Where did close combat hate come from?
Mostly how ubiquitous it's become distribution-wise (to the point getting it is not as unique anymore) and how it practically supplanted every other physical fighting type move in existence bar drain punch (well idk if that applies for everyone or if it's just me). That's just my perspective tho.Where did close combat hate come from?
Nah you're so based for this, LOLSo, I’m only “um actually”ing you here because I think the sheer fact that I can even “um actually” about this is hilarious, but, um, actually, his hair is not, in fact, dyed:
Exactly. At first, the balance of CC was like:So in theory this would be a balancing aspect, but in practice the shortcoming is that Pursuit was most commonly ran on Proper Dark Types for a variety of reasons (Resist/Immune to the types they could "trap," more limited distribution for a while), with a few rare cases such as Aegislash or Metagross experimenting with it (and not being particularly strong if they didn't get the "switched" power).
Close Combat was relatively safe on Fighting Types since it was strong and reliable, and frequently employed to Wallbreak off STAB (usually not a massive loss losing the user if they got a key KO or 2). The main threat to a CC user is a revenge Kill, but before Gen 8 the main users were often reasonably fast for their tier such as Infernape or Terrakion with their 108 Speed over a then-benchmark of 100. This is also assuming the -1 made the difference in being KO'd or not given a lot of Fighters were pretty Glassy anyway.
CC's availability as a coverage move became a Homogenization problem when it was given to mons that had ways to circumvent this such as Priority (Scizor and Breloom) or for whom it was a straight upgrade over their existing option in something like Superpower (Tapu Bulu, Conkeldurr) or High Jump Kick (Blaziken, Scrafty). Practically every Pokemon that gets CC and runs any amount of Physical Prowess will consider it, because it's significantly less risky/debilitating than the alternatives of its power and in several cases they can exploit it better due to not being (pure) Fighting Types and thus having more tools to synergize with it.
tl;dr Close Combat's design made it strong but risky for a lot of Fighters, but the TM distribution gave it to things for whom many of those risks are mitigated/not applicable.
Again, CC is a great move, ain't nothing wrong with it.Close Combat is a fine move imo. I think it's interestingly balanced- for a faster pokemon like infernape, you often have to be sure that you KO because at -1 you die to most attacks, sort of like gen 1 hyper beam, while slower pokemon have the downside of needing to take a hit before using it. It's not THAT strong- you won't be KOing neutral non-bulky targets (I'm thinking like support cinderace) with a non-stab close combat, and again, close combat is so much more reliant on getting that KO than a generic stab move like EQ. There's also the fact that fighting, while it does have a few key SE hits like dark and steel, is also far from a spammable type with resistances from ghost, fairy, flying, poison, and sometimes even bug. But you could say the same thing about Wellspring's Ivy Cudgel thudding into our many (6 OU proper and 8 at B or above on the viability rankings) dragons, and the difference in spammability is unreal- the point to make here is that when you use Close Combat, you basically are forced to switch out unless you are faster and can KO the next turn. So yeah, a balanced move, way more than that piece of shit Knock Off.
Also y'all are seriously exaggerating how many things get close combat, look at it versus earthquake knock off u-turn on showdown and you'll see the difference.
It arguably has been an issue since Gen 3Okay by the way I just realized Sugimori art for humans looks really fucking wonky nowadays what the fuck happened
Idk if you made the comparison/demonstrative image but picking Wake as an example for his clothing not having thickness is either blatant cherry-picking or an absurd level of ignorance as he's a wrestler and presumably wearing form-fitting clothes. That said, there should probably be an indent where his pants start on his abdomen and possibly where his gloves start on his arms. His boots don't make a lot of sense, either.It arguably has been an issue since Gen 3
When he draws and designs male chars, he almost always has the exact same pants design with little to no perspective, and really stiff poses. It was partially the reason Ohmura took over for designing humans starting in HGSS, then BW/BW2, the dude can draw perspective better for stock art
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This wasn't always the case for Sugimori, as his early 90s doujin art had much better volume and clothing variety, but when he got influenced mid 90s of Toriyama's style BUT suddenly had to crunch for Pokemon, his drawing focus/skills for humans faded. He even admitted later interviews that...he wouldn't be hired for merit/skill these days
Ohmura meanwhile, he wasn't ushered into the crunching standard for art. He was an established freelancer, along with other Gen 6 on artists for humans. Sugi improved for model sheet creation, but stock poses are still iffy
Like this
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Ironically my unpopular opinion despite saying all of this, I typically prefer char design in OG games over remakes. Being an average looking person with varied mon types is fine, I feel it gets aggressively defined/rigid for role otherwise (oh I use a ghost mon, all my outfits match)
Yes this includes Archie, even if I find the OG art's pose shit
if golduck was real i would feed it bread laced with roots and bitter herbs>Golduck in F
NOW YOU LISTEN HERE-
I mean it's not like was playing favorites, Kingler is also in F.>Golduck in F
NOW YOU LISTEN HERE-
I wish people would treat Sword and Shield as actual games and not scapegoats for tired “modern Pokémon bad” soapboxes in general
While I think the games are mediocre, they have a couple of redeeming qualities. I like some of the new variants on old mons like Cursola and Galar Darmanitan. I think the Champion battle is among the series’s best.
Also I find it funny how much people disparge the new games for bad animation when Powerpoint Diantha artwork transition exists in the same game as 3D model battle intros. The corner-cutting has been there all along, guys.
Ya'll remember that from over a decade ago?
You know it's bad when the grunts are given more visual...flair
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Honestly, XY was the awkward gen in terms of the visual perspective. Being stuck between the beautiful limited 3d animations of Gen 5 and far more polished 3D animations of Gen 7 makes it stick out like a sore thumb. All other gens(yes even Gen 8) feel pretty distinct and solid in terms of their graphical and visual parameters; only XY feels exceedingly rough and unfinished. I guess that's to be expected of the 'first fully 3D games', but it is still interesting to note.
I mean I can think both look bad (along with SV, a modern entry I DO enjoy playing) at the same time, so I'm not sure what this is indicating by pointing to an older-also-criticized entry to say "see they've always been bad."Also I find it funny how much people disparge the new games for bad animation when Powerpoint Diantha artwork transition exists in the same game as 3D model battle intros. The corner-cutting has been there all along, guys.
Ya'll remember that from over a decade ago?
You know it's bad when the grunts are given more visual...flair
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I'm a gameplay over graphics person - that Diantha stuff just sticks out as particularly egregious to me. I find it overblown everyone jumps on graphics when I've never heard anyone complain before then (I'm not gonna open that can of worms that was that dubious "improving animations" statement here)I mean I can think both look bad (along with SV, a modern entry I DO enjoy playing) at the same time, so I'm not sure what this is indicating by pointing to an older-also-criticized entry to say "see they've always been bad."
Gen 6 hadn't moved on from Chibi yet so they used the anime keyart to try to bring the battle intros to life.Also I find it funny how much people disparge the new games for bad animation when Powerpoint Diantha artwork transition exists in the same game as 3D model battle intros. The corner-cutting has been there all along, guys.
Ya'll remember that from over a decade ago?
You know it's bad when the grunts are given more visual...flair
View attachment 714913
I should clarify that when I say presentation, I'm referring less to the graphical fidelity than I am to the way the cutscenes are staged and "shot" with regards to sound design, still having things like unvoiced "talking" animations, frequent "shot-reverse-shot" type cuts between people interacting, and a lot of digitized sound effects despite more realistically proportioned models vs the abstracted sprites the 2D games would focus on. Even in its more involved cutscenes, it feels a bit like the "budget" sections of old console RPG's like Kingdom Hearts 2 or Xenoblade Chronicles (which had stock animations for "minor" cutscenes) but without the more involved major-moment presentation.I'm a gameplay over graphics person - that Diantha stuff just sticks out as particularly egregious to me. I find it overblown everyone jumps on graphics when I've never heard anyone complain before then (I'm not gonna open that can of worms that was that dubious "improving animations" statement here)
HeartGold and Soulsilver is what happens when pretty graphics takes precedent over good design (I talked about this sort of thing to death in my playthrough)