Technical skill: Difference between revisions

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In ''Smash 4,'' characters can no longer air dodge out of hitstun, reinstating the importance of combos. As of update [[1.1.1]], shield-stun has been drastically increased, and combined with shields now taking full damage from attacks, the game places less emphasis on out of shield punishes and more on spacing. The increased hitstun, weaker shields, and overall faster game speed than ''Brawl'' are often cited as the reasons for ''Smash 4'' being more competitively viable than its predecessor. While the game removed the [[DACUS]], it reintroduced the ability to [[pivot]], which allows for more spacing and comboing options. Lastly, chain-grabbing has been removed, and though this takes away some technical skill, it has been generally received positively. Many players believe that chain-grabbing is "cheap", especially since some chain-grabs were easy to perform and often decided the outcome of a match. This change results in more offensive gameplay, as characters no longer have to take the risk of sustaining heavy damage from a chain-grab.   
In ''Smash 4,'' characters can no longer air dodge out of hitstun, reinstating the importance of combos. As of update [[1.1.1]], shield-stun has been drastically increased, and combined with shields now taking full damage from attacks, the game places less emphasis on out of shield punishes and more on spacing. The increased hitstun, weaker shields, and overall faster game speed than ''Brawl'' are often cited as the reasons for ''Smash 4'' being more competitively viable than its predecessor. While the game removed the [[DACUS]], it reintroduced the ability to [[pivot]], which allows for more spacing and comboing options. Lastly, chain-grabbing has been removed, and though this takes away some technical skill, it has been generally received positively. Many players believe that chain-grabbing is "cheap", especially since some chain-grabs were easy to perform and often decided the outcome of a match. This change results in more offensive gameplay, as characters no longer have to take the risk of sustaining heavy damage from a chain-grab.   


However, a few changes in ''Smash 4'' have been somewhat controversial. The addition of [[rage]] gives more potential for comebacks, with detractors stating that it overly favors the losing player. Most players argue that rage rewards a player for surviving, not for being hit, and that a clever player with a stock lead can actually take advantage of the mechanic to widen their lead. Many players also debate the effectiveness of [[edge-guarding]]. On one hand, [[meteor smash]]es are potent KO moves offstage, as meteor cancelling has been removed, and ledge invincibility can no longer be abused by [[planking]]. On the other hand, characters' recoveries have been overall buffed, and edge-hogging is no longer possible. Some players argue that this makes recovering "free" and that edge-guarding is situational or even useless. Others state that the improved recoveries necessitate and encourage more aggressive edgeguarding, as offstage edgeguarding is not as risky as in past games, yet still rewarding when successful. Also, [[tech]]ing cannot be done during [[hitlag]], allowing for certain stage spikes to be un-techable, and with the new ledge mechanics, stage spikes are more common than before.   
However, a few changes in ''Smash 4'' have been somewhat controversial. The addition of [[rage]] gives more potential for comebacks, with detractors stating that it overly favors the losing player. Most players argue that rage rewards a player for surviving, not for being hit, and that a clever player with a stock lead can actually take advantage of the mechanic to widen their lead. Many players also debate the effectiveness of [[edge-guarding]]. On one hand, [[meteor smash]]es are potent KO moves offstage, as meteor cancelling has been removed, and ledge invincibility can no longer be abused by [[planking]]. On the other hand, characters' recoveries have been overall buffed, and edge-hogging is no longer possible. Some players argue that this makes recovering "free" and that edge-guarding is situational or even useless. Others state that the improved recoveries necessitate and encourage more aggressive edge-guarding, as offstage edge-guarding is not as risky as in past games, yet still rewarding when successful. Also, [[tech]]ing cannot be done during [[hitlag]], allowing for certain stage spikes to be un-techable, and with the new ledge mechanics, stage spikes are more common than before.   


{{AllGames|Techniques}}
{{AllGames|Techniques}}
[[Category:Competitive play]]
[[Category:Competitive play]]
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