o_O.Q said:
" There are far more ways to approach your opponent in Smash, far more variety in how you can move, etc. " i definitely don't agree take sly for example he has several abilities unique to him that can be used to approach his opponent for example turning invisible in itself just about the best approach strategy there is imo but there's also : teleportation, teleportation behind opponent through countering, his high jump/glide etc in fact i can't think of anyone in smash that has more apporach options than he does but i admit i could be wrong as i haven't played for a long time time and most characters have unique abilities like those above |
I'm not that familiar with Sly except playing against him. His invisibility is useful in FFA, mainly to set up his super. In a 1v1 battle it's not too hard to keep track of him, and since he has no guard, it wasn't that useful. I'm not familiar with his teleporting and glide. It would depend on how much control you have over it, and the lag on it. Zelda's teleport in smash for instant is far too slow to be considered an approach.
It varies by extent on the character. Raiden has a pretty good amount of approach options. On the other hand, Big Daddy's approach options can be summed up thusly "ram into opponent" and "ram into opponent from air". The lack of a dash function is really limiting to a large part of the cast. Cole (good) for instance is forced to rely pretty heavily on his static chain thingy at range, or his ice skating kind of attack he does on the ground. Other than that he's pretty limited. None of his attacks can be used for jump ins so unless he can hit you with forward square in the air, he has to come at you from the ground. So, if you're against a character like Kratos, who has a crazy fast square attack, you really have a tough time closing in on him between attacks.
In my time with PSASBR, I've noticed many fewer strategies per character being employed. Each character tends to have 2/3 limited methods to get close to others on average. It might just be that people aren't good at the game right now. Maybe we'll see some new strategies emerge later on, but the PSASBR community is very small, so that may not happen. It's a bit hard to tell without frame data or top level play to look at how deep the game can be, but at the present it's a bit shallow.
Keep in mind that there are also large components of smash, air to air combat, legdge game, that add depth to the experience, that are deemphasized or not present in PSASBR. Trying to prevent a character from returning the stage adds a huge amount of strategy to Smash, and dealing with certain characters in the air is another really interesting element that isn't prominent in PSASBR.







