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>> No.6476981 [View]
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6476981

>>6470256
Ultimate has fundamental problems in its gameplay design.

>3 buffer systems working together
One lets you input a move 8 frames before you could possibly do them, other one let's you do the move on frame 1 if you held the button. Last one has to do with a short hop shortcut so you do a frame 1 neutral SH.
While they may sound good in theory, instead of helping the player needing to be less precise, it makes it so you have even less control. Wanna shield and angle shield after an attack? Buffer makes you roll. Wanna do a rising, full jump n-air? you get a short hop. It's like you have added lag when playing, even worse online.

That's the big one, there are others that make the game more awful to play

>C-stick is just a direction + A macro instead of a "smash attack" button
Combine it with the buffer problems and diagonal n-airs, plus the macro makes it so you can't drift left while hitting right, absolutely awful.

>DI
It's so weak in Ultimate you might as well not use it, also DI is different from vectoring to survive, so they took something really easy to understand and made it more complex just because. Granted, 64's DI is also pretty bad in context, the thing with 0-death combos is the moves' knocback

Balloon knockback isn't that bad, attacks are balanced around it, even though they make freestyling harder and you have to resort to dragdown and slower neutral. 64 at least has the 0-death combos that make it so neutral is rarer and makes it more tense, they also look pretty flashy but that's just my opinion.

>No teching after certain %
Pretty straightforward, removes tight situations were you could've lived.

That's all I can think of right now. 64 and Melee feel like completely different games to Brawl-4-Ult. I wonder how things would be if Sakurai hadn't beat that little kid at Street Fighter and made him reconsider Smash as a whole.

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