Eggm
Smash Hero
Brawl has less mindgames, and requires less thought than melee no arguments.
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It's not about having easy approaches, it's about the fact that even if you can approach in this game, your approach will still be quite lacking since there's still no shieldpressure or mixup opportunities on block. You can only approach by spacing your aerials properply, air controlling out of shieldgrab range while doing a move or do soundly unsafe things which will cause you to get shieldgrabbed/shieldhop aerialed or even shielddrop jabbed/tilted/smashed in the face.Did you miss the entire point about character specific strategies? Its no longer about a general technique that will be the final solution to all your problems, go find a character that has approaches YOU like and use that character. I use Diddy Kong, I have zero problem finding approaches, none, actually, I think its easy as hell.
I'm sorry, but what could Snake possibly have that is good for approaching? I mean, he's got things that are fast and could be used to "surprise" people. But what do you use for approaching with him, anyway? On block, pretty everything he has is punishable (quite horribly).But, I also use Snake now, and guess what, he has a pretty solid approach game too. And there are more than just these two characters who have strong approach games, you just simply need to learn that.
Have you played any other fighting games competitively? And also, please take in the big picture here. It's hard to hit people, it's hard to combo them, it's hard to punish people for mistakes because the game's scales are tipped in the hit-person's favour. In a scale of Competitive Gaming, this is a tip towards "Bad".That you find it difficult to hit people and that you find it annoying that you have to fight for every hit isn't a weakness on Brawls part, its a weakness on your own.
Are you seriously comparing Final Smashes to "auto-combos"? Remember, I played as Peach, she doesn't really have auto-combos. I liked her style. Yes, I was annoyed by some characters' "auto-combos" (and, really, there was not a single "auto-combo" that guaranteed a 0-death KO unless you were ICs or possibly G&W's chaingrab on fastfallers... and I played PAL).I don't have any problem working for every single hit in a game, I don't think Chillin probably has any problem with this either, yet for some reason, you turn turn Final Smashes off but think auto-combo's that were in Melee should return, when in reality they are almost one in the same!
I play PAL, a.k.a. Melee 2.0 (with more balancing). The Ken Combo is easily meteor canceled.Play with Final Smashes if you really want stocks to end faster or are really that frustrated with landing hits, a Final Smash is just your Ken Combo in Melee, with less button inputs and room for error (on the technical side of the game, in terms of thinking, a Ken Combo and a Final Smash are on near equal ground).
You use statistics and tactical analysis? As opposed to me who does it all the time? And since when is theory fighter not based on stastistis and tactical analysis?And no, sorry, peoples opinions and arguments can't be disqualified even if you find one faulty weakspot in an argument. At the very least because you're fuuuull of shiiit *danuh~!* and at the most because people change, and adapt; that is the party trick of the human being, much like the bird can fly and the fish can swim. You'll very often find yourself starring other peoples weaknesses back in the mirror when you look at it; a high low game wouldn't help it at all. Proof? I go by statistics and tactical analysis, not theory fighter.
1) You can tech throws. It's just hard. It's Naruto: Gekitou Ninja Taisen 4 hard since you have to grab them on pretty much the exact same frame as they grab you.Where would you get a chance to use a low move, for example? Would it matter when you could grab anyway~? Theres no reason to not grab if they're on the floor; you can't tech throws at all, and thats the main reason you're offered an alternative to just throwing via sweeping people. A mid game wouldn't change much at all, because quite frankly if brawl has no hit stun, that defeats the purpose of mid and high being classified differently.
I'm sorry, what? "Stomach, not the head"? Is this code?Air to ground transition with combos only becomes a guaranteed affair in 2D fighters if you strike the stomach, not the head. Else your Ryu's jumping MK won't link to his shoryuken, for example. This is irrelivant due to lack of hitstun, and I'm not sure it mattered in Melee if you struck mid or high anyway.
"Your grace"? And why is my rudeness so unforgivable? At least I didn't start out my posting carrer here on Smashboards flaming and openly insulting (using expletives and bleeped words) Competitive Smashers, "Melee-preferers" and a ton of other "groups" of people.My view on the IC chain was merely akin to spellmans, to test every possible approach and counter measure before calling the alarm on it. Whether I expressed that well or not, I don't really give a **** because such rudeness as yours doesn't deserve my grace.
I'll reply to your complete reply regarding what I wrote.I'm talking entirely practically. The rest I'll respond to properly when I can be *****. Thanks for speaking to me like an equal for once, thats a step up for you.
I have... at least twice. He took offense.just say "pot --> kettle", that's how i do it Yuna ;D
Agreed. One thing I find that is hard to argue against is that the defensive play of Brawl is far greater than in melee. Characters such as Wolf who despite having little strategy available to them are extremely powerful simply because it is incredibly difficult to to approachy them. Heck even characters such as Marth, Sonic have problems approaching him simply because the defensive option is so incredibly good.I have to say I am really warming up to Brawl a lot more than even a month ago (and I don't even own the game), but I still don't buy some of these arguments:
2) "Can't approach? Switch chars!"
Well so much for Brawl's vaunted "balance" then. And if approaching isn't viable then by definition the game degenerates into at least defensive camping. Maybe not necessarily the egregious, Overswarm vs. Jiano-style camping, but still (at least to me) a more tedious and less satisfying style of play.
Or you might just fail miserably if your opponent isn't an idiot and keep falling for your predictions.air tech chasing. Sorry. And yeah, plenty fall for it; you need to set it up so you can fast fall and chase them. This is where I like the strategy in brawl. Because its so easy to airdodge, I even compared it to an infinite burst in the sense you did; but the fact its so hard to punish really, really intrigues me. I can rack up damage due to my constant analysis' of lagless aerials built to let me fast fall and follow up if they airdodge down. Even so, its an uphill battle to play like this, but I really like that uphill strategy purely because its so challenging to work against the game like that.
That's pressuring. Pressure =/= Spacing. You can also use spacing to pressure.Yep, you could space in melee; thing is, melee was a complex game and is currently built better as a fighter with in built options. You can space in brawl, but the thing is, its a huge focus of the game this time, purely because your options are less elsewhere. This is where practicality and technicality conflict again; like the fact, you could have a tech for throws, but if its not a practical enough throw tech frame window, its not useful. If you can space in melee, but grabbing someone with ICs for a wobble infinite or comboing someone into a waveshine are better or at least viable options, spacing loses its focus a little because it isn't as practical.
What traps? Space a move, hope the opponent is an idiot and tries to shieldgrab it and Smash them in the face? What a wondrous trap that is! No, really, please don't base our options off of what new players/bad players will fall for. Good players will know about said traps and not fall for them (at least not consistently). Good players will react accordingly so the trap either fails or they'll be able to punish you.Since now, spacing is the best option practically, we can create all sorts of traps purely based off the hitboxes of moves and how they interact with your opponents choices.
You could also use it to create "traps". Nothing new under the sun here when it comes to Brawl. it's just that Brawl's trap are more restricted because of the lessened shieldstun. Not only must you space, but you must also space using only lagfree aerials since there's always shielddropped jabs/tilts/smashes and shieldhopped aerials (that or you space a move and then block!Spacing was a vital and integral part of the Melee framework, and thats something I won't argue with you about; argue that, and I concede. Because its true. But it was a means to an end there. You used it to create openings for other strategies, and playing footsies all day was rarely pivotal and the only thing in the game.
I like this kidI find the arguement that Brawl is better for the community because technical ability doesn't separate the good from the great quite ridiculous. You're saying I should be able to step onto a tennis court and play even with pete sampras because I can think just as well as him? All those years he's spent perfecting his serve, forehand, and backhand mean nothing because we'll both have limits on our strength and speed. Therefore, my serve will be equal to his and the only way one of us will win the match is too guess which direction the opponent will hit the ball and just return it back with the same strength/speed and hope he trips while trying to return it.
Yes, there are random elements to every competitive activity but they are kept to a minimum. If there was a rule in football that said every play you made could randomly be negated, would you say that's okay simply because "it can happen to the other team also"?football players play in the snow, rain, and mud; and dont complain when they slip/TRIP in the mud, because they know there was a equal chance it could have happened to the opponent as well as him. The hundreds of millions who bet on football games dont have an argument to call the game unfair because of some extra variables. Not that that can have complete baring on smash, it does say, true competitive players deal with the elements presented and try to gain advantage through a system of ever evolving means.(meaning new football plays are still being written.)
No, it's not the fact they are allowed to play defense, it is the NATURE of the defense; the football analogy would be if there were 12 guys on defense and only 8 on offense.No smash isnt football, but i will throw you off the stage and beat you before you can do it to me.....sounds about like a competitive thing, "but theres no hitstun so i cant infinite combo"-----"wahhhhh, the football defense stopped my from running the ball in, they had a chance to defend themselves" "thats not competitive, I should be able to run through the same hole everytime and win becasue of it, not adapt to the situation at hand". - thats what yall are saying with your lack of hitstun...kind of...maybe...maybe not
LMAO, thumbswaythe****downterribe ****ing analogy thumbswaydown
tripping is gay no contest![]()
No, it is that terrible of an analogy. Does tripping occur at every football game to every player at complete random moments? Even if it could that's something the players, for the most part, have control over. They run miles everyday for practice, you really think they'll trip running to catch the ball on a perfectly sunny day with NO MUD? If they do, THEY ARE AT FAULT. Everytime I run in brawl I could trip. At any moment. It's so bad that I just stand still between stocks waiting for my opponent to respawn. This is usually the time in melee where I would show off technical skill and do crazy **** across the stage. The equivalent of this in brawl is running back and forth across FD without tripping. Now that's some technical skill.its saved my life just as many times as its killed me, it has happened to my opponent just as many times as me, it may be annoying, but not gamebreaking or limiting competive playing. Im sure the mud is gay to football players....its not that terrible of an analogy, you just dont agree with me.
Okay, people who play in the mud do have an equal chance of tripping, but the league doesn't intentionally water down the field every game to promote tripping, which is what was done in Brawl.no but players slip in mud while losing control, it does and has happened in football and if it does happen, the player had no control, tripping, though annoying, is happening to your opponent also in brawl, You both have an equal chance of tripping (which was my point if you had read) but you didnt, you just tried to tell me it was a horrible analogy (which i stated that they have little correltation but it was the esiest way to say my point.
Winning post.I find the arguement that Brawl is better for the community because technical ability doesn't separate the good from the great quite ridiculous. You're saying I should be able to step onto a tennis court and play even with pete sampras because I can think just as well as him? All those years he's spent perfecting his serve, forehand, and backhand mean nothing because we'll both have limits on our strength and speed. Therefore, my serve will be equal to his and the only way one of us will win the match is too guess which direction the opponent will hit the ball and just return it back with the same strength/speed and hope he trips while trying to return it.
I will hunt down anybody who double post. (use the edit button dink).i will hunt down anyone who types in all caps. but seriously, if people use my analogy in a quote box (as you did so graciously) im going to explain your misunderstanding... no I know what you want...... im sorry for stating my opinion, i wont do it again, sir....
Well, if your like me and play Diddy, your entire argument falls apart, Diddy can pressure shields and keep combo's going, its the amazingness of having two projectiles. Maybe he is unique in this sense, but the point is simple, its the reliance on character specific traits which will define Brawl, maybe your character can't combo at all, a la Ike, but then again, 6 hits into a stock and Ike is already looking for a killing blow, versus about...15 or so for Diddy.It's not about having easy approaches, it's about the fact that even if you can approach in this game, your approach will still be quite lacking since there's still no shieldpressure or mixup opportunities on block. You can only approach by spacing your aerials properply, air controlling out of shieldgrab range while doing a move or do soundly unsafe things which will cause you to get shieldgrabbed/shieldhop aerialed or even shielddrop jabbed/tilted/smashed in the face.
And did I even make approach the main point of my argument? My main argument was that the game is lacking even on hit. Yes, you can approach as certain characters. But what for? Even if you hit them, the game engine doesn't really allow you to punish them that hard.
Not really, I'm really wondering if you understand the concept of start up lag on some of the attacks, this shares the similar attribute that hit stun does, it prevents immediate response. You hit them, you pressure them into an airdodge (you can do this with empty shuffles or with air attacks that have little lag, or with character specific stuff, I throw banana's or shoot peanuts, for example, they each attack catch or dodge catch, both of which are punishable), for they know they will not have time to start up their own attack in time, the forced response is, essentially, only to dodge, for which you should be prepared with a counter measure.You launch someone, then what? Your chances for even comboing them once or twice are much less than theirs to recover.
No.Have you played any other fighting games competitively?
The evolution in play in Melee existed on a strategic level, with some of these strategies only becoming possible when a certain level of technical ability is reached. In Brawl, we have access seemingly to everything from the get go, yet, further technical evolution, while it would be nice, isn't a nessesity. view:Yes, it took up to several years for people to discover and implement techniques like L-canceling and wavedashing in Melee, but the difference with Brawl is that the very engine of the game itself is designed to limit what you can do with any given character. People may not have known about "advanced techs" a year after Melee came out, but the game itself had features and options like L-cancelling that made these possible. Brawl has no such thing that we know of and I won't hold breath because, well, as you said, Brawl isn't Melee.
Citing moonwalking really does not help your case here. In fact it illustrates that any future "advanced techs" people find in Brawl are likely to be comparable to moonwalking: highly character-specific, possibly impressive, but only marginally useful at best.
AlphaZealot said:, Brawl is fine the way it is, there is no need to find anything game changing to arise, people are merely hoping for this because that can’t accept the reality that Brawl is a different game than Melee, deep and interesting in its own right.
Ahh but you see, this creates balance! Having specific characters that will counter other characters and then further characters that will counter these, we establish a rock-paper-scissors scenario with no single characters really being able to dominate. However, don't hold this to mean that you can't be successful using just 1 or 2 characters, plenty of the characters have enough going for them that they can respond and adapt for themselves, but it will take a little extra work.Well so much for Brawl's vaunted "balance" then. And if approaching isn't viable then by definition the game degenerates into at least defensive camping. Maybe not necessarily the egregious, Overswarm vs. Jiano-style camping, but still (at least to me) a more tedious and less satisfying style of play.
Your making an error done earlier. Do you view video games like a sport with required physical ability or like chess or cards, with purely mental ones? In the end, the latter tests thoughts, the former tests actions, combining the two is great, but losing one and gaining a lot on either side is just as good.I find the arguement that Brawl is better for the community because technical ability doesn't separate the good from the great quite ridiculous. You're saying I should be able to step onto a tennis court and play even with pete sampras because I can think just as well as him? All those years he's spent perfecting his serve, forehand, and backhand mean nothing because we'll both have limits on our strength and speed. Therefore, my serve will be equal to his and the only way one of us will win the match is too guess which direction the opponent will hit the ball and just return it back with the same strength/speed and hope he trips while trying to return it.
If you played in tournaments than you know this to be true, as a Peach player, I constantly beat on people with superior technical ability who simply lacked the mindset to adapt mid match, and I'm pretty sure anyone whose gone through pools at tournaments has also run into these players. What may not be true for you does not mean it isn't true for others, we've seen a lot of disparity in the mid level players, some improved, others regressed, I find it fascinating. That said, if someone won with such a simple strategy, is it an insult to Brawl that this happened, or an insult to the players in attendance that such a telegraphed strategy was not countered, I think its the latter.lol i use technical prowess as a crutch
it all makes sense now
I obviously never actually THOUGHT in melee
now i actually have to THINK by pressing the b button with metaknight and tilting the control stick in the general direction of my opponent. Maybe switching up my tactics a little by up bing over and over.
(Im not even messing the last tournament i went to someone won like that and it was a 160 man tourney)
Lol melee is better
sure brawl is competitive but melee is better
Im surprised any good melee player would even consider brawl being on the same level or better
Diddy Kong can shieldpressure, approach and combo using his projectiles? Yeah, no. Shieldpressure? Quite possibly if they just stand still and block every single one, though it'd still be borderline projectile camping. Combo? Show me amazing combos using said projectiles, please, I really wanna see some. Approach using projectiles alone? As aids, such. but it's not like there'll be a lot of approaching (safe) folowed by shieldpressure using them.Well, if your like me and play Diddy, your entire argument falls apart, Diddy can pressure shields and keep combo's going, its the amazingness of having two projectiles. Maybe he is unique in this sense, but the point is simple, its the reliance on character specific traits which will define Brawl, maybe your character can't combo at all, a la Ike, but then again, 6 hits into a stock and Ike is already looking for a killing blow, versus about...15 or so for Diddy.
Yes, I do. A lot of nairs (if not still most) have a startup of 3 frames. Airdodges are also quite fast, though I do not have the frame data for them in Brawl.Not really, I'm really wondering if you understand the concept of start up lag on some of the attacks, this shares the similar attribute that hit stun does, it prevents immediate response.
You pressure them into an airdodge? You mean you hit them and expect an airdodge/provokes one? No one's going to constantly be falling for empty shuffles (unless they're bad players). How about they just take that hit from what banana? What about attacks into banagrab or dodges without catching the peel? Or attack catch into itemdrop into another attack? Or just plainly time their attack to when they think you're going to hit them. If they guess right, you'll whiff.You hit them, you pressure them into an airdodge (you can do this with empty shuffles or with air attacks that have little lag, or with character specific stuff, I throw banana's or shoot peanuts, for example, they each attack catch or dodge catch, both of which are punishable), for they know they will not have time to start up their own attack in time, the forced response is, essentially, only to dodge, for which you should be prepared with a counter measure.
That's your opinion, though. Many don't share that opinion. We don't like the changes in Brawl not because they are changes but because the way in which they've changed. I wasn't expecting or even hoping for Melee 2.0. But I was hoping for a game I felt was good.The evolution in play in Melee existed on a strategic level, with some of these strategies only becoming possible when a certain level of technical ability is reached. In Brawl, we have access seemingly to everything from the get go, yet, further technical evolution, while it would be nice, isn't a nessesity. view:
I think he meant more that it's not that balanced if there are a small number of characters that forces you to abandon a great number of characters for Competitive play.Ahh but you see, this creates balance! Having specific characters that will counter other characters and then further characters that will counter these, we establish a rock-paper-scissors scenario with no single characters really being able to dominate. However, don't hold this to mean that you can't be successful using just 1 or 2 characters, plenty of the characters have enough going for them that they can respond and adapt for themselves, but it will take a little extra work.
Depends on what you lost compared to what you won.Your making an error done earlier. Do you view video games like a sport with required physical ability or like chess or cards, with purely mental ones? In the end, the latter tests thoughts, the former tests actions, combining the two is great, but losing one and gaining a lot on either side is just as good.
I think he was being sarcastic about the crutch-part.If you played in tournaments than you know this to be true, as a Peach player, I constantly beat on people with superior technical ability who simply lacked the mindset to adapt mid match, and I'm pretty sure anyone whose gone through pools at tournaments has also run into these players. What may not be true for you does not mean it isn't true for others, we've seen a lot of disparity in the mid level players, some improved, others regressed, I find it fascinating. That said, if someone won with such a simple strategy, is it an insult to Brawl that this happened, or an insult to the players in attendance that such a telegraphed strategy was not countered, I think its the latter.
I'm sorry, did I ever claim no combos existed or that Diddy couldn't combo? It's just that when you said something akin to "Bananas are great for comboing" I expected there to exist tons of combos that were easy to do and really long and/or that racked up tons of damage. A standard 2-3 hitcombo is not unusual in Brawl. And I have never claimed that it is.www.youtube.com/alphazealot
Enjoy, and thats against GOOD people.
You don't seem to know a lot about Diddy, its the combination of the projectiles with the dash attack that has almost no lag into a u-tilt/u-smash that is deadly and almost unblockable, your best bet against a Diddy who has the approach set up they want is usually just to retreat so they don't get to use two banana's on you.
Diddy is one of the two reasons I play Brawl. The second would be Sonic.Well, if your like me and play Diddy, your entire argument falls apart, Diddy can pressure shields and keep combo's going, its the amazingness of having two projectiles. Maybe he is unique in this sense, but the point is simple, its the reliance on character specific traits which will define Brawl, maybe your character can't combo at all, a la Ike, but then again, 6 hits into a stock and Ike is already looking for a killing blow, versus about...15 or so for Diddy.
Let me ask you, who counters Metaknight?Ahh but you see, this creates balance! Having specific characters that will counter other characters and then further characters that will counter these, we establish a rock-paper-scissors scenario with no single characters really being able to dominate. However, don't hold this to mean that you can't be successful using just 1 or 2 characters, plenty of the characters have enough going for them that they can respond and adapt for themselves, but it will take a little extra work.
I disgree. Both elements are important. I shouldn't be able to play guilty gear for the first time and be able to execute all the techniques within 5 minutes.Your making an error done earlier. Do you view video games like a sport with required physical ability or like chess or cards, with purely mental ones? In the end, the latter tests thoughts, the former tests actions, combining the two is great, but losing one and gaining a lot on either side is just as good.
Theory? Explain. Please god tell me there is something to stop the tripping.In regards to tripping: I don't think we fully understand this yet. I know I trip maybe 1 or 2 times every 3 or so matches, and I've played people that trip 3, 4, of 5 times a match. Is there a character variable introduced with tripping? Or what about that theory about pressing left/right perfectly?