"I'm going easier on the button pressing this time around. Feel free to mash a bit and ease yourself into it." That sounds like making the game easier for idiots who can't learn how to play -- I don't see anything in there regarding compatability for the different controllers.
Maybe that little diagram on the "how-to" update for using Smash attacks is somewhat of an indicator. Y'know, there's a Wiimote, a CC, a GC, and Nunchuks to consider. Gasp. What a startling epiphany!
And that life-changing logic was brought to you in part by SIMPLE DEDUCTION. Because the schema is going to change, certain modifications to the core gameplay have got to be made. Rapid attacks performed by holding down a bloody button seem sensible; I wanna see somebody rapidly attack while flinging the nunchuk/Wii-mote combo around with the same, imperceptible ease as somebody that has a more handheld controller. The learning curve for those people is going to be steep, assuming that people even wanna go down that route.
A-Laon said:
Yoshi's recovery was no more gimped than Falco's, Doc's, Captain Falcon's, etc. In fact, his double jump invincibility gave him easy ways past many edgeguards. Scrubs just don't like having to think to not die. If they're going to improve Yoshi's recovery, then I want Falco to ****ing teleport.
Oh, yes. Yoshi's double-jump "invincibility" does give him a whole slew of options to get past edgeguards---assuming, of course, that the player in question has enough time to get it off. Ever play Sheik? Yeah. A couple of needles from he/she/it potato at the right moment and Yoshi drops like a rock before he even gets the second jump off. Same with just about any other projectile user versus Yoshi. That's one of the many reasons why he's so bloody gimped, aside from his inability to do anything out of his shield.
A-Laon said:
You're right. We need to level the playing field. Forget about diversity and having to learn how to play different characters. let's give everybody meteor smashes, Marth range, shine combos, and IC chaingrabs, then the game will be a fun, balanced experience for all. I mean, it's not like giving everybody the same set of powerful features is detracting from the learning curve so newbs don't have to try to get good or anything.
Yes. And I said in my previous post that I wanted to give all of the characters in the game something like what you had mentioned Gee, I thought it said something along the lines of:
Smooth Criminal said:
Nevermind that they gave everyone a potential meteor to level the playing field a bit more.
Learn to read, Laon. How does that translate into "OMG, I wanna dumb down every single god**** character in the game and reduce them to 'toons that are capable only of one or two unique actions?" No. I just thought that it was a unique addition. To me, it brings a semblance of balance to the game and adds on to whatever repertoire that Sakurai and Company are building up for the cast. It just gives a player more options to employ when intercepting or whatever. I'm sure that, for your sake (and everyone else's, believe it or not. Including mine!), all the characters are still going to be as different as night and day.
Plus, Fawriel brought up a good point. Do you honestly think that this is going to be a mechanic that sees predominant usage? Hardly. It's probably going to be situational to the point of uselessness when it comes to high-level play.
So freakin' relax.
Smooth Criminal
Edit: BigRick illustrated another good point.
BigRick said:
Hmm Footstooling doesn't really look like a very effective technique...
Since you have to jump on your opponent, then press the jump button at the right time, this move will be beaten by up-B's... except inoffensive up-B's like Pit.