(4)get that game, go talk about melee wut
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A lot of this I can't relate to, or find to be factually untrue. And I play Melee/PM/Smash 4, more so Melee and Smash 4.Here's a question I'm going to counterpose to Smash 4 players.
How can you enjoy trying to play this game competitively? What is it about the slow, campy, defensive-biased, projectile heavy style of play that makes it enjoyable? I mean this seriously, I don't get it. I really don't understand at all. Is it because it's more accessible? I can get that. Is it simply because it's newer, prettier, or more likely to be played in a party setting? I just can't see a single thing in the gameplay that makes me think "Wow, that was incredibly sick." Even in Smash 4 Grand Finals, I'm just like yup. yup. yup. ok. yup. Zero wins.
In terms of overall results, Diddy is the only one who sticks out. Maybe Sheik as well but honestly she barely beats out #3, Captain Falcon, to any significant level. Otherwise the results are pretty good all things considered and smooth out.^Thank you for the well thought out response. I again haven't played Smash 4 at a competitive level, nor will I. I've just seen loads of Duck Hunt spamming all kinds of stupid nonsense. And Diddy's bananas, but I despise those in PM too. Anyways, you're feelings of clunkiness in Melee I think come from it's hyper responsiveness. It is very easy to sprint too far for dash dances, short hop timings are a little stricter, l cancels are stricter (vs PM) etc etc. If you're unfamiliar with Melee, it can feel a bit clunky, but that wears off quickly if you play the game even semi regularly.
Also, I'm going to ask whether Smash 4's roster is balanced as poorly as it seems, from a competitive standpoint. In what I've seen, it appears that diddy, Sheik, Sonic, Rosa, and Luigi are rather out of proportion with most of the rest of the cast. I personally have played Marth/Lucina (who suck), Captain Falcon (decent), and Ganon (total trash). But it seems that those top 4/5 are in a league of their own.
I can totally get that Smash 4 is easier to pick up, and has a MUCH lower learning curve, is more accessible, etc. I guess what I don't get is why people interested in those features would play competitively, but I guess that's naive to believe that everybody playing a competitive game wants something challenging technically. I still stand by Melee being the better competitive game, and I fully concede that Smash 4 is a MUCH better game as far as total appeal of it as a package.
EDIT: I played doc too. I was disappointed as heck. Doc in Melee was my original main before I fell in love with Marth.
Host something in Madison I can come to.@#HBC | Red Ryu (Red Chinese Dragon guy who lives 90 minutes from me)
Come back to the dark side that is your limited viable cast of about less than a dozen characters. COME, COME TO US!!!!
You could... I don't know. Not click a title that's clearly going to talk about a subject you want to avoid.Can this thread please be closed? I don't like checking out melee discussion to see people talking about why they hate smash 4 this is melee discussion.
Red Yoshi wasn't about techs. It was about dedication despite the odds. The players have the tools to work for it and the characters can handle it.Been honest, i think most part of players will stick to the aparent top tiers (Rosaluma, Sheik, and Diddy), is not like the players have tools to make a matchup even, in melee and brawl characters have tech to help then to get a decent fight to the top chars( a lesson from a red yoshi)
Maybe i'm wrong, i hope so.
He's smart, a tactical and a fundamentals beast and overall amazing players, but yoshi have the tools, a ton of tecnology to give a good fight to the top chars, i think Mrs. Game is another underrated char too, but i don't see those things in smash 4, the game it's too basic.Red Yoshi wasn't about techs. It was about dedication despite the odds. The players have the tools to work for it and the characters can handle it.
unrelated but God I love watching aMSa no matter what game he is playing.
I disagree on that outside of a few characters, but those ones are bottom of a tier list if I were to make one.He's smart, a tactical and a fundamentals beast and overall amazing players, but yoshi have the tools, a ton of tecnology to give a good fight to the top chars, i think Mrs. Game is another underrated char too, but i don't see those things in smash 4, the game it's too basic.
if you have read my previous post you will now why i think that.
A little late to be quoting this, but whatever. I've been running this notion through my head for a couple days now and I think I have something that I'd want to say about it.Anyways, I didnt say smash 4 was better (or worse). The reason I grouped your examples together is because all of your examples fall under "Melee has more options, therefore it is a deeper game". More options certainly make a game more complex, but one thing you have to understand is that theres a difference between complexity and depth. You can toss endless mechanics into a game but that doesnt mean itll have depth (it can also remove depth). Pacing also has to do with complexity. By contrast even simple games can have a lot of depth depending on yomi layers. The degree of complexity people enjoy is personal preference, and at some point games can be outright bad for being too complex.
Skill ceilings are a tricky thing. If you add a cake baking contest every time you take a stock you've increased the skill ceiling to be good (example courtesy of Sirlin). I think most people would say thats not a good thing. In reality we have to determine whether the skills are worth measuring, and ultimately this comes down to preference. This is why I say smash games measure a similar skillset but drastically differ in their focus. The other thing you have to consider is that if you put more focus on one skill without increasing the others youre effectively reducing the importance of the other skills youre testing.
Youre correct that melee does have points where combo extension are read based. That's actually my favorite part of melee, and in fact they made an entire game that centers around it named Super Smash Brothers Brawl. Its also the biggest reason Brawl probably has the deepest gameplay between the smash titles.
As someone who as played all smash games but only attempted to play smash 4 competitively to me it is accessibility. Melee has so many barriers to people like me, I'd need an old ass tv to play properly, I'd need to find an old GameCube and the only time I'd get any practice would be playing people in frendlies in tournaments which I don't have the time to do working two jobs. Online emulation is also out of the question since my computer is booty. I do like watching melee more than smash 4 but melee is an established community so as a whole the player base is better as a game and there are actual rivalries, you want to see if chillin can somehow beat leffen(respect your elders lol) there's nothing like that in sm4sh yet.Here's a question I'm going to counterpose to Smash 4 players.
How can you enjoy trying to play this game competitively? What is it about the slow, campy, defensive-biased, projectile heavy style of play that makes it enjoyable? I mean this seriously, I don't get it. I really don't understand at all. Is it because it's more accessible? I can get that. Is it simply because it's newer, prettier, or more likely to be played in a party setting? I just can't see a single thing in the gameplay that makes me think "Wow, that was incredibly sick." Even in Smash 4 Grand Finals, I'm just like yup. yup. yup. ok. yup. Zero wins.
Thanks, C.C. is the waifuSorry for the odd welcome. uhhhh, welcome to Smashboards. In all honesty, just ignore this specific thread and unfollow it.
Nice sig quote btw
I really like this snowball analogy. To me, Smash always feels like two men fighting each other to death. Watching Smash 4 (and Brawl, when it was still a thing) invokes the picture of two heavy-weight guys standing on a plain, slowly punching each other to death. There is little positioning advantage, but still, the one who lands the better hit wins.The reward for good decisions is favourable circumstances that allow you to snowball into a kill, and the opponent has to try to find a way out of the bad circumstance.
It attracted attention and made both games look bad.I really like this snowball analogy. To me, Smash always feels like two men fighting each other to death. Watching Smash 4 (and Brawl, when it was still a thing) invokes the picture of two heavy-weight guys standing on a plain, slowly punching each other to death. There is little positioning advantage, but still, the one who lands the better hit wins.
Melee, on the other hand, has two Bruce Lees standing on top of Mount Everest. The neutral game is incredibly threatening—both players know that one good hit will throw them down the mountain and it will be very hard to come back to the top from this detrimental positioning. It is, however, entirely possible to turn the situation around completely, but it requires a combination of great skill, fast reflexes and correct anticipation of your opponent.
The very moment you land a grab with Marth, Fox, Sheik, Peach, Ice Climbers or Captain Falcon, you know that conversion to death is not only possible, but guaranteed if you make the right choices. In other words, you are the limiting factor, not the game.
Still, these conversions are hardly ever easy, and in the few cases that they are (Wobbling), the opponent can evade them completely. Imagine we substitute one of the Bruce Lees for a heavyweight fighter—if he grabs his opponent, he can simply throw him down the mountain to his death. But his opponent is too fast and too smart for that to ever happen. To the spectators, however, simply knowing that getting one grab equals a stock loss makes watching incredibly thrilling.
Edit, more in line with the original question:
At Apex, Melee Finals were supposed to happen at something like 3 AM in Europe. Many smashers here were very hyped about this tournament and wanted to watch the finals live, even altering their sleep rhythms in advance to stay awake. With the delays, the only ways to make them happen before 8 AM here would have been to either do parallel streams (which apparently was not possible logistically / politically) or cut off the Smash 4 stream. It would have been disrespectful to Nintendo and the Smash 4 community to do so, but I have to admit, it was what I was wishing for.
Hating on the game Melee enthusiasts did not care about, but were forced to watch, was a logical response. It was nothing more than expressing dislike for this situation in a way that would attract attention.
If future tournaments do not put the spectators in this position, there will be no reason for hating. I don’t think this is likely to happen, though—as far as I know, it was Nintendo who pressed on Smash 4 being on the VGBC prime time slot instead of, for example, Team Spooky prime time slot. Thus, whenever Nintendo is present as a sponsor for future tournaments, a similar situation should be expected.
It’s somewhat understandable that Nintendo acts this way, but it’s just as understandable that the hate will continue.
Very nice conclusions! Your statements on chess are actually correct and pretty cool you extrapolated that from what I said. Right now people are actually having issues with chess as a game because the more it develops the more the beginning and the end have set predetermined outcomes. If you start out the wrong way it can lead to a predetermined loss, and there even comes a point in a chess match near the end where based on the pieces and their position you can already know who's going to win and as the game develops this comes earlier. I believe its common to even yield the game at those points. There's a minor worry that at some point the game will be "figured out" and thats part of the whole chess 2.0 movement. The other end of this issue is that if youre an amateur chess can be interesting, and if youre a top player chess is interesting, but the gap in knowledge between the two becomes cumbersome since getting better at chess means spending a lot of time memorizing all the variations of predetermined play at the beginning and end, which comes as a "criticism" as it can take you years before you can play the "real" game of chess where everyone has more or less the same understanding of >knowledge< of the game.A little late to be quoting this, but whatever. I've been running this notion through my head for a couple days now and I think I have something that I'd want to say about it.
From the sounds of it, you are saying that reads/yomi equate to more depth. More layers of yomi means more depth. Something like figuring out weird strategies for niche situations is just more complexity. I think, with that idea, a game like Chess has literally 0 depth. Every move can be analyzed for its strategic value. There is no yomi happening unless you are playing with beginners or something (like let's see if he falls for my bait and gives me his queen for a bishop or something - a trap that relies on a bad opponent - I don't this even counts though).
I think there is great value in having the ability to analyze specific game states for "what I should have done" or "what he did was absolutely genious" and stuff like that. Not "read better", but find something you can do that is optimal, what its weaknesses are, and what you can do to cover those weaknesses. As I play more and more melee, I find I map more and more of these situations out. In a lot of cases, it comes down to "I have to read or guess at this point". Knowing where these situations are could be seen as complexity getting in the way, but I think it is just a different kind of strategic depth.
I also want to point out that a lot of this depth is not really noticed (this is imo, I guess). A lot of the strategic depth is hidden behind the technical barrier to melee. I see this shallow understanding from even people I'd consider mid-level at the game. I don't think that you got this part wrong, I just want to point it out. Technical ability is not complexity, I don't think.
Probably the biggest thing that I'd like to point out that I miss when I watch/play Smash 4 is the lack of something I'm just gonna call "circumstance". I define circumstance as some game state where there are factors that will affect your decision making - often leaving one player at an advantage. In melee, there seem to just be more circumstances than in smash 4. A lot of people say they like combos and they like edge guards and stuff like that, but what I think they really like is the unfavourable circumstances that are created that allow for these things. The reward for good decisions is favourable circumstances that allow you to snowball into a kill, and the opponent has to try to find a way out of the bad circumstance. In smash 4, it feels like the reward for good decisions is a hit or two. You're back to neutral too often. Recovery seems to be too effective allowing for more resets to neutral (reward for hitting them off the edge turns mostly into just more damage). The main thing you end up watching is two people in complete neutral game. It's not necessarily a bad thing, it's just not fun to watch (for me, at least). It's the same reason I don't like watching auto-combos from traditional fighting games. They don't create circumstance, they just add a little damage.
I hope this doesn't come across negatively. It is just something I wanted to say. I think I fall in the category of "don't care, I don't play the game, that's fine that you do, I was just a little upset I either had to stay up super late to watch melee finals or watch them on youtube".
Read the above portion for more context. This is a misunderstanding of Brawl, the misunderstanding that believes the game is played almost entirely in neutral. I don't fault you for this misunderstanding since its repeated so often that to some its become truth. In Brawl positional advantage (more importantly, momentum) is as important if not moreso, but most people dont have the eye to understand why (Brawl's own inaccessibility issues). If I successfully win the neutral in Brawl, my opponent is typically sent into a disadvantage situation where I typically have all of my options and he has X% of his. At this point there may not be a true combo follow up, and many with the misunderstanding would consider this a "neutral reset" since the opponent has the opportunity to pick the right choice to escape, but it would be foolish for the aggressor to give up his advantage and reset to true neutral even if the opponent has the opportunity to escape. This is the nature of Brawl's punish game, as the aggressor I may miss my punish follow up once, twice, three times. But if I consistently press my advantage after winning the neutral the momentum will largely work in my favor to win me the set. Its maximizing the success of favorable probabilities. The ability to make the reads to maintain this momentum as long as possible is a deep skill that separates the games good from its outstanding players. I know most people compare Brawl to chess, but I find this inaccurate. I think it most strongly resembles poker. Yes I know this skill and situations also exists in melee as well, but its an extremely large proportion of Brawl.I really like this snowball analogy. To me, Smash always feels like two men fighting each other to death. Watching Smash 4 (and Brawl, when it was still a thing) invokes the picture of two heavy-weight guys standing on a plain, slowly punching each other to death. There is little positioning advantage, but still, the one who lands the better hit wins.
Melee, on the other hand, has two Bruce Lees standing on top of Mount Everest. The neutral game is incredibly threatening—both players know that one good hit will throw them down the mountain and it will be very hard to come back to the top from this detrimental positioning. It is, however, entirely possible to turn the situation around completely, but it requires a combination of great skill, fast reflexes and correct anticipation of your opponent.
The very moment you land a grab with Marth, Fox, Sheik, Peach, Ice Climbers or Captain Falcon, you know that conversion to death is not only possible, but guaranteed if you make the right choices. In other words, you are the limiting factor, not the game.
Still, these conversions are hardly ever easy, and in the few cases that they are (Wobbling), the opponent can evade them completely. Imagine we substitute one of the Bruce Lees for a heavyweight fighter—if he grabs his opponent, he can simply throw him down the mountain to his death. But his opponent is too fast and too smart for that to ever happen. To the spectators, however, simply knowing that getting one grab equals a stock loss makes watching incredibly thrilling.
It was understandable, but it was not logical and certainly not acceptable. Also Melee being run later I would guess had more to do with it being the bigger game if past precedence is anything to judge by. Apex 2013 Brawl ended at 3 AM. The situation was the same but reversed, melee and brawl both had their top 8's to play out but melee went first and brawl after. At the time Brawl had more entrants. Apex 2014 was the first time melee was run after Brawl and also the first time it had more attendance.Hating on the game Melee enthusiasts did not care about, but were forced to watch, was a logical response. It was nothing more than expressing dislike for this situation in a way that would attract attention.
If future tournaments do not put the spectators in this position, there will be no reason for hating. I don’t think this is likely to happen, though—as far as I know, it was Nintendo who pressed on Smash 4 being on the VGBC prime time slot instead of, for example, Team Spooky prime time slot. Thus, whenever Nintendo is present as a sponsor for future tournaments, a similar situation should be expected.
Hey, i grew up with 64, and play it more often/prefer it to an extent but I still prefer melee as a spectator sport.It all depends what you grew up with as well, a majority have grown up with melee making it their preferable game. We might as well create a thread saying "Why the hate on Nunchuks?"
Nostalgia alone doesn't make Melee the most competitively successful game, I spent most of my time growing up with Brawl before I started just having more fun with Melee.It all depends what you grew up with as well, a majority have grown up with melee making it their preferable game. We might as well create a thread saying "Why the hate on Nunchuks?"
That wouldn't be necessary people never chanted for gamecube controllers when nunchucks were winning their grand finals lolIt all depends what you grew up with as well, a majority have grown up with melee making it their preferable game. We might as well create a thread saying "Why the hate on Nunchuks?"
Zero finally wins Apex 2016 with the wiimote and numhcuk and the crowd erupts into " GAMECUBE CONTROLLER GAMECUBE CONTROLLER GAMECUBE CONTROLLER GAME CUBE CONTROLLER" Zero is devastated.That wouldn't be necessary people never chanted for gamecube controllers when nunchucks were winning their grand finals lol
I think there is lack of strongly defined vocabulary for talking about this kind of thing. You say Brawl is like Poker and not like Chess. On that notion, let's say there are two types of strategy which we'll label Chess strategy and Poker strategy. This actually comes as a different way of explaining part of my model for understanding skill used in Melee (and probably all games), but that is for another discussion. Chess strategy is more single-player in that you can figure things out on your own. Then it is just a matter of applying what you have figured out. Poker strategy is where you are playing more 2-player in that all of your decisions rely too heavily on your specific opponent for them to matter against another opponent.Very nice conclusions! Your statements on chess are actually correct and pretty cool you extrapolated that from what I said. Right now people are actually having issues with chess as a game because the more it develops the more the beginning and the end have set predetermined outcomes. If you start out the wrong way it can lead to a predetermined loss, and there even comes a point in a chess match near the end where based on the pieces and their position you can already know who's going to win and as the game develops this comes earlier. I believe its common to even yield the game at those points. There's a minor worry that at some point the game will be "figured out" and thats part of the whole chess 2.0 movement. The other end of this issue is that if youre an amateur chess can be interesting, and if youre a top player chess is interesting, but the gap in knowledge between the two becomes cumbersome since getting better at chess means spending a lot of time memorizing all the variations of predetermined play at the beginning and end, which comes as a "criticism" as it can take you years before you can play the "real" game of chess where everyone has more or less the same understanding of >knowledge< of the game.
I dont mean to pan the acquisition of game knowledge or skills though. Obviously people like and enjoy chess and other games that require many hours of studying and/or practicing the games mechanics, and its more or less the same as acquiring knowledge or skills for anything else we find cool and enjoy. Whether it be physics, instruments, anime, history, or cooking sometimes things take a lot of knowledge and practice, and in some sense it can create camaraderie with other people who also enjoy and have spent significant time aquiring such knowledge and skills. I think there's also an appreciation for these skills too, it can come down to preference (and some more commonly appreciated then others) but ultimately anyone that puts in lots of effort to show mastery of their craft is beautiful to witness. However this doesnt equate to depth. Depth is a mental process that forces us to make choices.
As for your conclusions on smash 4/melee comparisons and how all this relates to the smash series in general I cover below. Ill also state here depth is also not the be all end all goal for pursuits of enjoyment. Does it matter if becoming a master performance pianist isnt the deepest skill to have? Of course not, its a skill that person enjoys as well as many others.
Read the above portion for more context. This is a misunderstanding of Brawl, the misunderstanding that believes the game is played almost entirely in neutral. I don't fault you for this misunderstanding since its repeated so often that to some its become truth. In Brawl positional advantage (more importantly, momentum) is as important if not moreso, but most people dont have the eye to understand why (Brawl's own inaccessibility issues). If I successfully win the neutral in Brawl, my opponent is typically sent into a disadvantage situation where I typically have all of my options and he has X% of his. At this point there may not be a true combo follow up, and many with the misunderstanding would consider this a "neutral reset" since the opponent has the opportunity to pick the right choice to escape, but it would be foolish for the aggressor to give up his advantage and reset to true neutral even if the opponent has the opportunity to escape. This is the nature of Brawl's punish game, as the aggressor I may miss my punish follow up once, twice, three times. But if I consistently press my advantage after winning the neutral the momentum will largely work in my favor to win me the set. Its maximizing the success of favorable probabilities. The ability to make the reads to maintain this momentum as long as possible is a deep skill that separates the games good from its outstanding players. I know most people compare Brawl to chess, but I find this inaccurate. I think it most strongly resembles poker. Yes I know this skill and situations also exists in melee as well, but its an extremely large proportion of Brawl.
Going a little bit deeper into this, I think punishment can be either read or reaction based, and the distinction (or proportion) between the two has to do with the amount of options the opponent has after losing neutral. In 64 its very few so punishment tends to be almost entirely reaction based. Melee has more, though I listened to a stream Armada did once who stated it was more reaction based but it does have a mix of both and the reactions are hard. Brawl has some reaction based punishment, but of the series is the most heavily read based on its punishment. Im not really judging whats better here because they both take skill.
Its hard to judge smash 4 right now. I can see why those unfamiliar with the game find them to be the same, but as of now the thought process is very different from Brawl.
It was understandable, but it was not logical and certainly not acceptable. Also Melee being run later I would guess had more to do with it being the bigger game if past precedence is anything to judge by. Apex 2013 Brawl ended at 3 AM. The situation was the same but reversed, melee and brawl both had their top 8's to play out but melee went first and brawl after. At the time Brawl had more entrants. Apex 2014 was the first time melee was run after Brawl and also the first time it had more attendance.
Your post really makes me go hoo hah.Smash 4 is not campy, that was only a matchup like young link and puff in melee, i think the game is not projectile based or spam move based.
this, i wanted to throw an example out there basically, if you were replying to me, RanYour post really makes me go hoo hah.
In all seriousness, everything was previously discussed at this point. We know the game is not super campy/projectile based/spam based, at least in comparison to brawl. The game itself just doesn't appeal to a lot of melee players (ro for myself/others as 64 players) due to the physics engine in general. Too many unsafe slow moves, at least for me personally.
I disagree. Smash 4 isn't stealing Melee's limelight at all, really. What Melee players don't like is Nintendo's prodding to get everybody on the Smash 4 bandwagon. They sponsor Melee because they know that they need Melee's scene if Smash 4 is going to exist cometitively, but they would far prefer if we all jumped ship over to their new, "superior" game. That pisses me, and a lot of other people off. If you want us to move along, make a game worth playing. If not, screw off. By the measures of many in the Melee community Smash 4 is, to put it lightly, a disappointment. This is by the standards of competitive play, as guaged against Melee, I am making no statement on Smash 4's inherent value as a game, although I personally think it's suited for casual play mostly. ANYWAYS, a lot of people have already had enough of the whole Nintendo/Smash 4 sponsorship deal. Having it does nothing but give us more things to fight about, because there's this potential of shady back dealing BS, not to mention the oncoming death of PM due to this deal. Whereas PM was/is likely the closest thing to a Melee successor we will EVER see.I don't necessarily think that Melee players hate Smash 4... I think they hate when Melee is shoved aside due to Smash 4 being played instead. They think Smash 4 is stealing the limelight.
Actually yeah I stand corrected. I grew up with Brawl and find myself playing melee the mostNostalgia alone doesn't make Melee the most competitively successful game, I spent most of my time growing up with Brawl before I started just having more fun with Melee.
True, but you know there's definitely gonna be controversy if someone won with a controller other than a GCCThat wouldn't be necessary people never chanted for gamecube controllers when nunchucks were winning their grand finals lol