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FoxBlaze71
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  • Did you die lol?
    FoxBlaze71
    FoxBlaze71
    Nah, just busy. Might come back to Smash because I suck too bad at real fighters, lol. Combos and **** are too much work.
    DaBeast
    DaBeast
    You have smash 4? Add me then, dabessbeast
    Guess who was in the arena last night? Ruinn, that's who.
    FoxBlaze71
    FoxBlaze71
    Yeah, seeing old familiar faces is always good. I only noticed because he liked one of my messages.
    Smash works in a way in which the controls are simple, but the depth comes from working around the physics of the players and the environment. You have to use different combos against different opponents and different percentages. Smash takes a lot of work to figure out actual strategies.
    That's not even the same kind of percent though. Also dash dancing is a supplement with several other features any given character has. It's not complex if you think of it on vacuum, but considering we're talking about fighting games, thinking of individual tools in isolation is pointless.
    I don't refuse to elaborate; it's just that I don't need to. You claimed dash dancing is mindless. You clearly aren't well-informed of Smash.
    No, traditional fighting games don't have Smash DI nor trajectory DI. Traditional fighters don't require adjusting to opponent behavior at various percents. Traditional fighters don't have the flexibility. The game is complex in different ways.
    FoxBlaze71
    FoxBlaze71
    You do have to adjust to opponent behavior at various percents. It's called gauge management. Using SF4 as an example, when your opponent has Ultra, you'll need to tread more cautiously as they'll try to combo you into it or even release it raw if you're doing something risky enough. The flexibility comes from the various in-game mechanics, not flying around and mashing buttons.
    FoxBlaze71
    FoxBlaze71
    Dash-dancing isn't totally mindless, but it doesn't require much beyond "Don't run directly into the other guy's optimal range". Calling it some deep spacing tool is absurd compared to the zoning and spacing methods in actual fighting games.
    I don't need to explain because several guys have already explained the depth of Smash to you. Smash isn't nearly as shallow as you think it is.
    FoxBlaze71
    FoxBlaze71
    I think I also explained that each of those items can be found in more complex form in real fighting games, like shield pressure/blockstrings, basic tech reads/demanding combos, and the various fighting game zoning methods/spastically running around. Whether you choose to sit on an "IT STILL HAS DEPTH, I REFUSE TO ELABORATE" argument or not is up to you.
    I've had a lot of time to think, and I have come to the conclusion that you were right, and i was wrong. Trying to convince people that Brawl was a good fighter was wrong of me to attempt, but I hope we can move along with our lives... So, what do ya say? Friends?
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