mZuzek said: Smash is not primarily meant to be a competitive-only fighting game, so it's only natural it would have elements forbidden in competitive play - it has things that are there for casual players, things there for competitive players, and gives you the options to mess around and play the game however way you want. Yes, the specials are terribly implemented, but I'm thankful for that, because I do think they take away from the experience, competitive-wise. I never played KOF so I'm not judging that, but I never said these specials broke the game or could be easily spammed to win a match. I know most of the time the 15-second cutscene special will only land in specific situations on combos (on a skilled player), but my point is that the 15-second cutscene is still boring. If I perform an insane combo to destroy my opponent, I'm already satisfied by that on its own, I don't need a long cutscene telling me "whoa you're awesome" everytime I do it. For example, in Smash I play Meta Knight. Meta Knight has a ridiculous (and arguably broken) ladder combo that can kill pretty much any character extremely early off the top, but it is a combo that is hard to land and execute - I had to train a considerable amount of time before I could start getting it, and even today there will still be a lot of occasions where maybe one or two things are a little out of place and it won't land. Everytime I win a match with this combo (and it happens often), it's satisfying for me and frustrating for my opponent who sees a whole game ending on a single mistake... what if, at the end of this combo, there was an unskippable 15-second long cutscene showing Meta Knight killing the other character? Even if it is a hard to land combo, wouldn't that be extremely annoying for everyone involved? I sure think it is, because it's pointless. All it does is waste everyone's time with a cutscene that will inevitably get old after a couple times. I feel like a lot of these fighting games too often take control out of the players in specific situations that will keep happening over and over and that just makes it so repetitive. It's the reason I gave up on Pokkén, for example - that whole game revolved around this. "X move cancels into Y move that leads into Z combo", so you're always doing that same sequence of moves in the same way knowing it'll work every single time... "this move cancels into a command grab" great, so everytime I land that one move I know there will be a cutscene for the grab meaning no one gets to do anything for a while... and then there are the Burst Specials, which are just the absolute worst because of what I already said - they're just a one input move that, if it lands, prompts a ridiculously long and ridiculously over-the-top cutscene which is always the same. It gets old, and it gets boring. I like Smash because it is a game that always keeps control in both players hands and has different outcomes for each move every time because of all the different situations and circumstances that might arise. For example, no combo is ever the same because there are countless factors involved that will change how the opposing character will get knocked back (their weight, their %, rage effect, and the DI by your opponent), and because the same range of actions is always allowed regardless of your character's condition, people can get out of combos with their own moves, making it a complete reversal. Most other fighting games don't allow this: for example, if your character gets knocked in the air, you usually can't perform an aerial move because you're being hit - meanwhile in Smash, if you're in the air you can always perform any aerial action as long as you're not in hitstun, and of course you can even influence hitstun itself with DI. tl;dr most fighting games today (I'd blame at least Pokkén and SFV) are too repetitive, Smash is awesome because every interaction is always different. Edit: oh and also Tekken 7. I played it last weekend and was disgusted by how stupid the special cutscene moves were, given how great everything else was. |
Are you using the example of a known broken gameplay mechanic as awesome combo? Sorry, but that's not skill, you're just exploiting a broken game. Do you believe that watching a 15 seconds cutscene is more annoying than being basically destroyed by a cheater (I count exploits as cheating)? The other player is not in control, he can only watch until you ocasionnaly misses your exploit. Only you're doing something, so I guess only you are thinking it's funny. But you're really mixing exploiting with skills, which isn't the case here. You basically trained to cheat. If the game received regular patches like current fighting games do, the exploit would be removed.
I got it that you don't like specials, but let's stop using Smash as an example of how a fighting game should be. It's basically the CoD of fighting games. It's full of unbalanced stuff and just a casual slugfest unless half of its mechanics are forbidden.
The bolded part is specially ridiculous since you already said you use a single repetitive exploit. Real competitive games provide means to escape long combos. The specials are only a tiny part of it.
Second bolded part: MK allows breakers, Guilty Gear has breakers, MvC has aerial combat. Anyway, it isn't necessary in most cases. Smash allows you to throw the enemy way up in the air and beat the crap out of him. In most fighting games, you can't land more than 2 or 3 hits and most specials don't work in the air. Once more, you're using a SSB example that is invalid in other games.