Quillion
Smash Hero
- Joined
- Sep 17, 2014
- Messages
- 6,006
It's NOT that things like rolling, shielding, airdodging, or just plain jumping around are impossible to punish, since that would be impossible even in an idiotically designed game (and honestly, you just suck, even if it's Brawl).
It's that defensive options heavily limit the opponent's actions. Sure, it doesn't sound so bad on paper, but the problem is that in Brawl and 4, it makes it so that the defender controls the pace of the fight. The attacker is limited to a meager selection of options, and so the defender can act accordingly with each option because the attacker is so limited.
When you're rolling or airdodging, the opponent has to either use a lingering attack or try a hard read. Both of these counter-defenses are HIGHLY punishable because lingering attacks are laggy (and generally weak on several characterse), and trying a hard read is completely luck based (assuming the defender is of competent skill).
It boils down to the point that the best the opponent can actually do is ALSO play defensively and throw out quick, weak, and safe attacks until they land a hit and gain control just like the first player. It boils down to a game of waiting, attacking, waiting, attacking...
Pretty much how Egoraptor describes Ocarina of Time (and most 3D Zeldas by proxy)
The reason why many people love Skyward Sword's combat (even if they hate its puzzles, linearity, and tight plot) is because that it works in such a way that you can attack through the enemy's defense if you're skilled. It's a highly ideal combat system for Zelda (which they can hopefully translate into control stick and button actions someday).
Ugh... anyway just correct me if I'm wrong.
It's that defensive options heavily limit the opponent's actions. Sure, it doesn't sound so bad on paper, but the problem is that in Brawl and 4, it makes it so that the defender controls the pace of the fight. The attacker is limited to a meager selection of options, and so the defender can act accordingly with each option because the attacker is so limited.
When you're rolling or airdodging, the opponent has to either use a lingering attack or try a hard read. Both of these counter-defenses are HIGHLY punishable because lingering attacks are laggy (and generally weak on several characterse), and trying a hard read is completely luck based (assuming the defender is of competent skill).
It boils down to the point that the best the opponent can actually do is ALSO play defensively and throw out quick, weak, and safe attacks until they land a hit and gain control just like the first player. It boils down to a game of waiting, attacking, waiting, attacking...
Pretty much how Egoraptor describes Ocarina of Time (and most 3D Zeldas by proxy)
The reason why many people love Skyward Sword's combat (even if they hate its puzzles, linearity, and tight plot) is because that it works in such a way that you can attack through the enemy's defense if you're skilled. It's a highly ideal combat system for Zelda (which they can hopefully translate into control stick and button actions someday).
Ugh... anyway just correct me if I'm wrong.