MatthewSwain9
Smash Cadet
I just hope there isnt an MK if you know what i mean
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All I'm reading from it is the game has to change to really have potential. Still though, at least it gave more indepth information from someone who actually played it.I recommend for everyone to read that. A very good, objective read.
I think the first complaint is why I think Smash players, ESPECIALLY Melee players, are spoiled.
I see this as a good thing as the approach and pressure tools need to be considered more. In a game with the ability to fast fall short hops, this kind of thing is extremely easy to theoretically set up frame traps. Compare this to a fighting game such as King of Fighters where there ARE short hops and instant overheads, but there is no fast falling option to make things like instant overheads dominating.A traditional strategy is to jump in with a low-lag aerial, spaced and timed well to avoid punishment in the event that the opponent blocks, and then to follow up on block or hit with another quick/safe move that links well after the initial move.
This is now significantly less effective because many aerials performed close to the ground will render characters stuck in cooldown for too long, making them punishable for trying to attack.
That was a seriously impressive write-up, I agree completely, coming from someone who has been playing Melee since it was released in Europe.Sure. Pay attention.
Since I'm not going to throw an encyclopedia at you of Melee mechanics, since that would be too long, I'll stick to a more pertinent topic. People are complaining about Smash Wii U because it's pacing is slow and resembles Brawl. Well why is Brawls pacing slow? Obviously when we say slow, we're talking by comparison to Melee, so let's look at what makes the game play fast.
1. Momentum.
In Melee, if you run out of a dash and jump, you maintain the momentum from that run as you transition in to the air. This makes following up on combos easier, more fluent, gives the game speed, and makes approach options for characters easier, especially for characters with no projectiles or disjointed hitboxes, like Captain Falcon. This is not in Brawl. All momentum is halted the moment you enter the air in to a stagnant speed that always remains constant. This is obviously not ideal because it makes approaching harder, and slows down the pace.
2. Fall speed, fast fall speed.
Obviously the values of these are different per game. They are not the same as gravity and weight, which are more relevant to things like how far a character goes during knock back. These elements are more relevant to the speed at which a character can move. If a character can transition from the ground to the air, and back down to the ground again, it makes the air to ground game faster. It also makes maneuvering around platforms faster too.
3. Dash cancelling.
When you commit to a run in a game like Brawl, your options are very limited because you can only do a dash attack, an up smash, a non-neutral special, shield, or take tot he air. While this is seemingly a lot of options, being able to utilize tactics like tilts, standard attacks, side and down smashes, and standing grabs out of a run allow for safer options and more utility in how you approach a defending player. And because Brawl doesn't have Wavedashing, meaning you can't reposition yourself mid dash (you have to commit), dash cancelling is an important element to maintain. Of course, it's not there.
4. Shields are dumb.
Brawls shields were overpowered. Simply put. The only way for you to avoid punishment from large grab hitboxes, out of shield options, and chain grabs was to space properly against the shield. What this means is that again, you can't commit to movement options that are faster, or more aggressive, otherwise you will be punished. This is an aspect people don't think about when evaluating Brawls overall speed.
5. No dash dancing.
Once thing that dash dancing does is it allows you to forsake the idea of committing to an unsafe option from a perspective of frame advantage in favor of just psychologically winning out over your opponent. If you dash dance in place, you extend the range of your hit box because it means you can commit to a dash attack (or a momentum based aerial assult) at any time. Even if it is an unsafe thing to do on block, the fact that you have the option to utilize this at a moments notice and your opponent has to predict or react quicker than usual creates safe openings in unsafe circumstances, rewarding faster gameplay.
6. Hit lag is different.
If I hit you with an attack and it keeps you in freeze frame as if I hit you with a Samus Charge shot, that's going to slow down the tempo of the game considerably.
7. Ledge cancelling.
Simply put, there are a lot of techniques you can utilize in Melee, such as aerials, that can have their landing lag cancelling while maintaining momentum and positioning just by moving in a direction towards a ledge as an aerial or move is used. This was cut from Brawl, and makes it yet again harder to cut corners and speed up gameplay.
8: Frames of moves and movement.
When you increase the amount of frames it takes to do things like a roll, that slows down gameplay. Pretty simple. It's obvious that moves that were previously fast have been given up time on start up, hit box duration, and cooldown recovery. Globally this seems to be a trend. Obviously I don't have the numbers in front of me to prove that to you for Smash Wii U, but you don't need numbers to see it happening. It's obvious, especially if you've played for a while and know how many frames are in x move. I can already see plenty of moves in Smash Wii U that have unnecessarily long durations. Brawl was kind of bad for this but I really see it here.
All of these things contribute to whether or not a game can be played a quick pace the way Melee can be. There's plenty more than that can too, like jump cancelled moves on characters like Fox, or double jump cancels for Ness and Yoshi. Wavedashing helps along too, but L-Cancelling is pivotal because it prevents characters with heavy recovery lag like Bowser from being condemned in to a status as terrible characters. Even if the implementation of this design is wrong, the fact remains that the landing lag on moves in Melee is ultimately lower.
I refuse to put on a fake smile for this particular change. It's like being grateful that the waiter didn't spit in my food after doing so in my last dish.But hey, at least tripping is gone! That alone is cause for celebration.
Please, and I sincerely say please in the kindest way possible,...shut up.That's the problem with metagames based entirely around glitches. They get fixed and people whine, whine, whine. You people honestly think Sakurai had any idea how Wavedashing would effect the metagame? No. I doubt he even thought there'd be a metagame.
You people complaining that SSB4 is closer to Brawl because there's no Melee techs, where's the Brawl techs? Gone. Melee techs? Gone. Compare a techless Melee, a techless Brawl, and SSB4, and you'll see that the core mechanics of 4 are right between the two.
I disagree. While these intricacies may be fitting for a traditional fighter set on a flat arena, Smash gives players so much freedom of movement that these safe approach options are pretty much necessary to establish fast-paced, dynamic gameplay.I see this as a good thing as the approach and pressure tools need to be considered more. In a game with the ability to fast fall short hops, this kind of thing is extremely easy to theoretically set up frame traps. Compare this to a fighting game such as King of Fighters where there ARE short hops and instant overheads, but there is no fast falling option to make things like instant overheads dominating.
From the Melee It On Me article, the retention of fox trotting and the increased risk of dashing lead me to believe that both the air and ground game have changed a lot. This change reminds me a lot of Tekken's movement game. The addition of pivoting attacks leads me to believe that even attacking will be Tekken esque. Do not be surprised to see foxtrotting back and then pivoting with a DTilt a common strategy for Marth.
It's funny that you use the term "compromise", because that's exactly what Smash 4 is. A compromise between Melee and Brawl gameplay.Can someone please tell me why Sakurai doesn't just use Melee gameplay? Honestly this is the best compromise.
I know what you mean, I was a Sony fanboy and made a lot of fun of my friends when they showed me a trailer of Melee back in the day... Yep, I was a pretty big idiot at the time haha Then they managed to get a Gamecube a week before release date and invited me to play Melee with them, which resulted in me swallowing my own stupidity, buying a Gamecube and playing Melee for the next 6 yearsI refuse to put on a fake smile for this particular change. It's like being grateful that the waiter didn't spit in my food after doing so in my last dish.
I will be playing this game as a party game, and enjoy it accordingly. I remember playing Melee when I was 11 years old, it was one of my most cherished experiences, and I didn't know anything about the depth and independence this game had. I treated it as a Nintendo celebration, and it was fantastic. Funny how a game that can be so competitive and deep and do that to you right?
In a perfect world, a fighting game so unique as Smash is made by a genius that appreciates depths, competition, and passion in a video game, but in our world, we get a Smash made by a genius who have disdain toward those things. It's not the worst thing that can happen and I've accepted it.
If by compromise you mean it doesn't play like melee at all then yeah lol a compromise. But playing completely like Melee would certainly not be a compromise for the fans.It's funny that you use the term "compromise", because that's exactly what Smash 4 is. A compromise between Melee and Brawl gameplay.
There is no element in Smash 4 so far that resembles Melee but not Brawl.It's funny that you use the term "compromise", because that's exactly what Smash 4 is. A compromise between Melee and Brawl gameplay.
More people like the melee way than the brawl way young padawan. You still have much to learn before you can master the way of the super smash bros. I suggest you start by comparing melee views and brawl views on youtube videosNot everyone likes melee gameplay.
Or aspects of it. Keep Wavedashing if you want it, but no thanks to l-canceling or crouch canceling.
I play Melee, Brawl and PM. I know now a days some people are more vocal on liking Melee more, that doesn't mean I want everything from it or even from Brawl.More people like the melee way than the brawl way young padawan. You still have much to learn before you can master the way of the super smash bros. I suggest you start by comparing melee views and brawl views on youtube videos
It's not about you. It's about what most people wantI play Melee, Brawl and PM. I know now a days some people are more vocal on liking Melee more, that doesn't mean I want everything from it or even from Brawl.
So the casual crowd?It's not about you. It's about what most people want
Exactly. And from my personal experience of asking friends around me that do NOT play competitively in any way or do NOT watch smash matches on the internet, they prefer the melee physics. And that's after asking over 10 friends who suck at smash. I don't understand why people have the notion that casuals prefer brawl. I played a few 3-4 player free for alls with friends lately in melee and we had a blast, so much laughter and good times. Then there was that other time we played brawl. They got tired after 30 minutes and we played mario kart instead. So Yeah casuals do prefer melee for the most partSo the casual crowd?
I'm okay with saying "fast approaches", because Kirby doesn't have fast approaches (but Meta Knight does).Because when I think fast approaches and combos
I think Kirby. /logic
how very anecdotalExactly. And from my personal experience of asking friends around me that do NOT play competitively in any way or do NOT watch smash matches on the internet, they prefer the melee physics. And that's after asking over 10 friends who suck at smash. I don't understand why people have the notion that casuals prefer brawl. I played a few 3-4 player free for alls with friends lately in melee and we had a blast, so much laughter and good times. Then there was that other time we played brawl. They got tired after 30 minutes and we played mario kart instead. So Yeah casuals do prefer melee for the most part
Got anything interesting to say?how very anecdotal
That doesn't make his point any less valid.Got anything interesting to say?
Exactly, and competitive smashers are the minority.It's not about you. It's about what most people want
not really, do you?Got anything interesting to say?
Smash 4 Kirby is faster than 64s Kirby for one, and 2 that video is showing Kirby against fox, another "close" range fighter.I'm okay with saying "fast approaches", because Kirby doesn't have fast approaches (but Meta Knight does).
But your last comment, my goodness.
Apparently Smash 64 doesn't exist.
/logic
(also holy crap I was at that tournament nearly 5 years ago and I saw that match IRL)
You can disagree but not in an insulting manner that could be seen as inflammatory or antagonistic.There is no element in Smash 4 so far that resembles Melee but not Brawl.
Can I please just be allowed to insult q once, VenusBloom? Please let your title answer my question...
You're being outright dishonest at this point.just so happens that PM niche'd its way into being it's own game due to experimentation, limitations and ignorance.
That has more to do with the number of Wiis sold versus the number of Gamecubes sold.Brawl has sold more copies...
I went to best buy and played today. Combos actually exist once I kinda learned how to play it. For example, my first game I picked little mac, at a low % I could get some combosthis should be about enjoying a brand new smash game. But I wish combos comeback though not gonna lie
thats the thing... you could do combos but is limited. Only some characters can do decent ones. Not like melee where everyone [i think] got good combos.I went to best buy and played today. Combos actually exist once I kinda learned how to play it. For example, my first game I picked little mac, at a low % I could get some combos
However with Marth, my main for 13 years in smash, I really couldn't do anything with him, with the mechanic changes.
No way to really tell, playing with the people I played with today, besides me playing marth, there were actually some decent combos, especially from ZSS and Fox. The ONLY thing that bothered me was the nerf on grabs. They go so far now once thrown so you can't combo with grabs. ;_;thats the thing... you could do combos but is limited. Only some characters can do decent ones. Not like melee where everyone [i think] got good combos.
The ONLY thing that bothered me was the nerf on grabs. They go so far now once thrown so you can't combo with grabs. ;_;