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The interesting shift from style to study, and you!

Vincent21

Smash Apprentice
Joined
May 6, 2012
Messages
166
3DS FC
2595-3155-0496
Melee was a hard game. Built on technology so complex the gaming rig I'm typing this on is jealous, and execution so precise you'd have an easier time with surgery. And hey, that was pretty awesome. It's the kind of dense landscape that rewards player for braving the deeps of it's tricky dungeons and vicious traps and rewards them with new levels of understanding and applicable skills. It makes learning how to rek fools fun from the ground up, in which the journey is a reward comparable to winning the event(s) themselves!

That's simply not true about Smash 4, but I'm here to tell you why that just might be a good thing.

You see, in melee, you had to REALLY, REALLY, REALLY lab and play the **** out of your character(s). And I mean bleed the hours in. Typically this means getting really good at one dude and being... passable at 1 or 2 other characters, or blowing an insane amount of hours of your life droning away in the lab to the point where you are simply breathing this game. They don't call M2King a machine for nothing.

In all honestly, this level of technical skill and the investment that was tacked onto it could be one of the factors that locked in the top 8 as we know them. The vast, vast majority of melee smashers simply can't AFFORD to be the next aMSa or Bizzarro Flame because the amount of hours you have to put in with a character no one knows how to play (and therefore no one can help you learn) or who's even slightly marginalized when the alternative of stronger, more understood characters exist - with whom you can take shortcuts by downloading other players, watching and reading guides and gaining info set down by both the community at large AND the gods of Smash - its just a kind of death sentence.

But now we have Smash 4. Welcome. Our advance techniques include such marvels as perfect pivoting! Behold my impressive ability to move the stick one direction, and then immediately in the other! FASCINATING! The sarcasm in those words may be so thickly laid on as to be painful, but the idea I'm getting across is that the depth of 4 in strictly mechanical terms is that of a proverbial kiddie pool. Stuff's easy. Literally one or two explanations to the lay person, and 15 minutes of practice, and any basic Smash 4 piece of technology can be pretty easily learned and retained. We just totally lack execution depth and expansive technology.

But we make up for that in character interaction, as well as legitimate and practical character variety. In short, we're all about MATCHUPS, BABY!

In Smash 4, knowledge is power. Since anyone can pick up and learn a characters relatively easily, while there is still time that must be put in to achieve mastery, the required time is drastically short compared to the other titles. Since you're not required to learn a bunch of huge execution hurdles in order to competitively maximize a character, it's feasible to learn more characters. And here's the rub.

While we have a clear dominating select few like Diddy and Shiek, the majority of the cast, as of the current time, are rather nebulous. One of the better tentative tier lists I saw come out of the competitive impression thread had massive B, B-, and C tiers, and had to stop to stress the viability of the latter two! As far as character representation goes, we're not doing terribly! We like to complain about Diddy, but I mean we're seeing Olimar, Pacman, Link, Villy, all kinds of characters get up on these stages and accomplish something! But how?

Matchup knowledge and matchup implementation.

Some characters have the edge on others. Match-ups and how they work are extremely common knowledge in all fighting game communities. I don't need to tell any of you that. But the amount of weight mu knowledge and application has in Smash 4 is enormous. Having characters in your pocket, being able to switch between radically different playstyles, and knowing a large array of characters to force your opponent to adapt mid-set to a consistently changing landscape is how winning is done! It got Dabuz over M2King, Abadango (his failure to switch to his Wario still boggles me), and others, and it makes the game's competitive side a rich experience. Being a strong competitor is about soaking up as much knowledge as you can, and being the strongest adapter when it comes to the knowledge you lack. While clean execution and a handle on our limited tech is a must, the focus is now on expanding our horizons and using our heads to employ characters as best as you can and in the best match-ups you can. Wisely picking mains with as mitigable weaknesses as possible and knowing how to effectively play and use all the best counterpick chars from the odd lands of niche character territory.

I freakin' love it. In past games I felt like once you picked your main up and decided you were ready to roll you were clamping chains onto yourself. If you're like me, and balancing this game around a work/college life but really wanting your practice and limited hours that WERE put in to have a real potential pay-off at a regional event, the best you could hope for in Melee was one well polished main, and 1 semi-polished side. To hell with the rest. But now not only can I start picking up, playing, and mastering characters like they're candy, I can test things on the go or on the wait, WHENEVER I think of combos, strings, or interactions, from a handheld to which the cast holds identical and continue to reinforce and expand that knowledge even on a limited time schedule.

Smash is finally (Although this change doesn't come without it's problems - while I like this game there are a lot of flaws to talk about, I'll not deny) a game about appreciating all of Nintendo's great characters from the big names to the smaller footnotes, as opposed to forcing you to play favorites.

Basically, it's the supposed "genius" of Divekick put into play way more subtly. When you strip out all the messy and over-complex execution hurdles from the true fighting game frame, which at it's core is just a mental war in which to players are engaging, you get an experience that lets you soak in way more of the game, way faster, and allows everyone to graduate to competitive class quickly. Less barriers between players and a lot more of the human v human element shines through.

This is just me letting a thought roll loose to see if, before the community gets to the point of telling me how they feel about this, if anyone even agrees with me! Do YOU think this game's lower execution bar has the impact I describe. That you can "master" a larger number of characters in a more reasonable timeframe and experience more of the game's content and instill a requirement for adaptability and more strategy-play into the meta? Let me know, and if we're on the same page, then tell me how you feel about the shift! Later!
 

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
This topic fails to value and mention the depth of mechanics. Mastering the game is more than matchups. It's great that this post aims to spotlight the variety in the game, but it seems to act as if that's the only thing worth shining a light on.

Smash 4 is about more than just matchups. It's actually more about fundamentals. Shields, grabs, invulnerability, shield breakers, combos, combo builders, and finishing moves finally seem to work together in a balanced way, moreso than in brawl and melee where power levels were all over the place and nothing made real 'cohesive' sense design wise. Smash 4 feels much more polished mechanically, and makes it play much closer to a typical fighting game, like Street Fighter.

You have to master typical fighting game elements that are part of the game due to the developer's choices. These things include learning how to weave your limited options together, how to react to your opponent, when to be safe vs risky, etc. There's nothing outside of these elements to take advantage of and use to give yourself 'new' options, ala Neo in The Matrix. You're playing a complete and logically designed game, and whoever plays it the best versus another player comes out the victor. There's nothing more going on, which is why knowledge takes the forefront of what's important to 'practice'.

This is why Smash 4 plays like a polished and proper fighting game - it's less about finding unintended things that the developers didn't know to check due to being inexperienced at fighting game design - whether those broken things be combos, techniques, or strategies. Smash 4 has a solid foundation and can stand on its own 2 feet when played as intended, because it feels truly well designed this time. Your options are limited, yes, but the best competitive games limit you in important ways to make your decisions and knowledge matter that much more.

Good post otherwise, just slightly misleading and perhaps limited in scope.
 
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Raijinken

Smash Master
Joined
Dec 8, 2013
Messages
4,420
Location
Durham, NC
I've always been baffled by the resistance to having multiple "mains" or similarly practiced characters, but this kinda helped solidify it - it wasn't viable in past games. Conda's got a good point, too.

Speaking of M2K, last night on his stream, in response to a viewer's question about how to practice, he responded that "there's nothing to practice in Smash4." At first I was mildly incensed, but then I thought a bit more about it, and realized that that very statement is what makes it so appealing. It's a bit of a false statement taken at face value, but like mentioned above, there's so much dependent on your knowledge of a diverse cast and your mastery of the fundamentals, that it really is most feasible to improve by just playing. A player quicker on the pickup can figure things out fast enough to pose a threat that, in past games, would take ages of practice to match in technical execution.
 

Conda

aka COBBS - Content Creator (Toronto region)
Joined
Mar 1, 2008
Messages
2,185
Location
Toronto
Yeah for sure. Keep in mind that's M2K speaking. He was also talking about 'solo' practice time, ie going to training mode and practising inputs. He doesn't really need to practice input speed because he has great dexterity, and he's used to learning timings for things through normal play. Having 'solo practice time' only makes sense for characters with some challenging inputs.

Moreover, the thing you need to practice is playing versus people and adapting to strategies and playstyles (as well as characters, which is the aspect the OP focused fully on). So 'solo practice time' isn't as necessary for the majority of characters.
 
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dragontamer

Smash Ace
Joined
Mar 29, 2008
Messages
514
NNID
dragontamer5788
If there's anything to "practice", its getting rid of my fast-fall bad habits from SHFFLing all the time in Melee.

All you Brawl players are probably used to "autocancels" already. My fingers still trip up on the concept of "do less to get faster" whenever I get stressed in a match.

Although, there's one or two execution-heavy techniques you should practice, depending on your character. Wavebouncing and Fox-trots (and the Fox-trot based techs like Sutter-step FSmash) do require a bit of practice. But these techniques aren't nearly as useful as a deep understanding of the neutral game. And they aren't actually anywhere near as hard to get as say... combos (ie: one-frame links) from other fighting games.
 
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AnchorTea

Smash Lord
Joined
Nov 28, 2014
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AnchorageTea
What about how OP spamming dodge is in this game?

Edit: Also, I 100% agree with what OP is saying.
 
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Vincent21

Smash Apprentice
Joined
May 6, 2012
Messages
166
3DS FC
2595-3155-0496
Thanks, Condo. You filled a spot I left dry. I'll take it. I didn't really draft this or anything I just wrote out a strait thought in 1-2 minutes :v
 

thehard

Smash Lord
Joined
Nov 29, 2014
Messages
1,067
NNID
Barbecutie
What about how OP spamming dodge is in this game?
Every reliable defensive option is overpowered folks!

But go ahead and try spamming air dodge against a good player, I'm sure you'll get far.
 
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outfoxd

Smash Ace
Joined
Mar 10, 2008
Messages
672
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Grand Blanc, Mi
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outfoxd
The sum of these arguments us why I bitterly stick to DHF despite killing issues. I get to play a hybrid character whose success hinges on how well I read my opponent and limit what he thinks he can safely do, without the dexterity I always lack

This is why I tend toward grapplers in 3d fighters, which are what I usually play. I don't need frame perfect Electric Wind Godfists, or long, drawn out juggles. I don't need to have the deftness to bust out Akira in VFs three hit shoulder of Doom. Usually, all I need are short combos, and the knowledge of when and where to grab.

Also. Because Dragunov is awesome forever.
 

AnchorTea

Smash Lord
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AnchorageTea
Every reliable defensive option is overpowered folks!

But go ahead and try spamming air dodge against a good player, I'm sure you'll get far.
I hope your trolling, or at least some underlying sarcasm i may not be detecting. If so your hilarious.
Alright I get it. I was wrong. Geez :/

Also i'm not a troll rosetta. I was just asking a question.
 

Raijinken

Smash Master
Joined
Dec 8, 2013
Messages
4,420
Location
Durham, NC
Alright I get it. I was wrong. Geez :/

Also i'm not a troll rosetta. I was just asking a question.
Don't worry about it, some people just get tired of the question.

Rolling online is very strong and kinda hard to handle due to the lag. Offline, though, it's very punishable. It's predictable, leaves you open at start and end, and locks you into a very set movement range for a few moments. Spot-dodging is a bit better, since it only lasts a moment, but it still has its punishable states and doesn't remove you from the threat's range, making things like holdable jabs and multi-hit moves very good for punishing it.

So as they said, it won't really get you far against better players, and if they'd been correct in assuming you already knew that, your statement would have been trolling at best, stubborn ignorance at worst. Instead, it was an honest question from lack of knowledge or experience, and I hope now you've learned the answer. It isn't OP, if anything it's asking to be hit, but like everything, it has its time of optimal use.
 
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AnchorTea

Smash Lord
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AnchorageTea
Don't worry about it, some people just get tired of the question.

Rolling online is very strong and kinda hard to handle due to the lag. Offline, though, it's very punishable. It's predictable, leaves you open at start and end, and locks you into a very set movement range for a few moments. Spot-dodging is a bit better, since it only lasts a moment, but it still has its punishable states and doesn't remove you from the threat's range, making things like holdable jabs and multi-hit moves very good for punishing it.

So as they said, it won't really get you far against better players, and if they'd been correct in assuming you already knew that, your statement would have been trolling at best, stubborn ignorance at worst. Instead, it was an honest question from lack of knowledge or experience, and I hope now you've learned the answer. It isn't OP, if anything it's asking to be hit, but like everything, it has its time of optimal use.
I learn something new everyday... And this is one if them.
 

rosetta_stoned

Smash Apprentice
Joined
Feb 11, 2015
Messages
75
Alright I get it. I was wrong. Geez :/

Also i'm not a troll rosetta. I was just asking a question.
Sorry, my intention was not to be a **** if that was a serious statement.

Spamming dodge, and especially roll is all very punishable once you know how to handle it.
 
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