Renji64
Smash Lord
It seems better tha brawl but kinda hard to tell if there is combos or will it be enjoyable for people who didn't enjoy the last medicore installment of smash aka brawl.
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I expected the game to be more of a brawl update than a melee successor. Which it seems to have become completely. Overall, Brawl was a fine game at its core for what it decided to change from melee. Ultimately, I am convinced that it simply had a few short comings that sort of doomed it. I am not referring to the speed of the game or hitstun or other common melee/brawl comparisons.At it's core, I'm seeing similar problems to what Brawl has had. Of course, all the glaring bugs and balance problems plaguing Brawl are not evident; we'll have to wait for that upon release to see how clean the game is. But the obvious stuff was there. Auto cling ledges are still there. No dash cancelling, meaning limited approach options out of a run. Is there hit stun? I'm not sure. I saw characters get out of combo scenarios that looked like they should be guaranteed, especially in the Grand Finals. And even if there is hit stun, it looks irrelevant. Because there's no L-Cancelling (or for those of you who dislike L-Cancelling, reduced landing lag on characters) and hitlag on moves lasts for too long, characters appear to have very limited combo opportunities. People forget that it wasn't the hit stun in Melee that made combos possible. It was the speed that the game ran at that allowed you to follow up during the stun.
I'm going to Best Buy tomorrow to try it for myself, and I plan on confirming what certain mechanics have been brought back or neglected, but thus far I'm not seeing a significant improvement in terms of core mechanics.
Of course, all there is on uprising's multiplayer is a free for all and team matches. You get randomly paired with players, but there is so much chaos going on that nobody is singled out.You don't see complaints in KIU.
...Well, from the lesser-skilled anyway.
seems like you were trying to get views for a pretty mediocre game of PMThis intermediate/amateur PM match between Kirby and ZSS is more entertaining than the SSB4 gf between two highly skilled players: https://www.youtube.com/watch?v=UKZ1ZGNpa7c
In the words of Mango, lamow!
I don't feel the same excitement I had when watching the Invitational.This intermediate/amateur PM match between Kirby and ZSS is more entertaining than the SSB4 gf between two highly skilled players: https://www.youtube.com/watch?v=UKZ1ZGNpa7c
In the words of Mango, lamow!
I think the game looks fantastic. And I'm going to be frank here, but if you immediately dismiss the game based on changes to the mechanics, you're a fraud. You can't claim to be competitive player and then whine in the corner because the creator changed things. Street Fighter IV plays VERY differently than Street Fighter III. Guess what? People play the hell out of it. Marvel vs. Capcom 3 plays differently than Marvel vs. Capcom 2. Guess what? People play the hell out of it. I get Brawl had some mechanics that really hindered competitive play, namely tripping and MetaKnight, but unless there's something like those things in this new game (which, so far there is no evidence of), I see no reason not to be excited for the game.
Also, one more note on dismissing the game right now. Y'all understand that y'all saw a pre-release game, with an extremely limited roster, played by players who had less than a day to play? We didn't pick up Melee immediately and start doing advanced wavedashing techniques. We learned, after much practice. You need to give the game the same chance.
And you're an air head? The mechanics and their interactions with the characters are the only thing that matter from the competitive perspective.I think the game looks fantastic. And I'm going to be frank here, but if you immediately dismiss the game based on changes to the mechanics, you're a fraud.
There you go friend. You had a typo here but I fixed it for you.You can't claim to be competitive player and then whine in the corner because the creator removed a lot of things.
Can you taste the salt? LOL so explain why you wanted a Melee reskin.And you're an air head? The mechanics and their interactions with the characters are the only thing that matter from the competitive perspective.
There you go friend. You had a typo here but I fixed it for you.
Yeah, wanting reskinned melee means you're stuck in the past. You should be happy with this brawl reskin we're getting.Can you taste the salt? LOL so explain why you wanted a Melee reskin.
This. All of it.I can already say that this will have one huge advantage over Melee: Balance. Dunno about you, but I'd like to see more then the same five characters used. Want proof?
According with an interview with Sakurai that's happening at this very moment, Sakurai said all balancing in Melee was done himself. Brawl got four graders alongside Sakurai, but they weren't incredibly skilled and had too much bias. Now SSB4 has twelve, more experienced testers. Even better, balance patches are possible.
Aside from Wobbling, which deserves its own discussion elsewhere, how does any of this have to do with Smash? Unless high-level melee became saturated with 0-deaths when I turned around for a second, I don't really understand why people keep harping on it. Does a Falcon that makes a 33% hard read 3 times in a row to take a stock break the game or something?On the topic of 0 to Deaths.
I'm convinced they're inherently bad for competitive gameplay. As a person who dabbles into Anime fighters from time to time, the biggest complaint I've seen from the Blazblue community is Kokonoe's Blackhole combos that can spell death to the majority of the cast. It can also be done on block due to one of Distortions forcing the opponent out of their grabs. So the only choice for the majority of characters is to Burst or to use a Distortion that gives invincibility frames.
A very small number of characters are able to weave out of the blockstrings before the Black Hole setup is complete. But if none of those options exist, the only options that exist is "Don't get Cornered", which is the equivalent to our "Don't get grabbed" phrase. Nevertheless, in Version 1.1, Arcsys nerfed Kokonoe's setups which makes her death combo impossible. I believe even if there are options against 0-to-Death Combos, they shouldn't inherently exist because the meta becomes driven on who can avoid these death combos. It's exciting when someone does avoid it, but when they don't it's just becomes bland.
I actually just wanted to state my opinion on 0-death's influence on a metagame, but to bring it full circle...Aside from Wobbling, which deserves its own discussion elsewhere, how does any of this have to do with Smash? Unless high-level melee became saturated with 0-deaths when I turned around for a second, I don't really understand why people keep harping on it. Does a Falcon that makes a 33% hard read 3 times in a row to take a stock break the game or something?
I'm afraid I'm not aware of a good reason to dismiss a game OTHER than the mechanics. Surely it would be dumb to dismiss a game based wholly on something superficial like the art style or say the menu layout, but the mechanics of the game are the polar opposite of superficial. Having an issue with the mechanics of game is having an issue with the entire essence of the game, and so I think it is a highly legitimate reason to not be excited about a game. After all what is a game without the rules that define it?I think the game looks fantastic. And I'm going to be frank here, but if you immediately dismiss the game based on changes to the mechanics, you're a fraud. You can't claim to be competitive player and then whine in the corner because the creator changed things.
These examples only show one thing: change is not inherently bad for a series. I have not seen anyone in this thread (or elsewhere honestly) demanding 'melee 2.0' or similar. Sure there are aspects of Melee people would like to see, but I don't think that would qualify as anything close to 'melee 2.0'.Street Fighter IV plays VERY differently than Street Fighter III. Guess what? People play the hell out of it. Marvel vs. Capcom 3 plays differently than Marvel vs. Capcom 2. Guess what? People play the hell out of it. I get Brawl had some mechanics that really hindered competitive play, namely tripping and MetaKnight, but unless there's something like those things in this new game (which, so far there is no evidence of), I see no reason not to be excited for the game.
There is a big difference between what we knew in 2001 about these types of games and what we know now in 2014. Clearly we have not fully sussed out this game, but this doesn't mean we know nothing. It does not take years upon years to determine if a game will be fast or not. This was exactly the same narrative given when Brawl came out.Also, one more note on dismissing the game right now. Y'all understand that y'all saw a pre-release game, with an extremely limited roster, played by players who had less than a day to play? We didn't pick up Melee immediately and start doing advanced wavedashing techniques. We learned, after much practice. You need to give the game the same chance.
No one has said they wanted or expected a Melee reskin in this thread, so I'm not sure who you are referring to.Can you taste the salt? LOL so explain why you wanted a Melee reskin.
Lag-cancelling is in Smash 64's handbook. Also pretty sure that the competitive scene makes up more than just 1% of the fanbase.IWavedashing, L-Cancel, Moonwalking, etc. are all techs that aren't taught within the game but rather in the Competitive Community which serves as 1% of the fanbase.
Smash64's L-Cancel is different from Melee's, but beyond that I doubt the majority of people actually bothered to read that.Lag-cancelling is in Smash 64's handbook. Also pretty sure that the competitive scene makes up more than just 1% of the fanbase.
Fanbase, yes. Smash players? Eh... not sure. Brawl sold 12.16 million copes. Are there more than 121,600 competative players?Lag-cancelling is in Smash 64's handbook. Also pretty sure that the competitive scene makes up more than just 1% of the fanbase.
I agree with most of the things you had to say on why these insane 0-Deaths ought to be removed, so that the casual player doesn't get stomped by the more knowledgeable player, but really, at any level of play, isn't that what it comes down to? The more knowledgeable player is the one who comes out on top? Not to say that something inescapable like wobbling, or D3's D-throw locks are necessary or fair.Smash64's L-Cancel is different from Melee's, but beyond that I doubt the majority of people actually bothered to read that.
Also I was making hyperbole.
Probably not, but that doesn't make the competitive scene small by any means. How many of those 12.16 million owners are still playing the game? That's something you can't put a figure on.Fanbase, yes. Smash players? Eh... not sure. Brawl sold 12.16 million copes. Are there more than 121,600 competative players?
wft recovered. the player using her just didn't do anything after recovering the only part of that thatDouble Uair > Utilt. That was clean.
Also saw Kirby do Dair > U tilt > Bair that seemed to connect fully.
Considering EVO twtich had 140K+ viewers, yes.Fanbase, yes. Smash players? Eh... not sure. Brawl sold 12.16 million copes. Are there more than 121,600 competative players?
It's not merely the number of people who are going to tournaments, but rather the amount of people that are reminded of Super Smash Bros. because it's on the front page of twitch, or siglemic/cosmo/<speedrunners> are playing and talking about melee, or that it's a main event at MLG etc. I don't think it's easy to accurately quantify how much the competitive community has helped Smash stay relevant, but I think it's undeniable that it is important.Fanbase, yes. Smash players? Eh... not sure. Brawl sold 12.16 million copes. Are there more than 121,600 competative players?
I agree completely, which is why I stated previously that I don't fully subscribe to Sakurai's philosophy. I can agree with him in the fact that Smash has always been an easily accessible game, so placing barriers for competitive play such as L-Cancel only serves as a detriment to that accessibility.I agree with most of the things you had to say on why these insane 0-Deaths ought to be removed, so that the casual player doesn't get stomped by the more knowledgeable player, but really, at any level of play, isn't that what it comes down to? The more knowledgeable player is the one who comes out on top? Not to say that something inescapable like wobbling, or D3's D-throw locks are necessary or fair.
To paraphrase Milktea, Smash has the duality of being a party game and a competitive game. Granted, she was talking about Melee specifically, but I think that advanced tech can exist in a casual environment. My friends and I grew up having tons of fun with Melee, and we didn't even know shield-grabbing was a thing.
Brawl movement sucked, Seems smash 4 is the same. It seems like brawl 2.0 so far. Slow Paced Denfesive gameplay is not fun or hype to me i was hoping smash 4 would be good for people who like melee or p:m as well.I think the game looks fantastic. And I'm going to be frank here, but if you immediately dismiss the game based on changes to the mechanics, you're a fraud. You can't claim to be competitive player and then whine in the corner because the creator changed things. Street Fighter IV plays VERY differently than Street Fighter III. Guess what? People play the hell out of it. Marvel vs. Capcom 3 plays differently than Marvel vs. Capcom 2. Guess what? People play the hell out of it. I get Brawl had some mechanics that really hindered competitive play, namely tripping and MetaKnight, but unless there's something like those things in this new game (which, so far there is no evidence of), I see no reason not to be excited for the game.
Also, one more note on dismissing the game right now. Y'all understand that y'all saw a pre-release game, with an extremely limited roster, played by players who had less than a day to play? We didn't pick up Melee immediately and start doing advanced wavedashing techniques. We learned, after much practice. You need to give the game the same chance.
That's exactly how I see it. "Dash dancing gives a player who knows about it an advantage over one who doesn't at a tournament, so I'll remove it." ...okay? It's still going to come down to who knows the most after that... Besides, players who are competing in the first place are just going to pick up that technique that bested them, which is part of the fun and the experience. Some tech isn't quite ideal (like L-cancelling, a necessary evil), but some does a lot of good without much effort (ala dash dancing).Beyond that, I find Sakurai's logic is skewed because there is no way that a player who just picked up the game wouldn't get demolished by a tournament-level player, even if you limited options as far as they could go. That's just the nature of competition.