's it. You need fast hands. It's the actions per second combined with the fact that you have so many options at any given moment to do what the player desires that make it a complicated game.

With these options comes depth and decision making, and the ability to outplay a player who is better, or worse, then you are. If you take these options away, you'll make the game less technical, but you'll also succeed in making intelligent snap decisions less valuable because there will be less of them to make.

tl;dr you can't make the game "less technical" without make it increasingly more shallow.
 
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D

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The problem with this view is people don't realize why Melee was as technical as it was, and how it relates to what makes the good player versus the bad player as wide of a gap as it is.

The game isn't technical because you have to do "controller backflips" or use complicated inputs. All of the commands in Smash are simple. It's difficult because they all have to be uniquely timed at a fast pace. That's it. You need fast hands. It's the actions per second combined with the fact that you have so many options at any given moment to do what the player desires that make it a complicated game.
Oh come on, man, this just isn't true.

Wave-dashing, takes considerable practice just to learn how to do, and even once you learn to do it consistently, it's applying it properly to your game play that is the hardest part. It takes thousands of hours of playing to get on the kind of level that wave-dashing is actually benefiting you.

Obviously mileage can vary from person to person, but the average Smash player doesn't even bother wave-dashing at all.

With these options comes depth and decision making, and the ability to outplay a player who is better, or worse, then you are. If you take these options away, you'll make the game less technical, but you'll also succeed in making intelligent snap decisions less valuable because there will be less of them to make.

tl;dr you can't make the game "less technical" without make it increasingly more shallow.
I just can't agree with this at all. There are hundreds of examples of games that take considerable amounts of skill, that require absolute zero coordination or reflexes. Technical options do take skill to utilize, but taking away technical difficulty does not mean the game is always easier as a result. Easier to control optimally, sure, but in no way does that mean it becomes easier to beat your opponent somehow.
 
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J1NG

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You could try playing Divekick for starters. It's a fighting game with the least amount of technical mumbo jumbo possible, leaving only the fundamental principles to master.
*Edit: you might not get a whole lot of the jokes though
 
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Sobreviviente

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I REALLY, REALLY, REALLY hope no one finds something stupidly difficult like DACUS or something. I mean, something A-La Wavedash would be the most that I would allow without my stomach turning.
If there is we would hopefully get a patch to fix it.
 

Ulevo

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Oh come on, man, this just isn't true.

Wave-dashing, takes considerable practice just to learn how to do, and even once you learn to do it consistently, it's applying it properly to your game play that is the hardest part. It takes thousands of hours of playing to get on the kind of level that wave-dashing is actually benefiting you.

Obviously mileage can vary from person to person, but the average Smash player doesn't even bother wave-dashing at all.
Considerable practice to learn how to do?

1: Jump
2: Airdodge with L or R, diagonally down and forward or back.
3: Apply steps 1+2 quickly for desired effect.

No, it doesn't take considerable practice to learn how to do. It might take practice to be able to consistently apply it though. And thousands of hours? That's false. A friend of mine picked up Melee just sometime last fall and he can consistently keep up with me even though I've played Smash since 2001. I don't think you appreciate exactly how much of an improvement people gain with a thousand hours worth of actual practice.

I just can't agree with this at all. There are hundreds of examples of games that take considerable amounts of skill, that require absolute zero coordination or reflexes. Technical options do take skill to utilize, but taking away technical difficulty does not mean the game is always easier as a result. Easier to control optimally, sure, but in no way does that mean it becomes easier to beat your opponent somehow.
So what's your point?

Guitar Hero really isn't a deep game. It requires fast fingers, and only people with incredible dexterity will ever be really great regardless of how smart you are. And Chess is a wise mans game. Your mechanical ability required to play chess is basically zero. So does this suddenly mean that if we remove one element or the other from a Smash game that the other quality remains in tact? No. Because this is Smash, not Chess, or Guitar Hero, or some other game.

When you remove a mechanical option for the sake of simplifying the game mechanically, you remove the options that provide depth to the game. There's plenty of examples I can give from Melee's transition to Brawl, but I'll just name off one for now. Dash cancelling. Just by being able to press crouch out of a dash, you remove the ability to Smash, standard attack, tilt, and stand grab. Those choices lead to innumerable other choices that give the player tools to do what he or she pleases in a given situation, and requires mental cognitive recruitment because suddenly it becomes a game of opportunity cost. For the sake of dumbing down mechanical "hassles", Brawl removed this feature and made approach options, follow ups, and many other facets of the game simpler from a mental perspective.

I'm sorry, but I don't agree.
 
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ChikoLad

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@ Maj0ra Maj0ra

For now, I'd recommend socialising here on this website and making a few friends. In the event that Smash 4 doesn't have an integrated online tournament feature like Mario Kart 8 does, you'll want some friends to play with online so you can join their lobbies and set up custom matches, and maybe make-shift tournaments. You'll also benefit from making friends in the sense that you can discuss the game itself, regarding character match-ups, and just general advice.

In terms of pre-Smash 4 practice, start with Brawl, to ease yourself in, since its slower and easier to handle. Also, Brawl has characters that Melee lacks, but will be in Smash 4, so it's worth familarising yourself with those characters (both as your fighter and as opponents).

Then try some Melee and Project M, to get a feel for a faster game. You won't have to stress too much about techs exclusive to Melee and Project M, like Wave Dashing, since it's looking like they won't be in Smash 4 at all. You can just play without using them.

Besides that, maybe try keeping on eye on certain topics and what not to see what kind of technical details people are uncovering about Smash 4 from it's footage and screenshots. To start you off @ RelaxAlax RelaxAlax has a great video analysing more technical details about Smash 4:

 

Pazzo.

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Just my opinion, but I think that any time to start competitive Smash is a good time.
 

RelaxAlax

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Well thanks for linking my video :)

Anyways, I recently got into competitive smash too. And the truth is, you won't get good overnight, and playing with a few friends is not enough. I recently have taken more activity in forums related to Smash Bros to try and learn stuff. You won't understand DI, wave dashing, counter-picks and all of this jargon in one night. It takes time - trust me. But when you do, it makes you a better player. Knowing is literally half the battle.

I recommend watching the Smash Documentary,watching actual Smash tournaments that have recently happened, do research to further gain knowledge and if you can find people in your area who play too. You'd be amazed at what exposure to other people can do.
 
D

Deleted member 245254

Guest
Considerable practice to learn how to do?

1: Jump
2: Airdodge with L or R, diagonally down and forward or back.
3: Apply steps 1+2 quickly for desired effect.

No, it doesn't take considerable practice to learn how to do. It might take practice to be able to consistently apply it though. And thousands of hours? That's false. A friend of mine picked up Melee just sometime last fall and he can consistently keep up with me even though I've played Smash since 2001. I don't think you appreciate exactly how much of an improvement people gain with a thousand hours worth of actual practice.
I knew this was coming.

Everyone is different, as I said. Obviously when you describe the technique down to its most simplistic execution, it doesn't come off as difficult, but it is indeed inherently difficult to apply it properly to your game play. It's considered an advanced technique, it's not like everyone can easily do it. It takes practice. Google "How do you Wavedash?", and you'll get the idea. Do you think so many people would be asking for advice and tips on how to do it better if it were just so god damn easy?

The fact you're using 1000 hours of practice as your baseline approach to the argument speaks to my point more than it does yours. That's not a casual gamer amount of hours in to one game in a short span of time. That does not count as "easy".

So what's your point?

Guitar Hero really isn't a deep game. It requires fast fingers, and only people with incredible dexterity will ever be really great regardless of how smart you are. And Chess is a wise mans game. Your mechanical ability required to play chess is basically zero. So does this suddenly mean that if we remove one element or the other from a Smash game that the other quality remains in tact? No. Because this is Smash, not Chess, or Guitar Hero, or some other game.
Just because you listed the extreme examples on opposite ends of the spectrum doesn't mean nothing exists between. Your first problem is assuming that Smash has to be in any one category. Fighting games aren't just made for people with great dexterity. The mental perspective is arguably just as important as your buttons. You think that if you take away the elite button inputs, all the sudden a nooby player is kicking butt? This is a game where you fight other people. Your skill is applied to fighting other players. If you want to tell me that removing tech barriers all of the sudden makes it easier for random nub to beat M2K or Mango, please, do go on.

No. Those types of high ranking players will still cream the same players, because they apply the same sort of skill, no matter whether wave-dashing exists or not.

When you remove a mechanical option for the sake of simplifying the game mechanically, you remove the options that provide depth to the game. There's plenty of examples I can give from Melee's transition to Brawl, but I'll just name off one for now. Dash cancelling. Just by being able to press crouch out of a dash, you remove the ability to Smash, standard attack, tilt, and stand grab. Those choices lead to innumerable other choices that give the player tools to do what he or she pleases in a given situation, and requires mental cognitive recruitment because suddenly it becomes a game of opportunity cost. For the sake of dumbing down mechanical "hassles", Brawl removed this feature and made approach options, follow ups, and many other facets of the game simpler from a mental perspective.
Brawl also added choices, such as not turning in to a dead fish after air dodge, allowing for follow ups to still happen during an aerial where an air dodge has been used. Checks and balances. There are little sprinkled examples all over the place, and we can trade blows on it all day I'm sure. Brawl has all of the same opportunity cost/mental cognitive exercising going on, it's just in a different form.

Removing choices can decrease depth, but things like wave-dash & and l-cancel are basically essential to survival on the stage. Without them you don't stand a chance, hence, they aren't really choices. They are necessities. That's the illusion of depth. Hence why they're often referred to as tech barriers. Being a tech barrier is not a good thing. A tech barrier does not create depth.

The choices that increase depth are having the ability to choose between two or more very viable options of play, and the skill comes in knowing which options will net you the better result. Between wave-dashing and not wave-dashing, there's not really much of a discussion over which will net you better results. It's obvious that you should wave-dash.

I'm sorry, but I don't agree.
You're stuck on tech barriers because you think it creates more depth, when really it just makes you feel good being able to perform certain things that other folks can't when they begin the game, and you'd rather they not possess the same sort of movement ability without the same effort you applied.
 
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Ulevo

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I knew this was coming.

Everyone is different, as I said. Obviously when you describe the technique down to its most simplistic execution, it doesn't come off as difficult, but it is indeed inherently difficult to apply it properly to your game play. It's considered an advanced technique, it's not like everyone can easily do it. It takes practice. Google "How do you Wavedash?", and you'll get the idea. Do you think so many people would be asking for advice and tips on how to do it better if it were just so god damn easy?

The fact you're using 1000 hours of practice as your baseline approach to the argument speaks to my point more than it does yours. That's not a casual gamer amount of hours in to one game in a short span of time. That does not count as "easy".
Describe it down to its simplistic execution? That IS its execution. That's the point. It's not complicated. It's the timing and speed of the techniques that make them difficult, not the theory behind how to do the move. You're making the case that its difficult to apply to your game, but the only reason for that is because if you're trying to figure out how and why wavedashing is useful in a given situation in a match while you still are trying to practice training your hands on how to do it right, it can be difficult at first. But it is again not difficult to learn.

And no, it doesn't speak to your point because I'm not the one emphasizing these techniques take 1000(s) of hours to perfect or even use. You are. I'm saying you're grossly over exaggerating.



Just because you listed the extreme examples on opposite ends of the spectrum doesn't mean nothing exists between. Your first problem is assuming that Smash has to be in any one category. Fighting games aren't just made for people with great dexterity. The mental perspective is arguably just as important as your buttons. You think that if you take away the elite button inputs, all the sudden a nooby player is kicking butt? This is a game where you fight other people. Your skill is applied to fighting other players. If you want to tell me that removing tech barriers all of the sudden makes it easier for random nub to beat M2K or Mango, please, do go on.

No. Those types of high ranking players will still cream the same players, because they apply the same sort of skill, no matter whether wave-dashing exists or not.
This right here basically tells me you have no idea what I'm talking about. You're assuming my argument rather than reading it. Read it again.



Brawl also added choices, such as not turning in to a dead fish after air dodge, allowing for follow ups to still happen during an aerial where an air dodge has been used. Checks and balances. There are little sprinkled examples all over the place, and we can trade blows on it all day I'm sure. Brawl has all of the same opportunity cost/mental cognitive exercising going on, it's just in a different form.
But we're not talking about what Brawl did or did not add. We're talking about what you lose from a fighting game like Smash cognitively when you remove things technically. I'm saying there is a direct relationship. And no, it's not in a different form. Brawl is shallow comparatively for this and many other reasons.

Removing choices can decrease depth, but things like wave-dash & and l-cancel are basically essential to survival on the stage. Without them you don't stand a chance, hence, they aren't really choices. They are necessities. That's the illusion of depth. Hence why they're often referred to as tech barriers. Being a tech barrier is not a good thing. A tech barrier does not create depth.
Uh. By that rationale nearly every mechanic in Smash could be deemed as non-choices because they're required to play. We're not talking about whether or not their application is necessary in the game to remain competitive, we're talking about what depth and value they give you in each split second moment while you're playing. You don't even understand the meaning behind the word depth that its being applied to.

The only thing being referred to as a tech barrier in this thread is L-Cancelling. Virtually everything else has an associated choice.

The choices that increase depth are having the ability to choose between two or more very viable options of play, and the skill comes in knowing which options will net you the better result. Between wave-dashing and not wave-dashing, there's not really much of a discussion over which will net you better results. It's obvious that you should wave-dash.
Again, that's like saying there's no choice associated with most other mechanics. There's no choice between using your shield and not using your shield since not using your shield while you play isn't a viable option. That's not what we're discussing. You're running circle logic.

You're stuck on tech barriers because you think it creates more depth, when really it just makes you feel good being able to perform certain things that other folks can't when they begin the game, and you'd rather they not possess the same sort of movement ability without the same effort you applied.
I'm not stuck on tech barriers because I'm not talking about tech barriers. You are. And inappropriately too.

I suggest you go back, re-read what I said, look up the definitions to which these terms apply, and reconsider your thought process because basically none of what you said made sense.
 
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D

Deleted member 245254

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Describe it down to its simplistic execution? That IS its execution. That's the point. It's not complicated. It's the timing and speed of the techniques that make them difficult, not the theory behind how to do the move. You're making the case that its difficult to apply to your game, but the only reason for that is because if you're trying to figure out how and why wavedashing is useful in a given situation in a match while you still are trying to practice training your hands on how to do it right, it can be difficult at first. But it is again not difficult to learn.

And no, it doesn't speak to your point because I'm not the one emphasizing these techniques take 1000(s) of hours to perfect or even use. You are. I'm saying you're grossly over exaggerating.
I mean, you think it's not difficult to learn, that's good for you, yet I know many who feel wave-dashing is advanced and avoid using it because it's difficult for them to not only learn to do it clean but apply it well.

Your experience cannot be extrapolated on to everyone's experience. Maybe the issue here is you're generalizing through an incredibly narrow mindset (an elitist one). If you aren't learning the applications of the Wave-dash in tandem, then it doesn't matter how easily you learned to do the actual button input. It's about executing it in a match precisely. Otherwise it's just another random collection of buttons that do nothing beneficial to you.

You said I didn't appreciate how much improvement one could experience after 1000 hours of play. You directly brought it up. I very much appreciate it.

This right here basically tells me you have no idea what I'm talking about. You're assuming my argument rather than reading it. Read it again.
Why don't we skip the part where you assume you know my understanding or lack thereof, because I know exactly what you're trying to say, it's just not true.

But we're not talking about what Brawl did or did not add. We're talking about what you lose from a fighting game like Smash cognitively when you remove things technically. I'm saying there is a direct relationship. And no, it's not in a different form. Brawl is shallow comparatively for this and many other reasons.
Wut? You specifically cited Brawl as removing depth because it abolished a few technical mechanics only present in melee. Brawl added features that force you to cognitively apply new techniques as a result of those added features. They removed some from melee, but added a few with Brawl, but just because what they added wasn't your fancy doesn't mean they didn't add anything in return for what they took away.

When it comes down to it, removing technical mechanics doesn't always even mean the game becomes less exciting or fun to play, which is the whole dang point of a game. It makes things less fun for people who believe precise and twitch-reflex inputs with rewarding results are the key to a fun game, but there are plenty who don't care for that sort of thing. I will let you toil over which camp is in the majority, but either way, it's not a 1 - 1 = 0 equation. Technical mechanics add flavor of a certain kind, but they are not decisively necessary to make a game fun, competitive, nor in-depth.

Uh. By that rationale nearly every mechanic in Smash could be deemed as non-choices because they're required to play. We're not talking about whether or not their application is necessary in the game to remain competitive, we're talking about what depth and value they give you in each split second moment while you're playing. You don't even understand the meaning behind the word depth that its being applied to.

The only thing being referred to as a tech barrier in this thread is L-Cancelling. Virtually everything else has an associated choice.
L-Cancelling is only the most obvious tech barrier, because there's literally no benefit to not doing it and it simply makes things quicker on aerial > ground stalls. Wave dashing is often left out of that criticism only because it falls in to this grey area that is seen as a "cool" movement technique, so people leave it alone.

The fact is, it's no different than L-cancelling. If you don't do it, you're at a disadvantage, because your mobility will pale in comparison to your opponent.

If you're going to seriously try to apply that logic to every move in smash (IE Well then attacking is a tech barrier too since you can't win without attacking!), then I don't think we're going to get anywhere.

Again, that's like saying there's no choice associated with most other mechanics. There's no choice between using your shield and not using your shield since not using your shield while you play isn't a viable option. That's not what we're discussing. You're running circle logic.

I'm not stuck on tech barriers because I'm not talking about tech barriers. You are. And inappropriately too.

I suggest you go back, re-read what I said, look up the definitions to which these terms apply, and reconsider your thought process because basically none of what you said made sense.
It's quite simple. Smash doesn't need tech barriers. You think tech barriers (since you went ahead and just said everything is a tech barrier) increase depth because it forces cognitive application of those techniques at all times, which is more cognitive activity than not applying them.

I think it's a waste of effort and takes away from the experience in a way that isn't fun. So I approve of wavedashing going buh-bye. I approve of L-cancelling going buh-bye. I think the easier the game is for new players to maneuver their characters the quicker they can get in and get hooked to the game without feeling shut out or like their effort is pointless because they'll never have the play time to achieve the kind of mastery pros do. It makes a part of the game seem exclusionary in nature, and that's just not what Smash is about.

It's not circular logic, but I fully expect your response to be something along the lines of "Read what I said again" or "You don't make sense" or some other non-constructive retort.
 
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JediLink

Smash Ace
Joined
Oct 23, 2013
Messages
778
Location
QLD, Australia
Well, this thread certainly got derailed. "Why do people disagree with tech skill?" continues to haunt us from the grave.

OP, the first thing you should do is, if you haven't already, watch the Smash documentary. It's good stuff. Anyone interested in the competitive scene should definitely watch it. Then, if you're wondering if you should start Smash competitively, yes. The answer is always yes.

Only Melee, though. Brawl is icky.
 

RascalTheCharizard

Smash Ace
Joined
Apr 10, 2012
Messages
987
The documentary is only good for two things; getting to know some of the "big names" in competitive Smash and getting emotional (lolwut) over how much people love Smash Bros.

If you're trying to learn about how to play the game at a competitive level, then watching the 4-5 hour (estimate) documentary really isn't worth your time IMO.
 

Ulevo

Smash Master
Joined
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Messages
4,496
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Unlimited Blade Works
I mean, you think it's not difficult to learn, that's good for you, yet I know many who feel wave-dashing is advanced and avoid using it because it's difficult for them to not only learn to do it clean but apply it well.
The fact that they avoid doing it and coincidentally can't do it is marvelously intriguing. This needs to be investigated further, clearly.

There are people who are willing to practice to achieve what they want, and there are people who don't want much. It's one thing to question whether or not my assessment of what is and isn't difficult to learn is correct, or even valid, but I feel it's depressing I need to point out the irony here.

Your experience cannot be extrapolated on to everyone's experience. Maybe the issue here is you're generalizing through an incredibly narrow mindset (an elitist one). If you aren't learning the applications of the Wave-dash in tandem, then it doesn't matter how easily you learned to do the actual button input. It's about executing it in a match precisely. Otherwise it's just another random collection of buttons that do nothing beneficial to you.
Yes, it does matter if you learned it easily. Because if you learn the sequence easily, it becomes committed to muscle memory, meaning you don't have to cognitively think about how to do wavedashing and instead can focus on when and how to apply it. You're acting like it happens at the same time, but sequentially this isn't the case with most people. You don't start thinking about how to pop a wheely on your BMX and do tricks with it before your body even knows how to ride a bike without falling over on it.


Why don't we skip the part where you assume you know my understanding or lack thereof, because I know exactly what you're trying to say, it's just not true.
I don't need to assume anything; you're responding to me in plain english. Unless I can't read properly, I'm pretty sure what you're talking about is incorrect, or at the very least articulated poorly.

Wut? You specifically cited Brawl as removing depth because it abolished a few technical mechanics only present in melee. Brawl added features that force you to cognitively apply new techniques as a result of those added features. They removed some from melee, but added a few with Brawl, but just because what they added wasn't your fancy doesn't mean they didn't add anything in return for what they took away.
I'm not arguing that Brawl didn't add features or mechanics that added depth. I'm speaking for Brawls accumulative depth total, because you ignorantly claimed that it has the same cognitive depth total as Melee, which is absurd.

When it comes down to it, removing technical mechanics doesn't always even mean the game becomes less exciting or fun to play, which is the whole dang point of a game. It makes things less fun for people who believe precise and twitch-reflex inputs with rewarding results are the key to a fun game, but there are plenty who don't care for that sort of thing. I will let you toil over which camp is in the majority, but either way, it's not a 1 - 1 = 0 equation. Technical mechanics add flavor of a certain kind, but they are not decisively necessary to make a game fun, competitive, nor in-depth.
You're ruining the semantics of this conversation.

First of all, "exciting" and "fun to play" are extremely subjective terms that aren't worth talking about. You can't jump from talking about the cognitive depth of a game as it pertains to in game choices, then suddenly switch trains and start talking about "fun" in video games.

Secondly, I'm talking about mechanics, not specifically execution. There's a difference, and you're blurring the two and making your perspective hard to identify and reason with.


L-Cancelling is only the most obvious tech barrier, because there's literally no benefit to not doing it and it simply makes things quicker on aerial > ground stalls. Wave dashing is often left out of that criticism only because it falls in to this grey area that is seen as a "cool" movement technique, so people leave it alone.
No, people leave it alone because like nearly every other mechanic in Smash, or Melee, there's an associated choice between using it and not using it in the same instance. You're ignoring this fact for the sake of your own convenience and pretending its other peoples bias that's colouring the issue.

The fact is, it's no different than L-cancelling. If you don't do it, you're at a disadvantage, because your mobility will pale in comparison to your opponent.
Again, we're not talking about mechanics as a necessity to use to play. We're talking about mechanics and the depth they cover when you do and do not use them while you play. Your logic doesn't follow because it applies to everything.

You can't not fast fall because if you don't you're at a disadvantage.
You can't not use your shield because if you don't you're at a disadvantage.
You can't not double jump because if you don't you're at a disadvantage.

See where your logic doesn't make sense?

Now if you're arguing you should always be wavedashing, well, you're blatantly wrong there too.

If you're going to seriously try to apply that logic to every move in smash (IE Well then attacking is a tech barrier too since you can't win without attacking!), then I don't think we're going to get anywhere.
And yet it is your logic I'm applying. You see my problem here?



It's quite simple. Smash doesn't need tech barriers. You think tech barriers (since you went ahead and just said everything is a tech barrier) increase depth because it forces cognitive application of those techniques at all times, which is more cognitive activity than not applying them.
I didn't say everything is a tech barrier, I exemplified how your reasoning doesn't follow logic, and you're now assuming that's my opinion, which it isn't...because I was showing you how that opinion is wrong.

Smash "needing" tech barriers is a matter of designer intent, perspective, and opinion. We can argue that Street Fighter doesn't need tech barriers either. Neither of us would be correct because its all a matter of which direction you, or the development team, chooses to take the franchise.

And no, I'm not implying tech barriers increase depth, since that would be incorrect and you're either putting words in my mouth or just misusing context again. Either way, that's not my argument.

I think it's a waste of effort and takes away from the experience in a way that isn't fun. So I approve of wavedashing going buh-bye. I approve of L-cancelling going buh-bye. I think the easier the game is for new players to maneuver their characters the quicker they can get in and get hooked to the game without feeling shut out or like their effort is pointless because they'll never have the play time to achieve the kind of mastery pros do. It makes a part of the game seem exclusionary in nature, and that's just not what Smash is about.
Well you are entitled to your subjective opinion.

It's not circular logic, but I fully expect your response to be something along the lines of "Read what I said again" or "You don't make sense" or some other non-constructive retort.
Yep. I didn't disappoint. If you want to me to say it again, I'm assuming you just need to keep posting.
 

Maj0ra

Smash Cadet
Joined
Sep 25, 2006
Messages
49
Location
Philadelphia, PA
While I am interested in their little debate, I just don't have too much time to forum these days. I'll definitely go back to read it but I do agree with both of their points such as the "illusion of depth". I really don't like tech barriers in games. An example would be in Counter Strike, quick switching from the AWP to the knife between shots is an example of a tech barrier. It has no logical purpose. Basically if you switch from the AWP to the knife back to the AWP, apparently you can shoot slightly faster which isn't really depth, I mean it IS depth but in the wrong sort of way.

Everything everyone is suggesting to me is things I've done. I've watched the Smash doc, etc etc. I AM a smasher guys. I can't stress this enough. I just lost all love for the game for some reason.

Smash in layman's terms for me is "the one that got away". I LOVE Smash and a part of me will always love Smash. You guys don't have to sell me on Smash. I know what Smash is and I've been playing since 1999.

I guess I should have clarified but yeah the point of my thread is to just gather thoughts on if Smash 4 will be worth it. Even if the game is amazing, I'm not going to play it in person. I don't have the time, the dedication, etc etc the list goes on. If the netplay is GOOD and functions, then I'll probably become way more interested and begin to travel since I can increase my skills from the comfort of home.

Imagine how many LoL players would be good if they could only play on local lan? The game would simply be dead. Sorry for my bad post, I know they're highly disorganized. Thanks for all the interesting post. keep it going :D
 

RascalTheCharizard

Smash Ace
Joined
Apr 10, 2012
Messages
987
I guess I should have clarified but yeah the point of my thread is to just gather thoughts on if Smash 4 will be worth it. Even if the game is amazing, I'm not going to play it in person. I don't have the time, the dedication, etc etc the list goes on. If the netplay is GOOD and functions, then I'll probably become way more interested and begin to travel since I can increase my skills from the comfort of home.

Imagine how many LoL players would be good if they could only play on local lan? The game would simply be dead. Sorry for my bad post, I know they're highly disorganized. Thanks for all the interesting post. keep it going :D
Given how vastly different Melee and Brawl are, I think "worth it" is hard to judge until E3 (or even later). It also really depends on what qualities you want from a Smash game. All I can suggest for now is to get a Wii U LAN Adapter (I think that's what it's called) if you are going to be doing most of your PvP stuff online. Sakurai said the Wifi runs smoother that way.
 
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Morbi

Scavenger
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Jun 21, 2013
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I would hate to come in here and be Captain Obvious, but maybe you should just try Smash 4 before deciding? I also come from a more competitive FPS environment and I am trying to transition into Smash competitively, it works for me. It might not work for you. No one here knows you better than you.
 

LiteralGrill

Smokin' Hot~
Joined
Dec 9, 2012
Messages
5,976
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Wisconsin
I can't believe this conversation is happening... Still...

I'll chime in with this. I'm disabled, I have very weak fingers and I just plain can't manage to l-cancel properly anymore. I've ended up pretty much quitting playing Melee for anything but fun and analysis because I just plain can't keep up.

I'm even having to just realize even Smash 64 is something I might need to give up for z canceling at this point, my fingers just can't do it.

So for me, I'd be happy to see no l-canceling so maybe I can at least try and have a shot ya know?
 

TerraRizerKing

Smash Cadet
Joined
May 28, 2013
Messages
55
Smash 4 is probably the best way to get into the competitive scene from the way things are looking. Not as fast as melee but not as slow as brawl. The fact that you have knowledge being in a competitive environment will help you out a lot but of course smash is a different beat overall so itll be a learning experience and a worthwhile one at that. While the technology compared to when brawl debuted and when smash 4 will come out has improved local tournaments will probably still be the way to go so id suggest being sure you're willing to travel.

Thats just my 2 cents but I think you will enjoy it
 
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