gods_basement
Smash Rookie
- Joined
- Mar 23, 2008
- Messages
- 8
OP needs to stop using big words that dont really mean anything.
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Quoted because apparently, it needs to be said again.The problem with these discussion is that few here have had the opportunity to play opponents who are both exceptionally skilled and fervently dedicated to a campy, ultra-defensive playstyle; thus, we wind up with a lot of responses about how camping isn't that good because they, Joe Everygamer can beat all their friends when they try to camp. Yeah, I bet you can, but your friends suck.
Defense in this game is incredibly overpowered, and lack of hitstun + super-shields means that even when you break through a camper's defenses you can't punish him for ****. All he has to do is DI away and airdodge to escape your feeble attempts at comboing and set up camp again.
My friend plays a super-campy Rob. That guy has a really incredible camp game. He mostly ignores fun things like comboing and edgeguarding (because you can't really do those things in Brawl if your opponent is good)-- he just projectile spams until I have to start chasing him around, and punishes me easily because his defensive options are almost always superior to my approach. It's not fun.
When you powershield a projectile, you can easily close the gap between you and your opponent.Camping is not "countered" by shielding and blocking. What exactly did you just counter by simply avoiding some (not all) of the projectiles? The opponent was not punished for it. He can just keep doing it. The shield drops much faster now as well, so if you're constantly shielding them, it'll break/leave you open.
Spotdodging it won't really help much if he's too far away afterwards to punish or if he Fsmashes you for it. Yes, they're good tools for getting around camping and to help you combat it. But they're not counter-strategies against camping (of which there are pretty much none).
And what the hell @ most characters having a way at reflecting projectiles. What characters? And what ways? I count only a few. Also, good campers won't let you constantly reflect their projectiles. They'll also bait you into trying to project them and punish you for it (shoot a laser too high up for you to Shine and then Fsmash you).
I don't believe a magical faerie will make camping go away. I don't even believe in faeries.@Jewdo, that just doesn't make sense. Your solution cannot just be an assumption that some magical fairy will come and bestow balance to a poorly-realized game. That's not how discussions work. You can't just shut away valid criticisms and doubts with a blanket, unlikely reassurance that things will improve.
True, but then he can spam side B on your shield and force you to roll. Then he'll run away and continue spamming. Powershielding does work, but you can also curve Pit's arrows to hit the person's head and feet, an area that the shield does not always cover. A smart Pit knows how to get around powershielding, and it's not particularly hard either. It's certainly no more dificult than the act of powershielding that the Pit player is trying to get around.Pit can't spam arrows when you are a few inches away
>_>True, but then he can spam side B on your shield and force you to roll. Then he'll run away and continue spamming. Powershielding does work, but you can also curve Pit's arrows to hit the person's head and feet, an area that the shield does not always cover. A smart Pit knows how to get around powershielding, and it's not particularly hard either. It's certainly no more dificult than the act of powershielding that the Pit player is trying to get around.
But regardless, you do have a point, just not one that we would've hoped for. Many people realized that they could just powershield while approaching, but at the same time that does not speed up the game at all and few have the patience to use this as an approach method. It really does work and has very few holes (I mentioned one earlier in the post) but at the same time it does not entice the other player to approach.
At least it's better than nothing though. Thanks for bringing it up.
A common call of the scrub is to cry that the kind of play in which ones tries to win at all costs is "boring" or "not fun." Let's consider two groups of players: a group of good players and a group of scrubs. The scrubs will play "for fun" and not explore the extremities of the game. They won't find the most effective tactics and abuse them mercilessly. The good players will. The good players will find incredibly overpowering tactics and patterns. As they play the game more, they'll be forced to find counters to those tactics. The vast majority of tactics that at first appear unbeatable end up having counters, though they are often quite esoteric and difficult to discover. The counter tactic prevents the first player from doing the tactic, but the first player can then use a counter to the counter. The second player is now afraid to use his counter and he's again vulnerable to the original overpowering tactic. (See my article on Yomi layer 3 for much more on that.)
---Sirlin
Everyone said:We can't deal with camping because it's too hard to play against. The game is boring with this tactic. Blah Blah Blah
Hey dude, I was saying that I agree with you. I acknowledged that powershielding would indeed stop camping, I just said it was boring. That doesn't make it a bad tactic. That part is just my personal opinion.>_>
I'm gonna give you a scenario.
Player A uses tactic that player B hates.
Player B finds a way around it. Player B hates this counter-tactic, but it is effective and uses it anyway.
Player A loses whenever he uses his tactic that originally worked.
???????
What is the ?????, you ask?
Why, it's where Player A's new tactic goes because no one is dumb enough to use a losing strategy!
What a stupid possibility. I didn't buy a fighter to play a turn-based strategy game. I didn't buy Brawl to play Worms. Why would you embrace that situation? If that's the reality of the situation, then I fell prey to false advertisement about what this game is supposed to be.Has anyone thought of the possibility that Brawl just may end up being a game that relies on one hit attacks, then back to trying to approach for another 1 hit, then eventually moving in for a KO? Has anyone ever stopped to consider that punishing in Brawl is completely different, and that a full punish might only be that grab into a throw to deal minute damage? Has anyone considered the idea that we might be depending on one hit attacks, rather than true combos?
Hey dude, I was saying that I agree with you. I acknowledged that powershielding would indeed stop camping, I just said it was boring. That doesn't make it a bad tactic. That part is just my personal opinion.
And the Pit example was just showing that powershielding will also not allways work for negating projectile spam, although it's a really good start. Now I'm just trying to figure out how to close in on Pit without him having the advantage all the time.
It does not matter if the possibility is dumb or not. The possibility is still there. I, nor does anyone else, care WHY you bought Brawl. The fact of the matter is, Brawl is what it is. Noone is going to change that anytime soon. You have 2 options: adapt, or leave it. It's your choice. Don't come in here trying to reject my thoughts with a blatant flame when you have no coherent thoughts, ideas or possibilities of your own to suggest in bettering a game that the community wants, as a whole, to be competitive.What a stupid possibility. I didn't buy a fighter to play a turn-based strategy game. I didn't buy Brawl to play Worms. Why would you embrace that situation? If that's the reality of the situation, then I fell prey to false advertisement about what this game is supposed to be.
What a stupid possibility. Why don't we just play Stamina mode, then we don't even need to worry about approaching at all! We can win without ever being in shouting distance of our opponent.
These are not counters to projectiles, rather they are protection against it. There is a difference and in this thread we are discussing how to COUNTER.OK, here's my list of characters that can in some way relflect block absorb or crawl/smush
if i missed anyone please feel free to let me know.
CAN REFLECT
Fox
Falco
Wolf
Pit
Lucas
Ness
Mario
Peach
Zelda
Rob
CAN BLOCK (disjoined hitboxes)
Link
Toon Link
G&W
Marth
Ike
Zero suit samus
Rob (gyro)
DDD
Metaknight
Olimar
Pit
CAN CRAWL (or smush)
G&W
Jigglypuff
Kirby
Snake
Zero Suit Samus (added)
CAN ABSORB
G&W
Lucas
Ness
Lets be honest, there might be a few characters that cant deal with projectile spam, but does that make the entire game broken? I dont think so.
This needs to be said a second time. l2p, people, l2p. My friends may suck, but they dropped the campy attitude fast.Jesus, learn to play the game.
Everyone realizes this. That's why we don't like Brawl. Yes, camping is the easiest and best strategy in brawl, and yes, there are ways to get around it that are much harder to pull off than actually camping, and yes, good campers can easily see what you are doing and react accordingly by doing things that are much easier to do than whatever the approacher is doing.Has anyone thought of the possibility that Brawl just may end up being a game that relies on one hit attacks, then back to trying to approach for another 1 hit, then eventually moving in for a KO? Has anyone ever stopped to consider that punishing in Brawl is completely different, and that a full punish might only be that grab into a throw to deal minute damage? Has anyone considered the idea that we might be depending on one hit attacks, rather than true combos? Or that we could eventually end up relying on a complete 5-step-early read on the opponents, and chain consecutive hits? >.>
Actually, Fox is not notorious for camping. Those stages were banned because Fox is fast. Any other character could've easily done the same thing as the only requirement is that your faster than your opponent/have a fast projectile. If there's no Fox, Shiek becomes the next big one, and so on, and so on.I just have to butt in on the camping discussion. I feel like people are forgetting how bad camping was in Melee. Melee also had a very camp-heavy opening mindgame, if people will recall. Spam was a highly successful control mechanic, and there was even more ability to punish your opponent for trying to bust through. Look at the top tier. It is occupied solely by two characters who are the kings of spam, and punish people who approach like no one's business. Hell, most of the banned stages were banned because of Fox camping.
And Jigglypuff, and Peach, and Samus, and Doctor Mario, and Ice climbers, do you see where I'm going with this. You're making your statements based off of false stereotypes. Fox and Falco weren't top tier because they could camp (in fact, many people debate that Marth and Shiek should be higher than Falco. Some even say that Marth should be higher than Fox, considering he wins more tournaments).The thing that kept it from being campy the whole match was more the ability of some characters to bust through the spam, or simply avoid it altogether, namely Sheik and Marth.
For Falco, yes. For Fox, man what've you been smoking. Fox was all, drillshine, wavedash, grab, upthrow,uair. Fox was for the most part a very agressive character, and only resorted to camping when the opponent started camping. Try laser camping a Captain Falcon with Fox and see what happensEven so, the minimal advantage provided by camping made SHL the way to open a match for these two characters.
Once again, Falco did not belong in the top tier. High tier definately, but almost everyone agrees that Marth is better than Falco. And actually the time frame for a succesful JC shine out of shield was: Shieldstun+8 frame jump for falco+1 for shine, so no, the move was limited by the game, not your fingers. PC chris did it because he not only practiced it so he could do it consistantly, but he also recognized when the opponent was actually in range to get hit by it.If their opponent approached, then both Fox and Falco had combos like you wouldn't believe with which to punish you, they could even attack directly (and I mean directly; the speed of the move was limited only by the speed of your fingers) out of their shield with JC Shines, to combat L-canceling, although I only ever saw PC Chris use this, for some reason.
Falco, yes, he'd go back to lasers and come right at you with them. He'd use lasers as an approach method most of the time, and it was arguably the best approach method in the game. How is this a bad thing again? And Fox's lasers were not that good, and were only used to tag on a little damage when the Fox wasn't close enough to do other stuff. If you get within 3 character lengths of a Fox player, they'll most likely attack you instead of running away.And every time they reset after a combo, they would go back to the lasers.
That and the fact that the shielding system, fall speed, and lack of hitstun all benifit camping and hinder approaching. The game itself promotes camping, and some characters don't even function any other way (I'm looking at you Pit. You failed range class)So how is Brawl any different from this? Well, there are more characters that can camp effectively
Uh... not really. You get one, maybe two hits at most, and then you're back to square one. Tell me how this is punishment again? In melee, if you got close to the camper you combo'd him nearly to death. It was this punishment that made camping less effective, and promoted attacking. Brawl decided to do the opposite and promote camping while discouraging approaching. Do you not see the problem with this? The fact is that by trying to stop the camping, I'm putting myself at a disadvantage, and that my best bet is to simply camp more than you so that you are the one who has to approach instead of me.and punish afterwards
That's not a mindgame! Just play Pit against campy characters. Mirror shield+arrows that curve is super defensive anti camper.In which case, I applaud, because now there's an actual mindgame about out-camping the opponent rather than just Fox vs. Falco.
am I the only person that read this?I set my Y Button to Shield, so I press X and Y simultaneously and rise off the ground in a dodge
1. There are already a lot of stages like this in the game.what if we use the stage builder to make stages that make camping more difficult and approaching a more viable tactic?
for example: making a stage with its platforms alienated in a way so that the approacher can dodge the camper's projectiles effectively and get closer to the campers faster, thus making camping more difficult, while still being neutral
that should end the unbalance problem
You know, flat stages aren't neutral either, because Ike/Gannondorf/Bowser fail on these stages becasue they're bad at approaching campers like Toon Link. There is litterally no such thing as a neutral stage, because certain character attributes work better on certain stages. Yet for the sake of keeping overall balance for the entire cast, we must find stages that give the smallest number of advantages. As such, I believe multiple platform stages are much more fair than completely flat stages, because the flat stages heavily favor those with good projectiles, while the platform stages (while not eliminating projectile camping entirely) at least give those without superior projectiles an option to approach.1. There are already a lot of stages like this in the game.
2. These stages are not neutral. Pit/snake/etc. fail on these stages because they're bad at direct combat against characters like Marth.
the problem is that you will likelly**** up and get hit a few times, while the spammer is safelyif someone is cmaping and spamming their ranged attack spam ur sidestep, one of you will eventually get annoyed and the match will go on... trust me