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The RPS of Smash 4

turtle roll

Smash Apprentice
Joined
Dec 16, 2007
Messages
142
Location
omaha NE
Hey all, I figured I would lurk a bit less today and contribute an observation. I didn't find anything else like it on the boards, but then again I may not have dug deep enough. Also, this may be super obvious and I'm just overthinking it.

Oh, also That's RPS as in Rock Paper Scissors. Not... like... Rates Per... Sandwiches.

Self-derogatory disclaimer aside, here's what I've noticed. There seem to be roughly three types of fighters in this game, of which I dub Spacers (DHD, RossaLuma), Brawlers (Little Mac, Bowser), and Gimpers (Metaknight, Killager). Now maybe my MTG is showing (between Control, Agro, and Combo), but it looks like these three types seem to each have an advantage over one, and a disadvantage over another.

The Spacer's goal is to rack up damage and play keep away until the high % KO is ready, The Brawler's goal is to knock the opponent out with a clean KO, and the Gimper's goal is to get you over to the edge for that low % KO.

The Spacer can (theoretically) keep The Gimper away and sink the kill onstage, The Brawler can (theoretically) rush The Spacer and get the low % launch, while The Gimper can (theoretically) take out The Brawler before they can build up percent for a kill.

So that's were my head is at right now and I figured I would share. Sorry if it bounces around too much, I'm typing this between callers at work. I'm aware that this sort of "advantage-disadvantage" has been in past games, (and in a way all games) but it just seems to really stand out to me in Smash 4. So there's what I have.
 
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