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QFT. This goes to everyone.There are people in this thread on both sides of the argument who are posting and responding intelligently, and that is why this thread has actually (kinda) gotten somewhere.
Please follow suit.
Hard to ask that here with around what? 102K Members? But yeah, people need to try and put more intelligent posts here, I bet If we had more posts related onto the topic then we would get more discussion moving around here, and all this discussion is good.QFT. This goes to everyone.
There are plenty of threads in Brawl General Discussion where you can go and rant and rave and make no sense and everyone will join you. This thread is for INTELLIGENT discussion. If you want to whine, please go do so somewhere else.
If you want to say "rofl u guyz r arguin im just gon play brawl," or "This argument is irrelevant" or whatever it is that clearly will not benefit the conversation, you are not alone, people agree with you, but this is the wrong thread. Please post it somewhere else!
So i guess the "smart" thing to do when im doing a fox ditto is for the two players to keep blastering away until time runs out, right? because that is clearly the best "thought" out thing they could do.I think that's EXACTLY the problem that people have. In Melee, if you had Robo-cop reflexes and understood how the game worked you could get by on a very simple strategy (ie: attack, attack, attack!!!) Brawl demands strategic thinking, and therefore rewards a very different skill set.
I kinda feel sorry for the people who incorrectly believe that Brawl is lacking in depth and competitiveness. The Smash community is evolving without them.
Hello guys, wanted to get back into this thread so I will be quickly replying to the most recent notable post (I'm at work lolz).Anyways, I also agree that Brawl is less competitive than Melee. I no longer find myself 4 stocking my friends, even though I'm much "better" than them at Brawl. I understand spacing better, I know how to attack out of shield, and how not to get attacked out of shield. I understand ledge invincibility in this game, and abuse it. (the best it can be abused anyways.) I still can't beat my friends as bad as I could beat them in Melee.
I haven't gone out of town yet for Brawl, but I don't see myself losing nearly as horribly as I used to in Melee. I remember the first time I played M2K, I couldn't touch him. 4 stocked every match. Although he is better than me at Brawl now, I just don't see myself losing as horribly to him, due to the fact that there are not as many things in this game to learn and abuse. I don't have that many things to watch out for, there's not hundreds of different ways he can kill me anymore.
In Melee, if I got grabbed by M2K near the ledge, it was over, since he is amazing at edgeguarding. He knew of every possible way to kill me, the safest options for edgeguarding, the different ways to attack from not only on the stage, but the ledge also. He mastered ledge invincibility, and timed his attacks perfectly so he could hit me through my Up B, using ledge invincibility. He KNEW how to trap my recovery, limiting my options down to just one choice, in which he would punish horribly.
Now, I don't care if you're some random noob or M2K. The game mechanics just don't allow for anyone to be that good at edgeguarding. If M2K throws me off the edge backwards...I'll just...Grab the ledge. And there's not a **** thing he can do about it, since auto sweetspot allows me to grab the ledge from a mile away. The best choice you have in Brawl to edgeguard is A.) jump out and attack your opponent, or B.) let them grab the ledge, and do as much damage to them as they recover from the ledge as possible.
I just used edgeguarding as an example, but there are plenty more examples that show how Melee is more competitive than Brawl.
Now, I like Brawl, I really do. I don't even like it because it's fun, I like it because I like discovering new things. Fact is, I don't really discover that much, even though I'm working my *** off to find new techniques/strategies. I WANT to argue that Brawl is going to be competitive, I WANT to see myself in the near future struggling to keep up with professionals, I WANT to debate for Brawl...But all too often, I find myself struggling to find reasons why Brawl is going to be as competitive as Melee...But deep down inside, I know these reasons are just...Not practical. Here are some reasons that give me hope that Brawl will be as competitive as Melee:
1. The attack depreciation system hasn't been looked into enough, and could prove to be a HUGE part of the game, as it will allow for combos, and will make players think more during the matches...It will make them remember how depreciated a certain attack is, and when to recharge it using other attacks.
This is my main argument. I REALLY hope that this will change the game in a huge way, making it more competitive than even Melee...But, deep down inside, I know that while this is a possibility, it probably won't happen. Stun time in Brawl just doesn't allow for combos, no matter how small the knockback. You can airdodge out of anything. I'm still going to work my *** off to try and make this work, but the reality is, it probably won't.
Ok, so that's just one reason. I'm too lazy to type more reasons.
Something else I thought I might add: I used to watch Melee videos and try to copy my opponent's strategies. When I was semi-noobish, I remember the main thing I tried to copy was chaingrabbing fox with Marth. I practiced all the time. First, it was the timing that threw me off. After I got the timing down, I had to worry about what percent Fox was at. After that, I practiced knowing when to pivot grab, utilt, regrab...Which moves to use depending on the percent. Lastly, I practiced uair comboing, to finish off the combo. With Uair comboing, I had to worry about spacing my uairs, knowing when to tip and when not to tip; Following my opponent's DI, so I could end with an Fsmash or Reverse Up B, then spacing my killing move. There is just so much to worry about while just doing one of the many combos Melee has to offer.
Now, I decided to try the same thing with Brawl. I wanted to look into Metaknight, even though I main Snake. (<3 Snake) I looked at Forte's MK, and decided to copy some of his strategies. The main strategy I saw that impressed me the most was his "combos."I decided to try his main way of killing people...This is how it went.
1. Choose Metaknight at character select screen
2. Uair my opponent
3. Press Up B
It's just not that hard. It's just not. I can copy anyone's video, and replicate anything they do. Now, I may be overexaggerating this just a little bit, but you get my point.
IMO, Brawl just isn't as competitive in Melee, due to most of the technical aspects being taken out, which limits one's options, which in turn makes the game more narrow, less deep, and overall less competitive.
Doesn't this point alone go a LONG way to prove mine? How is a person supposed to develop a strategy that allows him to reliably win if the game engine in Brawl does its absolute best to keep stock differences small?It doesn't apply at all, because the damage output is totally different in both games... it has already been agreed that the punishment aspect of the game is much more developped in melee, therefore it is only logical that you see a bigger gap in stocks and percentages between two Melee players than two Brawl players.
(About 0-Death combos being the focus of other fighting games)
http://youtube.com/watch?v=gh2MAa91L-U
http://youtube.com/watch?v=9Z-LP-6yGvg
http://youtube.com/watch?v=ft6lcEsyb9c
Have fun.
I hate to go back 30 pages (even if it's only 2 days), but god ****, I can't believe someone let you get away with this. The second video was on a real opponents? It was on a training mode dummy set to jump for most of those. It's easy to tell just by the fact everyone has max meter. In fact, it was made with the "System Direction" set to allow crazy juggles, which is an unlockable option used just for fun. The entire video is invalidated.And yet it's still one of the most competitive. Balance=/=competitive. MvC tournaments are some of the biggest in the world, and it's one of the defining competitive fighters. Also, the second street fighter video was actually on real opponents.
Alright, simple, mindgames, but when playing against people even to you THEN It's an actual problem.Doesn't this point alone go a LONG way to prove mine? How is a person supposed to develop a strategy that allows him to reliably win if the game engine in Brawl does its absolute best to keep stock differences small?
you are an idiotThis thread is still up? Holy freaking crap. Find something better to do than beat a dead horse topic based on pointless opinions.
*cough*As if you didn't just do the same thing a few days ago (yesterday?) *endcough*This thread is still up? Holy freaking crap. Find something better to do than beat a dead horse topic based on pointless opinions.
Thank God for lurking.
The situation referenced would happen between two players of near skill. It should be a tight game without a huge stock difference in my opinion. People who are really good, will still have huge leads against those who are really bad.Doesn't this point alone go a LONG way to prove mine? How is a person supposed to develop a strategy that allows him to reliably win if the game engine in Brawl does its absolute best to keep stock differences small?
This is the direct consequence of the assumptions we're making with Brawl not having a punishment game. This is the leap of logic I'm trying to get everyone to make, and apparently everyone is making it but not making this connection that Brawl lessens competitiveness. The people who should be rewarded with huge leads don't get them.
-_-;This thread is still up? Holy freaking crap. Find something better to do than beat a dead horse topic based on pointless opinions.
Thank God for lurking.
I like the way you think....and yet here you are
if the thread doesn't interest you, just don't post in it
I like this post, it actually goes on someone who isn't being biased, and isn't just using their own freaking opinion to say which one is better. Its got hard facts and a general consensus.I do have about a year or so experience running Smash Brothers tournaments at my store in New England. So far the transition from Melee to Brawl tournaments up here has been really good. From experience and seeing how well certain players do in Brawl as opposed to Melee, there hasn't been that big of a change. More people come to tournaments now that they feel they can do better and veteran gamers still generally do well and usually win with a few trip ups here and there.
Overall, I feel Melee probably was more competitive, however the slight decline in that turned out for the better. Maybe those who focus on the big tournaments where you'd have to fight the best in the state don't agree, but for the small areas and stores where it's the neighboring cities and communities it turned out to be an all-around positive change for the better.
I'm afraid that we will have to accept that there is no 100% reliable strategy to implement in the first place... now lets all measure our Yomi skills shall we???Doesn't this point alone go a LONG way to prove mine? How is a person supposed to develop a strategy that allows him to reliably win if the game engine in Brawl does its absolute best to keep stock differences small?
This is the direct consequence of the assumptions we're making with Brawl not having a punishment game. This is the leap of logic I'm trying to get everyone to make, and apparently everyone is making it but not making this connection that Brawl lessens competitiveness. The people who should be rewarded with huge leads don't get them.
I disagree here. I'd like to claim that I "figured out" wavedashing the first day I had the game. Why? Because I look into all the details when I approach something, so that I can try and make weird connections that I think others might miss.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'm not entirely sure what your point is. So you've provided an anecdote that shows that you wavedashed, but didn't see how it helped the game. You're apparently now godlier at smash than the people who played tournaments for two years before wavedashing was a common technique.First off, thanks Scar for this thread, I'm glad we have organized discussion about it, and there's some well made points in here I think everyone should read.
I only have one thing to add, about discovery of Advanced Techniques.
I disagree here. I'd like to claim that I "figured out" wavedashing the first day I had the game. Why? Because I look into all the details when I approach something, so that I can try and make weird connections that I think others might miss.
So upon reading that we can airdodge (in the instruction manual. Yeah. SSBM. I read those things), and then -directionally- airdodge - well, programmers have to 'bulletproof' their software so that each path has an end. That is, if I were to airdodge into the 'geometry,' either I stop, or I slide. First I tried airdodging into a wall. Didn't help me much. Then I airdodged into the ground... at an angle... ooh I slid a little bit.
Then I stopped caring. I had no one to tell it to (didn't know about smashboards), and none of my friends really cared about the game, so I figured, hey, if I figured it out this easily, I'm sure someone else will too. And I'll find out the applications of it when I see other people using it as well.
Yes but we have something those other communities don't have. Mew2King and Phanna Seriously, if theres something to find in this game, they will have found it.I'm not entirely sure what your point is. So you've provided an anecdote that shows that you wavedashed, but didn't see how it helped the game. You're apparently now godlier at smash than the people who played tournaments for two years before wavedashing was a common technique.
One anecdote does not refute my point; rather, there's quite a lot of evidence that you, if you did "discover" wavedashing on your own way before everyone else, are very very much in the minority. Even with Halo 3, it took 3 MONTHS before people managed to find completely game-breaking glitches (which were patched) simply because everyone was trying too hard to play it like Halo 2. CS: 1.6 players were trying to make Source work just like 1.6.
Even with a highly competitive community (which smash is not, compared to other games) with consistent, incredibly reliable methods of communication (which smash does not have; at least, not to the extent of game like Halo, Counterstrike, Street Fighter, and other games with massive online communities gathered around one information HUB), and dedicated players (fine, we have that), it could still take over a year to develop important metagame tactics, or find the importance in a seemingly insignificant or previously unnoticed game effect.
I don't think you read my post. COUNTERSTRIKE, hands down one of the MOST competitive games of all time, with WELL OVER 10 TIMES the number of competitive players smash has, took almost a year to develop playstyle for CS:Source.Now, had we been part of some type of Halo community we probably would have told them(its not very useful, but it was cool) Understand that it doesn't matter how many people that you have in the community its WHO you have in the community. There are players who play for fun, players who play to learn and players who play to discover. The smash community has HUGE amounts of players who are playing simply to discover new depth in the game, numbers of players Melee just didn't have(so STOP COMPARING MELEE'S LAUNCH TO BRAWLS -.-) Understand that if this game is going to be broken, it will have either happened already, or will happen very very soon.
I would, but its actually campaign only Which means unless you want to fly here to Cali you should just find someone on your side of the US to do it with XDi feel you should be gauged EXACTLY by your skill, which melee does and brawl does not
edit - do that halo 2 thing with me, it sounds fun
I don't exactly get what you're saying. What you're saying implies that there is some level of luck involved in Brawl's gameplay.i feel you should be gauged EXACTLY by your skill, which melee does and brawl does not
Ok, normally I would edit this in to my post, but since smashboards doesn't seem to want to let me see what I JUST POSTED, I have to make a separate post.I don't think you read my post. COUNTERSTRIKE, hands down one of the MOST competitive games of all time, with WELL OVER 10 TIMES the number of competitive players smash has, took almost a year to develop playstyle for CS:Source.
I agree, who you have matters. But the fact of the matter is that it's very difficult to be searching for something when you don't know what that something is. We can't find these techniques when we have no idea what they'll be, not even with our community. Whether or not it'll intensify Brawl's nature, I can't say. But precedent shows that most techniques are not discovered within a month, or two months, or three months, but usually around a year or so.
Actually, there is a large amount of luck involved in Brawl. Because you lack alot of the options in Melee that allowed you to trip up your opponent your left with only prediction to counter his attacks. This leads to(as Scar would put it) "Rock Paper Scissors" game play where the idea isn't to be better than your opponent, but rather to be better at predicting your opponent. However, since there's really no way to predict what your opponent is going to do without actually asking him and having him tell you beforehand, your left with blind predictions, which is essentially just luck.I don't exactly get what you're saying. What you're saying implies that there is some level of luck involved in Brawl's gameplay.
What we're looking at is more of a shift in what is defined as skill. Where a large part of Melee's skill was defined by quick fingers and being able to pull of advanced techniques effectively which involved much time and dedication, Brawl's skill at the time seems to be more of a shift to the ability to lead your opponent,anticipate your opponents actions, and master spacing techniques. Of course that aspect was in Melee, but do to the things that have been removed, that becomes more heavily weighted in Brawl. The point is that what was considered skill in melee is not necessarily the same as skill in Brawl.
Unless there is some luck factor involved, you should be guaged in any game by your level of skill. That holds even more true for this game if you accept the idea (that a lot of people seemingly have) that Brawl has a more "balanced" character selection than Melee did for competitive play.
Many of the advanced techniques that were present in Melee were used to lead your opponent and space yourself. Removing them simply provides the player with fewer options regarding these aspects of the game.I don't exactly get what you're saying. What you're saying implies that there is some level of luck involved in Brawl's gameplay.
What we're looking at is more of a shift in what is defined as skill. Where a large part of Melee's skill was defined by quick fingers and being able to pull of advanced techniques effectively which involved much time and dedication, Brawl's skill at the time seems to be more of a shift to the ability to lead your opponent,anticipate your opponents actions, and master spacing techniques. Of course that aspect was in Melee, but do to the things that have been removed, that becomes more heavily weighted in Brawl. The point is that what was considered skill in melee is not necessarily the same as skill in Brawl.
Unless there is some luck factor involved, you should be guaged in any game by your level of skill. That holds even more true for this game if you accept the idea (that a lot of people seemingly have) that Brawl has a more "balanced" character selection than Melee did for competitive play.
Nononono...I'm not entirely sure what your point is. So you've provided an anecdote that shows that you wavedashed, but didn't see how it helped the game. You're apparently now godlier at smash than the people who played tournaments for two years before wavedashing was a common technique.
One anecdote does not refute my point; rather, there's quite a lot of evidence that you, if you did "discover" wavedashing on your own way before everyone else, are very very much in the minority. Even with Halo 3, it took 3 MONTHS before people managed to find completely game-breaking glitches (which were patched) simply because everyone was trying too hard to play it like Halo 2. CS: 1.6 players were trying to make Source work just like 1.6.
Even with a highly competitive community (which smash is not, compared to other games) with consistent, incredibly reliable methods of communication (which smash does not have; at least, not to the extent of game like Halo, Counterstrike, Street Fighter, and other games with massive online communities gathered around one information HUB), and dedicated players (fine, we have that), it could still take over a year to develop important metagame tactics, or find the importance in a seemingly insignificant or previously unnoticed game effect.
So sorry for the misunderstanding.Agreed.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.
/withyouthereandeveryoneelseshouldbetoo
Sorry, I've just been getting really frustrated this thread. My bad.Nononono...
I was just trying to say that it's possible to discover things faster by looking at them in different ways. And that communication helped. Perhaps I was thinking that Brawl would be discovered faster than Melee because of our better understanding of how Melee worked, and our eagerness to discover what Brawl has for us.
I'm with what you're saying (the bolded part, for example), and agreed with you over in this thread (should have done it in this one as well I guess):
So sorry for the misunderstanding.
However, I also see what you're saying about the other competitive communities, and how long it's taken them to find out stuff about their games. Yeah, sucks don't it. My only response: People still like aspects of Halo 1 more than Halo 2, and they still like aspects of Halo 2 more than Halo 3. So it may take time to figure out how to play it still - doesn't mean the game will be better than the previous.
Anyway, my post was just to help show how we can go about finding things faster... and you've layed out the description than I did in your own thread...
(And I still agree, like what M2K said, that you should be gauged exactly by your skill.)
And I was never claiming to be better than anyone, sheesh...