Orngeblu
Smash Ace
Depth is something that's been on my mind for a long time, and I think it's miss-used very often, as a measure of some sort whether they understand what actual game-depth is or not. I recently got the urge to say something about depth when I read a claim about have Smash 4 has minimal depth, because it lacks advanced techniques or technical skill, which is false. I've seen comments like these before, plenty of times.
Advanced techniques do indeed add depth, but it is not the end-all to whether or not Smash 4 has any depth.
I'd like to hear the community's thought on depth, as well, so feel free to discuss or debate.
I'm going to start off by explaining what I think depth is, and how it translates to Smash 4. I am going to split this into multiple sections, and I'm sorry if this looks really messy, I am not good with formatting. Feel free to clean it up for me if you wish!
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More options means more depth.
Smash in general is a deep game, even Brawl and Smash 4, as shocking as that may sound. Being able to use moves in many different ways, for many different situations, to cover other options, making good and quick decisions in high-pressure situations, and etc, to outplay/out-think your opponent is vital in Smash Bros. as a whole, and is one of the things that defines depth.
Game knowledge.
Game knowledge comes in many forms.
Character Knowledge, their movesets and how they can be used like I said above, frame data, move priority, the properties of moves, followups, how to auto cancel some moves properly, and etc. Though I don't really go as deep to research frame data, the general hitboxes and timing is pretty much burned into my brain the more I use them.
Match-up Knowledge, the counter-part to character knowledge, is knowing how to go about playing specific character matchups. Knowing what you can do to that character, what they can do to you, how to/what to avoid during said matchup. There's a lot of variables, and it varies depending on the matchup, but that's the gist of it.
Game mechanics/fundamentals (Also apart of knowledge). There are also many techniques that are often overlooked, and they can be found in every Smash game. I can really only name them rather than go in-depth with each, but they contribute to the options the game offers in situational ways. Pivot Back Aerial, Pivot Tilt, Pivot Grab, B reversal (can also be used for mind games), Stutter Step (very minor, imo, almost non-existant), DACUS (Removed in patch 1.4.2, but honorable mention for Brawl), and etc. These do also contribute to technical player in one way or another.
There may be more I might have missed, I almost forgot pivot grab, I'm bad at trying to list everything off the top of my head.
Stage knowledge, while it may be the minority, can sometimes give you a little leverage and potentially make the difference in a tournament match. It could be as little as a stage-specific technique for Marth, on Smashville where he can dash almost immediately on the platform at the peak of his jump, or even more significant than that, but that's something for someone with their own character knowledge to explain.
Technical Skill.
I'll admit Brawl and Smash 4 has very minimal amount technical skill, but that doesn't mean Sm4sh doesn't have a lot of depth. Everything I explained above contributes significantly to the depth of the game. Especially the techniques I mentioned in the Game mechanics/fundamentals, which offer technical skill one way or another.
I think the closest to get to a very technical style of play is Zero Suit Samus, or at least, that is our I play her. She's got a lot of mobility with her Down Special, and Neutral Special B reversal mix-ups. I just recently picked her up, and her kit is very versatile but I find it kind of hard to lane kill moves on her. Perhaps if I had a C-stick, I could do turn-around Dsmashes in a pinch and follow into a kill after that. ZSS is a very deep character.
Honorable mention: The Mental game.
Knowing your opponent, their habits, etc, and how to manipulate that knowledge in your favor is another factor in player skill. It's a trait dependent on the player, and usually isn't found in low skill levels.
At higher levels this either might be found more often, or less. I'm not really sure, but at high level play, players have less habits, and they know how to adapt, so it is much harder, but still possible in the hands of a good player.
I'm able to manipulate For Glory players a lot of the time, but I am a veteran player, and For Glory isn't all top-notch players, rarely do I find one, but my point is I can manipulate lower level players who spam roll, through pressure, but low level players are easily manipulated by mid-high level players like me if done properly. Higher levels will require different and more complex methods.
All-in-all, there are many things that contribute to the depth, and not just Smash.
Advanced techniques do indeed add depth, but it is not the end-all to whether or not Smash 4 has any depth.
I'd like to hear the community's thought on depth, as well, so feel free to discuss or debate.
I'm going to start off by explaining what I think depth is, and how it translates to Smash 4. I am going to split this into multiple sections, and I'm sorry if this looks really messy, I am not good with formatting. Feel free to clean it up for me if you wish!
--
More options means more depth.
Smash in general is a deep game, even Brawl and Smash 4, as shocking as that may sound. Being able to use moves in many different ways, for many different situations, to cover other options, making good and quick decisions in high-pressure situations, and etc, to outplay/out-think your opponent is vital in Smash Bros. as a whole, and is one of the things that defines depth.
Game knowledge.
Game knowledge comes in many forms.
Character Knowledge, their movesets and how they can be used like I said above, frame data, move priority, the properties of moves, followups, how to auto cancel some moves properly, and etc. Though I don't really go as deep to research frame data, the general hitboxes and timing is pretty much burned into my brain the more I use them.
Match-up Knowledge, the counter-part to character knowledge, is knowing how to go about playing specific character matchups. Knowing what you can do to that character, what they can do to you, how to/what to avoid during said matchup. There's a lot of variables, and it varies depending on the matchup, but that's the gist of it.
Game mechanics/fundamentals (Also apart of knowledge). There are also many techniques that are often overlooked, and they can be found in every Smash game. I can really only name them rather than go in-depth with each, but they contribute to the options the game offers in situational ways. Pivot Back Aerial, Pivot Tilt, Pivot Grab, B reversal (can also be used for mind games), Stutter Step (very minor, imo, almost non-existant), DACUS (Removed in patch 1.4.2, but honorable mention for Brawl), and etc. These do also contribute to technical player in one way or another.
There may be more I might have missed, I almost forgot pivot grab, I'm bad at trying to list everything off the top of my head.
Stage knowledge, while it may be the minority, can sometimes give you a little leverage and potentially make the difference in a tournament match. It could be as little as a stage-specific technique for Marth, on Smashville where he can dash almost immediately on the platform at the peak of his jump, or even more significant than that, but that's something for someone with their own character knowledge to explain.
Technical Skill.
I'll admit Brawl and Smash 4 has very minimal amount technical skill, but that doesn't mean Sm4sh doesn't have a lot of depth. Everything I explained above contributes significantly to the depth of the game. Especially the techniques I mentioned in the Game mechanics/fundamentals, which offer technical skill one way or another.
I think the closest to get to a very technical style of play is Zero Suit Samus, or at least, that is our I play her. She's got a lot of mobility with her Down Special, and Neutral Special B reversal mix-ups. I just recently picked her up, and her kit is very versatile but I find it kind of hard to lane kill moves on her. Perhaps if I had a C-stick, I could do turn-around Dsmashes in a pinch and follow into a kill after that. ZSS is a very deep character.
Honorable mention: The Mental game.
Knowing your opponent, their habits, etc, and how to manipulate that knowledge in your favor is another factor in player skill. It's a trait dependent on the player, and usually isn't found in low skill levels.
At higher levels this either might be found more often, or less. I'm not really sure, but at high level play, players have less habits, and they know how to adapt, so it is much harder, but still possible in the hands of a good player.
I'm able to manipulate For Glory players a lot of the time, but I am a veteran player, and For Glory isn't all top-notch players, rarely do I find one, but my point is I can manipulate lower level players who spam roll, through pressure, but low level players are easily manipulated by mid-high level players like me if done properly. Higher levels will require different and more complex methods.
All-in-all, there are many things that contribute to the depth, and not just Smash.
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