August 22, 2019

The Smash Ultimate Salt Mines (feat. Hero)


You know, I was planning on doing another post on Super Smash Bros. Ultimate since Hero from Dragon Quest dropped not too long ago.  What I wasn’t planning on?  The fact that the guy’s still relevant days and weeks after his release -- for all the wrong reasons.

Is Hero overpowered?  Does Hero need to be banned?  The answers are…not going to be on this blog, because it’s a coin flip on whether I’ll either have a 7-match win streak, or lose 2 million GSP in a single day.  But I’ve been grinding it out in Ultimate, so I might as well gab a bit.  Come along for the ride.


--I’ve been playing a lot of Hero recently, and I have thoughts.  Take everything I’m about to say in this post with a grain…okay, a truckload of salt.  But I’ve been at this franchise for a good while, so that helps balance out the scales.  By extension, a huge percentage of my recent time has gone toward playing as Hero.  How strong of a character is he?  Too strong?  Not strong enough?  I can see why he’s so controversial, and not just because of “smelly” Smash players raising hell over Mr. RNG.

--Here’s everything you need to know in one sentence: I think that Hero is, simultaneously, amazing and terrible.  Because of those extremes, he ultimately evens out.

--I’m pretty sure I said as much last time, but for posterity’s sake?  Even if Hero has a sword, he’s not the sword character of the game.  Roy, Lucina, and Chrom can blow him up with ease, in terms of the nitty-gritty details.  The Fire Emblem boys have more range and speed with their attacks, so that even if they don’t have projectiles, they’re able to cover huge amounts of the battlefield with smothering offensive pressure. 


--Hero can contend in the same space, but he won’t excel.  His sword attacks aren’t unforgivably poor, but there are others that do what he does better by way of some particularly slow moves.  Meanwhile?  Even if Hero has some tricks with his long-range magic spells, there are characters that can blow him up from a distance, too.  The Links (Young Link especially) might as well be handling machine guns, what with how fast and effectively they can flood the screen with projectiles.  Then you’ve got guys with reflectors, so even if you can find the time to squeeze in a powerful projectile, Fox can pretty much say “Nah” and bounce it right back at you.

--I guess what I’m getting at here is that it’s hard to be consistent with Hero.  There’s no denying that the guy has some ridiculously powerful tools.  The problem, and thus the balancing act, is twofold: even if you ignore the complications of his Command Selection, it’s still a matter of having the right tool on hand, and the opportunity to use those tools.  Sure, he can kill at insanely low percentages with his F-Smash, but so what?  If it gets blocked, your goose is cooked. His Bair has good range and KO power?  Nice.  Hope you hit it early enough to compensate for its dismal startup.  Basically, Hero can do many things competently, and do some things well intermittently.  But why would you play as someone who’s either a jack-of-all-trades or has gaping holes in his kit when you could just go ham with someone who has those tools on tap at all times?

--I mean, the obvious answer is “because character loyalty”, but given how many players picked up Pichu and then dropped him like a brick once the S.S. Nerf docked, I’d say loyalty is in short supply for lots of Smash players.  Their loss.


--It’s rarely, if ever guaranteed that Hero’s kit will give him an easy win.  That’s how it should be.  With that in mind, I’m not going to act like Hero’s a helpless damsel facing overwhelming odds.  The dude can hit HARD if you give him the chance, so much so that Command Selection at times feels less like a crutch and more like a complement to his kit.  

--He’s not going to win any fireball wars, but tossing out a little kindle instead of a fully-charged blast is enough to space out opponents and start mounting your offense. Same for his lightning strikes, with the charged version being an insanely good tool for punishing rolls or countering off-the-stage attacks.


--Is there a luck-based element to Hero play?  Yes.  But name me a fighting game that doesn’t rely on luck at all.  I don’t just mean that on a mechanical level; while there’s plenty of thought and skill that goes into those top-level fights, I’d still say that luck is involved in the sense that, if and when you win, it’s because an opponent pushed the odds in your favor by moving to the exact spot you want them to be, or botching their offense with a trick you’re ready to counter.  Or if you need to check your phone for a text from your godmother because you wanted to wish her a happy birthday, and you’re right in the middle of an online match.  I may have lost the plot there with that last one.

--The point is that, whether it’s with Hero or anyone else, you have to use your tools and wits to put opponents in the exact position you want them to be in.  Conditioning.  Space control.  Reaction.  Prediction.  Hero may not have the chance or access to all of the tools needed, but he has enough of them.  You have to fill in the gaps with your ability as a Smasher.  If you do, you win.  And because you’re doing it with someone as volatile as hero, you’re bound to feel extra-good about your hard-fought battle when you carve out a win.

--That all said, I’m kind of over my Hero fever.  So I’m going back to my real main, Rosalina.


--I played as much Hero as I did because -- thanks to the quirks of the GSP system -- his addition to the roster plus my earlier Smash endeavors (Smashdeavors?) meant that two wins put me within spitting distance of Elite Smash.  I didn’t get there with him, but it’s because of him that I got closer than ever without just relying on the matchup unfamiliarity with a new character.  He’s still my number two for the time being, but I’ve strayed from my number one for far too long.

--You know, I remember my brother once saying/implying that he can only get interested in a character if he or she has a gimmick that strikes his fancy.  I guess he’s rubbed off on me, because the two members of my Smash vanguard are both pretty gimmicky -- Hero with his, well, everything, and Rosalina with her Luma shenanigans.  The core goal I have in any match is to try and replicate what once let Marvel vs. Capcom 3 phenom ChrisG trounce plenty of foes: reduce the amount of randomness from match to match so that I can proceed without any complications.  Since Hero is basically a slot machine, I’d hope I have a better shot with Miss Anarchy in the Galaxy.


--As long as Luma’s around, Rosalina can do an opponent dirty. Her tilts can bat foes away, and if they happen to linger for a second too long on the ground, Luma can hit them with a haymaker to blast them off. Position Luma in the perfect spot, and you can cover multiple stage recovery options at once.  Blown back by an enemy attack?  Luma can hit them while you’re flying to try and dampen their momentum.  And of course, her neutral B Luma Shot has a shocking amount of KO power…though even just a light tap can help you in close-range shuffles and scrambles.

--I’ve always been a closet fan of Rosalina (and Peach, maybe even more so), so it’s nice to be able to represent the character I actually care about instead of the flavor of the month.  I probably would have shown my appreciation sooner if not for the stigma (read: my brother griping about how broken she is) of her being top-tier in the last game.  But nowadays, I don’t care where she is on the tier list.  She and I are a team, and aiming to break into Elite Smash.

--Well, let me rephrase that.  I don’t usually care where she is on the tier list.  But damned if the struggle’s not as real as it gets.


--Let’s set aside the fact that Rosalina’s in a tight spot if she’s without Luma.  There’s always going to be the question of how she’s supposed to deal with speed demons like the Fire Emblem crew, considering how lackadaisical some of her normals can be.  (And bereft of KO power, barring a Luma-assisted Smash or an off-the-stage daredevil aerial.) Rosalina can create strong setups, but when it comes to basic contests at long range?  You need to be on point with your range and your approach; she can negate projectiles with her Down-B, but it’s a stopgap solution when you’ve got every bullet under the sun streaking your way.

--The two biggest problems I have with her are the ones that consistently make me lose matches with her.  I legitimately hate her Up-Tilt; it might be good for combos, but as an anti-air it’s way too situational for consistent use.  It’ll cover the space above her head, and a little more if Luma’s on tap, but the problem is that I need a stronger anti-air due to the way Smash players tend to play -- that is, coming in with an aerial to start up their offense or otherwise put me on the fringes of the blast zone. 


--And I know it’s possible to have a good anti-air normal, because Hero’s tilt covers a huge space around and above him.  It’s utterly infuriating to know how to stop an incoming attacker, but end up getting forced to throw up my hands in defeat because I don’t have a proper answer.  The best I’ve got is a short hop Nair, but that’s another stopgap solution.

--Also, I’m seriously fed up with her Up-B.  It’s a very strong recovery option, sure, but the problem is controlling it.  Instead of just hitting the input and letting it rock, you have to input, then aim -- which ends up getting more complicated when you’re tumbling through the air and don’t know your orientation, meaning that you could blast straight up on accident, or not blast straight up when you need to.  (Thanks to her bell-shaped silhouette, Rosalina’s nondescript shape doesn’t help matters on the fly.)  Also, I feel like her Up-B just flat-out doesn’t work at certain positions on a stage; try to recover low and grab a ledge, and she’ll just treat the stage’s edge like a ramp and glide right off for a one-way trip to oblivion.  Fun.


--I’ve played enough Smash, and fighting games in general, to know that I’m not just losing because of my characters’ weaknesses.  I’m having the same issues across every game I play, meaning that it’s my fault.  A quick rundown: I give opponents too much respect and let them run a train on me as a result.  I’m slow to adapt and even slower to react, mostly because I tend to rely on my gameplan instead of changing it to fit the situation. 

--I get tilted easily (I ended up losing an easy match just because somebody teabagged after getting one stock off me).  But my biggest weakness?  My damage output is low.  I’m the type that wears foes down to a fine powder with a salvo of stray hits and glancing blows.  Unless I’m playing the heaviest of heavy characters, I don’t have much in the way of explosive damage or jaw-dropping combos.  Basically, if I’m going to start racking up more wins?  I need to turn one hit into the road to a mortal blow -- because every time I give someone a chance to fight back, I give them a chance to win.


--And now I have to be that guy.  You know.  That guy.  Far be it from me to blame my problems and failings on the game, but having put so much time into it, I’m seriously starting to develop a love-hate relationship with this game.  Last I checked, you need 5.03 million GSP to make it into Elite Smash with a character.  The highest I’ve ever gotten is with my Rosalina and about 4.93 million.  Whenever I’m on the cusp of breaking in -- and trust me, this isn’t the first time -- I end up going up against “gatekeepers” who knock me right back down with loss after loss after loss.  So there’s some frustration right off the bat.

--Certainly, there are aces and killers in the online space.  When I’m rocked by someone who actually knows what they’re doing and have a perceptibly-higher level of skill than me, I have to respect it.  I’m still sad and mad that I lost, but I’ll deal with it when I’m losing to my better.  The problem is that in a number of cases, it feels less like I’m fighting against an opponent in an exciting, worthwhile match, and more like I’m fighting against the character.  And/or the game.  Especially the game when the connection strength is…dismal, to put it mildly.


--Sometimes it feels more like I’m playing Marvel instead of Smash.  And I don’t mean that in a good way.  If I’m up against a Mario player, for example, I know that one of the key things he wants to do is run up and Down-Throw me so he can start up a big combo.  Fine.  I know to avoid it, because if he gets that with me once, I’ll be eating 30-60% damage in a matter of seconds. 

But that’s not Mario’s only tool.  If he gets in -- when he gets in -- he can rack up the damage with one Up-Tilt after another, then chain into one Up-Air after another, then go into his Up-B.  Or, God forbid, snatch a stock with his Fair.  He’s got combos, so it’s not like you should be able to go NOPE.avi and blow him away with a Guilty Gear-style burst.  I just wish it didn’t always feel like I’m destined to get combed into submission because of the sheer deluge of attacks.  To use my recurring analogy, it’s as if he -- and characters like him -- get eight moves in chess every time you get one.


--Mario’s not the only guilty party here.  Luigi, Wario, Kirby, Pikachu, Jigglypuff, Squirtle, the Fire Emblem boys (except Robin, and maybe Ike and Corrin), and more; they can effectively get in for free, stay in, and then knock you aside whenever you try to mount your offense.  And sure, I acknowledge that the hands behind those players are the ones doing the work -- that a truly-skilled player can reach a point where they can seemingly move faster than what you’d think the game can even allow. 

--At the same time?  There are members of the cast that feel positively blessed.  A stark divide between the haves and have-nots.  Who cares if Hero can get a critical hit when Roy can beat it clean with a much faster F-Smash?  Why bother with Rosalina’s tactics and setups when you can just do it with Lucina and basically become untouchable?


--Playing this game lately reminds me of why I stuck with Palutena for as long as I did: because she has a counter.  Assuming I can properly read an attack, I can get these guys to calm down and stop swinging for one damn second -- and force them to play the game my way instead of the opposite.  Then again, maybe the correct answer is to just pick up Samus and stop everybody cold.  I’m tired of losing whole stocks because I’m not allowed to play the game.

--Also, minor tangent: what the hell is with everybody able to spot-dodge and seemingly negating their recovery frames?  More research is needed -- because every time I see someone spot dodge their way out of what SHOULD be my punish, I feel like I just punched myself in the jaw.

--Also, even more minor tangent: I hope something gets done about the netcode at some point.  If the connection is poor, Lucina’s Shield Breaker becomes impossible to escape, and thus unblockable, and thus able to instantly steal a stock.  I’m…not entirely sure why she’s able to break shields with what comes off as a half-second charge of the attack, but hey, what the hell do I know?  Not like I’m an Elite Smasher.

--Can you tell I’m bitter about the FE Boys?  If not, remember the title of this post.


--This would be the part where I say “I’m taking a break from Smash for a while,” but I know that’s a damn lie.  Even though the last session I had with it ended with one of the worst losing streaks I’ve ever had, I’m fighting the urge to go back in and fight to reclaim what I’ve lost.  Call it pride, call it honor, call it a lust for revenge.  Or just call it a quirk of mine; when I lose, it makes me that much hungrier for the win.  Like I can’t stop, or do anything else, until I find that sense of selfish self-satisfaction that I crave.

--Smash is still a fun game, despite the frustrations I have with it.  I don’t know how you’d go about fixing the problems with it -- if there even are problems, and it’s not just me needing to “git gud” -- but I’ll manage regardless.  I’ve stolen more than my fair share of wins with my characters of choice, and that’s not going to stop anytime soon.  (I used to struggle against Ness and Lucas, but now it’s an even match -- and maybe even in my favor.)  As long as I keep at it, I’m going to reach the plateau I’ve been climbing toward for all these months.

--There’s only one thing that can stop me: the nonstop infinite waifus and husbandos of Fire Emblem: Three Houses.


See you next time.

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