been playing a lot at a friends place, i really enjoy snake and shulk. snake is the projectile character melee should have had and his whole kit works really well together, and i enjoy the hell out of his dash attack. you can do real sneaky stuff with grenades and sticky -> mortar -> missile. shulk is a new one, i didn’t expect to enjoy sword characters ever, but i love a character with a good wheelkick (backslash), i love when up-b is an actual damage dealer, and the different arts make it clear there’s a lot to learn to use him effectively which i enjoy.
i thought i would main wolf but i actually find him kind of clunky in my hands. i guess i expected harder-hitting fox mostly, and he’s a different sort of beast, slower.
fun game. now if they could buff some of the more interesting members of the peanut gallery
I have been trying to get back into Snake, but I am constantly thrown off by the change to his down smash, which used to plant a mine. I’d say it’s the most I’ve ever been thrown off by a change to a character’s kit, except I’m still startled when Mario pulls out F.L.U.D.D. rather than doing a spinning attack.
I don’t know what sort of person would put together a frame data spreadsheet of OOS options for every character in a game with a roster this size, but I’ll take it.
The problem with dash dancing in Ultimate is that you get stuck in the dash animation without being able to shield, so it’s a dangerous option. It can still get you openings you wouldn’t otherwise get by baiting out attacks, but it’s not nearly as useful as Melee, true.
I do like it in Melee, though; it helps with timing mixups and taking aggressive stances without huge commitments. Without it aggressive tempo play wouldn’t be nearly as strong. I think you’d need to replace it with something or the game might become too defensive.
This game strikes a good balance. Smash 4 struck a worse balance, where at low to mid-high levels of play, sitting still was the optimal action so it devolved into a game of “whoever attacks first loses”.
I think my preferred game would be somewhere between the two. I’d love for better movement options in this game, but I don’t want to have to double shine or ledge stall or L-Cancel ever again.
Yeah, it mostly just artificially inflates the execution barrier to play the game well.
Execution challenges can be used well in games, but not when they’re that frequent and difficult. Active reloading in Gears is cool, and I like picking up the coins on the right frame to chain them in Gunbird 2.