Yeah one of the reasons I didn ' t love the Wii was because of the motion controls . I was 8 years old when I got the Wii but I told my parents I didn ' t want it originally . Smash bros brawl and Mario kart weren ' t the same . I loved the gamecube so a good entry into the Zelda universe would probably be twilight princess . Thanks ! <| sep |> Do you think i should just get used to the default keys ? <| sep |> So much about Smash makes it awesome . I played the original 64 version when I was very young and then stopped for a long time . A friend got me back into Melee as a sort of revenge for me constantly stomping on him and a few other friends in Halo . Too bad for him I fell deeply in love with that game and quickly surpassed them there too . I actually played it in tournaments on the regional level and I ' ve never had more fun than playing this game competitively . The first thing that comes to mind is a lack of canned combos , or move sets . While traditional fighting games use these concepts to give the game depth talking about stuff like the Hadouken in street fighter , Smash uses a much smaller pool of more readily accessible moves where each move might have many different properties depending on spacing and timing , instead of complicated multiple page long move lists to memorize . That doesn ' t mean it lacks depth though , as stated above a single move might actually be composed of several different hitboxes which each come out during a different part of the moves animation . Each hitbox has a different usage depending on how you space your character and how you time the windup to hit with the part of the move you want to land . Next , as other posters have said is movement . In most fighters the environment is largely flat , and you spend most of your time playing footsies with your opponent trying to poke them into giving you an opening . In smash the levels vary wildly , from traditional flat planes , to multitiered stages with environmental hazards and changing landscapes . The added depth to the stage necessitates a higher degree of control of your characters movement , and a focus on quick and precise navigation of your environment while combating your opponent . Advanced techniques like WaveDashing or Shield Drops add even more complexity and can highlight the gap between skilled players and more casual ones . Which is yet another thing to love , Smash has a low bar for entry and can be played by almost anyone relatively quickly , but it also has an absolutely staggering skill ceiling . A skilled player not only plays the game better , they actually play FASTER by using techniques like LCancel or WaveDash . Watching someone just entering the scene play someone who has been at it for years is like watching the scene in an old Kung Fu movie where the new pupil tries to land a single hit on the master , and is just completely outclassed . The combo system in the game is also incredibly rewarding for long time players . The system isn ' t reliant on canned combos that are simple button executions that work as long as the first hit lands . There are remarkably few true combos in smash that fit that mold . The vast majority of combos are actually reliant not only on very good timing of follow up moves , but on reading your opponents DI directional influence or control of the direction of their fall and reacting accordingly . The follow ups are further complicated by the different sizes , weights , and current damage % of your opponent , all of which affect how far they fly , and how fast they come back down after a hit . Speaking of damage and combos , that brings up win condition . Most fighting games have a health bar that ticks down as you get hit , and when it reaches 0 , thats it , game over . Smash works the other way , your damage % goes up as you take damage and the higher it goes , the farther a given move will knock you back when landed . This means no round of smash ends with some pathetic low kick to the ankle . Instead to finish an opponent requires you to either land a strong finishing blow or knock them off the stage and edge guard their recovery . Which brings us to the aerial game and gimping . Unlike traditional fighters where you have to work through an opponents entire hp pool to kill them Smash presents an opportunity to simply push them off the stage and prevent them from getting back on . What this means is that matches that look completely one sided , with one player up multiple stocks on the oether , are actually still winnable because at any time a good series of moves and effective edge guarding can take a stock without having dealt any significant damage . This leads to high risk , high reward moves around the edge of the stage , forcing players into risky situations where the tide of battle can rapidly shift from one player to the other . I could go on like this nearly forever . Smash is honestly the best fighter I ' ve ever played and I ' ve played every installment since 64 . My personal favorite , and the one I ' m currently playing with my friends whenever I can con them into taking a beating from me , is Project M the fan mod of Brawl that makes it play much closer to Melee . Melee of course would be my favorite of the Nintendo versions of the game . Anyone who hasn ' t already played should definitely look into it .