platform fighters are very difficult to design! there's a lot of issues but the 2 root causes are the absurdly massive design space needed to create one (at least one approaching the polish of any smash entry), and the normals. every platform fighter character has the same inputs, whereas they have up attacks, down attacks, neutral attacks, etc. designing a characters moves in aesthetic and function around this core setup doesn't always work, and generally deviating from tools you'd expect a character to have only makes your character worse. for whatever reason, when people make these games there isn't a focus on system level counters to certain things, so in every platform fighter there's always a few matchups where one character is entirely ill equipped to deal with a certain thing.
i'm digressing a bit, but it's kind of frustrating that there's quite a number of these melee inspired games, games built off 2 decades of hindsight aping the least polished entry in a different franchise. it's not that it's melee inspired that's the issue, it's that there's a very high level of tunnel visioning in the design of these games that make them even more esoteric than melee and less fun casually. what would compel you to design a character like reptar, where:
he has an up b that goes up, then slams down- but when he goes up he has a super active, interpolated hitbox you can't contest, that due to the games slime system, gives him a free conversion thru a slime cancel that can even lead to a full reverse edgeguard onto you even though you were at 0
all his normals cover full hop height, and can be safe on shield
he has a move with infinite super armor on the charge, that the only system level counterplay is throwing him, but if you approach he can just let go and the move does 30% and has barely any recovery and he can just hold it forever too
he's also the heaviest character in the game, and can also be the fastest in terms of raw movement speed is you wavebounce his neutral b
this is just one character but the main conceit behind these games is to just 'let characters do things' unironically perpetuating the same problems top tiers in smash have. when you let characters just do things but don't account for how that will mesh with other characters, you get many situations that aren't fun to fight.
you don't even need a game to have many even matchups, melee has billions of issues but can still be fun to watch with its limited pool of viable characters because while initiative is finnicky and abstract, there's still a sense of iteration in player decision making. in these melee clones, characters layer 1 is the entire point, one you can't just play around. it's boring!

Reviewed on Nov 26, 2023


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