Big-Cat
Challenge accepted.
Since this game’s release, I’ve been seeing mixed opinions on this game, as to be expected. It’s a new game after all. However, some of its criticism has been really getting on my nerves.
Rolls are too good.
No, they’re not. If you’re having a problem countering rolls, learn to read them. Rolls are still punishable, even if the window is smaller than it has been in the past. Meanwhile, I see people requesting these to be patched up later. How about you adapt instead of asking for nerfs. A more logical nerf request would be Diddy, and he’s most definitely manageable.
One proposal I had seen was that after X amount of rolls, you can’t roll or something like that. I’ve seen something like this in Bayonetta, but I don’t think it’d work for Smash. The rewards for rolling in Smash are not that big most of the time UNLESS you use it to evade a read attack and you whiff punish. Bayonetta’s dodge, in comparison, has a much larger reward for successfully dodging attacks so discouraging spamming there is a good idea.
Approaching is risky.
Well no **** it’s risky. Any game will have some element of risk in anything you do. If you don’t, the game is imbalanced as one option trumps all the others (unless it’s supposed to be like that). You have to learn to commit and determine what the best option for the current situation is. You could be wrong. That’s okay. If you can make a mistake in approaching, so can your opponent. Learn your spacing and reading. Develop some patience. Walking is seriously underrated. You have the most control there.
When I read some posts, I see things about people running to the other side of the stage and getting annoyed by it. That’s your problem really. If they’re running to the edge of the stage to get away from you, that’s where you go in and close their space. You’re closer to the center, you’re the one at the advantage.
Finally, stages are smaller in this game than they have ever been. The distance between the edges of Final Destination is much smaller than before.
Aerials are laggy.
This one annoys me to no end. People, this is not Melee nor will it ever be Melee. Stop trying to go all aerials or even trying to vouch for that Smooth Landing badge. Aerials were very dominant in the past to the point that it seems as if strong aerials was THE prerequisite to being considered good.
L-Canceling just developed this idea that aerial approaches are the best. Play any other game and pull that. You will get murdered. Yes, I know Smash is different from other fighting games, but that doesn’t justify making the game super aerial dominant. If you want that, I hear Arcana Heart’s not a bad idea. Smash, IMO, should have a balance between aerial and ground combat, and I think Smash 4 has been the closest to achieving this. You’re just gonna have to learn to mix up your attacks.
I think trying to fix this “problem” with Smooth Landing is a testament to the attitude to this game. If it’s not Melee, it’s trash. I’ll be blunt. People just don’t want to adapt to something different.
Lack of movement options.
Another pet peeve of mine. I get the appeal of dash dancing, but we can live without it, same for wavedashing. I know that for a lot of people, this is about safety in approaching and mixing up. Mixing up with running, walking, and jumping is actually quite adequate. You just gotta be creative. I know that’s not saying much, but it’s true. When it comes to safety, this goes back to what I said about risk. It’s going to be there. Accept it.
That’s my thoughts for now. I needed to get this out of my system.
Rolls are too good.
No, they’re not. If you’re having a problem countering rolls, learn to read them. Rolls are still punishable, even if the window is smaller than it has been in the past. Meanwhile, I see people requesting these to be patched up later. How about you adapt instead of asking for nerfs. A more logical nerf request would be Diddy, and he’s most definitely manageable.
One proposal I had seen was that after X amount of rolls, you can’t roll or something like that. I’ve seen something like this in Bayonetta, but I don’t think it’d work for Smash. The rewards for rolling in Smash are not that big most of the time UNLESS you use it to evade a read attack and you whiff punish. Bayonetta’s dodge, in comparison, has a much larger reward for successfully dodging attacks so discouraging spamming there is a good idea.
Approaching is risky.
Well no **** it’s risky. Any game will have some element of risk in anything you do. If you don’t, the game is imbalanced as one option trumps all the others (unless it’s supposed to be like that). You have to learn to commit and determine what the best option for the current situation is. You could be wrong. That’s okay. If you can make a mistake in approaching, so can your opponent. Learn your spacing and reading. Develop some patience. Walking is seriously underrated. You have the most control there.
When I read some posts, I see things about people running to the other side of the stage and getting annoyed by it. That’s your problem really. If they’re running to the edge of the stage to get away from you, that’s where you go in and close their space. You’re closer to the center, you’re the one at the advantage.
Finally, stages are smaller in this game than they have ever been. The distance between the edges of Final Destination is much smaller than before.
Aerials are laggy.
This one annoys me to no end. People, this is not Melee nor will it ever be Melee. Stop trying to go all aerials or even trying to vouch for that Smooth Landing badge. Aerials were very dominant in the past to the point that it seems as if strong aerials was THE prerequisite to being considered good.
L-Canceling just developed this idea that aerial approaches are the best. Play any other game and pull that. You will get murdered. Yes, I know Smash is different from other fighting games, but that doesn’t justify making the game super aerial dominant. If you want that, I hear Arcana Heart’s not a bad idea. Smash, IMO, should have a balance between aerial and ground combat, and I think Smash 4 has been the closest to achieving this. You’re just gonna have to learn to mix up your attacks.
I think trying to fix this “problem” with Smooth Landing is a testament to the attitude to this game. If it’s not Melee, it’s trash. I’ll be blunt. People just don’t want to adapt to something different.
Lack of movement options.
Another pet peeve of mine. I get the appeal of dash dancing, but we can live without it, same for wavedashing. I know that for a lot of people, this is about safety in approaching and mixing up. Mixing up with running, walking, and jumping is actually quite adequate. You just gotta be creative. I know that’s not saying much, but it’s true. When it comes to safety, this goes back to what I said about risk. It’s going to be there. Accept it.
That’s my thoughts for now. I needed to get this out of my system.
Last edited: