DRaGZ
Smash Champion
There's one thing about Brawl that's really getting to me, and it's the fact that camping has become an extremely powerful strategy in Brawl.
Let me start off with something Gimpyfish posted in another topic on SRK (which I, unfortunately, am seeing myself):
Okay, let's take a match-up for instance. If both players are being aggressive, they both approach each other and everything's hunky-dory. However, if one player is being aggressive while the other is being campy, then the campy player will begin to gain an advantage because the approacher can be countered in a myriad of ways. The only thing the approacher can do is either keep being aggressive, in which he will eventually get through but be at a damage disadvantage, or start camping himself, which turns the game into a camp-fest.
Now...I've already posted a topic on which levels facilitate this or discourage this (http://smashboards.com/showthread.php?t=158268) but it's not enough because I've realized that, without universal methods of approach, we're going to have to develop character-specific methods of approaching specific methods of spamming by characters.
Thus, what I propose to do here is to list specific types of camping which are generally encountered and then, with the help of people posting, compose lists of character match-ups which can find ways to deal with the camping and then capitalize. Hopefully...we'll have gathered enough information to make this easier.
I'll start this off...
Just as a general guide:
Italicized strategies haven't been tested yet.
Regular non-modified strategies have been tested but not confirmed.
Bolded strategies tend to work consistently.
Toon Link
My goodness, not only is Toon Link an absurdly good spammer but his aerials and relatively fast ground attacks and spammed projectiles make it difficult. Specifically with his projectiles, since they are all have relatively high priority (his boomerang cancels nearly anything out, his arrows are slow enough to make a wall, and his bombs just explode...), you can easily break through. One could try to approach above him, but a well-controlled boomerang makes it difficult (although not impossible). Once you're at him, however, it's difficult to deal with his sword. He's overall the ultimate camper.
Possible character-specific solutions
R.O.B.
R.O.B. can be a beastly defensive camper, mainly because his arms and rocket-blast attacks give him so much range and priority. He's also a great projectile spammer with his lasers (which have an aimable arc of attack of about 60-degrees directly in front of him) and his gyro which, when fully charged, is very quick, very deadly, and a great mine-like weapon (think Demoman from TF2). Fortunately, R.O.B.'s flaw is that all of his projectiles need time to charge: specifically, his laser needs a cool-down time and his gyro needs to be charged and can't be recharged if it's already out and lying around somewhere on the field). This is when you take advantage.
Possible character-specific solutions
Falco
Short-hopped laser spamming definitely hinders approach, not to mention the lock that can potentially occur (although very unlikely)
Possible character-specific solutions
Pikachu
For a campy pikachu, spam thunder, dsmash, and b.
Possible character-specific solutions
General Character-Specific Approaching Tactics
While they're still character specific, these, hopefully, are general enough to allow efficient approach.
This list will be added to once people begin contributing their own strategies and I come across other ideas/strategies on my own.
PLEASE add to this with your own ideas and suggestions, and PLEASE criticize what I have wrote and tell me what is wrong with them. I think that, if we come together as a community, we can start develop solutions to this camping issue, and hopefully make it obsolete in higher levels of Brawl play.
I'm also trying to develop stage-specific strategies for camping/anti-camping strategies.
http://smashboards.com/showthread.php?t=158268
Let me start off with something Gimpyfish posted in another topic on SRK (which I, unfortunately, am seeing myself):
Quite frankly, the excess of universal defensive options combined with the lack of universal approaching options makes this game highly defensively-oriented.after experimenting and playing the game enough the conclusion I've come to about brawl is that it's progression will be backwards.
The game starts with decent combos and gimp kills, and the only reason they exist is because people haven't mastered the defensive options in the game, as the game progresses combos will become smaller and smaller, and gimp kills will nearly fade out of existence. That's just how the game is.
In most games the progression is the opposite, starting with smaller combos and the like and ending with more elaborate things.
This makes for an eventual overly stale simplified game that isn't exciting to watch in a competitive sense, and will eventually shorten the game's overall lifespan.
discuss.
Okay, let's take a match-up for instance. If both players are being aggressive, they both approach each other and everything's hunky-dory. However, if one player is being aggressive while the other is being campy, then the campy player will begin to gain an advantage because the approacher can be countered in a myriad of ways. The only thing the approacher can do is either keep being aggressive, in which he will eventually get through but be at a damage disadvantage, or start camping himself, which turns the game into a camp-fest.
Now...I've already posted a topic on which levels facilitate this or discourage this (http://smashboards.com/showthread.php?t=158268) but it's not enough because I've realized that, without universal methods of approach, we're going to have to develop character-specific methods of approaching specific methods of spamming by characters.
Thus, what I propose to do here is to list specific types of camping which are generally encountered and then, with the help of people posting, compose lists of character match-ups which can find ways to deal with the camping and then capitalize. Hopefully...we'll have gathered enough information to make this easier.
I'll start this off...
Just as a general guide:
Italicized strategies haven't been tested yet.
Regular non-modified strategies have been tested but not confirmed.
Bolded strategies tend to work consistently.
Toon Link
My goodness, not only is Toon Link an absurdly good spammer but his aerials and relatively fast ground attacks and spammed projectiles make it difficult. Specifically with his projectiles, since they are all have relatively high priority (his boomerang cancels nearly anything out, his arrows are slow enough to make a wall, and his bombs just explode...), you can easily break through. One could try to approach above him, but a well-controlled boomerang makes it difficult (although not impossible). Once you're at him, however, it's difficult to deal with his sword. He's overall the ultimate camper.
Possible character-specific solutions
- Ganondorf's Wizard's Foot can actually power through an arrow barrage if he spams them, and sometimes he can do it quickly enough to overwhelm Toon Link. However, usually, once he's inside Toon Link dominates anyway.
- An attack that pushes past a shielded opponent (like Snake's dash attack or Wolf's f-smash) can actually go past Toon Link and capitalize if Toon Link mistakenly performs a grab. This works particular well on Toon Link because he has a long range. If Toon Link doesn't go for the grab, however, you have to get in an attack quickly or he'll run away and put you back at square one or attack himself.
- Counter-spam: R.O.B.'s gyro can make it through Toon Link's projectiles because it fires on a downward arc; just charge-up properly, jump, and shoot. If it knocks away Toon Link enough or forces him to shield, it's just enough to get in there and force a close-up match, in which R.O.B. generally comes up on top due to his superior range and priority. Unfortunately, you have to be really quick to get this to work, and you have to make sure Toon Link doesn't get away: whether you're winning or losing, you're actually in a better position to have Toon Link putting pressure on you via his sword than his projectiles, so keeping the pressure on him works. Usually, he will try to retaliate, but because you're so close he'll have to use his sword, upon which you can begin to control him through a careful spacing game.
- Like with any other projectiles, the space animals can shine the projectiles away. However, a good Toon Link will then resort to bombs and throw them at their feet, forcing an approach upon which Toon Link has superior range and priority.
- Timotee: Olimar spam is a decent way to force an approach into superior range
R.O.B.
R.O.B. can be a beastly defensive camper, mainly because his arms and rocket-blast attacks give him so much range and priority. He's also a great projectile spammer with his lasers (which have an aimable arc of attack of about 60-degrees directly in front of him) and his gyro which, when fully charged, is very quick, very deadly, and a great mine-like weapon (think Demoman from TF2). Fortunately, R.O.B.'s flaw is that all of his projectiles need time to charge: specifically, his laser needs a cool-down time and his gyro needs to be charged and can't be recharged if it's already out and lying around somewhere on the field). This is when you take advantage.
Possible character-specific solutions
- All of the space animals can shine R.O.B.'s projectiles away very easily. This could force R.O.B. to be a defensive camper, but the space animals' lasers can frustrate the R.O.B. user enough to force him to come out. Plus, on a head-to-head, the space animals can keep up because their attacks have superior speed, which help compensate for their overall weaker knockback and priority.
- Believe it or not, I've seen a good Sonic player take my R.O.B. to town because of his superior ground speed, which is where R.O.B. needs to be for his projectile spamming to work well. It's just very disorienting for a R.O.B. to try to handle such a fast ground character, which forces R.O.B. to take to aerials attacks, which is where he begins to dominate.
Falco
Short-hopped laser spamming definitely hinders approach, not to mention the lock that can potentially occur (although very unlikely)
Possible character-specific solutions
- Timotee: The psychic brats are viable camp-counters against the spacies (and somewhat ROB), now that they're decent AND psi-magnet has improved.
- gkrackerr: For Pikachu: Simply duck and then crawl towards him. If the falco player attempts to reflector you away, shield, then dash out of your shield and punish him. If the falco player notices what you are doing and rushes you, hit him with a nair or you can you shield and then attack out of your shield while the falco has lag. This is a relatively simple strategy but I found it to be really devastating. It's possible that it was simply so good because he(my friend Adi) hadn't faced that strategy before and was somewhat lost as to what to do, but really, if you space yourself as you approach, it's really simple to break into falco's defenses.
- gkrackerr: For Kirby: The same idea but a litte bit more tricky/defensive. Because kirby cannot crawl, you have to periodically dash then crouch to approach the falco. Kirby has excellent aerials and can space himself well w/ short hopped bairs which have pretty decent priority. The same things apply if you the falco rushes you or tries to push you away with the reflector.
Pikachu
For a campy pikachu, spam thunder, dsmash, and b.
Possible character-specific solutions
- The psychic brats can take care of the Thunder Jolt spamming...anything else?
General Character-Specific Approaching Tactics
While they're still character specific, these, hopefully, are general enough to allow efficient approach.
- Monshou_no_Nazo: I haven't really tested this enough, but I think Squirtle's Side + B can be used as an approach since the shell makes him immune to attacks.
- Spyckie: Pikachu is a very camp-happy or anti-camper character depending on how you play. Full hop b has no landing lag and can be followed up with a grab + the angle of the projectile is perfect for approaching from above safely. Also, the forward+aerial is a relatively safe (if mind gamed correctly) approach that can't be punished (maybe people don't have the timing down...).
This list will be added to once people begin contributing their own strategies and I come across other ideas/strategies on my own.
PLEASE add to this with your own ideas and suggestions, and PLEASE criticize what I have wrote and tell me what is wrong with them. I think that, if we come together as a community, we can start develop solutions to this camping issue, and hopefully make it obsolete in higher levels of Brawl play.
I'm also trying to develop stage-specific strategies for camping/anti-camping strategies.
http://smashboards.com/showthread.php?t=158268