LogFAQs > #1016671

LurkerFAQs ( 06.29.2011-09.11.2012 ), Active DB, DB1, DB2, DB3, DB4, DB5, DB6, DB7, DB8, DB9, DB10, DB11, DB12, Clear
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TopicBoard 8 Fighting Game Topic Part 9 [SSF4] [3S] [Skullgirls] [blanka no thanks]
_stingers_
04/18/12 2:50:00 AM
#497:


RL5, there's no comparison to the amount of on-the-fly adaption needed in smash compared to any other fighting game, simply because of how the combo system works. The existence of DI (Direction Influence) when you're hit adds a huge layer of depth that other fighting games just can't match, with the only difference in traditional fighting games in how your combo works has to do with where on your opponents body you land your initial hit (hitting their head with a j.HP means different things than hitting their feet for example).

I'm not saying there's anything wrong with it (obviously, since I <3 Marvel, SGs, and 3s), but it's definitely not more complex (strictly referring to combo system, again). Now, the complexity is certainly there in other areas...you'd have to be a complete idiot to say that everything is less complex XD thats obviously not true. Most of the complexity in modern fighters is found in the moves themselves (it's certainly harder to do a DP than any special move in smash), the footsies spacings, which are much stricter than Smash footsies (which, due to the increased standardized movement options, tend to exist in a much lesser capacity or in different forms), or in blocking (crossups and hi/lows). In every other regard, the two are comparable. It simply comes down to preference.

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