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K well what I get from that is that pure technical is hard to do inputs. If that is the case then I don't think thats important. I favor control more then how fast I have to input it. If I have to press one button to do a wavedash or 6 I favor 1 as it will get me the same result anyway. I don't think brawl feels less controlled. If you look at it from that point of view name me 1 essential technique that isn't included in brawl ( minus l_cancelling and wavedashing cause lag cancel and sliding is incorporated in it in different ways).
You mean easier to land because there was still hitstun.
Yeah basically. If you hit someone in the air you are guaranteed a few hits. It's cause they can't jump away cause there stunned and in brawl you regain control of your char faster when hit then in melee( or it would have to do with the fall speed either way hitting someone is easier in melee).
Which would fall into the "Easier technically"-category
I guess so.
How in the world is approaching with Bairs faster in Brawl? How?! I mean, besides the few characters where their Bairs now have less lag non-canceled than they did in Melee with L-canceling or quite possibly by auto-canceling every single one perfectly, how?!
I meant turning around after a dash into a bair. And it depends on the char if it's fast or not. With diddy it's really fast ( kinda like jiggly bairing). Also I found fastfalling around the same time you bair and you will fall faster then normally fast falling.
I mean, most characters' jumps have more startup frames now. It's quite obvious when I play as Sheik how easy it is for me to shorthop as her now compared to in Melee. I don't even have to try, I'll do it almost every single time. Same with Marth.
IMO ease of use doesn't matter only control. Shorthopping shouldn't be difficult it should be basic and if they made it easier then all the better. As long as it results in the same I have no prob with them inproving control and getting rid of complicated inputs. When I start losing control though thats when I think they go to far. In this game you can run and when you turn around immidiatly bair which makes it look almost instant. Has ton of uses.
I'm sorry, what? Shielddashing in Melee? You shielddashed in Melee? Also, shields have always been fast to pop up, they just haven't always been fast to drop.
I believe that was called shielddashing in melee. Wavedashing out of shield. Try it with sheik for example dash > shield > dash > shield so on
it's really fast and feels about the same speed as shielddashing in melee ( maybe slightly slower but whatever.
Projectiles were throwable from shield in Melee as well. I don't know about 64, so I won't say "Have always been...".
Were they? I didn't know I don't recall someone doing it. But it doesn't seem nearly as effective as in brawl watch diddy vids and you'll see how usefull it is.
If they don't DI it or it's a semi-spike or they're Falco, then yeah. If not, then they suck (unless they actually die from the hit). The problem with Brawl is that you have to hit them a good 4 times in a row before they actually can't make it back unless they DI:ed it wrong or died from the hit itself. This coupled with many other aspects of the game make for very boring gameplay.
You think so I don't. If I manage to hit my opponents stock away after 5 hits I'm very happy cause they can do so much against it. If you edge guard well you can really keep the presure on the recovering player. Only when you don't want to go through that effort it gets boring I think.
Sounds like you just don't have the patience.
Yes, and?
They're different games, they work differently. Brawl-comboing is nothing like Melee-comboing. Don't mix the two up.
The bases is the same. Hit someone. In melee a hit can get you 2 more hits often enough before you have to worry that your opponent regains control(besides DI) in brawl it can be as short as 1 hit.
Anyway that wasn't even the point of that part. I wasn't saying the games are the same I was saying playing brawl made me look different at melee and it helped my gameplay in melee...
Fox, sheik, sonic and there's more. There speed feels good enough. I can get from 1 side to the other fast enough. Might not be as fast as melee but good enough.
No you can't. Didn't you hear? When a grab comes out right when an attack comes out, the grab trumphs the attack (though you still take damage).
I haven't encountered that. My jabs hit first most of the time and grant me openings. If grabs hit first then I won't have to fear a jab when aproaching I guess.
Since when were spotdodges ever slow? And how does multiple air dodges make the game faster, anyway?
I never said they were slow. But they seem faster in brawl and I lag less after doing them.
Or you could actually learn when the airdodge invincibility frames end and stop using moves with tons of cooldown so that one airdodged aerial = one aerial in your face.
Who said I did? I just meant that because I'm getting used to the lag on moves that I can misjudge if I will actually hit my opponent. It might seem like it will but they could airdodge at the last second. Or they are to late and I hit them. That timespan has shortened with brawl I think. And it makes close quarted combat more intense.
All of makes for "defensive approaching" (i.e. camping), yes. Speeds up the game? Vids or it didn't happen.
Thats cause the metagame hasn't evolved past it yet. Did you even read the part I wrote about players playing safe in a tournament thus not experimenting. Ofcourse they camp now cause money is on the line and they haven't figured out how to safely approach yet cause they haven't figured out when to defend and attack for example. And some players play chars that seem to have no problem with camping like AZ.
Close combat was more mentally challenging in Melee because in Melee, you had to predict a lot. Now, it's a lot less prediction since there's no shield-pressure. You can no longer jump in close with an aerial and then go for a mixup (jab, tilt, grab, smash, spotdodge, wavedash away, moonwalk, walk/run past, etc.) because if you just jumped into someone's face with an aerial, in 99% of all cases, you're eating a shieldgrab (or a shielddropped attack).
Your still jumping into shields. When you learned not to, rethink this statement again cause what your describing is not a efficient way to play brawl.
In melee you had to predict yes but the same is true for brawl. I can run towards someone with a shield and they will grab. I can drop it and attack before the grab hits me. I can jump away so on. Thus they predicted wrong cause they predicted a hit. What's so exciting about this is that I have the option to change near the last moment and my opponent too soo I have to keep paying attention.
Both brawl and melee handle that in different ways and both ways work.
If the time is shorter between the ability to do another action then I don't think it is.
Or maybe your definition of "speed" isn't on par with ours.
I guess so. What is the definition then cause each char running fast as hell still doesn't make the game fast. The game isn't fast the char you play has a speed in category's. Amoun\t of lag, time to execute a move, running and walking speed, time between actions so on. Weither a char is more floaty doesn't mean the time he has between actions is slower.
That or camping might just be a very legit tactic in this game. Pit.
So what it's a legit tactic in melee as well. It's a legit tactic in Streetfigter. Who cares it's not the most efficient way of fighting but it can get the job done.
Of course your matches are getting faster and "more exciting" the more you learn. Doesn't mean you just magically attainted Melee-speed.
Never said it did but the game got more exciting and the speed feels good enough.
"Tripping someone"? I presume you meant "Making someone screw up".
I mistyped that. I meand predicting don't know how tripping got there

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We can only speak about what we know insofar. You cannot just go "We haven't discovered everything there is to discover about this game yet!" whenever you cannot refute something that goes against your position.
We can only argue about Brawl from what is known about it at this very moment. Yes, in the future, we might uncover a lot of more things that will magically make Brawl deeper than Melee, faster than Melee or maybe just bring back actual comboing instead of just consecutive hits. But we cannot count on it.
And it's not a good argument to constantly go "We have yet to discover everything about the game". Because if that's how you're going to play it, why discuss Brawl at all? I mean, we haven't discovered everything there is to know about Brawl yet, so let's not discuss it at all, be it negatively or positively.
Let's all just discuss new discoveries and try to flesh them out. No more "General Brawl"-threads, only "Tactical Brawl"-threads.
You can't claim the world sucks if you only seen a small part of it. I don't claim it's the best game ever or the best in the series. You claim it's bad. Do more research before you claim that. I have no problem with you debating about different aspects of the game but you say one is worse then the other and claim stuff is broken which isn't. And it might sound cliche but that is all we have to do. Play it and test it and analyse it. It's pointless debating about something you hardly know yet.
That last part was about splitting this debate in parts instead of making 20 quotes in one post debating each point in the same thread. It's messy and hard to keep up with. You haven't commented about that at all. All you say is you can't just say wait and see and claim you already know the game sucks.