CORRECTIONS: Thanks to a comment, I learned that “mom” and “dad” is a term describing the character designer of a Virtual Youtuber, which made me realize that the designation in the description isn’t necessarily the other person who shows up in the video. A further look at the video descriptions shows that the woman teaching Sugomori to draw comes from the manga school Manga Kyoushitsu Minato Mirai. I’ve edited the post because the possibility is still there, but have removed the incorrect information.
I’m not terribly into the whole virtual youtuber thing, but I do have my favorites. Recently, my #1 is Sugomori, a manga reviewer who covers everything from popular titles to more obscure ones.
She’s not one of the major ones right now, but I appreciate her focus on manga over games. Some of her videos (like the one above) have been subtitled into English, so you can enjoy them even if you don’t know Japanese.
However, I’m not just here to recommend a Youtube channel. I also want to point out the connection between Sugomori and Kotoyama, author of Dagashi Kashi and Yofukashi no Uta.
Sugomori’s character design is actually by Kotoyama, as she explains in her introductory video. That’s a pretty huge get for a Virtual Youtuber, I’d think. But also, Sugomori calls Kotoyama “mom” (okaa-sama) in her descriptions.
I don’t know if Sugomori is actually Kotoyama’s daughter, or if it’s just a joke or something [Turns out it’s a joke]. Whatever the case, I was surprised at the possibility that Kotoyama might be a woman! It would be cool if that turns out to be the case.
In conclusion, watch Sugomori, read Kotoyama. Enrich yourself.
For the past couple of years, I’ve been listening over and over to the song “Deacon Blues” by Steely Dan. Despite being from the 70s, it was only a recent discovery for me, and the only prior exposure I had to Steely Dan was though the JoJo’s Bizarre Adventure character of the same name.
But it’s a timeless song that has me revisit it on a regular basis and to think about its messages. Its first-person narrative about a guy in the suburbs who dreams of a nightlife of playing saxophone, getting drunk on Scotch whiskey, and dying in a car accident indicates an unease I find reflective of the song’s very specific context: a distinctly white, male, and suburban fear of mediocrity. What strikes me most is that this fear still clearly exists today, and it bleeds heavily into American culture. Whether it’s drug abuse in suburban communities to escape the everyday drudgery or people turning to games to exercise their power fantasies, the general mood of “Deacon Blues” persists.
I’m not white and I’ve never lived in the suburbs, so I can’t directly relate to the malaise and yearning described in “Deacon Blues.” From my perspective growing up in the US, the suburbs were more of a distant dream for hard-working parents to strive for—even if I myself was never a fan of that vision. So as an outsider with respect to white suburban culture (or lack thereof), what I see is a community where people can be in so privileged a position that it creates certain unique challenges which strike at the core of how people define themselves and their success. Fear of mediocrity assumes there’s a safety net that keeps one from falling through the cracks, which is not a luxury everyone has.
Just consider that the white suburban fear of a boring, mind-numbing existence resulting from limited success would be a mere pipe dream for many people of lesser means and fewer opportunities. There’s a saying about how black people don’t go camping because it’s just white people spending lots of money to pretend they’re poor–it’s not that different from what’s being said in “Deacon Blues.” The narrator there is glamorizing a life of pain and struggle because it’s something he can’t have while in his comfortable, repetitive life.
This is not to minimize the effect of suburbs on the psyche–there’s evidence that their strangely sterile construction and layout does affect people negatively. Nor am I trying to trivialize the cultural circumstances that make being a minority in the US a challenge. But I think people in the suburbs (or indeed similar situations) often want something to fight against as a way to stave off a rutterless sense of direction. It leaves many vulnerable to manipulation, as they’re convinced that their “purpose” is to loyally fight for some terrible and often xenophobic cause.
I actually think the general dimensions of these feelings of inadequacy are not exclusive to white American culture. In Japan, for example, the presence of hikikomori (chronic shut-ins) and the recent popularity of isekai (parallel world) fiction both seem to suggest a society where people often feel powerless and directionless. Hikikomori generally have the luxury of being cared for by relatives in a way that makes them seem coddled, but a fear of what lies outside is all too real. Isekai fiction tends to be very heavy on male power fantasy, but it’s a particular kind of fantasy tied to one’s gaming and nerd knowledge. It speaks to a desire to have one’s time and effort validated. There’s even a similarity when it comes to each country’s fight with recession, and the way that both the “lost generation” of Japan and the millennials of the US were forced to notice that the seemingly endless prosperity of their parents’ generation was abused to the point of near-failure.
However, one difference is that the American suburban mood is ultimately tied to a failure to reconcile the American dream’s inherent contradictions within a capitalist society where success and failure are supposed to say something about one’s character. The fear of mediocrity creeps in, taunting minds with notions of “What if I could’ve been more?” And it’ll continue to haunt the suburbs for as long as they remain dull and discouraging towards expression.
I had the opportunity to watch the Mister Rogers documentary Won’t You Be My Neighbor?, and one of the topics it discusses is the origins of Mister Rogers’ Neighborhood as a kind of counter-programming to the fast-paced “bombardment” that was (and continues to be) a staple of children’s television. Mister Rogers was meant to slow things down, and give kids a quieter and more contemplative half hour for them to learn and grow. Fred Rogers’ decades-long show took on an important challenge, but there’s the seed of doubt about its efficacy on people like myself, who remember their young childhood TV experience more along the lines of action-packed cartoons like Transformers or GI Joe. How do you reconcile the allure of such shows with the noble cause of trying to help kids learn to be better people?
Especially in the 1980s and 1990s, there was a trend of including public service messages in those merchandise-shilling action shows—”Knowing is half the battle!” as GI Joe would say—but they would often come across as unbelievably hokey or even disingenuous. Going from watching GI Joe’s forces blow up an enemy Cobra base, to seeing kids learn how to install a smoke detector—it never felt right.
I began to think about if there were any children’s series out there that integrates a nice balance between satisfying action and good advice to children, and one answer popped into my head immediately: Precure. More than a few magical girl shows carry a strong sense of positivity and wonder—in fact, I once referred to 2001’s Princess Comet as being distinctly Mister Rogers-esque—but they often don’t hit that pleasure zone that comes with watching heroes vanquish villains the way Precure does. After all, its origins are built on “a magical girl show from the director of Dragon Ball Z, and while its staff has changed numerous times, it still more or less maintains that legacy. But when you also look at the various heroines throughout Precure, they serve as confident and inspiring role models for young viewers in ways that almost betray the heavy consumerism that it also engenders.
Consider Cure Yell in Hugtto! Precure, who’s all about giving support to those both looking for their dreams and those pursuing them. Or how Cure Flora in Go! Princess Precure overcomes a major problem by realizing that the power to change and improve comes from within. Or how Cure Heart in Doki Doki Precure! reaches for the stars in everything she attempts. These heroines are only the tip of the iceberg, as many individual episodes also try to speak to the concerns and worries of children, and how to deal with the complicated and confusing emotions they experience growing up.
I think this is why I am, and likely always will be, a fan of Precure.Its creators know the power of being a GI Joe, but it also knows the value of being a Mister Rogers’ Neighborhood. Striking that middle ground can come at a price—a muddled message, perhaps—but attempting that alchemy is valuable in a world where ideals and cynicism alike clash with each other on a daily basis.
Anime Expo: Canceled. Otakon: Canceled. EVO: Canceled. But it’s all for the best as we try to keep one another safe in these strange times. I’m thankful to all the organizers for making the right choice, and I hope to see you all at conventions eventually. In the meantime, I find myself trying to make the most of my time spent at home.
Thank you to all my supporters on Patreon again this month, especially these fine folks below.
My tribute to the recently deceased voice actor who brought his A-game to every role. If you want to see my Top 10 favorite anime roles of his, I also wrote something up for Apartment 507.
Hashikko Ensemble
Chapter 27 is, at last, the big performance…with a dash of possible romance.
I’m nobody special when it comes to giving advice, but I hope everyone can enrich themselves and stay sane in these crazy times. As for me, I’m finding great joy in AI-generated memes (like the one you saw at the top of this post), and incredibly dumb and hilarious #partyparrot memes. (The joke is dicks.)
Spotted Flower has long been a bizarre, twisted version of Genshiken, but a couple of side chapters posted (temporarily) for free on the Rakuen: Le Paradis website reveal an extra wrinkle to its story. Portraying two groups of parents, it shows their actions inadvertently corrupting their children.
In Chapter 33.5, the wife (not-Kasukabe) is trying in vain to get her infant daughter, Saki, to raise her head. When the husband (not-Madarame) drops his phone by accident and it shows an old picture of him getting his necktie pulled (much like that famous moment in Genshiken), Saki’s eyes go wide with excitement. When the husband picks his phone back up, Saki’s head follows, and voila, she’s able to lift her head up under her own power. In that one moment, a fujoshi is born.
Then, in Chapter 34.5, not-Ohno has put her two kids, Shin (three years old) and Yuu (one year old) to bed alongside her. On her other side, however, is her husband (not-Tanaka!!), and she’s in the mood for some intimacy.. Not-Tanaka notices that she’s actually wearing pantyhose from a Kakegurui cosplay, which clearly shows that she’s been wanting this, but when she also tries to put on a Yumeko wig, he nixes that idea. The mini-chapter ends with them having sex off-panel, with Yuu being woken up and then lulled back to sleep by the sound of his parents knocking boots next to him.
The idea of seeing these geek parents influencing, even if accidentally, the next generation of degenerate pervy otaku is an intriguing one. What makes it all the more…special…is specifically that it’s the Spotted Flower characters doing this instead of the Genshiken ones. What will the future hold for these kids…?
It’s the Hashikko boys’ first real test: performing at the M-Con!
Chapter Summary
The Chorus Appreciation Society is up at the M-Con, and their performance impresses at least one of the judges. While they’re part of the “free” section—i.e., participation only—Akira and the rest take it very seriously. In a powerful moment, members of the audience could swear they heard an angel, thanks to the harmonizing by the four on stage. In the final moments, Jin’s thoughts are about proving how great choruses are.
Afterwards, many congratulations are had, including from Shion’s mom and the Nishigafuchi club members who attended. Nishigafuchi’s message is loud and clear: you’re good enough to compete. Elsewhere, Yumerun is observing from a distance, and seems upset about Jin to the point of tears. Hasegawa spots her and, mysteriously, offers to exchange Line account info with Yumerun.
Shuusuke, who was on piano due to Shion’s injury, offers to take a photo of the club (plus associated classmates). However, when Shion tries to assert that she’ll be the one playing for them next time, she trips and falls into Shuusuke’s arms in a repeat of a childhood moment between the two. The situation seems ripped straight out of a romance manga, which causes a great deal of shock and blushing, albeit for different reasons. While Akira very clearly has feelings for Shion, Kousei is just mad that Shion’s nickname for Shuusuke, Shuu-chan, is what he used to call his deceased little brother. In the end, they manage to take a rather awkward but hilarious group photo, while also giving (Mashino) Shuusuke a new nickname: Masshie.
The Judge’s Thoughts
I found the aforementioned judge to be an interesting part of the chapter because it showed how an expert would see a fairly amateurish club and still recognize in them some potential. In my view, the key is when he describes what proper harmonizing is: It’s not about thinking, “I will try to let my voice out in a way that matches up with the others,” but rather, “If I let my voice out, it will match up with the others.”
He also expresses being impressed by the way they transform into tenuto in their performance, which is a musical direction meant to convey “holding a note for its full length.” (I’m not sure I’m using that term correctly, so feel free to correct me!) Jin actually reaches him for comments afterwards, and he encourages them to get more members so they can participate in different types of competitions.
I hope this isn’t the last we see of him.
Romance in the Air?
I’ve written a good deal about the potential for romance and love triangles in Hashikko Ensemble, but I’ve tried not to focus too much on it because I didn’t want these reviews to overly emphasize that side to the extent that people might assume this was a primary focus of the series. That being said, it’s now crystal clear that Akira has a thing for Shion, and that it wasn’t just him being somewhat naively overprotective. There also might be something going on with Yumerun too, but those tears are kind of ambiguous.
I still wouldn’t quite classify Hashikko Ensemble as a romance manga, though. Rather, it’s a story about human connections through the world of music, of which love is one possibility. It’s exactly the kind of story Kio Shimoku excels at, and why I continue to be such a big fan of his.
Back to the subject of Yumerun, I would think that everything about this chapter—the encouragement Jin got to find more members, Yumerun’s reaction, Hasegawa’s gesture—would lead to her joining them. However, that would first require her to transfer to Hashimoto Technical High School, an environment likely unsuited for her implied musical talents overall. It would be a hell of a move, and if it happened, it would signal some very clear intent on Yumerun’s part.
I also got a kick on the little swerve we got in terms of Kousei. It seemed like he had some feelings for Shion, but it turned out to be something about his little brother instead. It’s a bit of dark humor that ironically lightens the moment.
Songs
Naturally, the only song this month is (once again) “Miagete Goran Yoru no Hoshi o” by Kyu Sakamoto.
Final Thoughts
It’s clear from previous reviews that I didn’t quite understand what the “free” part of M-Con meant. I took it more as like, an “open competition,” as opposed to being the distinction between “For Fun” and “For Glory,” to use Smash Bros. terms.
I think this is probably inevitable with my writing about Hashikko Ensemble because of how music is not my forte. It makes me want to see someone who does know a thing or two about music read and review this series!
Voice actor Fujiwara Keiji passed away recently on April 12, 2020 at the age of 55 due to cancer. In my eyes, he was one of the greatest, and I had even written a little about him in my review of The Wonderland. That’s why I really wanted to delve into my absolute favorite performance of his: Holland from Eureka Seven.
Holland is amazingly written, and one of many examples of both the rich characterization and extensive character development that help make Eureka Seven such an absolute masterpiece. He’s the leader of Gekkostate, and thus the most prominent face of rebellion against the government. He’s initially worshipped as a hero by the protagonist Renton, but as the two get to know each other, their relationship changes because Holland is not a perfect human being. He’s hot-headed, ill-tempered, and impatient. Perhaps more importantly, he has long envisioned himself as a hero of sorts—not out of a desire for glory but a feeling of dire necessity. When he begins to realize that he’s not the “chosen one,” so to speak, his character’s journey becomes about learning how to support just as much as he leads.
What Fujiwara gave to Holland is a performance that’s always convincing. The turbulent storm of emotions that reside in Holland having to do with his position, his self-image, and his relationship with both his real and adopted family, are always delivered with such absolute sincerity thanks to Fujiwara. To be sure, Eureka Seven is full of excellent acting from everyone involved, but Holland is a downright challenging character to give voice to, and Fujiwara just nails it. I can actually close my eyes and hear his performance in my head—the expressions of joy, frustration, enmity, and sadness.
Finding out a voice actor is gone always feels like a bit of a shock. It’s less a matter of age, I think, and more about knowing that you’ll never hear their performances ever again. And unlike movie actors, their physical appearance is not as major a factor in the types of roles they can land (though many actors do transition to older characters over time). Fujiwara’s passing is not necessarily surprising, but I do wish he could have kept contributing his immense talents to projects of all kinds. He will be immortalized in roles like Holland in Eureka Seven, and the world is a better place because of what he gave.
I was asked via Patreon to write about my favorite anime computer games, which should theoretically be an easy proposition. The only problem: I’ve never been much of a PC gamer, and more recently, I haven’t had much access to a Windows PC, where most computer games reside. Thus, the scope narrows from “my favorites” to “the couple I actually played and remember with some fondness.” Hopefully that still counts.
The #1 title that sticks out in my mind is Melty Blood. Though it hasn’t been exclusively a computer game for a very long time, and it’s nowadays known for the running joke that Melty Blood tournaments can (or are forced) to be held anywhere and everywhere, it did start off as a doujin game on PC. I happened to be part of a fighting game forum at the time the game first appeared, and I had recalled a Japanese forum-goer singing high praises for the Tsukihime franchise as a whole. Lo and behold, here was a game that married those two forces—Type Moon and fightmans—together.
I was never good at the game by any means, but when I think about that very first rendition of Melty Blood, I mostly recall the little humorous touches that faded away over time in favor of a more competitively robust experience. In the first Melty Blood, when Arcueid and CIel clashed with punches, it could set off a sequence that ended with both of them getting cross countered, Ashita no Joe-style. And whereas Mech-Hisui in later iterations has a more conventional forward and back air dash, she originally had a Jet Scrander from Mazinger Z, and she flew at an oddly steep angle when air dashing. It reminds me of the fictional Kujibiki Unbalance fighting game in the Genshiken manga, where the club members talk about how the game adheres so closely to faithfully capturing the characters’ qualities that the balance went right out the window.
Another game I enjoyed a lot was MegaMari, a fan game that basically took the characters of Touhou and put them into a Mega Man clone. It was more than just a reskin, however, as the game took Mega Man’s famed platforming and added Touhou’s signature bullet hell. Nothing in Mega Man (except perhaps the abusiveness of later entries into the Mega Man X series) could compare to the ridiculous yet beautiful sprays of icicles and swords, and that was in addition to old blue bomber staples like the Quick Man stage instant-kill laser beams. I was never able to complete MegaMari on account of the difficulty, but I appreciated the marrying of two great flavors. It also introduced me to a lot of Touhou characters I didn’t know much about otherwise—Konpaku Youmu, Saigyouji Yuyuko, Reisen Udongein Inaba, and so on.
While my experience with anime computer games is extremely limited, there is one area I wish I could explore more: the Japanese home computers of the 1980s, such as the PC-88 and the PC-98. This is especially because there are a lot of secret shames buried within that time, and it’d be a fun and enlightening experience. Probably the closest I’ll be able to get without jumping through too many hoops is to just get the PC-98-inspired VA-11 HALL-A: Cyberpunk Bartender Action on the Switch. Although that game isn’t made in Japan, it actually got a variety of official art made by Suzuki Kenya (Please tell me, Galko-chan!) for the Japanese release.
Expect my thoughts on that game in the near future?
This post is sponsored by Ogiue Maniax patron Johnny Trovato. You can request topics through the Patreon or by tipping $30 via ko-fi.
Comedies based on perpetual misunderstandings can be really hit or miss. Characters misunderstanding one another’s intent and motivations can work as an endless source of humor, or it can eventually lead to frustration over a lack of progress. The manga series Spy x Family by Endo Tatsuya falls square into this category of humor, but it’s able to achieve a nice place between its overarching plot and its chapter-to-chapter antics that keeps it fresh, enjoyable, and even a little heartwarming.
Spy x Family tells the story of Twilight, an unparalleled spy who is given an order to start a family in order to get close to this next target. In order to make the charade seem as real as possible, he takes on a new identity (Loid Forger), adopts a daughter named Anya, and finds a woman willing to pretend to be his wife (Yor Forger). However, while Loid is extremely good at his job, what he doesn’t realize is that his new family members have their own secrets. Anya is actually a telepath, and Yor is actually a top-class assassin known as “Thorn Princess.” They all have their own reasons for wanting to keep this act going, with only Anya knowing the full truth but loving every minute of these bizarre circumstances.
In both story and presentation, this manga is superb. The character designs are excellent and the artwork is consistently solid no matter the situation or setting. The characters themselves are endearing and memorable. Every time I finish a chapter, I find myself wanting more. Spy x Family juggles a lot of balls in the air, whether it’s shifting settings between its three core characters, switching between comedy and action (or a mix of both), or portraying the way they grow closer even as they continue to keep their respective cards close to their chests.
The closest manga I can think of in terms of being this good at the “comedy of misunderstandings” shtick is Monthly Girls’ Nozaki-kun, but that title is far more extreme when it comes to keeping its characters forever ignorant. Spy x Family, on the other hand, is more than willing to have both long- and short-term plot threads, and it does each kind so well, I would be easily satisfied if it stuck with one or the other. However, it manages to pull both off well, and we’re all the better for it. I think part of the reason Spy x Family succeeds despite not taking the Nozaki-kun route is that there’s actually a character who is privy to what’s really going on in Anya Forger. From her hilarious reactions to everyone’s true thoughts and feelings, to the contrast between her powers and her lack of smarts, to her strong desire to keep the charade going so that she can keep her happy little nuclear family going, Anya might just be the lynchpin of this series.
Spy x Family is available on VIZ’s Shonen Jump app, and chapters come out roughly once every other week. There’s a lot to love about this series, and I don’t see it wearing out its welcome anytime soon.
As a long-time fan of Super Smash Bros., I’ve been curious about the recent expansion of the “platform fighter” subgenre, especially in indie gaming. Over the past six years or so, more and more titles have been developed that follow the basic Smash formula. I’ve mostly watched tournament matches to try and get a sense of what each game is about, but more recently I’ve been able to try some out. Playing them made me aware of an odd trend: a lot of these games do not have shielding or anything akin to blocking as a sustained stationary defensive option.
The five indie platform fightersI’vepaid attention to are Rivals of Aether, Brawlout, Brawlhalla, Slap City, and Icons Combat Arena (which is being succeeded by Vortex Rising). Of these titles, only the last two have Smash shielding. The first three have, at most, workarounds. Rivals of Aether has parrying, Brawlout has a spot dodge and a Guilty Gear-esque burst system, and Brawlhalla has a spot dodge.
There’s nothing necessarily wrong with removing shields from a game, but the decision stands out because of how fundamental blocking is to fighting games as a whole. It’s one thing to have weak shields like in Smash Bros. Melee or Smash Bros. Ultimate, but it’s another to eschew the mechanic wholesale—doing so removes the classic rock-paper-scissors balance of blocks > attacks > throws > blocks. Indeed, while Brawlout technically has grabs, they don’t really function all that differently from striking attacks. The fact that the posterboy for Brawlout, Paco, is a wrestler becomes largely a matter of aesthetics.
The big question is simply, why remove the most basic defensive technique there is? After all, while there are clear similarities between these Smash-inspired games, they’re also not necessarily going for the same exact gameplay. Moreover, as different as the actual Smash titles are, they all have shields.
The answer, it seems, is to try and capture that ineffable quality called “hype” while keeping players from being overwhelmed by complexity.
In the case of Rivals of Aether, its creator describes the lack of shield as a product of both practical limitation and creative decision-making:
Grabs and Shields were removed from Rivals to decrease defensive options and to reduce animation scope by removing throws.
The aggressive focus on Rival’s engine reflects my style as a player. I gravitate toward rushdown and so does RoA’s middleground.
The RoA fans themselves seem to love this, arguing that it emphasizes aggressive gameplay, making things more thrilling overall. Meanwhile, the official Brawlout website has this to say:
Rather than slow-paced defensive battles, Brawlout goes all-out with the lightning-fast aerobatics which platform fighters are famous for.
By focusing on aggressive mechanics, new players will be able to easily nail impressive combos while not feeling overwhelmed by friends who’ve had a bit more practice.
Brawlhalla doesn’t have any specific mission statements, but its free-to-play nature and its overall mechanics also hew in this direction.
Generally speaking, strong defenses frustrate those eager to be rewarded for offense, and that goes double for less experienced players and viewers. Even titles with crazy combos and pressure like Dragonball FighterZ have people getting salty about players who “spam block.” But there’s also the specific context of when many of these platform fighters began development: during the rise and fall of Smash 4. A frequent criticism of the Wii U entry was that shields were too strong, and discouraged the kind of high-pace aggression Melee is known for. Ultimate itself responded to this feedback by weakening shields in certain ways. The shield-less indie games essentially took it one step further.
It’s also notable that these games, as much as they want to emphasize an almost Melee-esque speed, also try to make competitive-level play more accessible than Melee—a desire to, as the old saying goes, be easy to learn and difficult to master. Brawlout, RoA, and Brawlhalla all try to streamline Smash and especially Melee mechanics to remove some of the execution barrier, whether that’s removing the need for “smash attacks” (Brawlhalla) or simplifying wavedashing (RoA).
However, it’s impossible to fully solve the “problem” of strong defense, blocking mechanic or no. Turtlers always seem to find a way, especially when their opponents want to attack without much forethought. Even Brawlhalla, with its flimsy spot dodge, has seen players frustrated by defensive styles. For example, one asked how to fight passive/defensive players, while another understood how to beat spot dodge (bait it out and punish), but hated playing passively.
There’s another aspect to consider. Smash Bros. shield is a signature aspect of the franchise, and for a long time, it was unique among fighting games. A barrier that successfully guards against nearly everything at first, it shrinks over time, leaving the user more exposed and more prone to getting stunned into a dizzy state (shield breaking) . It’s one way to introduce weaknesses into blocking, which traditional fighting games usually go about through the concept of high/low mix-ups. But perhaps, because the Smash shield is so iconic, the games that do incorporate it seem even more like “clones.” An alternative form of blocking that’s simple and reasonably effective could be the answer to set future platform fighters further apart. In this respect, some games have been trying their own renditions of shielding. Vortex Rising is implementing one-way shields that are inherently vulnerable to cross-up attacks (i.e. attacks that can land behind your opponent where they aren’t protected), while a newcomer to the platform fighter genre, Slayers for Hire, is going for something more akin to a Street Fighter IV-style “focus attack” (for Smash players, that would be Ryu and Ken’s down special).
The shield-less platform fighters have thus far sought to discourage stationary defense and encourage more active movement, and the players who have gravitated towards these games have found them to be enjoyable. But I have to wonder if aggression can truly be considered as such if there isn’t enough to oppose it. In other words, is rushdown truly rushdown if there isn’t an equally strong defense it needs to crack? Whatever the answer may be, having games that remove blocking entirely may bring about interesting results.