Quote:
Originally Posted by elphenor
the intended lag canceling that's in Melee may be directly influenced by Street Fighter
but it doesn't change the fact that when pushed to its limit Melee requires more precise inputs per second to play than Street Fighter, you can measure the APMs
what constitutes "technical" however is blurry granted, and what is difficult can vary from player to player, I just think it's interesting an intended party game can be almost up in the Starcraft 1 levels of APM
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Judging by attacks per minute isn't a perfect gauge, as standard SF is about killing your opponent only two times, while standard Smash is about killing your opponent as many times as possible. The limited lives and stage space in a standard match make the allowance of errors and chance for recovery in SF is so much smaller, and the punishment for a mistake so much higher, even though the reflexive requirements are similar. Even if the high level APM in SF is less than Smash, the fact that it's even comparable despite the fundamental differences in styles is actually kind of a testament to how much complexity SF has in spite of its seeming simplicity and lack of Smash's spacial complexity.