@CharlieGirl Well if you prefer Ultimate, that's perfectly fine, but it's completely ignorant and insulting to accuse Melee players/appreciators of preferring Melee for nostalgia and for no other reason. The ideas NASB borrowed from Melee are wavedashing, low-restriction movement, and combo-heavy gameplay, right? If you can explain to us how those (or anything I'm forgetting) are outdated concepts, then I'm willing to listen.
Also, you're coming across as needlessly passive aggressive.
@CharlieGirl The online play for Ultimate sucks, and Melee got a fan-made rollback netcode mod. Ultimate's gameplay is different, not vastly improved. Ultimate and Melee are good in different ways, just like SF3/4/5 are good in different ways. It's kind of insulting to say people like Melee just for nostalgia. Sakurai himself said that he knows that Melee is the "sharpest" of the Smash series. There's a wealth of gameplay videos on YouTube that show stuff you could do in Melee but not in Ultimate. Project M is another Melee-inspired game that's excellent and very different from Ultimate.
Among the non-character-specific things I'd say Ultimate has better than Melee would be the ledge invincibility reduction, the ability to cancel run into just about any ground attack, aerial attacks that already are as fast as they would be in Melee with L-canceling, and grab blocking (much better than port priority), but nothing big enough that would justify saying its players are just nostalgic.
@CharlieGirl 1. The fascination with Melee isn't just nostalgia. 2. Strafing, the strong attack RPS system, air dashing, and universal air throw are all things that Melee doesn't have.
I get the feeling that this game's detractors aren't familiar with Slap City at all. Slap is a platform fighter that very much carries "This is a budget game, but the mechanics are super good and not too much of a mixed bag like post-Melee Smash mechanics." Nick is by the Slap team.
@Branovices In order for a scene to grow, you need mechanics that keep people interested and netcode that doesn't suck. SFV had the problem of pushing for esports without catering to general audiences, but that one didn't even have enough content at launch. Nick ASB has a fair character roster.
@Silly_G It's a lower budget licensed game with brand recognition but no proven mass audience (at least at the time of conception). Power Rangers: Battle for the Grid had to start with no voices and get voices later for the same reason.
@EarthboundBenjy Slap City's unique mechanic is the clutch system. The movesets also have fresh ideas, and even just games with Melee-esque movement and combo potential needed to exist in greater numbers.
@PBandSmelly I get the feeling that you formed that opinion without even checking out demonstrations of the benefits of this controller. It's also a bit of an appeal to tradition argument. For your consideration: 1. People have messed up their hands playing Melee with a regular GC controller, so one of the goals of this stick is to introduce a more ergonomic way of play. 2. Some people found certain techniques such as wavedashing and waveshining easier to do consistently with this new controller. 3. Just personal preference/comfort. Some people use pad for traditional fighting games, so why shouldn't Smash players have the choice to try a fightstick? 4. You know how the GC controller layout looks weird but is actually very comfortable? Think about that.
Comments 14
Re: Random: Look, It's The Smash Bros. Director Masahiro Sakurai On A Horse
@CharlieGirl I'm not going to explain how nor consider counterpoints, but I know for a fact that horses are nostalgic transportation and nothing else.
Re: Review: Nickelodeon All-Star Brawl - A Strong Platform Fighter With Polish Problems
@CharlieGirl Well if you prefer Ultimate, that's perfectly fine, but it's completely ignorant and insulting to accuse Melee players/appreciators of preferring Melee for nostalgia and for no other reason. The ideas NASB borrowed from Melee are wavedashing, low-restriction movement, and combo-heavy gameplay, right? If you can explain to us how those (or anything I'm forgetting) are outdated concepts, then I'm willing to listen.
Also, you're coming across as needlessly passive aggressive.
Re: Review: Nickelodeon All-Star Brawl - A Strong Platform Fighter With Polish Problems
@Roibeard64 You're mostly not wrong, but some levels are just for fun, and items would be a fun bonus but aren't necessary.
Re: Review: Nickelodeon All-Star Brawl - A Strong Platform Fighter With Polish Problems
@CharlieGirl The online play for Ultimate sucks, and Melee got a fan-made rollback netcode mod. Ultimate's gameplay is different, not vastly improved. Ultimate and Melee are good in different ways, just like SF3/4/5 are good in different ways. It's kind of insulting to say people like Melee just for nostalgia. Sakurai himself said that he knows that Melee is the "sharpest" of the Smash series. There's a wealth of gameplay videos on YouTube that show stuff you could do in Melee but not in Ultimate. Project M is another Melee-inspired game that's excellent and very different from Ultimate.
Among the non-character-specific things I'd say Ultimate has better than Melee would be the ledge invincibility reduction, the ability to cancel run into just about any ground attack, aerial attacks that already are as fast as they would be in Melee with L-canceling, and grab blocking (much better than port priority), but nothing big enough that would justify saying its players are just nostalgic.
Re: Review: Nickelodeon All-Star Brawl - A Strong Platform Fighter With Polish Problems
@RodSD64
Why not play both? People who are into fighting games usually appreciate more than one game.
Re: Review: Nickelodeon All-Star Brawl - A Strong Platform Fighter With Polish Problems
@CharlieGirl
1. The fascination with Melee isn't just nostalgia.
2. Strafing, the strong attack RPS system, air dashing, and universal air throw are all things that Melee doesn't have.
Re: Nickelodeon's New Brawler Might Get Character Voiceovers In The Future
@Xiovanni The music and sound effects are bland, but it's evident that the devs care a lot about making the characters play in cool ways.
Re: Nickelodeon's New Brawler Might Get Character Voiceovers In The Future
I get the feeling that this game's detractors aren't familiar with Slap City at all. Slap is a platform fighter that very much carries "This is a budget game, but the mechanics are super good and not too much of a mixed bag like post-Melee Smash mechanics." Nick is by the Slap team.
Re: Nickelodeon's New Brawler Might Get Character Voiceovers In The Future
@Joeynator3000 Mechanics seem very promising between stuff in the videos and explanations from discord.
Re: Nickelodeon's New Brawler Might Get Character Voiceovers In The Future
@Xiovanni What makes you think the mechanics are applicable to competitive play only? I like to think that good mechanics benefit all players.
Re: Nickelodeon's New Brawler Might Get Character Voiceovers In The Future
@Branovices In order for a scene to grow, you need mechanics that keep people interested and netcode that doesn't suck. SFV had the problem of pushing for esports without catering to general audiences, but that one didn't even have enough content at launch. Nick ASB has a fair character roster.
Re: Nickelodeon's New Brawler Might Get Character Voiceovers In The Future
@Silly_G It's a lower budget licensed game with brand recognition but no proven mass audience (at least at the time of conception). Power Rangers: Battle for the Grid had to start with no voices and get voices later for the same reason.
Re: Video: Check Out The Fighting Mechanics In Nickelodeon All-Star Brawl
@EarthboundBenjy
Slap City's unique mechanic is the clutch system. The movesets also have fresh ideas, and even just games with Melee-esque movement and combo potential needed to exist in greater numbers.
Re: Alt Lab's Smash Stick Kickstarter Campaign Is Now Live
@PBandSmelly I get the feeling that you formed that opinion without even checking out demonstrations of the benefits of this controller. It's also a bit of an appeal to tradition argument. For your consideration:
1. People have messed up their hands playing Melee with a regular GC controller, so one of the goals of this stick is to introduce a more ergonomic way of play.
2. Some people found certain techniques such as wavedashing and waveshining easier to do consistently with this new controller.
3. Just personal preference/comfort. Some people use pad for traditional fighting games, so why shouldn't Smash players have the choice to try a fightstick?
4. You know how the GC controller layout looks weird but is actually very comfortable? Think about that.