Cazdon
Smash Ace
Wasn't there a man called Borp, infamous for his great play but almost complete lack of tech skill?
Here he is (P.S. music is cancer.)
Here he is (P.S. music is cancer.)
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4) They're trying way too hard to validate themselves to the FGC.
Sweeping and hasty generalizations of an entire group of players neither of you know all of isn't very justified nor niceDo you want the cold, hard, truth?
Because the idea of something you can use to prove you are better at a video game just by knowing it, while retaining all the surface trappings of abstract concepts like "skill" and "depth", appeals to a lot of people.
PinkFresh was also an example for a while, he didn't even know how to DI properly (he just held towards the stage) until after he had won several PM weeklies.Wasn't there a man called Borp, infamous for his great play but almost complete lack of tech skill?
Here he is (P.S. music is cancer.)
Then you might as well criticize Red Ryu's points as well.Sweeping and hasty generalizations of an entire group of players neither of you know all of isn't very justified nor nice. It's also kind of a fallacy and almost makes you look as bad as those whom you're criticizing, but I digress. If someone likes chocolate, but you think vanilla is where its really at it doesn't mean that all people who like chocolate are all arrogant and popous tryhards. The same applies for the inverse.
Do you think Smash 4 is an effective game for teaching fundamentals?This has always been one of the smash communities biggest problems. Dudes know how to do all this technical stuff, but don't know what a safe poke is, spacing, air-dodge traps or the basics of the neutral game. Smashers always try to fly rocket ships before they can even crawl.
It's the number one reason players in this community hit plateaus.
Not him, but I would say Super Smash Bros. for Wii U/3DS is arguably the game where knowing the fundamentals is most important. You can't win every match by jumping around like a flea on crack, nor win a match by merely camping out opponents on the edge.Do you think Smash 4 is an effective game for teaching fundamentals?
From personal experience, 3D fighters are better at this but Smash 4 does reward fundamentals very much.Do you think Smash 4 is an effective game for teaching fundamentals?
I love dinking around :3I remember...
I was at a Melee tournament with my Mewtwo.
And there was this Mario.
He was a nice guy and fun to play so I don't want to rat on him too hard, but...
I won almost every match against him. And I played him a lot.
He was wavedashing, L-Canceling, all that stuff.
I just kind of sat there and walked slowly and either caught him by surprise or shielded or punished.
He knew all these neat things (things which I can barely do and often don't when I'm playing) but he didn't do anything with them.
He wavedashed, but he did so without rhyme or reason. I think maybe, he was trying to psyche me out because he was going everywhere but it didn't work because I played the neutral better and I was better at predicting and punishing.
Smash players have some of the worst tunnel vision I've ever seen. They think using AT alone makes them good and this idea has spread so much it's become toxic to the community.
Of course, Smash players also have tunnel vision with tiers.
I was playing this Sheik main at the same tournament.
Again, I used Mewtwo.
He was better than me by a longshot, but I won for only one reason.
He didn't know Mewtwo at all.
The dude didn't even know he had a meteor smash and when I landed that on him, he freaked out and became anxious throughout the rest of the matches costing him the set.
He also had funny reactions to properly used Disables.
A lot of smash players seems to only see the high tournament stuff. It makes you wonder if a lot of the tunnelers actually just sit down and play the game. Not practice. But play.
Sometimes, to get better, ya just gotta have fun and dink around.
You are a fool if you think that melee is unbalanced offensively. Melee has a deeper defensive game than any of the other Smash games. Melee has a greater range of defensive moves and none of them are overly strong, which makes for an intelligent defensive game, whereas in Smash 4 for example, shields are overwhelmingly powerful and there is almost no downside to shielding a move or waiting for your opponent to make the first move (barely any shield push, little shield stun). In melee you have to consider your (many) options when you're stuck in your shield. You can't just get out for free whenever. The same thing is true in any other fighting game. BlazBlue is a pretty offensive fighting game, and because of that if your defense sucks you're going to get destroyed. Every character is meant to constantly be attacking your opponent, trying to get them into the corner. When you're in the corner you have to use things like guard breaks etc wisely. You can't just get out whenever.The short truth is that there are two groups of people interested in ATs:
1) the people who want some kind of recognition for discovering ATs and are bummed that they can't name them after themselves
2) the people who want a wavedash-like option to make the game overwhelmingly unbalanced in favor of offense, like a certain other Smash game
You are a fool if you think that melee is unbalanced offensively. Melee has a deeper defensive game than any of the other Smash games. Melee has a greater range of defensive moves and none of them are overly strong, which makes for an intelligent defensive game, whereas in Smash 4 for example, shields are overwhelmingly powerful and there is almost no downside to shielding a move or waiting for your opponent to make the first move (barely any shield push, little shield stun). In melee you have to consider your (many) options when you're stuck in your shield. You can't just get out for free whenever. The same thing is true in any other fighting game. BlazBlue is a pretty offensive fighting game, and because of that if your defense sucks you're going to get destroyed. Every character is meant to constantly be attacking your opponent, trying to get them into the corner. When you're in the corner you have to use things like guard breaks etc wisely. You can't just get out whenever.
There is this incredibly ignorant belief among the "defense" minded players that the concept of being able to push an advantage when you have it is somehow a bad thing and means the game is unbalanced. Sorry, but being able to sit still and wait till your opponent makes the first move because that's the advantageous thing to do is not balanced. It's not good fighting game design either. You wanna talk about "toxicity" in the Smash community? Take a look at the people who constantly argue that Melee is somehow defensively unbalanced.
That's the whole concept of safe on shield though. They can't pressure you forever (except frame perfect fox i guess but it's unintended design). So yeah, they earned it. Its part of their character design. DaNte has certain sacrifices to have access to moves like that (low durability for example). And the ability to create pressure is what creates an offensive game. If someone hits your shield in this game it's not really a big deal for the shielder.I disagree. Shields are not overwhelmingly powerful.....they get beaten by grabs which are REALLY powerful because they lead to combos and advantageous position. When a player shields they commit to standing in place and doing nothing until the other player does an attack, and if they choose to not wait then they put themselves in a rock paper scissors situation that the OTHER player gets to setup because he is allowed to move.
My problem with melee (and other games like it, for instance MVC3) is that you are allowed to push for an advantage that you did almost nothing to earn. Like you punish an advantage because i blocked your EASIEST to connect with move, and now I have to get out of a bad spot? I blocked foxes nair....... now i get to deal with tons of pressure, which i guess he earned because he hit my shield with his easiest to land move on my shield..... marvel is sort of the same way, well i blocked your jam session....... now i get to deal with you pressure because i blocked a move that is extremely easy to land.
Stopped reading there. Couldn't go on with so much laughter.You are a fool if you think that melee is unbalanced offensively. Melee has a deeper defensive game than any of the other Smash games.
Yeah Smash 4 is arguably the game where having a gameplan before going into a match is key if you want to win. With so many characters that vary from their strengths and weaknesses that you can never just go into match without a plan. Fundamentals are apart of that planNot him, but I would say Super Smash Bros. for Wii U/3DS is arguably the game where knowing the fundamentals is most important. You can't win every match by jumping around like a flea on crack, nor win a match by merely camping out opponents on the edge.
Maybe this is just me, but what I'd look for is "is he winning / am I having trouble against him?" That seems like the most obvious indicator of player skill to me, particularly if I don't play that specific character.In Brawl if you walked up to 2 players you had never met before (maybe not even in a tournament environment) and one of them is playing diddy and you want to see if hes even remotely good, what is the first thing everyone looks for? Glide tossing of course, if hes not glide tossing, your first impression will probably be that he isn't very good
Actually I feel that most ATs are useless without knowing how and when to use them in a match. Wavedashing is a great example. Yes, it's a powerful tool, but you have to know when to use it. If you just wavedash around randomly you're just going to get a Nair in the face.Also as someone else mentioned AT's are an extremely simple method of instantaneously "improving" your play. Whats easier? Learning to adjust your walking and movement to remain outside of your opponents effective range (general spacing concepts), or spending a few minutes learning how to glide toss? Obviously glide tossing is much easier to learn so people do it. Is it more beneficial to learn glide tossing than spacing? Of course not. But its easier to do and nets "results" immediately. Can you see that your spacing has improved easily? No. Can you see if you glide tossed? Yes.
I totally agree with this. I find that most games like this have relatively autopilot offense, where you just constantly input your pressure strings / mixups without really caring what the opponent does, which I don't find nearly as interesting as a game like Smash4 where you must constantly try to read your opponent's defensive tendencies. If you look at MvsC3 for example, it is so autopilot that it has very limited matchup dynamics, you pretty much play the same way regardless of your opponent until you're both down to a single character, then it starts to play like a proper fighting game because you don't just get free pressure on every hit.My problem with melee (and other games like it, for instance MVC3) is that you are allowed to push for an advantage that you did almost nothing to earn.
I feel like we actually agree on all the stuff you quoted. In the first example I was saying that you aren't playing those 2 players, they are playing each other and you are watching. So you can't base it on relative performance to each other cause youhave no clue if either are good.Maybe this is just me, but what I'd look for is "is he winning / am I having trouble against him?" That seems like the most obvious indicator of player skill to me, particularly if I don't play that specific character.
Actually I feel that most ATs are useless without knowing how and when to use them in a match. Wavedashing is a great example. Yes, it's a powerful tool, but you have to know when to use it. If you just wavedash around randomly you're just going to get a Nair in the face.
I totally agree with this. I find that most games like this have relatively autopilot offense, where you just constantly input your pressure strings / mixups without really caring what the opponent does, which I don't find nearly as interesting as a game like Smash4 where you must constantly try to read your opponent's defensive tendencies. If you look at MvsC3 for example, it is so autopilot that it has very limited matchup dynamics, you pretty much play the same way regardless of your opponent until you're both down to a single character, then it starts to play like a proper fighting game because you don't just get free pressure on every hit.
But most "safe" moves on shield in traditional fighters aren't the most absurdly easy to land moves, and when they are, they don't net free pressure. In streetfighter, most pressure strings are generated from getting in very close to the opponent (usually via an extremely unsafe option, such as a jump in or a feint like a command dash or something). Or they get a "safe" jump in or pressure option, because they already EARNED advantage via a knockdown. Very rarely do you get hit by some ultra safe poke, and immediately the opponent is granted the ability to pressure you extremely well.That's the whole concept of safe on shield though. They can't pressure you forever (except frame perfect fox i guess but it's unintended design). So yeah, they earned it. Its part of their character design. DaNte has certain sacrifices to have access to moves like that (low durability for example). And the ability to create pressure is what creates an offensive game. If someone hits your shield in this game it's not really a big deal for the shielder.
Also you can spot out of shield,which is insanely fast this time around and easily beats grabs. And I'd argue that grabs still aren't as good as they used to be in general. They dont set up oki situations anymore.
Well aren't you just a happy meal, sirDo you want the cold, hard, truth?
Because the idea of something you can use to prove you are better at a video game just by knowing it, while retaining all the surface trappings of abstract concepts like "skill" and "depth", appeals to a lot of people.
Uhh, pressure isn't that free in SFxT. Boost combos have extra recovery, so most of the time you can't go past medium to remain safe, and if you want to do switch in mixups (ie, Jin rapid punches -> Switch -> Cross-up), you have to spend meter (and even then some reversals will still get you out).If you want easy pressure go play pre patch Street Fighter x Tekken.
Yea thats what im saying jabs that aren't right in your opponents face, aren't really much pressure, if you want to pressure with jabs you need to be so close you can mix up a grab, but in order to be that close you usually needed to jump in, or dash in or something along those lines.Jabs and such are almost always safe on block, but the pressure is generally limited by the pushback of the move. Then you may have to do something risky to continue it.
If you want easy pressure go play pre patch Street Fighter x Tekken.
I'm talking pre patch as in when it first came out. Characters like Rolento could mash out LP on you and you could do nothing for at least a few of the jabs.Uhh, pressure isn't that free in SFxT. Boost combos have extra recovery, so most of the time you can't go past medium to remain safe, and if you want to do switch in mixups (ie, Jin rapid punches -> Switch -> Cross-up), you have to spend meter (and even then some reversals will still get you out).
The thing some people complained about was the ability to chain into launcher somewhat homogenized the reward from footsies, but you still had to play footsies well to land those opening hits.
Sure, but it's not like he was getting huge reward off a blocked jab. Without spending meter all he can do is cancel into LP Patriot Circle (first rep only) for a tiny amount of block damage. If you want to spend bar you can switch cancel the third rep of LP Patriot Circle for a mixup (and slightly more guard damage), which is a decent option but it's appropriately limited by your meter so it's not a big problem.I'm talking pre patch as in when it first came out. Characters like Rolento could mash out LP on you and you could do nothing for at least a few of the jabs.
Wavedashing is a primarily defensive option, what are you talking about? You use it to retreat back out of shield or out of a dash. The only usage of it "offensively" would be Fox's waveshine or Luigi's wavedash for approaching. Melee is not "overwhelmingly unbalanced" towards offense. There are several ways to handle someone's approach including: Dash dancing in general, crouch cancelled moves such as fox CC shine, wavedashing back OoS, lightshielding an opponents aerial to mess us their L-cancel timing and the concept of l canceling in general (the timing for the l-cancel is altered by the opponent, i could get punished).2) the people who want a wavedash-like option to make the game overwhelmingly unbalanced in favor of offense, like a certain other Smash game
First, I'd like to apologize for taking so long to reply; work was pretty busy this week. I meant to include it, I'm not too used to the way this forums deals with multi-quote posts (the last one I was in included all quotes to the posts you replied to). Anyhow, you ignored the entire point of my post.Then you might as well criticize Red Ryu's points as well.
I agree with you. When I attended my first kind-of-official Brawl torunament, I managed to get to the finals using Kirby. I played a lot of really good people, using high-tier characters like Diddy and Olimar (Meta Knight was banned, btw) and using pretty advanced plays. I knew nothing about Brawl's competitive metagame, let alone Melee's.Smash players have some of the worst tunnel vision I've ever seen. They think using AT alone makes them good and this idea has spread so much it's become toxic to the community.
Of course, Smash players also have tunnel vision with tiers.
I was playing this Sheik main at the same tournament.
Again, I used Mewtwo.
He was better than me by a longshot, but I won for only one reason.
He didn't know Mewtwo at all.
Basically all of this. I think this is what causes the divide between melee-heads and the other side. I've struggled with this very concept since coming into the smash community competitively back when brawl came out.Do you want the cold, hard, truth?
Because the idea of something you can use to prove you are better at a video game just by knowing it, while retaining all the surface trappings of abstract concepts like "skill" and "depth", appeals to a lot of people.
You'd be surprised. Yes, nair is safe on shield, but there are more defensive options in Melee than just shielding, you know. If you avoid a nair approach by wavedashing or dash dancing out of the way, you can easily grab the landing lag, and against Fox, a good grab can often lead to a stock. You should only ever nair if your opponent is cornered, you have a read on where they're going to be, or you've conditioned them to shield. This is what happens if you just throw out moves hail mary.Like you punish an advantage because i blocked your EASIEST to connect with move, and now I have to get out of a bad spot? I blocked foxes nair....... now i get to deal with tons of pressure, which i guess he earned because he hit my shield with his easiest to land move on my shield