moleculo123
Moleculo, the Molecular Man
moleculo123

They certainly weren’t producing that much at the start of the iPhone’s life cycle. Manufacturing new molds (not just the Switch itself, but all its accessories) requires new lines, and those don’t immediately shoot up to 500k units per day overnight.

“Where are you getting petty jealousy from? I’m merely having a conversation with you. Don’t get defensive.”

Neither did you, by your own logic. Check the SRK forums for all the bitching about SFV and come back to me.

Oh yeah, and Brawl had some record numbers when it first came out too, so...

It’s funny, you ignore evidence that you don’t like because I only posted a reddit thread.

Why is it a horrible analogy?

I’m not sure why that matters. The more popular game (or “better” game) should get more focus, regardless of “new-ness.”

It tends to draw high numbers of entrants, and the most mainstream viewers.

“I love how biased your comment is”

I don’t quite understand the issue there. That’s not an issue of game preference, unless you’re lumping the SSBM community with the SSB4 community. SSBM community is not the SSB4 community for the most part. Only a handful of players can do both at a high level, as the tech skill between the two does not carry over.

“Even if the resolution was the issue then why didn’t he address the issue before the match started?”

The single point was the only one worth discussing, as I’ve seen it parroted a lot. The rest was just a shit-post from a person who doesn’t understand the history of competitive fighting games whose opinion on SSBM players won’t change and doesn’t really matter, so why bother?

Tell that to CvS2 players who roll-cancel specials or cancel l2 supers into l1 supers, or ST players who kara cancel, do walk-up supers, negative-edge throw loops, etc. 3S players and kara throws? OG SF2 players and CPS1 chains? Combos in general, which were a programming bug in SF2?

For all the people who harp on people hanging on to a 16 year old game named SSBM, it’s not that long of a timeline compared to those in the FGC who still hang on to games like 3S, Super Turbo, A3, etc. Yet, you never see Kotaku editorials about how people need to move on to SFV, merely because it’s the latest game

For all the people who harp on people hanging on to a 16 year old game named SSBM, it’s not that long of a timeline compared to those in the FGC who still hang on to games like 3S, Super Turbo, A3, etc. Yet, you never see Kotaku editorials about how people need to move on to SFV, merely because it’s the latest game

“Nintendo just keeps pumping out the same exact game every year though.”

I don’t think you know who you’re commenting to. KishPrime (assuming that’s the real KP) is an OG SSBM player. What he’s saying is that, of his probably-vast knowledge of SSBM, to this day we’re still finding new stuff that proves we’ve still got a long way to go towards understanding this game.

I don’t understand this mindset that players have to conform to the designer’s intent. If that were the case, the fighting game community as a whole wouldn’t exist because combos in SF2 were originally a programming glitch that got left in.