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Ein Übersetzungsproblem melden
This game lets me feel like I can actually attempt to engage with higher level plat fighter gameplay.
Every professional player will openly admit 80% of the cast is permanently unviable specifically because of spacies, yet they are consecrated as sacred and not nerfed despite other changes being made once melee went online with slippi.
Rivals is by far the best balanced platform fighter, and it's not even close.
*Post launch support
*Actual character changing skins that aren't just pallette swaps.
*Actual controller remapping support.
*More characters in Rivals 2 are competitively viable than Melee.
*Vibrant scenery with cell shaded characters for maximum visibility.
*Download the game and play. No slippi nonsense.
Melee will never get a balance patch, and will be stuck with a 25 character roster for all eternity. Also melee's visuals are starting to age to some degree now. It's not terrible, but Ultimate looks so much better than melee overall.
Imagine if Melee was completely fresh to you and you decided to give up after 90 minutes because you faced a good Donkey Kong player.
And Rivals 2 is a more balanced game than Melee by a mile, everyone has reliable tools to win and decent speed. Melee has so many characters with moves that literally do not work as they should. Also, for all the grief I hear about grabbing in Rivals 2, it's nowhere near the levels of Smash where in some games "chain grabbing to death" is possible.
Not to mention that it's a way more comfortable game to learn. Melee's lack of input buffer and rigidity is hellish on first contact, but people who've played it at the time don't notice since they didn't play as competitively as they do now. It was just a party game for fun to most.
Also Online is not near the toxicity of Slippi, it's just that a lot of people already have experience in platform fighters already and probably came to this fro RoA 1 so they have a better feel for the game making the average skill level higher.
while i agree with you, all rivals did was turning those unintended things into "features"
no reason wavedashing exists except to satisfy meleesweats
Wavedashing, though famous by that name in melee as an emergent though noticed possible maneuver in development, is incredibly common in many fighting games and incredibly important. In most games the analogous feature is just the backstep, or forward step. Quick spacing adjustments that preserve directionality.
Wavedashing and backstepping are important because they allow someone to quickly retreat while still facing one direction. This allows you to dodge an opponent's move and counterattack unsafely, but quicker. But only provided you are able to gauge or predict their next moves range.
In a physics fighter like in any other, it allows you to more severely punish an opponent for behaving predictably, and therefore leads to a more varied neutral game.
Without it dash attacks and certain aerial spam would be even safer, as these move are particularly susceptible to spacing punishments