Analysis: Smash Bros.' Design as a Fighting Game || Game Design

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Published on ● Video Link: https://www.youtube.com/watch?v=WZxj1mHFCpA



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Another unscripted video! I felt that there was a strange lack of discussion in how the unique features of platform fighters affect the games as a fighting game subgenre, so I tried to go over it even if it was less focused than I'd like.

This video is aimed towards people with a decent grasp of Smash's competitive mechanics without knowledge of traditional fighter mechanics, so please excuse my deliberate avoidance of technical phrases on certain parts (it physically hurt me to say "down kick" too). Otherwise, please feel free to correct me on anything or ask for more details!

0:00 Intro
1:08 Design Goals
2:56 Controls
5:01 Combos
8:23 Health System
13:47 Comeback Mechanics
17:35 Movement
23:25 Conclusion

The character in this video is Ravi the Otter, he's widely featured on my other socials but I only pulled him out here because out of my sonas I have on VRC, he's the most expressive model. Pluck does not yet have a model!

Source stuff:
Sakurai on SSB64:    • Super Smash Bros.  [Game Concepts]  
Core-A Gaming on Platform Fighters:    • Every Fighting Game Type Explained  
VRC Model Base: https://darbi.gumroad.com/l/d_otter
VRC World: https://vrchat.com/home/launch?worldId=wrld_07f13662-8755-49db-bad6-f43f54714a59
Smash Screenshot/Clip:    / @izawsmash  
Guile Hitbox: https://wiki.supercombo.gg/w/Street_Fighter_6/Guile
Nagoriyuki Hitbox: https://www.dustloop.com/w/GGST/Nagoriyuki/Data
Video Editor: Shotcut
Thumbnail: Paint.NET







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Vecderg presently has 949 views for Super Smash Bros. across 6 videos, and less than an hour worth of Super Smash Bros. videos were uploaded to his channel. This is less than 0.11% of the total video content that Vecderg has uploaded to YouTube.