Super Smash Bros. Ultimate in competitive play: Difference between revisions

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==Criticisms of competitive ''Ultimate''==
==Criticisms of competitive ''Ultimate''==
Despite the extremely positive reception of ''Ultimate'' competitively, some players have criticized some of the aspects and mechanics of the gameplay which were either altered or removed from past ''Smash'' titles; some of these aspects include:
Despite the extremely positive initial reception of ''Ultimate'' competitively, some players have criticized certain aspects and mechanics of the gameplay which were either altered, introduced, or removed from past ''Smash'' titles, especially in retrospect during and after the game's DLC cycle; some of these aspects include:
*Removal of microspacing options such as perfect pivoting and shield dropping through platforms such as the ones in {{SSBU|Battlefield}}, with the former having a major effect on characters such as {{SSBU|Little Mac}} and {{SSBU|Marth}}.  
*Removal of microspacing options such as perfect pivoting and shield dropping through platforms such as the ones in {{SSBU|Battlefield}}, with the former having a major effect on characters such as {{SSBU|Little Mac}} and {{SSBU|Marth}}.  
*Platforms notably are much harder to drop through in ''Ultimate,'' causing costly misinputs [https://youtu.be/k_9jQuehtj8?t=1146].  
*Platforms notably are much harder to drop through in ''Ultimate,'' causing costly misinputs [https://youtu.be/k_9jQuehtj8?t=1146].  
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*High input lag making the gameplay less precise and reaction based.
*High input lag making the gameplay less precise and reaction based.
*Poor online experience making both casual and competitive play difficult, particularly during the pandemic.
*Poor online experience making both casual and competitive play difficult, particularly during the pandemic.
*Moveset design of certain newcomers such as [[Min Min]] and [[Hero]] being perceived to have prioritized emulating their source material over competitive balance.
*Moveset design of certain newcomers such as {{SSBU|Min Min}} and {{SSBU|Hero}} being perceived to have prioritized emulating their source material over competitive balance.
*The execution of the [[stage hazard]] toggle effecting non-intrusive hazards such as [[Smashville]]'s moving platform and the wind on [[Dream Land (64)]], as well as not eliminating problematic stage elements such as [[Spiral Mountain]]'s lower wall and the cave-of-life transformations on [[Arena Ferox]].
*Balance patches not making many highly requested changes, in particular not giving major nerfs to {{SSBU|Pikachu}} and {{SSBU|Sonic}}, and neglecting to buff key weaknesses of {{SSBU|Ganondorf}}.


==See also==
==See also==
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