I thought that Urien was the one always saying crush and kill? XD
As for SF characters that I feel Capcom could do something lovely with for Marvel who aren’t in and why:
From previous Marvel incarnations:
Dhalsim: Marvel 2 Dhalsim is IMO the best designed character in any game ever, he’s ridiculously fun and as strong as you make him.
From Street Fighter:
No additions from here as I’m not well enough versed with the pre-2 characters.
From Street Fighter 2 series:
Boxer: I would love to see a Marvelled up version of Boxer, ST Boxer rush down was insane and transitioning him intot his game I could see so many ways to make him ridiculous, powerful and fun.
Street Fighter Alpha series:
No additions.
Street Fighter 3 series:
Necro: I feel that the system and engine of 3S really hurt Necro, if he were in a versus game I could see long ranged crazy pokes, giant spheres of lightning, ranged command throws that are actually throws, air drills and more being totally awesome.
Oro: He has DBZ looking nonsense and is the character in an actual Street Fighter game who has a double jump, transitioning him wouldn’t be bad at all.
Street Fighter 4 series:
Seth: I could see him getting his full range of tools in this game and making them all good, an SF equivalent of Super Skrull being in to not require the fantastic four.
Juri: Even though I don’t play her she fascinates me and I could totally see them giving her tons of really fun BS.
Charlie, Bison, Seth, Q and Gill are the only Street Fighter character’s I would have liked in this game. As much as I love Dudley he would not make any sense. Full Screen machine blow, into S, into BBCS, OTG Thunderbolt (omg that move finally has a use) cancel into Corkscrew Blow. Oh and his LVL 3 would be him running you over in his car.
I think smash is more competitively viable than people say. Especially melee. I’d argue that melee is the deepest fighting game in existence, or at least the deepest one I’ve seen.
Brawl gets a little more hate, and it’s understandable. The tripping mechanic is totally bogus, but in and of itself it is much more deep zoning/spacing wise than UMvC3. I noticed when I came to this game that there was a lot less focus on individual match-ups and tactics for getting in, which is most likely because of the crazy combos in this game. It’s got it’s own personal depth, and it’s more than you’d think.
Most people don’t really understand why Brawl is bad, and fixate of tripping, just like people fixate of Ultra’s or XF when talking about SF4 or MvC3 respectively.
So is it the lack of execution required? Because there aren’t really combos involved for the most part, but they are there. And there are a few techs in the game that are difficult on hell, rivaling Viper tech by a good degree.
Anyways, the match is much more about intelligence, patience, and reading than it is about execution. It really forces players to actually think, rather than just throw in muscle memory.
There are a bunch of little things really, but the big culprits are the lack of hit/blockstun, range on grabs, and increased/normalized float/character weight. Tripping is the icing on the cake.
It kinda makes the game devolve into a nut kicking contest where you just take turns hitting each other. It makes it really hard to truely put yourself at an advantage over another player and consequently makes it very hard to actually be good at the game. Braw is still fun but it belongs in a category of party games alongside Mario party, not fighting games.
Melee weirdly enough was probably intended to be this way to, but the myriad of exploits, glitches, and the top characters gave it alot of unintended depth.
The lack of hit/block stun is exactly what makes it how I was talking about. You call it a “nut kicker” where you just go back and forth, but that’s where the strategy comes in. Spacing is a lot more important, as are mind games, zoning, etc. It’s much more cerebral than it is technical.
It’s not bad, it’s just different. We have this idea of what a fighting game is, and because this one works on completely different planes of gameplay, we don’t see those traits we’ve come to think of as “necessary” and start to think of it as a bad game.
Completely agree. And quite frankly, the game is amazing.
The spacing game is rendered null because the lack of stun means that you don’t even get advantage off a jump in, and there’s no L-Canceling to force advantage, meaning that you can be counterattacked or Shield grabs for doing pretty much anything. This is part of why metaknight was so good, he was one of the characters that could actually attack reliably.
I’m not saying that Brawl has no depth, but it doesn’t have much. The hitstun issue is kinda like the same issue SF4 has with it’s 3 week reversal window amplified by 1000.
Every single character in the game has a way to keep his/her moves safe. Advantage? Not always, but it does happen with some character moves, and that usually equates to more shield pressure at the very least. I admit that a lot of pressure game was lost in the transfer from melee to brawl due to Lcanceling, but it just changes the dynamics of the game.
To me, the main thing that messes up the game is the shear stupidity that went into designing some of the characters and their moves. I remember back in my brawl days when I was a Zero Suit Samus main. Despite being a good character, you couldn’t help but be red faced at the fact that her AAA jab combo DIDN’T COMBO. You’d hit them and they’d block the thrid hit. Or even better, her FSmash that, when analyzed, was found to have been very complicatedly made, including many hitboxes, several with special properties found on no other hitboxes i the game.
Safe doesn’t matter since Shield Grabs existed, and remember in Smash you can be ground grabbed out of the air, so up backing or a dodge wouldn’t help. You could spot dodge, but the grabber would recover in plenty of time to punish the spot dodge.
The game was a roshambo, the best way to win was just to bring bigger boots. Hence the metaknight problem.
If you’re getting shield grabbed, you’re either using a move you shouldn’t be or you aren’t spacing correctly. Spot dodging is also faster than a whiffed grab, so I’m not sure what game you were playing, but if done right spot dodging a grab leaves you at an advantage.
My buddy Tony (Gimpyfish) started to explain to me what made competitive Melee so special at a local gathering a while back and he definitely made me sort of mad I missed out. I was actually playing Melee a lot back then but it was just casually… but if I had know about competitive stuff I probably would have looked into it more.
You know what game is super broken? Orcarina of Time. I have been watching speedruns the past few days and the amount of glitches in it almost make it seem like an open world game… it is actually really really cool. There are always guys doing all sorts of variants of speed runs on twitch tv and during study breaks I find myself watching them constantly. OOT is such a beautiful (and broken) game.
In Melee yes, in brawl the grab range increased to the point where a huge number of moves are rendered unusable because you will get grabbed afterwards. Shit, half the tilts in the game are grab punishable. In Melee, grabs would punish sloppy pressure or jump ins (L canceling made things more complex), but in Brawl they punish way, way to many things.
Also, as you pointed out, getting grabbed out of AAA is infuriating.
You can shield grab many things for sure, but not as many as you’re implying if spaced correctly. I agree that they’re way better in melee, and probably too powerful, but they in themselves don’t make the game a bad one competitively. There are many, many moves that are safe on black when spaced correctly in this game.
Yeah, that would be my choice of SF characters too if any more of them were to be in, but I’d add Gill’s crazy chili-dog loving brother to that list as well. Nothing would be sweeter than setting up Aegis traps in Ultimate’s engine and “CRUSH”-ing your way to victory! Also should give any 3rd Strike rep the ability to parry.