Blazing Ambition
Smash Journeyman
- Joined
- Aug 27, 2014
- Messages
- 349
Warning Received
Hello. I've been playing Smash for a little over 5 years (both for fun and competitively), and while I'm in no way a SUPREME MASTER at the game, I feel confident in stating that Smash 4 has a number of glaring issues that really prevent the game from being fun to play at a competitive level.
*Disclaimer*
THESE ARE BUT THE THOUGHTS OF ONE MAN. I DON'T HATE THE GAME, I JUST FEEL IT COULD BE BETTER. IF YOU LOVE ANYTHING I DISLIKE, THAT'S OK. I'M NOT TELLING YOU TO HATE THAT THING, IM JUST EXPRESSING MYSELF.
With that out of the way, my problems are as follows.
* denotes a minor grievance
-Killing in this game takes too long
-The lack of movement options
-Recovery is a no-brainer.
-The"Rage Effect"*
-Spammable Rolls/Air dodges*
-No stages #BANNED*
-The rise of Hyper-armor*
-The lack of "meteor canceling"*
-Sour-spots abound*
------------------------------------------------------------------------
1. Killing people takes forever.
In every Smash brothers game, the objective is to KO the opponent via either launching them into the stratosphere, or finding some other way to get them offstage far enough that they collide with the instant-kill boundaries encompassing each level (called "blast zones" by most smashers). However, this simple task has become more difficult in this game, with larger blast zones, techniques like vectoring (DI's steroidal cousin) and spectacular recovery moves allowing players to easily live past 150% and surface from the depths of hell.(I'm looking at you, Villager.)
Pros:
-You get to play for a longer time per game (multiplayer only)
-Kills are more satisfying (?)
-You get to see that cool red lightning effect... Over and over again.
Cons:
-Matches take YEARS to complete
-To keep match lengths reasonable, tourneys can only afford to do 2-3 stock matches. Less lives = Less room for mistakes = More defensive play = Less Hype
-Killing becomes a chore, especially with the reduced potency of edge guarding.
2. Lack of movement options.
Despite being a fighting game on a 2D plane, smash bros has a wealth of movement options that separate it from the rest of the crowd. For one, you can jump. And run. And frolic. And turn around. And moonwalk. And if you've been having a bad day, you can just walk off the edge and kill yourself. These various options allowed for new and innovative ways of approaching the opponent (except suiciding of course), and was a stark contrast to the standard "two guys who always face each other and punch and kick and stuff" genre of fighting games. However, lack of mobility options in this games means that:
Cons:
-Approaches are streamlined, and the player has the choice of Dash attack, grab, and Side+B when they wish to approach. Nothing against those moves, but watching the same progression of "Dash attack -> roll -> Running grab -> repeat until opponent is hit" is beyond stale.
-Limits the use of platforms, as they can no longer be wave-landed off of to mix up opponents and continue combos.
-The lack of dash-dancing prevents any way for the player to bait the opponent and reduces mind games to "who shields first?"
*note: While an offshoot of dash-dashing is possible in Smash 4, it's not effective for movement, as you basically stay in the same spot, running back and forth. Unless you plan to weave in and out of jigglypuff's FREAKING JAB RANGE, this technique isn't very effective.
-Characters that benefitted heavily from said movement options like wave-dashing are now exponentially worse. (RIP GANONDORF 2001-2008)
-Moonwalking, while not the most practical technique, looked stylish and helped add flair to the game and the player. It will be sorely missed.
-The lack of options encourages players to roll more, as it's about as fast as running, depending on the character, and relatively safe. This in turn leads to more sluggish, defensively based matches, which are just not fun to watch.
*note: Reverse Aerial Rush (a technique from brawl that allowed a player to throw advancing back-airs) is still in the game, and very useful. Nothing else to say, really. It's awesome. Use it.
3. Smash 4 puts Project M's recovery to shame.
Seriously. It's ridiculous. While most characters have average recovery, some are just inexcusable. While some characters like Captain Falcon have had their recoveries nerfed over the years (Aerial falcon kicks no longer let the player use an extra double jump), there are now a variety of characters that can do the following:
-Travel ALL THE WAY underneath the stage and emerge on the other side.
-Return from the lowest levels of Tartarus/ the far reaches of the screen.
-Stall in the air for obscene amounts of time (less common than the other two, but still relevant when it comes to competitive play and time-out matches.)
-Grapple onto the ledge via tether, making edge guarding their recovery nearly impossible. Seriously. It's a silly mechanic that adds nothing to the game.
Also, characters who didn't need recovery buffs got them. Fox, whose recovery was in no way lacking, gained the ability to Side+B AND THEN Up+B, allowing him to recover from nigh-impossible distances. Why? Killing is already difficult, what with the widened blast zones and nerf to edge guarding.
The return of brawl's patented "auto sweetspot" of the ledge, coupled with Smash 4's new ledge mechanic that prevents "ledge hogging/gimping" (in prior titles, if a player was already grabbing the ledge, another player couldn't ALSO grab the ledge, and would fall to their death. Smash 4 flips this mechanic on it's head, allowing player to "bump" others off of the ledge, effectively removing ledge hogging as a strategy.) and leads to longer, more drawn out games.
Phew. Felt good to let it all out. Feel free to disagree, challenge, or contest what I've said, and I'll go over and explain my minor complaints at a later time.
TL/DR: Smash 4 has little room for complex movement or mind games, overpowered recovery and weakened kill power, and is currently not a fun game (for me).
Also no stages wtf sakurai nobody asked for 12 mario levels bring back Pokemon stadium or riot
*Disclaimer*
THESE ARE BUT THE THOUGHTS OF ONE MAN. I DON'T HATE THE GAME, I JUST FEEL IT COULD BE BETTER. IF YOU LOVE ANYTHING I DISLIKE, THAT'S OK. I'M NOT TELLING YOU TO HATE THAT THING, IM JUST EXPRESSING MYSELF.
With that out of the way, my problems are as follows.
* denotes a minor grievance
-Killing in this game takes too long
-The lack of movement options
-Recovery is a no-brainer.
-The"Rage Effect"*
-Spammable Rolls/Air dodges*
-No stages #BANNED*
-The rise of Hyper-armor*
-The lack of "meteor canceling"*
-Sour-spots abound*
------------------------------------------------------------------------
1. Killing people takes forever.
In every Smash brothers game, the objective is to KO the opponent via either launching them into the stratosphere, or finding some other way to get them offstage far enough that they collide with the instant-kill boundaries encompassing each level (called "blast zones" by most smashers). However, this simple task has become more difficult in this game, with larger blast zones, techniques like vectoring (DI's steroidal cousin) and spectacular recovery moves allowing players to easily live past 150% and surface from the depths of hell.(I'm looking at you, Villager.)
Pros:
-You get to play for a longer time per game (multiplayer only)
-Kills are more satisfying (?)
-You get to see that cool red lightning effect... Over and over again.
Cons:
-Matches take YEARS to complete
-To keep match lengths reasonable, tourneys can only afford to do 2-3 stock matches. Less lives = Less room for mistakes = More defensive play = Less Hype
-Killing becomes a chore, especially with the reduced potency of edge guarding.
2. Lack of movement options.
Despite being a fighting game on a 2D plane, smash bros has a wealth of movement options that separate it from the rest of the crowd. For one, you can jump. And run. And frolic. And turn around. And moonwalk. And if you've been having a bad day, you can just walk off the edge and kill yourself. These various options allowed for new and innovative ways of approaching the opponent (except suiciding of course), and was a stark contrast to the standard "two guys who always face each other and punch and kick and stuff" genre of fighting games. However, lack of mobility options in this games means that:
Cons:
-Approaches are streamlined, and the player has the choice of Dash attack, grab, and Side+B when they wish to approach. Nothing against those moves, but watching the same progression of "Dash attack -> roll -> Running grab -> repeat until opponent is hit" is beyond stale.
-Limits the use of platforms, as they can no longer be wave-landed off of to mix up opponents and continue combos.
-The lack of dash-dancing prevents any way for the player to bait the opponent and reduces mind games to "who shields first?"
*note: While an offshoot of dash-dashing is possible in Smash 4, it's not effective for movement, as you basically stay in the same spot, running back and forth. Unless you plan to weave in and out of jigglypuff's FREAKING JAB RANGE, this technique isn't very effective.
-Characters that benefitted heavily from said movement options like wave-dashing are now exponentially worse. (RIP GANONDORF 2001-2008)
-Moonwalking, while not the most practical technique, looked stylish and helped add flair to the game and the player. It will be sorely missed.
-The lack of options encourages players to roll more, as it's about as fast as running, depending on the character, and relatively safe. This in turn leads to more sluggish, defensively based matches, which are just not fun to watch.
*note: Reverse Aerial Rush (a technique from brawl that allowed a player to throw advancing back-airs) is still in the game, and very useful. Nothing else to say, really. It's awesome. Use it.
3. Smash 4 puts Project M's recovery to shame.
Seriously. It's ridiculous. While most characters have average recovery, some are just inexcusable. While some characters like Captain Falcon have had their recoveries nerfed over the years (Aerial falcon kicks no longer let the player use an extra double jump), there are now a variety of characters that can do the following:
-Travel ALL THE WAY underneath the stage and emerge on the other side.
-Return from the lowest levels of Tartarus/ the far reaches of the screen.
-Stall in the air for obscene amounts of time (less common than the other two, but still relevant when it comes to competitive play and time-out matches.)
-Grapple onto the ledge via tether, making edge guarding their recovery nearly impossible. Seriously. It's a silly mechanic that adds nothing to the game.
Also, characters who didn't need recovery buffs got them. Fox, whose recovery was in no way lacking, gained the ability to Side+B AND THEN Up+B, allowing him to recover from nigh-impossible distances. Why? Killing is already difficult, what with the widened blast zones and nerf to edge guarding.
The return of brawl's patented "auto sweetspot" of the ledge, coupled with Smash 4's new ledge mechanic that prevents "ledge hogging/gimping" (in prior titles, if a player was already grabbing the ledge, another player couldn't ALSO grab the ledge, and would fall to their death. Smash 4 flips this mechanic on it's head, allowing player to "bump" others off of the ledge, effectively removing ledge hogging as a strategy.) and leads to longer, more drawn out games.
Phew. Felt good to let it all out. Feel free to disagree, challenge, or contest what I've said, and I'll go over and explain my minor complaints at a later time.
TL/DR: Smash 4 has little room for complex movement or mind games, overpowered recovery and weakened kill power, and is currently not a fun game (for me).
Also no stages wtf sakurai nobody asked for 12 mario levels bring back Pokemon stadium or riot
Last edited by a moderator: