SynikaL
Smash Lord
A few weeks ago I realized Brawl had a Universal Buffer system in place and I've been physically and mentally wrestling with the purpose of its existence ever since (outside the obvious attempt of streamlining the gameplay -- which may very well be its only purpose).SynikaL's Brawl Impressions Thread said:This was my the strangest problem with this game. The game, amazingly, seems to have control issues. I don't know if it's just the nature of the new system and there's a mechanic we're not aware of, flirting with us, so I can't say for sure -- but everyone found themselves turning the opposite direction or jumping randomly when generally playing. It was quite annoying, the controls just don't feel very tight. This may be us just not being very good yet, but it's something that I don't remember experiencing in the previous games. It happened most after landing an aerial or trying to DashDance and was completely ****ing over the ground game.
Why is this not being discussed -- I can't possibly be the only person having control issues with this game because of the buffer system. There's only so much you can do to mitigate its effect on your character:
To add to this, Brawl obviously does not like Fast Falling, forcing you to duck after last moment Fast Falls, mitigating combo potential by stalling momentum (Falcon is hit hardest here IMO). Also, many buffer frames exist outside Aerials -- they're pretty prevalent throughout the game. As a result, never, for a single moment do I feel as though I have tight control over my character -- even intentions of Dashing towards my enemy arouses doubt because of Trip. Quite ridiculous.SynikaL in Moosh's Semi-Adv. Technique? Thread said:What's infuriating about it is, spacing becomes a bit difficult quite often. Trying to Short Hop backwards to space or mind game can result in turning the opposite direction, leaving you open or betraying your intentions. This can be somewhat mitigated by pressing Forward prior to landing with the exception of one crucial situation: Spacing aerials.
For example, say I want to lead an approach with Falcon's Nair. My opponent shields it, so near the end I decide to hold back in an effort to space it -- this results in Falcon turning the opposite direction, as going to neutral prior to the 5-10 active buffer frames or pressing Forward is not an option in this scenario (since I'm attempting to space in order to avoid something such as a Shield Grab).
It happens most when you're really focusing on you opponent, and you find yourself randomly facing away from him -- very frustrating. The plus side, is that now that I know precisely what this is and how it works, I can work on ways to mitigate, circumvent and exploit it.
To the people who are actually playing this game: I want to know how you feel about this issue; if it is as detrimental to you as it is to me, your guesses as to its purpose and what you're doing to mitigate its effect on your gameplay.
-Kimosabae