• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Thinking Outside the Melee Box--How to Improve Brawl's Competitive Game

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
Many of the players who support Brawl as a potentially competitive game often point out that as a fairly young game, most of the "Advanced Techniques" have yet to evolve. They say to wait it out and wait for new techniques to be discovered. I actually said so myself just a couple days ago, in the following post:

me said:
I think that when we do break the engine, it's not going to come from melee players trying to figure out how to cancel lag, or to follow up a throw. It's not going to come from trying to cancel momentum or slide wildly around the stage. It's going to come from some dip**** at a tournament accidentally pulling off some ridiculous combo/finisher/punishment in the most unorthodox way imaginable.

For example: think about Wavedashing. Let's assume for a second that Melee's launch was in the same situation as Brawl's launch. Even if there were thousands of people trying to abuse Melee's engine, it would be quite a long time before someone really made the connection between airdodging and ground momentum. It would be even longer before someone discovered the significance.

I'll use one more metaphor: take the transition from Counterstrike 1.6 to CS: Source. You had literally hundreds of thousands of players trying to "break" source. Far more players than were working on Brawl these past couple of months. I was in a huge clan at the time, and we tried really hard to switch to source. However, the new, slightly different aiming system, the new hit delay, the larger recoil and faster red block recovery... it all pointed to a much less competitive game. Even with hundreds of thousands of people working on it, it wasn't until almost a year later that some of CS:Source's competitive value was uncovered. People realized how to abuse the new aiming system, and it's entirely different from CS:1.6. People learned how to use grenades with the new red block, and these unorthodox methods of playing opened up Source as a competitive game again.
Well, Behemoth and I got tired of waiting for these techniques to appear, and spent the better part of 3 hours online with one another, talking over AIM while trying out different strategies. Our process was as follows.

1. Establish a limiting situation within the gameplay.
We found that in most every situation, a defensive player would have the advantage on an approaching player. Projectiles would add to this advantage; in the end, the approaching player was very very limited with the options we had.

2. Discuss potential ways around the error.
There are some nifty character-specific strategies for sure. Hydroplaning, snake's superwavedashupsmashthing, etc... but they were strategies which would have been incredibly effective in Melee, not so much in Brawl. We found that even with significantly surprising approaches, the defensive player was STILL at an advantage.

3. Practice our theories in-game.
For the purpose of this situation, we would trade off being offensive and defensive. One of us would spend a whole match trying to gain an advantage on the approach, and the other would simply defend and punish. In each game, the defensive player won... simply by camping and watching. Sometimes the games were close, but the offensive player would simply take a massive beating before having any sort of chance at retaliation, and those chances would be hindered by a well-timed shield grab, OOS attack, or even just a roll+smash. The animations were predictable and obvious.

We did this for a while before taking a small break. During this time, the following conversation took place:

(1:57:41 AM) Me: could wario actually approach
(1:57:44 AM) Me: in the air
(1:57:51 AM) Me: and retreat without being sheildgrabbed?
(1:58:00 AM) Behemoth: what about b-sticking?
(1:58:11 AM) Behemoth: I know snake could punish with a b-sticked nikita
(1:58:25 AM) Me: his side b is his bike, down b is waft, and up b is corkscrew
(1:58:25 AM) Behemoth: but I don't know if I could do the timing online
(1:58:29 AM) Me: nothing super helpful there

So we went into a game and tested this idea out. We stopped, talked some more:

(2:08:29 AM) Me: now that's important
(2:08:50 AM) Me: okay
(2:08:55 AM) Me: so the new crazy di
(2:08:57 AM) Behemoth: yeah, I couldn't punish that sh'd fair well
(2:09:03 AM) Me: means that some people can actually get in
(2:09:07 AM) Me: do an attack
(2:09:09 AM) Me: and retreat

Then we played a game with me as Marth, and him on the defensive. This was when we had our first "Out of the Melee Box moment"

(2:09:15 AM) Me: i just realized that what i've been doing
(2:09:21 AM) Me: is ffing my aerials, just like melee
(2:09:31 AM) Me: but the DI allows you to move backwards
(2:09:58 AM) Me: but it still puts me way, way out of range of either shield grabbing or smashes

An explanation of what happened:
Here's what we did. The technique is both simple and difficult at the same time; useful, but not game breaking. It's basically an abuse of the DI system in the same way B-sticking is. Take a character with a fast, long-range fAir, like Marth. Approach your opponent, then short hop. About halfway through the jump, you'll DI backwards and do your fAir at the same time. Here's where it gets tricky... you need to be DIing backwards BEFORE you start your fAir. The result is an approaching, nearly ground-level attack with enough DI to allow you to actually retreat far out of grab/OOS attack range.

The easiest way to perform this action is to short hop towards your opponent, slam the control stick back, and at almost the same time, slam your c-stick forward. It is, as Behemoth pointed out, a very noisy technique. You'll know you're doing it right if the following 3 conditions occur:

1. You attack at the peak of your jump.
2. As you attack, you have 0 momentum.
3. After the attack, you move backwards, and land very near the spot from which you originally short hopped.

Now, to be honest, this technique, if it proves to be as effective as we found it to be, will absolutely create divisions between characters. Some characters do better with this. Also, some characters can RAR with this, and some can't. But it does add to the game itself.

I know this doesn't sound amazing, but think of it this way... as melee players, how many people were trying to find ways to fastfall their aerials, or otherwise cancel lag in a similar manner to melee? I know that until today, I would SHFF and try to get out another move as quickly as possible. Each time I was soundly punished, as I'd always be within range.

As a technical player in Melee, I found there were so many habitual ways of thinking that I had ingrained into my smash methods... fast falling aerials being one of them. It was simply an unconscious activity, and I'd be frustrated whenever it wouldn't work. This is because the Brawl Box truly is entirely different from the Melee Box.

Our responses after another hour of playtesting:
(2:23:54 AM) Me: that was crazy though
(2:24:02 AM) Behemoth: also, mixing it up with overshot ff'd bairs works
(2:24:12 AM) Behemoth: and it WILL train the opponent to jump and intercept
(2:24:12 AM) Me: this is definitely going to put some characters wayyyy above others though
(2:24:16 AM) Behemoth: yeah
(2:24:19 AM) Behemoth: MARTH MUCH?

Now then, we know this technique isn't particularly difficult. We also know it's not super game-breaking. But we do know that this is a significant first step in stepping outside of our current frame of reference, and working on developing this new game. This discovery has effectively added a whole new method of approach to the game--a much more difficult to punish approach, too. Most characters have fast enough Fairs--again, marth--that even if the opponent perfect shields, they still aren't in a good position to retaliate.

I'll upload some videos ASAP showing the differences between our games with the technique and our games without.

The point of this thread is not to herald this new technique, but rather to show how different the Brawl box is. Simply by DIing an offensive attack backwards, and in the case of marth, throwing in some fox trotting, we added an entirely new dimension to the offensive game--so much so, in fact, that the offensive player wound up having the advantage a significant amount of the time. Predictability descended to almost nil.

We encourage other members to do the same. Find an aspect of Brawl that seems "broken" to you... whether it's a superwavedash or Olimar's pikmin throw, whether it's Ike's FSmash or the lack of float cancelling, and find a way to work around it. Develop new strategies.

http://www.youtube.com/watch?v=E2MYzzegp90
This video shows us trading off offensive/defensive. I start on the offensive. Note how difficult it is for diddy to truly punish my approach.

http://www.youtube.com/watch?v=KnJEDa0uqLw
Here it is in an actual game situation.
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
Also, my thanks to Behemoth for helping me study the game; this wouldn't have happened without dedication from him to develop Brawl.
 

rageagainst

Smash Journeyman
Joined
Oct 23, 2007
Messages
257
People need to realize that brawl doesn't have the same physics engine as melee and thus the exploits will be much different, this post needs to be stickied but moved to the TACTICS SECTION

very nice new AT, can't believe no one thought of that already, but then again wavedashing sounds simple too :p love your guys inventive thought process in coming up with it, and I think THATS what your trying to herald. At first I thought this new AT would help my main: zelda, but it actually doesn't help her because she is really vulnerable to perfect shields from her fair... putting her way back there with characters that "can't" use this AT and are much worse than those who "can." hmm but like you said, you have to find a new technique due to a character's deficit.
 

MajinSweet

Smash Journeyman
Joined
Jun 13, 2007
Messages
295
Location
New York
Very good stuff, this was something I was trying to stress in other topics. We shouldn't be looking for the huge game breaking technique yet. We still need to master the basics of the game play engine. And if your up for it I would still like to play you over Wifi.
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
People need to realize that brawl doesn't have the same physics engine as melee and thus the exploits will be much different, this post needs to be stickied but moved to the TACTICS SECTION

very nice new AT, can't believe no one thought of that already, but then again wavedashing sounds simple too :p
There's a condensed version in the Tactical forum. I posted this here to describe our process of testing and developing, hoping other people (particularly new players) can come in and try it themselves.

And Majin, hit me up on AIM. Behemoth and I are gonna do a couple more friendlies, but then i'm good for a game or two.
 

spindash

Smash Ace
Joined
Nov 18, 2007
Messages
722
Location
Edmonton, Alberta
... Wow.

With just that alone? I'm beginning to really love the Brawl Box even more then I did before.

The best that I could do with relaying anything new back to you or Behemoth would be via replays and exchanging Brawl/Wii Friend Codes. But when I've got some spare time and I think of it or find something interesting, I'll keep you guys up to date.

Either way? I LOVE that tactic with Fairs and DIing the offensive attack backwards? It's no breakthrough glitch.

But in my opinion, it's DEFINITELY a legitimate (by legit I mean not exploiting the physics system in the form of wavedashing) breakthrough tactic that some excel with while others don't.

It's abilities such as this that will cause the difference in tiers as well. The littlest things. ^^

Thank you, I'm sure I'm not the only one who'd say that we appreciate what you two are doing.
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
This is called spacing, but nice finding it for yourself!!!

Lots of people forget how important spacing is!!!

Hope others find it useful!!!

:colorful:
It's more than spacing. When I've seen people try this in the past, they were trying to DI backwards AFTER attacking, and would usually fastfall it--meaning they'd go less than half the distance, and wind up with punishable lag afterwards. This gives a lag-free landing to almost any character, and by DIing FIRST (a change from melee's DI system, in which you could DI after starting an attack to achieve the same effect), they move far outside punishment range.

At its most basic, it is spacing. It's more than that in execution, though.
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
people tend to DI backwards after attacking because they want their fair to tip, then drop just out of range (not super out of range) so they can punish a whiffed grab, whatever by the other guy

being just outside the other guy's range is exactly where you want to be, not being safely across the stage

edit: just to clarify, any competent marth that is already right next to the opponent and wants to fair him will sh backwards and fair to avoid the shield grab already
 

Giga Hand

Smash Journeyman
Joined
Feb 25, 2008
Messages
218
Location
Final Destination
The difference between Melee and Brawl is Melee was just "CHAAAAARGE!" but with Brawl you have to balance your offence and defence. The retreating Fair is a perfect example.
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
people tend to DI backwards after attacking because they want their fair to tip, then drop just out of range (not super out of range) so they can punish a whiffed grab, whatever by the other guy
Right, but this doesn't work in brawl. The defensive options are just too good, and fastfalls only add more lag.

being just outside the other guy's range is exactly where you want to be, not being safely across the stage
Correct, but as I said, this will put you right in the same spot from which you started your jump... meaning you're still in range to sh fair and punish.

edit: just to clarify, any competent marth that is already right next to the opponent and wants to fair him will sh backwards and fair to avoid the shield grab already
Correct, but this isn't a retreating strategy, but an offensive strategy.
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
what the heck are you talking about

my point is all these things were square in the middle of the "melee box", have been done for 4-5 years in the other game, and were probably among the first things that marth mains tried out when they made the switch
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
marths in melee retreating fair/nair all the time
Right, by DIing after their F-air. If you try that in brawl, you go significantly less far.

With melee's physics system, you could f-air, then DI, and your momentum would simply reverse.

In Brawl, your momentum needs to slow, then stop, then it moves in the opposite direction; as such, you need to DI FIRST, then attack.
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
what the heck are you talking about

my point is all these things were square in the middle of the "melee box", have been done for 4-5 years in the other game, and were probably among the first things that marth mains tried out when they made the switch
This is also not simply a marth-centered strategy, either in melee or brawl. In fact, some characters (like lucas and diddy) seem to benefit even more from it.
 

rtmcs1017

Smash Cadet
Joined
Jan 23, 2008
Messages
37
awesome, ever since I've played Brawl Marth and gotten used to the engine a little bit, this automatically kicked in for me and I just started doing exactly what you described and demonstrated. Nice to see I'm sort of adapting to the game engine with relative ease. I main Ike/Ganon but definitely have fun with the swipe machine too.

EDIT: Just wanted to add, the whole thing you said about "DI first" totally makes sense. I noticed my Marth floating around almost like Jigglypuff from Melee to initiate the retreat/DI before the attack actually activated. Cool stuff.
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
sure; in melee ganondorf, sheik, etc did it too

i was just using marth as an example because you seem fixated on him (and he's the one that uses it the most often)
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
sure; in melee ganondorf, sheik, etc did it too

i was just using marth as an example because you seem fixated on him (and he's the one that uses it the most often)
No, the one that used it the most often was jiggs. Now the one who uses it the most often is wario. I'd say that marth is certianly stronger because of it, but it's the characters without disjointed hitboxes who benefit the most--Diddy, lucas, etc, because they can finally actually attack and retreat WELL outside of punishable distance.

This DI had not been discussed before.
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
jiggs generally does what you stated that "most people" do - DI backwards during or after the attack

but fine, if you consider that the same technique, then this has been pretty much the PRIMARY STRATEGY of jigglypuff players for the last 4 years, so it's obviously known, right?
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
jiggs generally does what you stated that "most people" do - DI backwards during or after the attack

but fine, if you consider that the same technique, then this has been pretty much the PRIMARY STRATEGY of jigglypuff players for the last 4 years, so it's obviously known, right?
For christ's sake...

I can't put it any more basic than this...

In MELEE, you could DI DURING or AFTER an attack and get the desired result.

In BRAWL, you must DI BEFORE you attack to get the same result.

Capice?
 

pockyD

Smash Legend
Joined
Jul 21, 2006
Messages
11,926
Location
San Francisco, CA
and in melee, marths and ganondorfs especially (among others) routinely DI backwards prior to their aerials

not to mention this isn't even correct; i just booted up training and it's perfectly reasonable to DI backwards after the attack
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
and in melee, marths and ganondorfs especially (among others) routinely DI backwards prior to their aerials

not to mention this isn't even correct; i just booted up training and it's perfectly reasonable to DI backwards after the attack
And you don't get the same distance. You can DI after an attack, sure, but you only move back about half the distance. Do I need to record a video of this too?
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
I apologize everyone--replace every instance of "DI" with the words "aerial control." Apparently it doesn't count when I say DI.
 

Luz

Smash Apprentice
Joined
Feb 2, 2008
Messages
105
I can see this as being very useful. I watched that second video against Ike, there were several times when Ike would've nailed that Marth had he not gone back. My only sadness is that this and B-Sticking can't coexist since they both require the C-Stick :(
 

theONEjanitor

Smash Champion
Joined
May 31, 2006
Messages
2,497
Location
Birmingham, AL
NNID
the1janitor
the first thing people need to do for brawl's competitive game to be built up is
1. do what gawes suggests in my sig. stop looking for anomalies in the mechanics of the game. thats not what competitive gaming is about.

2. Stop playing the game like melee.

brawl is an incredibly deep game.
 

fkacyan

Smash Hero
Joined
Mar 15, 2008
Messages
6,226
and in melee, marths and ganondorfs especially (among others) routinely DI backwards prior to their aerials

not to mention this isn't even correct; i just booted up training and it's perfectly reasonable to DI backwards after the attack
Is there a particular reason you're so darn ready to strike down anything positive that comes through this community?

Sure, in training, against a CPU who... Isn't moving? Any reasonable player will punish that.
 

TK Wolf

Smash Ace
Joined
Sep 1, 2007
Messages
792
Location
Bellevue, WA
I really like your approach and thinking. As you said, this isn't a huge revolution to the scene, but it's still important and useful!

Also, what's b-sticking?
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
the first thing people need to do for brawl's competitive game to be built up is
1. do what gawes suggests in my sig. stop looking for anomalies in the mechanics of the game. thats not what competitive gaming is about.

2. Stop playing the game like melee.

brawl is an incredibly deep game.
Get this **** out of my thread. Go to one of the debate threads.
 

Papapaint

Just your average kind of Luigi.
Joined
Oct 4, 2006
Messages
925
Location
Williamsburg, VA
I really like your approach and thinking. As you said, this isn't a huge revolution to the scene, but it's still important and useful!

Also, what's b-sticking?
b-sticking is when you map your specials to the C-stick, and then short hop+press the c-stick back; it pushes your character backwards while still allowing you to use your special at maximum range.
 

TK Wolf

Smash Ace
Joined
Sep 1, 2007
Messages
792
Location
Bellevue, WA
b-sticking is when you map your specials to the C-stick, and then short hop+press the c-stick back; it pushes your character backwards while still allowing you to use your special at maximum range.
Oh, okay. Thanks.

Also, I wonder if a possible counter to that could be to jump towards the attacker and airdodge, then attack before or right after landing? I was playing with an idea before, of trying to time and space jumps to land near and facing your opponent after airdodging. I'll experiment a bit tonight.
 

[Deuce]

Smash Journeyman
Joined
Mar 28, 2006
Messages
219
Location
Socal
Nice thread, I didn't think of the retreating thing, I'll try that out later but one thing bugs me though:

If you're retreating while doing your fair, doesn't that mean you're playing rather defensively?
I mean, imo it can be called a defensive approach, where you're covering your *** while attacking...
So in the end it can still be considered fighting defense with defense.. or in more agreeable terms, a careful offense.. =/

but still, I hadn't thought of not fast falling yet for characters other than Ike and other misc. slow characters lol good find.

oh yeah despite the land auto-cancel i read in a thread a while back, ive been trying it and it appears it doesnt exist or something, or I'm doing it wrong-- only some aerials seem to lack lag post-landing.. just needed some clarification there.
 
Joined
Feb 3, 2008
Messages
858
Location
PWN
1. Establish a limiting situation within the gameplay.
We found that in most every situation, a defensive player would have the advantage on an approaching player. Projectiles would add to this advantage; in the end, the approaching player was very very limited with the options we had.

2. Discuss potential ways around the error.
There are some nifty character-specific strategies for sure. Hydroplaning, snake's superwavedashupsmashthing, etc... but they were strategies which would have been incredibly effective in Melee, not so much in Brawl. We found that even with significantly surprising approaches, the defensive player was STILL at an advantage.

3. Practice our theories in-game.
For the purpose of this situation, we would trade off being offensive and defensive. One of us would spend a whole match trying to gain an advantage on the approach, and the other would simply defend and punish. In each game, the defensive player won... simply by camping and watching. Sometimes the games were close, but the offensive player would simply take a massive beating before having any sort of chance at retaliation, and those chances would be hindered by a well-timed shield grab, OOS attack, or even just a roll+smash. The animations were predictable and obvious.

***

We encourage other members to do the same. Find an aspect of Brawl that seems "broken" to you... whether it's a superwavedash or Olimar's pikmin throw, whether it's Ike's FSmash or the lack of float cancelling, and find a way to work around it. Develop new strategies.
Agreed.

/withyouthereandeveryoneelseshouldbetoo
 
Top Bottom