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Why does this game remove so many mechanics?

JamietheAuraUser

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Now you can have all the fun of smashing your face with rocks without losing constant knockback power from a fatigue mechanic.


I had no idea ANYONE would be this excited or anime about swimming being back. I guess I'm happy for you, though.
Swimming was cool! At the very least, I'd like to see a mechanic wherein characters underwater have drastically reduced falling speeds.

"Swim time" on the results screen could simply refer to time spent underwater, anyway.
 

LordShade67

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I can't say on Swimming, but Transformations were removed because they caused gameplay issues, most notable in the 3DS version. At SDCC, for example, one of the Bowser players after his Giga time ran out was stuck in the "loading" animation even AFTER TIME showed on the screen. Imagine that with characters like Zelda/Sheik. Yeah.

As for Gliding, I'm willing to bet it had to do with Meta Knight, since you know....Brawl MK and all that. Pit has a good recovery, but he's nowhere near MK levels of broken, and Zard's Glide was...ehhhhh.
 

Swedish_Otaku

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I hate that gliding is gone. Not because I use it but because it's another awesome mechanic that makes characters different. One of the best things about Smash is the uniqueness of characters. Just stupid to remove something good.

If swimming is gone it's even worse. Makes no f-ing sense. Why remove something that makes the game better and ads more variety? There's water, so they should be able to swim. I hope it's not gone.

Transformation I can understand. To expand the roster and add more attacks instead. But I did like it, especially with Pokémon Trainer.
 

Bladeviper

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I hate that gliding is gone. Not because I use it but because it's another awesome mechanic that makes characters different. One of the best things about Smash is the uniqueness of characters. Just stupid to remove something good.

If swimming is gone it's even worse. Makes no f-ing sense. Why remove something that makes the game better and ads more variety? There's water, so they should be able to swim. I hope it's not gone.

Transformation I can understand. To expand the roster and add more attacks instead. But I did like it, especially with Pokémon Trainer.
i think the problem with gliding was it was a nightmare to balance, its a lot easier to remove a mechanic that is giving only a fraction of the characters something than it is to balance it to every other character it makes sense
 

Swedish_Otaku

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I really don't care about balance though... I want characters to be true to their... characteristics. If you can become good enough then it doesn't matter if they can fly for a bit, you just beat them. That's why I play with Ness, one considered to be at the bottom of the tier list. That I also don't care about. Cause I know it's about the player. Otherwise I'd be saying "oh you win cause you're Fox" or "oh you win because Ness recovery is bad".
 

Road Death Wheel

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I really don't care about balance though... I want characters to be true to their... characteristics. If you can become good enough then it doesn't matter if they can fly for a bit, you just beat them. That's why I play with Ness, one considered to be at the bottom of the tier list. That I also don't care about. Cause I know it's about the player. Otherwise I'd be saying "oh you win cause you're Fox" or "oh you win because Ness recovery is bad".
history has proven the opposite of what you stated.
 

Swedish_Otaku

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Well, it's just my opinion. I don't think you can say that the player isn't what's most important. Also, "If you're smart, you adapt" - Mew2king.
 

Ellipsis

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I really don't care about balance though... I want characters to be true to their... characteristics. If you can become good enough then it doesn't matter if they can fly for a bit, you just beat them. That's why I play with Ness, one considered to be at the bottom of the tier list. That I also don't care about. Cause I know it's about the player. Otherwise I'd be saying "oh you win cause you're Fox" or "oh you win because Ness recovery is bad".
The problem here is that you assume there is one supremely important thing that makes all else unimportant. Yes, player skill matters more than everything else, but that doesn't make everything else irrelevant. It is possible for skill AND balance to matter. It IS vitally important for developers to balance a game.
It has also PROVEN what he is saying. Jiggly was not top tier for some time in Melee.
Understanding of a game improves over time. Jigglypuff being better than people originally thought does not prove that all characters are like that. It's quite the opposite.
 

Kidney Thief

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Balance is the most important thing about the game. People don't want to get destroyed by meta knight over and over again only because he's overpowered. Then you wouldn't be able to use Ness if you cared about winning at least 10% of the time. Besides what's the point of playing against someone so fast you can't even do moves
 
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DairunCates

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Balance is the most important thing about the game. People don't want to get destroyed by meta knight over and over again only because he's overpowered. Then you wouldn't be able to use Ness if you cared about winning at least 10% of the time. Besides what's the point of playing against someone so fast you can't even do moves
Perfect balance isn't really a thing. It's more you want as low of a character variance as possible without being 0 or homogenizing the cast. There's actually a very good argument for some levels of imbalance being healthy for a game and keeping its metagame active. If characters all have 50/50 matchups, there's little reason to evolve new strategies in some cases (necessity IS the mother of invention, after all).

Of course, having something with as vast of a variance as Metaknight in Brawl is a severe problem that DOES need attention. I just felt the need to point out that balance is only important to a certain threshold.

That said. Yeah. Having two characters with a specific mechanic that gives at least one of them a massive advantage over the rest of the cast isn't exactly a healthy mechanic for a game. It'd be really hard to make gliding balanced without nerfing it so hard that people would almost never use it.
 

Spirst

 
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history has proven the opposite of what you stated.
On a deeply competitive level, where all players are so close in skill, character plays a bigger role. Sure, a great Ness main can easily overpower a mediocre MK main. But how about when those two players are so closely matched in skill? The edge would go to the better character. Not always, but definitely an edge.

I can understand the romantic notion that things such as tier lists don't mean anything and that player skill always prevails but it's just not true. In just about any competitive game (especially a fighting game with 20+ characters), there will almost always be some form of hierarchy. This is simply human error and oversight.
 

JamietheAuraUser

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Understanding of a game improves over time. Jigglypuff being better than people originally thought does not prove that all characters are like that. It's quite the opposite.
At the same time, though, there's that one dude that apparently rocks the competitive scene with Yoshi, and another who does the same with Pikachu. Not that I've ever actually watched a tournament match with those two.
 

nuclearneo577

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Gliding seemed pointless to me, I never played as anybody that had it so I never really abused it. I'm glad it's gone though, it just made character balance more frustrating if anything from what I've heard.

Swimming was kinda fun but not needed. If it's gone, so be it.

Transformations were cool sounding in theory but really didn't do much but give some characters one less special move. With Samus, I kinda liked the idea of her most powerful move made you loose your powers, but because Zero Suit Samus is a better character mainly due to her moving and attacking faster kinda made it seem pointless. Plus her FInal Smash was horrible, I really like her new one.
 

Ellipsis

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At the same time, though, there's that one dude that apparently rocks the competitive scene with Yoshi, and another who does the same with Pikachu. Not that I've ever actually watched a tournament match with those two.
Note that Pikachu isn't that far from top tier. One Pikachu making it to the top 8 of some tournament is to be expected. Yoshi is more of an anomaly, but notice that he still isn't considered to be that good. One top player deciding to take him as far as possible before losing doesn't mean the tiers aren't accurate. Characters ARE unbalanced.
 

JamietheAuraUser

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Note that Pikachu isn't that far from top tier. One Pikachu making it to the top 8 of some tournament is to be expected. Yoshi is more of an anomaly, but notice that he still isn't considered to be that good. One top player deciding to take him as far as possible before losing doesn't mean the tiers aren't accurate. Characters ARE unbalanced.
No, but it does mean that a character might have more to them than you see at first glance. People legit thought Jigglypuff was terrible for a long time. One guy kicks arse with Yoshi amidst a sea of Sheiks, Foxes, Falcos, and Marths. That says something, I think. I'm not even trying to argue that characters aren't unbalanced, just that if you get really freakin' good you can beat even high-level players using top-tier characters without using a high-tier character yourself.
 

Ellipsis

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No, but it does mean that a character might have more to them than you see at first glance. People legit thought Jigglypuff was terrible for a long time. One guy kicks arse with Yoshi amidst a sea of Sheiks, Foxes, Falcos, and Marths. That says something, I think. I'm not even trying to argue that characters aren't unbalanced, just that if you get really freakin' good you can beat even high-level players using top-tier characters without using a high-tier character yourself.
I think you're getting off point. Remember that the post I was refuting in the first place rejected the idea that balance matters at all. Even though it's theoretically possible to beat a high level player with a low tier character, you'd still be handicapping yourself to attempt it.
 

Tenchi Boom

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The only one I'm really bothered about going is swimming. It was just an extra added visual bonus, along with the ladder climbing. I liked it for that.
 

Hayzie

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Bloat. Feature creep. Simplicity and elegance in design are good, and carrying over old mechanics just because they existed before is not always good. Sometimes, it's best to take a step back and look at what a feature actually added to the game. People rarely actually switched between Zelda and Sheik. Swimming was practically a set of training wheels. It does nothing but make recovery a little safer in some levels. Gliding made a few recoveries even better than they already were (looking at you, Metaknight).

These things were added out of novelty. Serious question: If they had never been in Melee or Brawl, would you be asking for them now?
I like swimming (maybe replace the effect to Brawl floatiness as someone mentioned?) instead of just falling through water for no reason, but.... 5 star post.
 

Hinichii.ez.™

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Melee to brawl
Took away a lot of stuff
Brawl to smash 4
Took some other stuff away
Are you seeing a trend here? Really I just think they want to bring a different experience with each new title.
 

Captain Norris

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Balancing is important, but perfect balancing isn't a thing. As the Meta game evolves, more characters become top tier/low tier. Balancing tries to eliminate that tier and make every character viable. However, since ever character is not exactly the same, there will never be a perfect balance. Case Closed.
 

Ryuutakeshi

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Everytime I see one of these threads I always feel like people are ignoring all the new mechanics that got added in.
 

the8thark

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If the conversation can be kept civil, I'll leave this thread open. If not, I'm afraid I'm going to have to lock it.
Just lock it if an issue arises. There is zero need to say that now.
 
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ferioku

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@Wanderer from Roseyard

If I remember correctly, Mario, Greninja, Sheik, Mario, Pacman, Megaman, Sonic, ZSS and Little Mac can all wall cling. I'm guessing that Captain Falcon can also Wall cling since he could do so in previous Smash games.
 

PCHU

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Melee to brawl
Took away a lot of stuff
Brawl to smash 4
Took some other stuff away
Are you seeing a trend here? Really I just think they want to bring a different experience with each new title.
A new experience is nice, but rather than outright removal, wouldn't it be better to alter them (tripping being an exception)?
I think this game has a lot of potential to bring some really interesting mechanics to the table, but it doesn't seem like Sakurai cares very much about that.

For instance, why not have a dual-purpose powershield depending on what time frame you activate it?
They could keep the Brawl powershield, but limit its reflective abilities to Melee's 3-frame window.
Or maybe they could keep the glide ability, but give less control over ascent and descent (and actually playtest its IASA frames).
Perhaps have a set amount of landing lag on a given aerial that slowly "ticks away" as you go through with the aerial, if only to have more thought being put into performing an aerial as opposed to the lack of thought in a universal cut.
I dunno, just stuff like that.
These are some talented people; it'd just be cool to see the implementation of better ideas than "scrap it".
 

DairunCates

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A new experience is nice, but rather than outright removal, wouldn't it be better to alter them (tripping being an exception)?
I think this game has a lot of potential to bring some really interesting mechanics to the table, but it doesn't seem like Sakurai cares very much about that.

For instance, why not have a dual-purpose powershield depending on what time frame you activate it?
They could keep the Brawl powershield, but limit its reflective abilities to Melee's 3-frame window.
Or maybe they could keep the glide ability, but give less control over ascent and descent (and actually playtest its IASA frames).
Perhaps have a set amount of landing lag on a given aerial that slowly "ticks away" as you go through with the aerial, if only to have more thought being put into performing an aerial as opposed to the lack of thought in a universal cut.
I dunno, just stuff like that.
These are some talented people; it'd just be cool to see the implementation of better ideas than "scrap it".
It's not really an issue of talent. That is a LOT of dev and balance time to dedicate to a mechanic that affects only 2 characters in a presumably 50~ character roster. Considering that, unlike the modeling team, the programmers are probably fixing bugs and doing small character balances up to the last minute, they probably don't have the most free time.
Furthermore, adding complexity to a minor mechanic just to make it balanced is not only counter-productive to the general design ethos of the smash series, but its going to have a tendency to lead to feature creep.
 

Big-Cat

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Swimming.
Transformations.
Gliding.

All gone, I am just worried if this may make the final game feel a little downgraded or not.
Swimming added nothing to the gameplay in the grand scheme of things. Transformations were causing loading issues. Let's not forget that the game and the community generally refers to the transformation characters as separate entities. Transformations are also a balancing nightmare as you have to balance them not only against the other characters but with respect to the other transformation(s).

Gliding created some stalling issues as most famous with Meta Knight. The blast zones also appear to have been extended outward. This would make gliding characters theoretically OP.

With those gone, we are seeing new things though. The increase in utility for dash canceling and pivot canceling are MASSIVE changes for the game in the long run. There are also the changes in ledge mechanics that change up edgeguarding.
I really don't care about balance though... I want characters to be true to their... characteristics.
That's not always doable. Balance may dictate that you can't implement certain things. Mario and Luigi with the ability to spam out three fireballs at once would be frightening. Ness with his power at the end of Earthbound would be stupid. The list goes on.
 

Knife Myths

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Ganondorf can't be bottom tier because he looks cool and I can beat my little brother with him. - The average understanding of fighting game tiers.
 

Muster

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@Wanderer from Roseyard

If I remember correctly, Mario, Greninja, Sheik, Mario, Pacman, Megaman, Sonic, ZSS and Little Mac can all wall cling. I'm guessing that Captain Falcon can also Wall cling since he could do so in previous Smash games.
Wall cling and wall jump are two different things.
only sheik and greninja can wall cling, while the rest can wall jump.

edit: I'm pretty sure lucario could wall cling in brawl as well.
 
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Swedish_Otaku

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That's not always doable. Balance may dictate that you can't implement certain things. Mario and Luigi with the ability to spam out three fireballs at once would be frightening. Ness with his power at the end of Earthbound would be stupid. The list goes on.
Obviously I didn't mean to 100%.
 

JamietheAuraUser

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I think you're getting off point. Remember that the post I was refuting in the first place rejected the idea that balance matters at all. Even though it's theoretically possible to beat a high level player with a low tier character, you'd still be handicapping yourself to attempt it.
You're right, of course, but I'm only trying to suggest that you may not be handicapping yourself as much as you seem to think. I'd say a character reaches the level of "usability" while still being underused if they have enough viable strategic options to be able to pull out a new one once the opponent figures out how the previous one works. (And if they're underused, it's not unlikely that the opponent will have to "figure out" every character-specific approach tactic you pull out.)

But this is all off-topic.
 

A_Phoenix_Down

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Even if swimming was in or not, it's not like every map has water. In fact, most don't.
 

Kidney Thief

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Perfect balance isn't really a thing. It's more you want as low of a character variance as possible without being 0 or homogenizing the cast. There's actually a very good argument for some levels of imbalance being healthy for a game and keeping its metagame active. If characters all have 50/50 matchups, there's little reason to evolve new strategies in some cases (necessity IS the mother of invention, after all).

Of course, having something with as vast of a variance as Metaknight in Brawl is a severe problem that DOES need attention. I just felt the need to point out that balance is only important to a certain threshold.

That said. Yeah. Having two characters with a specific mechanic that gives at least one of them a massive advantage over the rest of the cast isn't exactly a healthy mechanic for a game. It'd be really hard to make gliding balanced without nerfing it so hard that people would almost never use it.
Balance in a game is not having every character in a game have 50/50 because that's hard to judge and as the meta advances the rating changes. It's more like not having any matchups worse than 70/30
 

DairunCates

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Balance in a game is not having every character in a game have 50/50 because that's hard to judge and as the meta advances the rating changes. It's more like not having any matchups worse than 70/30
I think that was part of my point. Good and bad matchups are not only something that will happen, but are somewhat important to the game. Although, it's worth noting that Street Fighter III: Third Strike is pretty unbalanced and there's almost no matchups worse than 70/30... It's just some characters have 70/30's on almost everyone. IDEALLY, a balanced character should have a similar number of good and bad matchups.
 

Ganreizu

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Not sure what to say. All of those mechanics are terrible.

Swimming was nothing short of annoying and it extended stages into walk off territory when it wouldn't have been without swimming. Tortimer's island in the smash4 would be banned if swimming still existed. It's also stupid difficult to adapt against because of the insane lag involved in falling into water, the terrible left/right movement speed once you're able to move, and the predictability of how you escape (by jumping).

Gliding was free recovery, conveniently given only to characters who had free recovery in the first place, except for charizard i guess.

Ignoring the fact that it causes technical issues, transformations have only ever disadvantaged characters that used it because of disgusting lag and having one less special move. Imagine if shiek had her new down-B in melee and how much better that would have made her.

These mechanics basically only appeal to casual players, and they contributed to why people consider brawl a casual game. If you're saying you want smash 4 to be more casual that's fine, most people here would probably hate you for that, but it's obviously more than capable of being a casual game without them.

It says "swim time" in the post-game stats. Maybe swimming isn't cut after all?
Hate to break it to you but just because they forgot to remove swim time from post-game stats in an alpha build created in january doesn't indicate the actual mechanic of swimming isn't cut, nor does it change the fact that in that same build characters fell through water like a anvil no differently than they would fall off stage in FD. It could very easily still count the time you spent in the water even when swimming isn't a thing if it was intended to be there.
 
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ItsRainingGravy

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Swimming and gliding really added nothing of competitive value. Swimming was just a gimmick that wasted more time, and gliding just offered an obnoxious polarizing/stalling recovery for the characters that had it.

Transformation changed up matchups, but most transformation characters were severely limited by several specific rules or hindrances. Pokemon Tranier's Pokemon were limited by the stamina mechanic, and the redundant elemental mechanic that seemed hastily slapped on. Samus could only transform into ZSS by either selecting her at the start of the match, using a Final Smash (not allowed competitively), or doing an incredibly precise button combination. And once you transform into ZSS, you can't chance back (barring a Smash Ball which is banned anyways). Ans lastly, even Sheik/ZSS was hindered by one large problem: Zelda sucks. So not only was transformation limited by several factors, intentional or not, but it also has three other problems. Balancing transformation characters, removing a down B JUST to have a transformation, and the fact that transforming in a match causes lag spikes. And additionally, how many matchups require legitimate use of transformations where you even want to use both characters to begin with? Most of the time you are still only going to stick to one character anyways. With all of the problems that transformations have caused, while also yielding little to no benefits, it is just far easier to have transformation characters as separate characters altogether.


Now then, if you want to talk about important mechanics that were removed, we have the following examples:

DACUSing, Glide Tossing, Aerial Glide Tossing. (Dash dancing is still possible but much harder to do now as well)

These things offered way much more potential than swimming, gliding, and transformations. Less so in regards to DACUS, but the other two were extremely important to learn and master. Especially for a character like Diddy Kong. They offered new ways to approach an opponent, to play defensively, added mindgame potential, and EVEN aided recovery thanks to AGT. THOSE are gone now, and I am more saddened by those losses than I am for swimming/gliding/transformations.


But on the bright side of things, we still have these mechanics:

Crawling
Wall Jump/Cling
Shielding during a dash
Up Smash during a dash
Up Smash out of shield
Jump out of shield (Which YOSHI can do now)
B Reversing
Reverse Aerial Rushing (RARing)
Footstooling
Hovering (Peach)
Canceling an air dodge with a Zair (Link/TLink/Samus)
Double Jump canceling (?)
And more

Plus we have these NEW mechanics to experiment with:
Improved dash canceling (?)
Pivot Canceling (includes Pivot Grabs)
New ledge mechanics


Overall, I feel as though that the good vastly outweighs the bad for this game, at least in comparison to Brawl anyways. Plus, tripping is gone. That is a mechanic change that I am sure 90% of players are super happy about, myself included. Everything about that mechanic was a toxic mess of nonsense.
 
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victinivcreate1

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DACUS is still there. I can confirm that and a few other folks on the Mega man boards can confirm it too.

Tbh I'm saddened that gliding is gone. Smash is supposed to let you feel free. I mean look at it. Smash compared to other fighters is nearly incomparable when looking at movement. Cutting these mechanics that allow such crisp movement is bad for the game tbh. And I'm jot talking wavedashing. I mean gliding is sick! I love it. It is an absolutely incredible mechanic that is also easily balanced by making the cancel laggy and put you into special fall.
 
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