Improvement in Smash 4 II – A Different Way to Look at Match Ups

**If you’re unfamiliar with Smash, this probably isn’t the post for you unless you’re curious. In order to get a full understanding of this, you should be familiar with Smash’s game mechanics and lingo (EX: Forward Air = Fair), specifically the mechanics for Super Smash Bros. Wii U.

Repeat after me: “MUs aren’t just numbers”.

If you were to ask me, “Kappy, what prevents players from improving?”, I would say without hesitation that one of the top things are, “match ups” (or, as everyone refers to them in text format, MUs). MUs describe the likelihood of a character beating another character, strictly speaking. The way it usually goes: If two players of equal skill play, character X has a XX:YY MU with character Y. This is usually categorized in this way:

50:50 – Even
55:45 – Small Advantage
60:40 – Advantage
70:30 – Big Advantage
80:20 – Huge Advantage
90:10 – Gigantic Advantage
100:0 – Guaranteed Win

I think there’s something inherently flawed about discussing MUs like this. Let me be perfectly clear – numerically showing how character X does against character Y is fine; in fact, I agree with it. The problem is how it’s discussed and approached.

Let me craft a scenario for you. Say you go up against a player who places the same as you in your local scene. You two seem to always get the same place, but you two have never met in bracket. This time, it’s different. You’re going up against him, and he’s using a character that has a 100:0 MU against yours. You two sit down to play, two supposed evenly-matched players, and you emerge the victor.

I’ve seen this happen before.

What’s happening here? The biggest problem approaching MUs with numbers is that character takes over player. It should be flipped. Player trumps Character. It might be an uphill battle for your character, but it’s not so simple as, “Character X walls Y. It’s hard for them to get in.” No, it’s not so cut and dry. Even with an equal skill level, a player’s tendencies can change how the MU actually is in practice.

What if you spun it as, “I struggle against hyper-defense. I find it difficult to approach.” This not only spins the blame to give you something to practice, it gets rid of blaming your character or the MU for losing. A number doesn’t define who you’ll win and lose to, who you’ll struggle and not struggle against.

So what can you do to stop thinking this way? Combine Player and Character into a single unit.

Combining player and character gives way to two distinct ways to view a MU, and both are essential to improving: Play Style and Character Interactions. What are these?

Play Style refers to how a player makes decisions during a match. Do they apply pressure, grab a lot, camp, etc… This is usually categorized further for generality – aggressive, defensive, etc… I won’t get too into that, but Play Style also encompasses a player’s reactions, emotions, etc… their style changes as they play, and if they don’t – well, if you can counter play it without them adapting, then you’re going to win no matter the character.

Character Interaction refers to on paper interactions between characters. This is usually discovered through experimentation on the player’s part. Let me list what I think this consists of:

– Move Priority
– Kill %’s
– Punishment Options

Move Priority refers to the interaction between two character’s moves. A good example would be Kirby’s Dair vs Marth Up Tilt. Marth’s Up Tilt beats Kirby’s Dair, so it wins and Kirby will (most likely) get hit.

Kill %’s are just that. When does X move KO at Y percent on character Z?

Punishment Options refers to options your character has to punish character X in any given situation. Can you shield grab an Fsmash? A Ftilt? Can you punish a whiffed move with a Smash/Tilt/etc…?

When I approach a MU, I think about these things instead of the numbers. I think about what I’m going to need to do to overcome any adversity the MU presents me with. If my character struggles against projectiles, I need to find ways to counter the player’s style with those projectiles. Do I have a move that’ll just outright beat the projectile? Does the player panic when I get too close? When should I start looking for a KO? (Notice how this is basically Adaptability)

——

Obviously, some characters do beat others. It’s the way a game like this works. And in a game like this, some characters have a lot of “bad” MUs. And they will struggle, and you can clearly see how a character struggles. However, simplifying the MU to the point where you’re going in expecting it to be incredibly hard or maybe impossible is neglecting the fact that there’s a person controlling that avatar. You’re forgetting about human error, human psychology, even human physiological responses during a set. This is stuff that you need to think about when it comes to MUs, and it’s reflected in their play style.

If you wanna use numbers when sitting at home thinking about MUs, fine. Don’t let me stop you. But you best believe that you shouldn’t be oversimplifying MUs when you’re about to play someone. Treat them as complex as they should be – it’s a character controlled by a player, not the other way around. Remember that.

When you’re giving advice, don’t just use the character. That’s for tier list/character interactions/theorycrafting discussion specifically. Otherwise, think about the player, too. Don’t let players ask, “how does X do against Y?” Demand they be more specific. No two players play the same way – acknowledge that in how you ask for and give out advice.

Repeat after me: “MUs aren’t just numbers.”

Just Sayin’

Link to the Chicago Smash 4 Facebook group: Clicky

Check out my other posts on improving in Super Smash Bros. Wii U!

I – Fundamentals
III – Attitude
IV – Friendlies
V – Stages
VI – Preparing for a Tournament
VII – Training Regimens
VIII – Character Loyalty

Check out the BONUS series!

IX – The Plateau
X – Practice Methods I
XI – Practice Methods II
XII – Practice Methods III
XIII – At a Tournament
XIV – Practice Methods BONUS IV
XV – Game Flow

Improvement in Smash 4 I – Fundamentals

**If you’re unfamiliar with Smash, this probably isn’t the post for you unless you’re curious. In order to get a full understanding of this, you should be familiar with Smash’s game mechanics and lingo (EX: Forward Air = Fair), specifically the mechanics for Super Smash Bros. Wii U.

Lately, my local scene (Chicago/Chicagoland) for Super Smash Bros. Wii U (Smash 4) has had a big increase in new players that are hungry for improvement. Some are decent but not quite at that high level, some are completely new, and others are old vets trying to get back into Super Smash Bros. The most common questions I’m hearing from these guys are along the lines of “Where do I start?”, “What do I need to know if I really want to push myself to the next level?”, and “What MU’s do I need to focus on?”.

I’m here to help you, players! I’m going to be writing a couple blog posts aimed at my local scene to attempt to help them improve and become incredible players. Obviously, this small little series is going to be aimed at Super Smash Bros Wii U, so keep that in mind.

For all of you Chicago Smash 4 kids who may not know me and are probably asking “who’s this nerd thinkin’ he can give us advice?”, let me give you a quick introduction of myself. My tag in Smash is Kappy. I’ve been playing competitively since Super Smash Bros. Brawl came out when I first attended a smash fest in my local area and got 3-stocked by a Ganondorf. Since then, I’ve taken a few breaks from Smash due to school and work, but when I was playing I managed to steal a spot in the top 10 of WIL’s (A combined PR of Wisconsin and IL’s Chicago scene) PR for one season after a couple years of competing (and then I took a break because school). I’ve been Honorable Mention multiple times in Brawl, and was a 2-time panelist for the official MU’s of Kirby (my main) during Tier List updates for Brawl.

After my break, I picked up Project M and played exclusively Meta Knight, where I managed to, again, reach the top 10 players in the Chicagoland area’s PR for EXP Gaming.

As for Smash 4, I’ve only entered 2 tournaments. I don’t know all the little intricacies of the game, but my fundamentals have allowed me to do well so far.

I could go on, but that’s the basic gist of my level of skill as a player. I’m no national monster, but I think I’m at a level where I could become one if I really dedicated myself; and you can definitely become a national monster! Here’s how to start that journey:

Where do I start?

Fundamentals. That’s it. You start with the basics of the game. These fundamentals are present in every iteration of Super Smash Bros.

What are fundamentals, you may ask? A lot of people may have slightly varying definitions of what the fundamentals of Smash 4 are, but here are the skills I think are fundamental to Smash:

– Spacing
– Positional Awareness
– Option Coverage
– Reactions and Punishes
– Identifying habits (Adaptation)
– Neutral

Let’s dig a little deeper into what those things are.

Spacing is the concept of throwing out a move when it is hardest to punish it, when it out ranges another move, or when it creates an advantageous situation for you. If you’re Marth, and you throw out a Forward Air close enough that Mario can use his Neutral Air, that’s a problem, especially since Marth’s sword out ranges Mario’s Neutral Air.

Another good example is spacing an aerial in such a way that you can’t be shield-grabbed even if you hit their shield.

Positional Awareness ties into almost everything. It’s about being aware of where you are, where your opponent is, and what that means for you in terms of advantages/disadvantages. If you’re under a platform and you’re against someone who thrives being under someone, you should be aware of that and position yourself accordingly. Don’t try to force an engagement when you’re in a bad position unless you see your opponent putting themselves in a position that will suddenly benefit you.

Option Coverage is simple. In any given situation, there are choices you and your opponent must make. These are options. You can choose to cover certain options and not others. Learning which moves covers the most options in a given situation is something that every player needs to be proficient in.

Reactions and Punishes is just your reaction speed. If you can’t capitalize in a mistake, you’re going to lose more than win. This also entails knowing the right punish. If Jigglypuff misses Rest, don’t just jab combo her. Charge an attack, set up a KO combo, etc…

Identifying Habits refers to being able to pick up on an option your opponent takes often in a given situation. For instance, in the first 30 seconds I notice that whenever I run at my opponent, he rolls away from me. Next time, instead of throwing out an attack or grab, I follow his roll and punish him for it with a grab combo.

Neutral is the most abstract. Neutral is a state within fighting games that refers to when both players are “safe”. Neither one is being hit, neither one is easily seen to be on the defensive or offensive. It’s basically a culmination of all the fundamental skills because you have to navigate and win neutral to win the game.

This is where everything comes together. Winning neutral refers to winning exchanges made in neutral that transition to another state. If I space a Back Air with Mario and hit, I’ve transitioned to be offensive while my opponent has transition to being defensive. I have won that neutral exchange.

Neutral is difficult to master. Being aware of what options your opponent has at certain ranges of each other and where you two are (Spacing, Positional Awareness, Option Coverage) will allow you to more accurately predict (Identifying Habits) and punish (Reactions and Punishes) a mis-spaced aerial, grab, etc…

Being able to figure out your opponent’s game plan and win exchanges in neutral based on that knowledge is referred to as Adaptation.

So how do you practice your fundamental play? Obviously, attending tournaments and playing with people is the best way, but if you’re alone? Fear not! There are two simple ways to practice everything.

CPU’s and video watching.

What do you use to practice each technique? Here’s a quick’n’dirty list:

CPU’s
– Spacing
– Positional Awareness
– Reactions and Punishes
– Option Coverage

Videos
– Identifying Habits
– Positional Awareness
– Option Coverage

Human Players
– Neutral

Notice how fighting a human is basically practicing everything, while the other two let you hone in on specific skill sets (with a little overlap).

Let’s start from the top:

CPU’s

So, here’s an old adage I’m sure you’ve heard:

“CPU’s suck and help YOU form bad habits”

This is false.

If you’re conscious while practicing, you can make sure not to auto pilot and form those bad habits. CPU’s are great to space around and practice reaction time. If a CPU techs, they’re the exact same as a human. Practice punishing rolls and spot-dodges. CPU’s are great for nailing Air Dodge punishes on reaction or covering those options. Practice combos – CPU’s will either attack you or air dodge as soon as they can, so see how far you can go with a combo before that happens.

Practice reacting to DI. CPU’s are notorious for having either bad or godlike DI, so practice reacting to it. Don’t predict, just react.

Think about your advantages and disadvantages while on the ledge, platforms, center stage, in the air, etc… CPU’s are pretty notorious for having inhumane reaction time, so sometimes you can see weird holes in your play because of their flawless execution and reaction. Try to attack them – can a move of theirs outright beat the one you’re using? If so, think of different ways to get around it.

The most important thing about fighting CPU’s is to NOT AUTOPILOT. Be absolutely conscious while you’re training and really think about what you’re doing and what you’re trying to practice. React to them, do NOT try to predict them.

Videos

Here’s where a good chunk of your mental game comes into play. Watch any match – bad players, good players…whatever! I want you to pick a player and try and find their habits. Do they tech roll to the left? Do they always use get up attack if a player is running towards them and they missed their tech? Pick apart these habits. Try to predict a player’s habits mid-match. Try to predict their adaptation mid-match.

Look at an exchange between players – I think offstage or ledge play is most effective to begin with – and see what options are being covered and what options are present. As an example, Player A is grabbing the ledge. He has the option to:

– Normal get up
– Ledge get up attack
– Roll get up
– Jump get up
– Drop down and regrab ledge
– Drop down and come up with an attack

What is Player B doing to cover these options, and how many is he covering? What could Player B do to cover as many options as possible? Think about these as you watch. Pause the videos if you have to, but ideally you should strive to analyze these as the video plays without pausing.

Look at the positions of the players. Center Stage is a highly coveted spot in Smash. It allows the most safety and is the best place to mount both a defense and an offense. See how the players interact with that. Try to spot when players inadvertently put themselves in a terrible position, especially when they have the lead. Watch how that bad position translates to a big punish for their opponent. Watch how players attempt to set themselves up to always be in an advantageous position.

A really good idea is to get videos of yourself and watch yourself play. Pick yourself apart, see where you could have made better decisions or put yourself in a better position, and see where you played well. This can really help if you’re feeling like you’re approaching a plateau.

Human Players

This is where it all comes together. Obviously, this is one of the most effective ways to get better. When you’re playing friendlies, you get to practice everything. Remember to be conscious while practicing. Don’t just mindlessly play.

Here’s a helpful tidbit – don’t get mad about losing. Anyone who knows me can attest that when I play friendlies, I suicide quite a bit. Why? Because I experiment. This option isn’t working? Let me try something weird. Sometimes it works, sometimes it doesn’t, but at least I now have experience about that particular decision.

Listen, you’re not going to learn what you can do just by watching others and heory-crafting about it. Try stuff out, especially when playing friendlies. Go for those crazy edge-guards. One day you might come upon a situation where that suicidal edge-guard will net you a win, especially if you’re ahead in stocks. You’ll thank yourself for having tried it out not only because you’ll win, but you’ll be lookin’ real fancy doing it.

If you’re playing on For Glory, take into account lag while playing. I don’t recommend For Glory for anything reaction-based because of lag, so if you are on it, try to predict more to practice that.

What about Match-Ups for my character?

I’m a firm believer that learning these fundamentals comes before even thinking about processing character v character match-ups. In fact, I think player v player is much more important, but I will be covering MU’s in my next bit of this series as well as stuff about picking a character and play styles.

So…how often should I be playing?

Every day. At least 30 minutes, no less. You want to get good? Play every day.

Play as long as you want, but realize that everyone has a limit before they start to burn out. At that point, STOP PLAYING. Or, at the very least, stop practicing and do something fun like Smash Tour. If you practice while you’re burnt out, you’ll become worse. Being burnt out is when you’ll start to autopilot and form awful habits. Me? I can play for probably 4-5 hours of serious play before I need a break.

——

I think Chicago’s scene has a lot of fire and potential, but not a lot of direction. I’m here to give you all who need it some direction so that you can all become amazing. Please, don’t hesitate to send me a message on Facebook or Skype (ID is ryan.klaproth) and ask about stuff like this or ask for some friendlies – I’m generally not available for them, but I’ll try to make time. I’m not the best player in Chicago, but I know how to talk about this stuff and break it down, and I can help you break down your own play styles, habits, explain these concepts in more detail, etc… And, you can always reach out to the top players in Chicago – they’ll be more than happy to help you, especially with character-specific stuff and MU knowledge.

Anyway, this is part 1. Save this post somewhere that’s easy to access and get practicing! Next time, I’ll be covering play style and anything more character-specific!

Just Sayin’

Link to the Chicago Smash 4 Facebook group: Clicky

Check out my other posts on improving in Super Smash Bros. Wii U!

II – A Different Way to Look at Match Ups
III – Attitude
IV – Friendlies
V – Stages
VI – Preparing for a Tournament
VII – Training Regimens
VIII – Character Loyalty

Check out the BONUS series!

IX – The Plateau
X – Practice Methods I
XI – Practice Methods II
XII – Practice Methods III
XIII – At a Tournament
XIV – Practice Methods BONUS IV
XV – Game Flow

Running an RP

So, you’ve got a great idea for an RP and you want to start a thread. That’s awesome! As the one running the RP, you’re ultimately responsible for where the RP heads for its most important plot points, what can/can’t happen, etc…

However, there’s some things that you should keep in mind when running an RP. This is mostly from my experience, so opinions may vary – I tried to keep these as generic as possible.

How do they meet?

This is a very crucial part of the RP. Now there’s different ways for this to happen based on the RP, but for one that’s, say, an adventure RP, you need something that brings the party together. You could start everyone out together or have everyone gather together on their own, but remember that they’re not just going to all meet by themselves. You’re the one running the show: get them to meet!

How do they stay together?

In RPG (Role-Playing Games), it’s not uncommon for characters to leave and either never return or come back. In RP’s, this is slightly mitigated by being able to use multiple characters, but in Tabletop Games this generally doesn’t happen unless a character dies or the player is unable to continue playing.

However, in RP’s as well as Tabletop Games, it’s the one running the show that has the responsibility of keeping everyone together. If tensions start flaring and it doesn’t make sense for a character (or characters) to stay, then why would they stay? As the one running it, you need to make sure that each player character has a reason to stay invested unless the player can’t play anymore or they’re being unruly and you need to take action to stop it.

What’s going to happen?

Tying in with the previous two – how is your RP going to progress? Do you know how the player characters are going to be involved? Settings, themes, character arcs…all of these are crucial to an RP, and here’s why:

Winging an RP is bad 8 out of 10 times

Why? because there’s no structure, which leads to no direction, which leads to disinterest or pages and pages of a subplot that amounts to nothing.

Now, sometimes winging an RP is okay, especially for one that’s more light-hearted and not serious. But if you want to go on some epic adventure, you’d better be damn sure you’re putting in some work beforehand. Create an outline of the main plot, find a way to involve the player characters directly, get some lore for your world.

What I like to do is create an outline and then ask those that join to give me an outline of how their character should progress within the context of the story. I then create key points for the main plot and for the player characters, sometimes coinciding the two If I create my own world this serves the double purpose of letting the plot flow nicely and build some lore for the world. Then, as the RP progresses I make sure they hit key points, and if things start to derail I can bring in an NPC to set the player characters back on track.

Now, this can be a tricky process, especially because…

You don’t want to railroad

Obviously there’s some key points that can’t be missed, but you cannot control how the characters interact and play as they progress. If they go off in another direction, you need to be prepared to handle that, and that’s why an outline instead of a strict plan is better – you give yourself some flexibility in how the player characters can reach each key point. You just make sure that the key points are hit.

If your player characters go off the deep end, then you as the owner of the RP have to make a choice. In this instance, I generally just stop them because I’m not a fan of going off the deep end, but that’s just me.

These are probably the 4 most common things I see happen to RP owners that can effectively kill their RP. Plenty of my own RP’s have been left to rot in this way.

I hope this has helped any of you who enjoy RP’ing and want to start your own!

Just Sayin’

Tales of Xillia: 4-man Co-op (first impressions)

So, for anyone who doesn’t know, I stream myself playing games pretty much every Saturday night. Usually, I do single-player games with a commentator or two. This time, after talking to a friend, I decided that I would tackle a game from the Tales series of games. These games are known for supporting 4-player combat, although most people just play by themselves or with one other person. Now, each Tales game generally has a gimmick that they can use to enhance combat.

However, Tales of Xillia’s is a little odd. It actually “hampers” 4-man combat. When you link with another character, the one being linked to is automatically taken over by an AI, and only unlinking will restore the ability to control that character. It’s basically a way to make playing by yourself easier and more fun because it makes the AI much smarter.

Now, at first, I didn’t like it. I didn’t think my group would need it. But then I started doing some research after a very painful 1st boss, and after doing some research and really thinking about it, 4-man combat with linking is starting to grow on me.

Let me explain linking really quick. Linking allows characters to beef themselves up, share skills, and use “Link Artes”, more powerful versions of normal Artes. With 4 players, linking isn’t really an option if everyone wants to participate in 100% of the combat. So, you’re basically gimping yourself for bosses, which is the problem (normal battles are completely fine with no linking). How can my group utilize linking effectively while not feeling like we can’t play during boss battles?

The easy way is to have two people allow themselves to be linked from time-to-time. I played a lot of Tales of Symphonia – it was my first ever Tales game! I played it so much I’d go through the whole game just having the CPU’s fight during boss battles and managing them through items. So, really, I’m okay with being linked and just sitting there sometimes, but even I’ll want to play sometimes, so I’m set on finding a way to utilize linking differently than the game intends you to (which is have it up basically all the time).

My strategies going in are not to try and fill the Link Gauge, which is filled through normal attacks while linked and using Artes while linked.

We could link for different things quickly. For example, if one of us is knocked down, we link with Jude, get picked up, and then unlink. We could link to position someone from behind quickly since the AI is programmed to take the best route to the back of an enemy. These are the kinds of small optimizations I think we could use with linking to utilize it while still basically playing the whole time.

We could also link just to spam more powerful artes if the boss is knocked down/stunned, and then unlink. It’d be a quick link to unleash a couple powerful attacks.

Those are all I’ve got right now though. If we wanted to fill the Link Gauge effectively we could go in waves of 2 players being linked and switching off every “tier” (I think there’s 4) of the Link Gauge. Again, I personally am okay with letting myself be linked, but this is a final resort kind of option if the boss is really hard and we need over limit.

I’m actually pretty excited to try and master linking with 4 people. Sure, it’s not the standard Tales 4-player experience, but to be honest it’s kind of refreshing and I think it can be a lot of fun. It’s obviously poorly designed (it feels like the multiplayer for Xillia was shoe’d in), but I’m the kind of guy who tries to make something work, and I think linking could be a really cool way to play this game with 4 people, even if it’s generally seen as bad. I think there’s a lot of strategy to be had with this sort of linking; unfortunately, no one’s really experimented with it and just bash it, so I think there’s a lot of untapped potential here.

There’s got to be a way to make this work. I think people just focus on filling the Link Gauge too much and not on the little optimizations you can make regardless of the Link Gauge.

Just Sayin’.

Smash 4 is hard to play

This past Saturday I entered a Super Smash Bros. Wii U (Smash 4) tournament. Being primarily a Project M player and being part of the competitive Smash scene in general, there’s a lot of hate against Smash 4 for its “easy” play in terms of technical ability.

But dammit Smash 4 is hard! I play Mario, one of the more aggressive characters in the game, and it’s painful sometimes how hard it is to get in on another good player. In Project M I can rush down someone with Meta Knight’s great pressure tools and feel relatively safe near someone’s shield. I don’t feel safe at all when I’m near someone’s shield in Smash 4, and it’s so stressful when you’re trying to space around it!

Really, I think it’s harder than the technical barrier Melee/Project M have for new players. Sure, you can pick up and play Smash 4 easily, but to be able to get in on someone good, especially a more defensive player/character? That’s not gonna happen for a while. At least in Melee you can Nair someone’s shield with Fox and be almost completely safe as long v as you L-Cancel and Shine. That kind of input skill can be committed to muscle memory and performed without even a second thought after like two weeks of practice. Obviously it gets a little harder during an intense, heart-pounding match, but I think that can apply to really any game that has even a tiny amount of technical skill involved.

Maybe it’s just harder for me to play Smash 4 than it is Project M. Maybe it’s just more stressful because during a combo in Melee/Project M you can relax yourself for a moment (at least, I do). I dunno. All I know is that Smash 4 is hard to play.

Just sayin’.

REVIEW: Ouran High School Host Club

*SPOILERS: Don’t read this if you don’t like being spoiled.*

It’s rare for me to watch two shows in a row that I really enjoy. Luckily, Ouran High School Host Club delivered that second consecutive show experience for me!

Background:

Ouran High School Host Club is a reverse harem (one girl, many guys, for those that don’t know) about a girl named Haruhi who dresses androgynous due to her attitudes on gender that stumbles into the host club at Ouran High School, a club about entertaining girls who have nothing better to do because the boys there have nothing better to do. They mistake Haruhi for a boy, and she’s coerced into being a host to repay the debt she incurs from breaking a very expensive lamp. And then they find out Haruhi’s a girl.

It’s a great premise for a reverse-harem because it explores a lot of different topics that a typical harem (reverse or not) explores. Funny how two comedies in a row are deeper than most dramatic anime I’ve seen thus far.

Plot Direction:

Ouran High School Host Club acts like a typical harem-style show, but completely turns it on its head every episode. There’s the episode for every character, the beach episode, the summer vacation episode, the school festival episode, etc… but it does keep a small overarching plot line.

The plot is not the main focus here, however. The show thrives on poking fun at the typical, and besides the characters, this is probably the best part of the show. It’s one of the funniest shows I’ve seen in a while, and that’s because it’s unabashed in how blunt it is in making fun of everything it comes into contact with. I really enjoy how it deals with stereotypes, especially when it comes to gender and social/economic status. That’s where the comedy really hits its mark.

The show itself ramps up in drama and character near the end. It’s very slapstick and lighthearted in the beginning. It’s pretty impressive to see that pulled off well, but what I think is most impressive is how they play with Protagonist and Main Character.

Character:

Again, the characters are the pinnacle of this show, and the reason why their comedy succeeds so well. I could go on about every character, but I think Haruhi deserves a special mention here. In most harems I’ve seen, the protagonist (generally the guy in a harem, girl in a reverse-harem) are the protagonist and the main character. Sure, the other characters go through some change, but it’s really the guy/girl that go through the biggest arc. Haruhi doesn’t. Her arc goes from being forced to work as a host to enjoying working as a host, but it’s incredibly subtle and not really touched upon until the end; to be honest, it’s not that important. So what’s so great about her?

She’s only a main character. And to be honest, I found it really refreshing.

She’s the one that drives the entire host club into changing, but has no real internal conflict to get through. She’s just a catalyst for everyone to change, and that leads me to my next point – most of the host club members are protagonists. Most of them have some conflict that they need to resolve that Haruhi brings out – the twins have to deal with the fact that they can really open up to someone else besides each other, Tamaki has to deal with his feelings of love for Haruhi and his feelings of keeping the Host Club like a family because he was stripped of his own, Kyoya has to deal with being the third son in his family. Honey and Mori have their own episodes, but they’re pretty set in how they are during the show. Honey changes during flash backs when Tamaki convinces him to join the Host Club, but Mori is very much a main character alongside Haruhi, although I’d put him more as a secondary main character.

This combination of protagonist/main characters and have multiples of each usually falls flat because there’s too much going on and the drama usually kills the comedy, but the show does an amazing job of tying everything together and weaving together the dramatic moments with the comedy. The execution is simply superb.

——

Ouran High School Host Club is a comedy first, but like The Devil is a Part-Timer!, where I think it shines best is its characters. This is the second comedy in a row I’ve watched, and both have been fantastic because there’s a deeper level there than just comedy, but it’s not so dramatic that the lightheartedness is taken away. I think having excellent character execution is why these two comedies were so great. I think this direction for comedy – where there’s some real character growth and well-defined character roles, is amazing, and it lets the funny moments be even funnier while not letting the inevitable dramatic moments get in the way because they’re so craftily executed.

Ouran High School Host Club does this in dazzling form, and I didn’t even talk about its dazzling animation and music. Do yourself a favor and check it out.

Animation/Art: 8/10
Music: 9/10
Plot Direction: 8/10
Character: 10/10
Final Score: 8/10

Just sayin’