That's receiving mixed reactions from Ice Climber mains in the Melee scene. Ice Climbers have had all of their cheesy elements removed, like the wobbling glitch and many of the combos associated with using both characters as a tandem. Short hops also offer quicker combat options, similar to Melee.īut most of all, Nintendo is aiming to eliminate a lot of the janky elements of the past games. Another big change is that directional air dodges have been improved substantially, allowing for greater air dodges and better recovery. Dashes can be canceled by Smash attacks, for example. On top of that, movement mechanics look to be much more fluid. It's still not as fast as Melee (which will likely mean that scene will still carry on, despite everything) but it could also mean that esports sessions won't be restricted to two-stock games. Damage scaling and faster overall movement is a response to these grievances. Smash 4 was heavily criticized by competitive players and spectators for being a slow game, compared to its predecessors. One other minor change that's going to mean a lot for competitive play is the decision to scale damage between four-player free-for-alls and one-on-one battles. Stage Hazards and the Rage mechanic can both be toggled on and off. Furthermore, there's the option to turn off certain options in an effort to create a more competitive space. Beyond the "No items, Final Destination only" crowd, it also offers up an overture to the esports circles, a group Nintendo has been hesistant to reach out to in the past. The Omega/Battlefield design choice is a huge deal for anyone who loves to play the Smash Bros. Certain Elements Have Been Refined for Competitive Play/Esports
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |