I think if we’re gonna keep talking about bhopping we’ll need a separate thread for it :v
If we’re gonna talk about bopping, then we should move the thread to a 18+ forum.
I think he’s on to something here. I hated when pogo soldiers broke the original TFC.
As far as my knowledge goes, Max has always been for expanding the fighting game community. Getting as many people into fighting games as possible, and providing them with the basic starter knowledge needed to jump in and start playing. Growing the community. There is a big difference between this goal, and “dumbing down” fighting game mechanics to the point were any 5 year old button masher can compete on the same level as a professional competitive player.
Also, ■■■■ this video’s loaded, click bait title.
Lol. WHAT ARE YOU SO MAD ABOUT? Bunny hopping is a “core mechanic” of Call of Duty? Ok. Have fun with that. We had exactly the same discussion about KI’s simplified controller motions when CAM debuted with people arguing that d,df,f was the “essence of fighting games.”
I can talk about whatever I want to, thanks. I’m on a video game board using it as an example. And it’s relevant - now even more so because it illustrates that whatever reasonable thing you try to suggest you will have some random SCREAMING AT YOU about how your suggestion RUINS THE WORLD!!!
Incidentally, the first ten years of FPS games suggest that you can have plenty of varied and competitive gameplay without bunny hopping… the original Rainbow Six multiplayer had realistic damage with no hopping around so the game was about not getting shot. Not a perfect game but solutions do exist. But some people prefer to play FPS shooters where your opponent is a bullet sponge with a weak point hopping all over the map. Knock yourself out.
If any, Max has done A LOT to grow the community. He made a huge amount of videos about several games explaining mechanics, characters, etc…
His “Asisst me” series for MvC3 were interesting both from gameplay perspective and enteirtainment. You could watch them “for fun” about seeing Doom or other characters cosplays, and at the same time, learn about the game.
And Marvel was dense enough. Some stuff was hard to execute, and demanded a lot of practice.
I’m with you @Fwufikins I think KI is a game that does a good job at introducing people to bread and butter gameplay and simple mechanics but what it takes to master them is where the real challenge lies. Especially with the games higly diverse roster and MUs.
What’s hilairous about that is there was camping before modern warfare influnced th genre. Though one thing I don’t miss from old FPS like Halo3 only one weapon used by everyone and that a ■■■■ BR. Why bother adding any guns at all if that’s the only one people will use? it made matchmaking really, REALLY dull so I spent much of my time playing local 1v1 matches with my brother or playing custom games. I don’t mind not having to start on the same weapon everyone else but I also wouldn’t mind if the starting weapon wasn’t so strong to start with which would encourage you to seek out better weapons.
Even so, if fighting games have a good way of introducing new players into the spectrum like KI’s CAM I’m all for that. However I also understand that, and I’m also confident) that a skilled player can always beat a casual no matter tha circumstances. Which is why I was one of the folks who didn’t quiver in their boots when the devs mentioned CAM coming out at the time)

We had exactly the same discussion about KI’s simplified controller motions when CAM debuted with people arguing that d,df,f was the “essence of fighting games.”
There is a world of difference between a hadouken input and the fundamental way speed gained through advanced movement such as bunnyhopping changes how you approach map control and fights. It doesn’t help your position to imply an equivalence between the two.
I guess this is a perfect example of how to make a mechanic accessible without dumbing it down, though. People get endlessly upset at someone hopping around in CS, but slap some jump jets on a player model in titanfall and give bunnyhopping a fresh coat of paint and rename it slide boosting, and all the complaints fizzle out. Guess sometimes all it takes is an aesthetic adjustment to make a mechanic approachable for casual players.
I just made a thread about bunny hopping, so we don’t take this thread off topic anymore.
Tell that to Sakurai.
If Sakurai didn’t care about the competitive scene, the game would never have gotten patched and Bayonetta would be the equivalent of Brawl Meta Knight.
I’m mostly just talking about jumping up and down to avoid getting hit not the advanced movement technique. But even so I fail to see a difference. When we talked about CAM people made the point that fireballmotions do have implications at higher levels of play such as having to come off block and taking time to input. That’s a fairpoint.charge motions are worse. For example how many people have difficulty doing jump kick, cMK, fireball with shoto characters. Now the same trick with Chun Li or Guile is quite a bit harder, even though they all are projectiles and serve the same basic function (being distorted here into a combo).
But my point is this difference evaporated at high levels anyway. No one at a tournament CAN’T do jump kick, c.MK, sonic boom (into super if they have it). Your advanced movement is exactly the same. You honestly want tell me there are competitive CoD players who can’t do this? As far as the strategic value I don’t players for taking advantage of all the tools at their disposal. If it works do it. But I don’t really see how you defend the idea that its a core mechanic to take advantage of broken jump physics in a game to gain a movement speed advantage. It wouldn’t “dumbdown” the game to get rid of exploitive movement.
Just like with the fireball motion though, you have a huge group of intermediate players who have mastered this execution who will defend it to the death precisely because they feel it gives them an advantage over new comers and they don’t want to give that up.

It wouldn’t “dumbdown” the game to get rid of exploitive movement.
It definitely would. Take this to the other thread if you if you want to talk about it.
Ugh. We’re in an off topic thread already talking about dumbing down games for “casuals.” I don’t really think it’s off topic.
He doesn’t care for competive play he even said it himself.
So because the developer isn’t a fan of the competitive scene, his game can’t be considered competitive?
That what he doesn’t want. Not my problem.
It’s a silly argument. Smash DOES have a competitive scene and there is a high execution barrier within that scene. What the developer intends doesn’t change that reality. Capcom didn’t intend cancels to be a thing in SF II, so even stuff like jumpkick into unblockable sweep was an accident.
But say whatever you want about Smash, it IS an accessible game. The moves are mapped to two buttons with directional modifications. It’s tough to imagine a much simpler scheme than that. Further all the characters have some traits in common but variable - so up and B will always give you a jumping or rising or floating special for example. Smash is a really approachable game compared to any of the more traditional 1 on 1 fighters.
Im not saying anything besides Sakurai just hates pros playing his games. Dont know why people assume that i am?
By the way

if they wanna pretend it is a real fighting game, then let them do so.
this is why the FGC is toxic.