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"Smash"ing the Competition
2_fobs_n_a_goon__2_
Monday, April 11, 2011

 

 

Chances are that if you had a Nintendo and a childhood, you at one point played a Super Smash Bros. game. Miyamoto took an unbelievably simple concept and hit a home run; people want to see their favorite characters duel it out. It's the novel logic that has pioneered some true fan favorites, such as X-men: Mutant Academy and Marvel vs. Capcom.

Despite the fact that almost everyone and their mother has a soft spot in their heart for Super Smash Bros, when's the last time you've seen it in the discussion for best fighting game? I'm not talking about on the Wii, I'm talking about a cross console contest. It seems as though Super Smash Bros. is always forgotten when people are too busy talking about Street Fighter or Tekken.

Well I'm going to make a bold statement: Super Smash Bros. is the best fighting game series ever made. I'm not saying it's the most famous, or the personal favorite of critics, but it's the best. Let me tell you why.

The mark of a balanced game has always been "Easy to Learn, Hard to Master", and this is where 99% of fighting games fall flat.

Fighting games have permeated popular culture far more than shooters or sports games; how many people who don't even play video games have yelled "FATALITY!" after accidentally belting their friend in the face with a soccer ball? Yet fighting games, which essentially EMBODY man to man competition, are nowhere near the most played online games. Why?

Think about the play-style of games such as Black Ops and FIFA. Want to get better at Black Ops? A good part of it is simply memorizing where people like to walk, and working on your grenade throws. FIFA? Control your passes and time your shots. A lot of it simply comes down to timing and polishing the skill-set you already have.

The problem has always lain in the actual mechanics of a fighting game. The combo system itself relies in inputting the next attack before your first attack ends. Now in a fighting game in which you have to change levels, different rotations of the thumb-stick, and complex movements such as the infamous "Z" input  . . . how many people do you think reach the elite level?

In other games, you can just grind out your pre-existing skill-set until you manage to compete with the next echelon in players. In fighting games, you have to pick up a completely new set of skills.

1) You learn how to do basic attacks. Then you learn how to do special attacks. Cool.

2) Then you learn how to input those attacks at the speed reserved for meth-addicted chimps and Bruce Lee. Now my hand is cramping up

3) THEN you have to learn about hit-boxes, priority, combo-potential, cancelling into your overpowered hyper combos, etc. Oh dear.

Now Super Smash Bros. is very, VERY simple to learn. All of your attacks only have one directional input, and they cannot be input until the next attack has cleared. This removes an unholy amount of confusion from learning the advanced mechanics of the game. Furthermore, Super Smash Bros. really emphasized freedom of movement. Jumping and dashing is so constrained and one dimensional in most fighting games; it feels almost robotic. Smash Bros. made jumping a breeze, the length and direction of the jumps were incredibly fluid.

Reducing movement and attacks to pure intuition instead of a PhD in button mashing? Sign me up! Does everyone remember how easy it was to pick the game up and get good at it? How easy it was to time life-ending smash attacks, or team up with a friend to pummel some old time rivals by combining a projectile character with a tank?

Now one of the biggest criticisms I've heard about Smash is that it's too kiddy; that its simplicity keeps it from being a top tier fighting game. To those critics I say: Go suck on a cattle prod.

Anyone who doubts the Smash games' depth needs to go to  http://super-smash-bros.wikia.com/wiki/Main_Page and just surf around. Learn about DACUS, edge-hogging, and wave-dashing. Go to youtube and look up professional matches between Sephiroth Ken, Mew2King, and Ally. I promise you your jaw will drop.


 

I have nothing against traditional fighting games at all; they  are respectable in their own right. In fact, I believe that people who play Street Fighter and Marvel vs. Capcom on the professional level are an echelon over people who play Madden or Modern Warfare professionally due to the complexity of the game (That's just an opinion though).

Super Smash Bros. is probably one of the only games in its class; it's simple, it's popular, and it's fun. Everyone and their mom (literally, my mom plays as Lucario) can pick this game up and have a ball with it. And when a group of those players wants to put their big boy pants on, turn off items, and put on flat levels to go pro . . . Smash is more than happy to accommodate them with an astounding metagame that's deceiving of its cartoony nature.

If you can't see the appeal of Mario and Luigi settling their sibling rivalry with baseball bats, then you better check your pulse.

 
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Comments (12)
Scott_pilgrim_avatar
April 12, 2011

I've always been sort of afraid to assert this claim, but you nailed everything I love about this series versus other fighting franchises. It's easily the one I've spent the most time with in my gaming life, and I have owned other fighter games and enjoyed them. But it's definitely Smash Bros. that I and my two brothers and our friends always go back to.

Avatarheader
April 12, 2011

I've owned every iteration of SSB and loved them all, whereas I played SFIV for about 2 hours and haven't touched it since.

Dscn0568_-_copy
April 13, 2011

I played the first game, didn't own Melee, and got interested in Brawl competitively. Brawl was more popular in my area than other games, but once the genre began its resurgence in 2008 I realized how slow Brawl is. To be fair I never saw much competitive Melee (which some had liken to high-level Marvel Vs. Capcom 2 in terms of execution requirements) and I still consider the series to be fighting games.

While I'm not against simplifying controls and simple mode, I do wish developers would do more to teach newcomers about inputs and tactics, even things like how to do a shoryuken motion. I think a lot of people get the wrong idea that you MUST master 1-frame link combos to succeed; while they obviously help, a solid understanding of space control and mind games can make up for bad exectuion. But a list of combos with no explanation of why they are important to learn doesn't help that. Virtua Fighter, a game with as simple a control scheme as Smash yet is the hardest fighter to master, has had a real tutorial mode since the PlayStation 2 era. What's wrong with teaching people how to play the game right?

2_fobs_n_a_goon__2_
April 13, 2011

@Hoadley - You are absolutely right. In fact, my second favorite fighting game was Blazblue:Continuum Shift. The tutiorials in the BlazBlue games are spectacular in comparison to most other games, and I mean that sincerely. The level at which I can play Blazblue is far higher than my ability to play Marvel vs Capcom or Street Fighter simply because of how well they taught me the mechanics and combo system.

Mario_cap_avatar
April 16, 2011

Good write-up.
 

LITTLE bit irked by the last snipe at the end. "Big boy" pants? I play any level in Smash with the items on, and I do so proudly. It's still my own fault when I lose. To me, items and level design are part of what gives Smash some of its optional depth. It's that optional complexity that is something most fighters don't have.

You can view items/level design as a "cheap" element just for thrills and fun (which is most certainly IS), or you can look at them as another challenge to overcome in being a better player. To me, the best players at Smash know the mechanics, have the reflexes, and can overcome obstacles when the odds are against them AND take advantage when opportunity smiles on them. There ARE some items that can certainly be cheap, but skilled players will still counter them despite the stacked odds. I guess I enjoy the challenge.

Of course, this is all a matter of opinion, I'm just illustrating that items and actual level design don't dumb the game down, they add options. And it's those OPTIONS - letting everyone play the way they want - that is part of why I love Smash so much. No other fighter I know has near as many different ways to play.

I play SSBB with friends (I'd love to play it with more serious players but the online is sorely lacking and up until next month I'll have been stuck in the middle of nowhere), and I play SSF4 and MvC3 online for casual competition.

That said, NEITHER of the latter have adequate tutorials. Do you know what the fighting game community's excuse seems to be for a lack of tutorial?

"Anyone who actually CARES will know to look up our online in-depth strategy guides to learn the game. Oh, wait, they already know how to play."

It's a serious problem, and it's that elitist attitude and barrier to entry that is severely holding fighters back from the level of popularity and casual fun they used to have.

Dscn0568_-_copy
April 16, 2011

Eddy, you're not the only one who thought that way. A few years ago Brawl was one of the games in the Evolution fighting game tournament, the largest fighting game event in the country. While the SSB community played Brawl like it did with Melee (no items), Evo allowed items on the reasoning that Brawl was a new game, and thus items shouldn't be banned unless there was proof that items were broken within Brawl. The Smash community didn't like the rules and protested the event. 

The whole event was before I was interested in fighters competitively so the issue was probably more complicated than that, but items weren't allowed in Brawl tournaments except for a few special occassions, and Evo never had an official Smash tournament afterwards.

Scott_pilgrim_avatar
April 16, 2011

That's a major bummer, Chris, 'cause I agree with Eddy. None of the items or levels in Brawl are "broken." But one of the reasons I quit playing online was because everyone wanted to play on Final Destination on the grounds that it was "fair," when in reality, it was only fair to characters who emphasize straight attacks--hence the reason why, when I was making my rounds at the tournaments, I had to fight through dozens of Marth's and Roy's. That got old really fast...

Dscn0568_-_copy
April 16, 2011

Brawl's netcode is horrible anyway, isn't it? But yeah even though flat, nongimmicky stages are more fair they do favor certain playstyles, though every fighting game mechanic is going to favor one group of characters over another. When I used to play I did random select between Final Destination, Battlefield, Yoshi's Island (Brawl), Smashville, Lylat Cruise, Delfino Square, and Pokemon Stadium (Melee). I know Delfino Square isn't a true Neutral stage and Lylat might not be anymore: That's why if you play other fighters you don't have to worry about things like this :)

Scott_pilgrim_avatar
April 16, 2011

That's true. But I think Siri's point (as well as mine) is that that is what makes it so great, what makes it stand out. In short, I enjoyed worrying about that, haha!

Redeye
April 17, 2011

I agree that smash brothers is the most accessible fighting game out there and should be praised, but professional level play in that thing is requireing of a pretty heavy and no less impossible level of button dexterity and cheap asshattery as any other fighting game, so no matter how good I got at it I still wouldn't want to go pro because I dislike the kind of mentality that 'pros' use when playing games. Way too much focus on exploiting a games systems over being good at the game's basic fundimental playstyle.

Pict0079-web
April 17, 2011

I like Smash, but it just feels like a foreign language when compared to all the other 2D fighters available. I just think that edge-guarding is a lame way to take out a character. I still have no idea why a stadium is floating in midair anyway. Such comical combat is too hard to for me take seriously. Even if they're Nintendo characters, they should at least beat other characters up with a proper knockdown.

I also think that the technical skills involved in the game are too difficult to describe. It took a lot of dedication for me to own people with Toon Link. I can't even explain which situations I prefer to use the jumping backwards A slash in. I'd have to write an entire book on my tactics in the game. Compare that to the much simpler tactics involved in interrupting a jumping hard kick + sweep combo in Street Fighter 4.

I guess I'm too much into old school fighters, but I like knowing that my characters don't have to worry about complex double-jumping and counter-atttack patterns. Sorry, but I prefer to stay a simpleton.

Bitmob_avatar
April 18, 2011

Smash is most accessible as far as general gameplay goes, but as soon as you want to go competitive it's no less easy to play as Street Fighter. In some cases even less. I also think you're wrong on the popularity. Smash was for many years the absolute most popular fighting game around WITHOUT the traditional fighting game community supporting it. Like everyone's mom and their dogs have played Melee. It's because SF4 made 2d fighting come back, and because Brawl divided its own fanbase, that Smash is now "forgotten".

Another small point you're wrong on is that "Smash is the original cross-over game". The idea of a cross-over game was explored (way before these games were made) on the S/NES. Search Konami's Wai Wai World or Battletoads & Double Dragon. Then King of Fighters '94 came in.... 1994. It merged SNK's previous Art of Fighting and Fatal Fury-worlds together with a new one. It's true that these weren't actual pioneers. Instead the Capcom VS-series also started way before Smash had even been conceptualized with X-Men: Children of the Atom in 1994 and X-Men VS Street Fighter in 1996-1998 depending on the platform. Steady pace all the way to the start of the new millenium with Capcom vs SNK and Marvel vs Capcom 2 before the long drought.

Back to Smash. I have a lot of fond memories with the game but the more you delve into it competitively the more you realize how terrible Smash community is. I don't want to badmouth it too bad but just think of the list of banned techniques/stages/items/things the game has and it just leaves a bad taste in your mouth. The fact that the executive producer/developer himself thinks that the game wasn't meant to be competitive should be enough said.

As an ender I do agree that traditional fighting games should work on their accessibility. Blazblue's tutorial mode was awesome, I just wish every fighting game had that and some more. Virtua Fighter 4 had hands down the best tutorial system created. Too bad the game didn't sell that well and didn't have the star power to change people's mind in the first place. Even after that Smash will have something that traditional fighting games can never accomplish without becoming something that they aren't... non-traditional.

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