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View Poll Results: Rating? | |||
1/5: Not Worth Playing | 2 | 20.00% | |
2/5: Not Very Very Good | 0 | 0% | |
3/5: Decent | 0 | 0% | |
4/5: Very Very Good | 2 | 20.00% | |
5/5 : A True Classic | 6 | 60.00% | |
Voters: 10. You may not vote on this poll |
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06-24-2018, 05:34 PM | #3 (permalink) |
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Top ten party game, and still fun even after the party ends.
First Smash Bros was one of the wake up calls for fighting game developers, who took note of Nintendo's success. People were tired of insanely steep learning curves and obscene AI difficulty. The age of the arcade was ending, being more and more eclipsed by home consoles, and arcade gameplay had less appeal to people on couches than in front of cabinets (I still love old school arcade fighters, though ). They just wanted a casual, uber-combo free fighting game that wasn't movie licensed garbage and didn't suck. And, yeah, filled with gallons of Mario Kart esque cheap ass items to cheese your friends off with. Now, Steam is full of party fighting games that have all taken the cues from the Bros. And there's even professional Smash tourneys for those blessed with otherworldly reflexes. Melee carried on the torch, and was an improvement on every level. Still loved and lauded for its tight and fast gameplay. 10/10
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06-24-2018, 06:49 PM | #4 (permalink) | |
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And for raw speed, reaction time, and frame counting goodness, Street Fighter will always a bit of an edge over Smash due to the comparatively tiny stages that force immediate and constant pressure. Each character has just a few moves, and combos are extremely limited compared to the juggling of Tekken and MK. But the top tier players straight up have to be the fastest thinkers of any e-sport.
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06-24-2018, 07:22 PM | #5 (permalink) | |
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SF is immediate, forced conflict, with large stage positioning taken out of the equation. It has the same speed as Smash, only the onus is on the attacks themselves, and landing each perfectly. If you think Smash tech and exploits of quirks is demanding, you really should give SF a try. There's so much more to learn, for such a simple game. Btw, just curious, have you ever watched professional Tekken matches? It's madness. Fucking damage altering hitboxes for every limb, and players spend years honing all the variations of every possible way to combo and juggle every other char in the way that does the most damage to each. Various chars have stances that can change their fighting style on a dime. Couple all that with reflex intensive counters, and it just gets ridiculous. Every move in Tekken must be perfect, or you instantly get stuck in an inescapable combo. Smash is a game where an amateur with great reflexes could beat a pro maybe once out of twenty matches. SF is more like once out of thirty. But with Tekken, an amateur straight up can not win.
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06-24-2018, 07:41 PM | #6 (permalink) |
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Tbh though elph, now that I think about it, even though I think SF really does have more tech and tricks to learn for a reflex-centric game with such limited moves per character, I could see the argument that the space play and edge play of Smash makes it more complex. Learning the physics of hits to knock people over, learning meteor smashes to keep them off, etc.
But when it comes to pure reflexes, the forced proximity of SF puts quick thinking to the foray and makes the margin of error much smaller imo. You can't run and buy for time when you're ahead in the match. You have so much less space and time to set things up. And since jumps are so much shorter, anti-airs/cross-ups have to be split second perfect.
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06-24-2018, 08:44 PM | #7 (permalink) | |
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I'm actually kind of shocked that you think rigorous cancelling and quick succession inputs are unique to high level Smash play, or that the speed of Smash inputs are faster and more difficult to master than high level SF play. Have you ever played Street Fighter, or watched any competitive matches? Attacks and blocks are very comparable in speed to Smash, and learning exactly what to input to minimize frames and avoid any possible lags after lands/certain techniques is just as important. In fact, Street Fighter 2 pretty much invented cancelling (people actually thought it was a bug when the game first came out: https://www.eventhubs.com/news/2013/...ing-wasnt-bug/).
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06-24-2018, 09:15 PM | #8 (permalink) | |
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06-24-2018, 10:02 PM | #9 (permalink) | ||
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You never answered whether you've played SF, or watched any SF competitions. I think you'd really like it if you gave it a chance.
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To be a top level player, you have to experiment with every strike, stance, counter, cancel, every single movement you can possibly make, and find every variation of how they all bleed together. Just the standard command list, the absolute basics that the game gives you before you learn advanced techniques and make your own combos, is like Stephen King novel long. And those are basically just the suggestions the devs put in for newbies. Doubt you'd like it, though. High level play is much less about on-the-fly snap strikes, and much more about setting up the inescapable juggling sequences you've memorized. The APM is probably hilariously low, since experts can kill with just three or four hits to the head, and matches tend to end very quickly.
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06-24-2018, 10:19 PM | #10 (permalink) |
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One thing I miss about Smash is block rolling. Felt so good and responsive. I used to cheese mother fuckers with it all the time.
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