[QUOTE="kansasdude2009"]Nice thread! I like how you actually gave an educated force behind your argument, but....
Smash Bros. is not a button masher. I do not care how you argue it, but when I play smash, I do not sit there and thoughtlessly smash buttons. It all depends upon the skill of the player. In a traditional fighter, if a button masher is fighting against a pro, the pro is going to get hit at some point due to the unpredictability of smashing. But, with the range of movement that is allowed in smash, a pro could easily avoid all attempts at button mashing simply by mastering dodging and movement.
Mastering movement in Smash Bros. is where the skill comes into hand.
You have to realize that Smash is not a "traditional fighter". It is designed to be played by 4 people, and with that comes bigger playing fields, making movement, something not initially found in "traditional fighters", where smash gets interesting. If you want to be good, you want to know how to get around your enemy, how to get around each course, and how to do it all fast! Because of smash's fast pace, you have to be quicker than your opponent. If your not using a quick character, then you become a tank where you have to master timing.
Larger characters, such as bowser and DK usually have longer ranges than others. Because of this, the game switches to a mastery of patience and timing. When the opponent comes near strike quick or your finished. And with this comes where smash gets fun! With so many different characters, each one having different ways of movement, the game rarely gets truely boring when playing with friends.
This leads to how the game is played. Combos in the game have to be made up, and are not as simple as pressing buttons. Because movement is the key point in Smash, combos have to be planned out. When I play as falco, I use his high jump to my advantage. By sky rocketing the opponent in the air, they are left doing nothing for a short period, I follow this with a single high jump with a downward thrust into the ground. The opponent flies to the ground where he is vulnerable, me landing on him with another downward strike, bouncing them off the floor, sending them back in the air. Then, I do a double jump with a final upward strike that usually results in the opponents death. This is a combo that I can use when the opponent is around 100% damage or else they wont fly off as far as I need to do my single jump, and it would not ultimately kill them.
So, as you can see, comboing in Smash is not "a""a""b""a", but "jump" "down a" (they fall to the ground, I fall on them) "down a" (they bounce off the floor and fly into the air)"up""up" (double jump) "up a" (they fly off the map).
This is perfect example of how Mastering Movement = Mastering Super Smash Bros.
An armature cant do that... and with several dodging techniques, several counter attack possibilities, long range, and timed smash attacks, Smash Bros. has its own depth that is not seen in any other game.
shungokustasu
First, I want to say great post. It actually shows that you understand the back play of a fighter. However, there are some misinterpretation on your behalf of my original post. Let's not assume I think Smash is a button masher from a professional level of fighting. How many input does it take to do a combo in Smash? How many input does it take to a combo in a traditional fighter? Compare the two who have the lowest button input between them? Grab a move list to any smash character and compare it to any move list to a traditional fighter. Who have the most moves to memorize? Depth is memorization. Again, I cold-heartedly know that Smash has it's on unquie way of doing things. Which is why it's an unfair comparison to pit it against a traditional fighter. Again, Smash has depth and it should start a sub-genre on it's own like the racing genre did. Sim racing, Fun racing, Rally Racing, etc...
Easy to learn, hard to master. Same could be said for Soul CaliburII, would you call that simple? There are no half circle inputs, just directions and buttons.
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