
Ultimate becoming the greatest selling fighting game of all time. Despite Sakurai clearly still seeing his baby as more of a party game than a traditional fighter, even he appears to be thinking in and looking at things with a competitive eye.īack in December 2019, Sakurai commented on Super Smash Bros. From this point out in the presentation, the breakdown continued on with a more general, casual-friendly approach. Sakurai revisited the two aforementioned attacks and noted that they are both "fun to land," ditching his previous talks of frame data. "We can leave talk of details like this to the people who are playing in tournaments!" "I'm just the guy who thought he wanted to make a fun party game," Sakurai explained. "And the one for the back air attack is 15 frames."Īt this point, Sakurai took a step back and noted that he "can't say things like this" because he doesn't feel qualified to do so. "To be more specific, the attack activation for the forward air attack is 13 frames," Sakurai began. While typical explanations for moves cover general utility, Sakurai clearly got caught up in what he was doing and shared the start up frames for both.

Sakurai Presents "Sephiroth" broadcast, Sakurai fell deep into his explanation and began telling viewers the frame data for both front air and back air - frame data usually being information that is associated with competitive-level players. While demonstrating the Final Fantasy 7 boss character's aerials during the Mr.
