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Prove this wrong.

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Thread replies: 21
Thread images: 6

File: DDquBnbUwAAEMTy.jpg (330KB, 1378x1650px) Image search: [Google]
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Prove this wrong.
>>
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Look at this Nep.
>>
>>384991364
You know, I just realized how easy it would be to bait Smashfags if I make a similar image. Thanks for that OP. Saved for inspiration.

Also, Sage goes in all fields.
>>
>>384991364
One thing I've learned about pro gaming ever since it went "mainstream" -- people do not want complicated. The simpler the better. It makes it easier to critique and boost your own ego.

Pro players? Especially Asians. They do not want variables. The more thoughtless you can make it, making it the result of well-honed muscle memory, the better.

Look at Starcraft 1 vs. Starcraft 2. Starcraft 1? Sure, there's hard counters, but also fuckton of soft counters, and if you pull off with enough skill and a little thought, you can counter anything with pretty much anything. Starcraft 2, there's basically only hard counters, soft counters are there, but you can't really pull them off with superior skill alone. If you don't focus on hard counters, you're basically fucked.

SC2 basically turned starcraft into a glorified game of rock paper scissors -- everything became mechanical, you do the right thing, you don't experiment, if you do exploit the meta, Blizzard considers it a "bug" of sorts and will nerf your innovation -- the meta is what Blizzard says it is, not what the players innovate. Scout, respond how bliz intended, repeat. It's all mechanical -- minimize thought, maximize success for doing "the right thing".

To some degree, it's a legit approach. Analysis paralysis is a real thing, and does make a game boring or frustrating. But great games make analysis paralysis insignificant because you're going to have a blast either way -- pick Pikachu because he's your favorite character and just start experimenting -- you'll still have fun.

This is also why a lot of fighting game nerds don't like Smash -- there isn't an obvious best choice, you're vulnerable no matter what you choose, you can't reduce it to a mechanical nature.

Sad, but that's reality.
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>>384994095
smash is for nintendo kiddies
if you can't press a fucking combo you're dumb.
you even admit it, your choice doesn't matter, even your kid sister can beat you up if they choose pikachu just because "muh experimenting"
skill does not matter in Smash
Nintendofag BTFO

>>384991364
also you're a faggot
>>
>>384991364
*sniff*
Sure is stinky around here.
>>
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>>384993346
Neptunia fighting game fucking when?
If Ruhwibby can get one, so can she.
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>>384991364
But smash is actually just the top but without the combo part, you literally just run in and hope you get a hit in and then repeat because neutral is the only state of the game.
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>>384991364
Smash hurts your hands so you can't play high level Jenga.

https://www.youtube.com/watch?v=Q4Z_PL4vaGs
>>
Matchups exist in other fighting games, they're just more balanced so you don't have to shit yourself over who you're against. Stages can also be a pro/con depending on your character (in Tekken for example many characters benefit from walls, but others can do almost as good damage without and therefore work better in endless stages).

Neutral games exist in other fighting games, and are actually more important. Smash is almost exclusively zoning and fighting for space.

In both games you'll die after 4-5 connects. Smash may not have super-long combos but there are still high% hits that are the equivalent damage of a rushdown combo or a grappler's command grab.
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>>384991364
I like both and these are incredibly dumb arguments and cherry picked scenarios.
>>
The autism is intense
>>
"Complicated" controls don't make the game better.

So they're useless.
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>>384995516
That was a good-ass game of Jenga
More hype than Evo
>>
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>>384991364
Hitboxes
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>>384991364
I don't get it, isn't Smash just the same? There are obviously hard and soft counters to each game.
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>>384991364
There are more variety in BB roster than Smash
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>>384991364
Smash isn't a fucking fighting game, it's a party game with not even remotely similar mechanics to traditional 2d or 3d fighters, and this is coming from someone who for the most part would rather play smash instead of most fighting games.

Melee is especially bad since half the "mechanics" in the "competitive" scene are glitches.
>>
No shitposting, how many Smash characters actually have unique mechanics? The DLC characters had some interesting stuff (like Ryu with his inputs if you could count that) but most of the roster are fairly generic variations, the same as street fighter is. In Blazblue nearly every character has their own meter or system that makes it feel like you're learning a new game. Look at Susanoo with his gates- that's never been done in a fighting game before.
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>>384996920
>Melee is especially bad since half the "mechanics" in the "competitive" scene are glitches.
The ability to combo at all in SF was originally a glitch.
>>
>>384996920
>Melee is especially bad since half the "mechanics" in the "competitive" scene are glitches.
The same was true of fighting games at first. Difference was "glitches" in SF were later incorporated as standard features in the genre. Smash patched it's exploits out though.
Thread posts: 21
Thread images: 6


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