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The Brawl-Melee Debate: A Different View

AlphaZealot

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The Brawl-Melee Debate: A Different View and Response

I’ve debated writing on this issue for a long time, hoping the debate would settle and ease up as time went on. It’s apparent now that this could very well keep going for months, or god forbid, years. Since this is a response blog I’ll ask everyone to please view Zjiin’s “Why Brawl Will Kill the Smash Community” . Know that I don’t hold anything against anyone for their opinions about Brawl or Melee, I love both games, but at this point I feel Brawl has been underrepresented in the debate against those still vying for Melee. I hope to bring whoever is reading this a possible new perspective on the debate.

In Zjiin’s opening he states that “Brawl is not meant to be competitive. Sakurai told us he wanted it that way, and its obvious to us who have been playing Melee for sometime, that anyone who is trying to find a highly competitive game in Brawl is really stretching their argument.” Yet, this is far from accurate. Like Brawl, Melee was also not meant to be competitive. The problem with this initial assertion and reference to Sakurai gives the designer too much credit for his power of prediction and control over what a game will become.

All Sakurai did was give each and everyone of us an empty canvas to fill how we deem fit. As is often the case, Sakurai has absolutely no idea how play will evolve over time, he is as in the dark as the rest of us. Designers intent is meaningless, once the game is completed and shipped it’s not about Sakurai’s interpretation—it’s about OUR interpretation.

Zjiin urges that “The better I get at this game, the more I realize how technically and strategically shallow it is, and although its fun to play, by no means does it make it a great game. The lack of hit-stun for any moves is evidence enough that no matter how much we try, and how good we get, combos will never be possible. I’m not talking about that combo you got on your little cousin, I mean combos that will work on people who know how to DI and air-dodge out of anything, because you can. The game is based off of too many defensive options which discourages advancing, or as some people see it, promotes camping. No good fighting game should promote camping, but then again, this isn’t a fighting game, it’s a party game!” This statement sums up the two most common anti-Brawl positions, displeasure at the lack of technical prowess and disgust that long combo’s are no longer the norm. Yet, this statement is being made just a few months after Brawl’s release. Zjiin’s was not short sighted, he mentions there are a number of people that believe it is to early to judge Brawl but he seems to reach a conclusion, as many have, that Brawl can indeed be judged based on this first few months of playing (and that people who reserve judgment are merely unable to see the truth), with the reasons mentioned above, and that the conclusion is that Brawl is shallow.

There are several problems with these common arguments and their relation to depth that are not commonly addressed.

Addressing Technical Ability

By removing the technical barrier that existed in Melee Sakurai made the deeper concepts of strategy more readily available to everyone. This is a good thing as it provides more players the opportunity to actually think during a match instead of being outplayed simply because they can’t keep up with the higher technical ability of their opponent. Having a larger pool of players who can develop strategies quickens the evolution of the metagame to deeper levels, it’s a numbers game. It’s the strategies and counter strategies that players will learn how to perform and how to get around that will build the depth of Brawl.

Camping is already emerging as one of these first prevalent strong strategies. Yet, for every action there is a reaction, players who are frustrated with campers will gravitate toward characters or new strategies that counter it, and from there further evolution will happen as people learn to counter this new set of strategies. Each step of the process must be learned by every player who wants to make it to the top and each barrier must be overcome. As time goes on more barriers will be made and more will be broken, not knowing even a single one of them could spell disaster. The larger this chain of barriers is the more depth there is. Isn’t it ironic that in the same paragraph Zjiin mentions a lack of depth strategically he also seems unable to find a solution to camping? Lacking a solution, like many, he resorts to frustration and creates a baseless argument that “no good fighting game should promote camping”.

Technical ability was actually a crutch for many players in Melee, who would rely on fast fingers to forgo thinking and simply copy the base strategies of better players. With this ability gone, these players fall back down the latter and are forced to learn how to actually think, something the top players are already more than proficient at, because at the top of the echelon ladder the players were already of equal technical ability and the only difference, usually, was their thinking. Removing the technical barrier kept the old hierarchy intact because the top players didn’t need to use their technical ability as a crutch.

It’s been the middle echelon players who have been the most interesting development in Brawl, as some have fallen as their crutch of technical prowess was removed, and others have risen, freed from the constricting chains of losing only because they could not move their fingers fast enough or lacked execution, quite an interesting phenomenon.

Technical ability should not be a barrier limiting the success of any player. In Melee, it was. In Brawl, it isn’t. It’s time to deal.

Addressing Combo’s

Combos in Melee, by 2008, were essentially well rehearsed series of inputs drawing on technical ability. Even the slight variations that could arise from DI had become, in Melee, simply an execution of an action in a scenario likely encountered hundreds of times before hand. Much of the depth of Melee was actually in the approaches and spacing, looking for that opening that would lead to that hit that would start that string of attacks. The strings of attacks themselves are nothing more than a further extension of technical ability. During a combo, thinking usually goes out the window and is instead replaced with reaction or rehearsal, depending on whose dishing or taking the damage. When a combo in Melee would finally end you would usually find your character either recovering or respawning.

Do these combos actually increase depth? No. They are fun to do, fun to watch, fun to find (but then you rehearse them), nearly impossible to defend against once started, and devastating. The only difference between a combo in Melee and a Final Smash in Brawl is that a Final Smash requires less inputs (and maybe less work for an opening), and for some reason these inputs are looked upon as skill and depth.

Recently there was an article on Gameriot written by Glenn Cravens mentioning that there appeared to be a more emotional attachment to Brawl because victories were so hard fought for. He is right! In Melee, you would have to manipulate the opponent so that you could find a few openings during each stock, you didn’t need many openings, just a few to start long combos where most of the damage was dealt. Much of the depth was in finding or creating these openings, the thinking stopped when a combo started, and picked up again when a combo finished. But, lets remember back to some of the most memorable sets in Melee, they often came down to last stock, last hit situations, where each player was cautiously trying to exploit the other to land just one hit, just a single hit, that would win the game, it wasn’t the combo, it was that presence of mind that all these players needed was a single opening.

In Brawl we have this multiplied substantially, almost every attack you land on the opponent is the result of something you did right and something they did wrong. The opponent can air dodge at any time, but you also know they can air dodge at anytime, so how is this at all a bad thing? Watching a combo in Brawl, where one player predicts the other players defensive action so that their string of attacks continues to extend, is a lot more interesting than seeing a Ken Combo for the thousandth time. These pseudo combo’s (because a true combo leaves no room for response) are substantially more interesting than combo’s in Melee. Suddenly, both players are thinking after a hit takes place, not rehearsing!

Ask yourself a serious question: which is more interesting, satisfying, and difficult, landing a string of attacks where the opponent has no opportunity to respond or landing a string of attacks where the opponent was responding every step of the way?


Addressing Defensive Play

Zjiin mentions briefly one of the more focal points in the Brawl-Melee debate when he says “the game is based off of too many defensive options which discourage advancing”. While he doesn’t touch on this much, the argument that there are less safe approaches and that it’s easier to defend is wide spread as a prime reason Brawls play is worse than Melee’s. The problem with this argument is that it’s taking Melee principles and assuming they apply to Brawl. In particular L-canceling, a universal technique that almost every character could adopt and almost instantly have at least a few decently safe options for coming in on an opponents shield. With this removed, the principles of attacking someone need to be slightly redefined, no longer can you hope to pick any character and already have enough knowledge to break through someone’s defense, the solution to the problem is to expand your knowledge of every character.

Do players like Zjiin really mean to tell everyone that there is not a single character that can break a defense or approach safely? We already know this to be substantially false, yet for some reason the myth remains and is continually perpetuated. If overly defensive play were such a problem to these players, then why are these same players not gravitating toward characters that do have strong approach games?

It’s as if they experienced an action, couldn’t find the appropriate or desired reaction in their favorite character, and instead of looking at other characters and the possibilities they possess, they simply gave up and chalked up everything to the misery that is Brawl. The solution to breaking a strong defense lies in character specific strategies. There is no single general technique or strategy like L-canceling in Melee that will solve every problem.

Yet, this solution is nothing new, not only should this happen, but it already has happened, 5 years ago! Back in the time where players couldn’t L-Cancel, defensive play, in particular shield grabbing, reigned supreme, and characters like Link, who could attack out of the shield, were much higher on the tier list. The solution then was the same as it is now: look at each character’s individual traits and choose a character that possesses traits countering a specific strategy (in this case, shield grabbing). This is partly the reason Sheik was considered a god during early competitive play, and this doesn’t even touch on Peach. Character specific strategies and responses will be the new core of game play, limiting your self to a single character does just that, it will limit your options in dealing with different strategies.

How Do We Know When the Pinnacle is Reached and Play has Stagnated?

You will often see these explanations of shallow play that are apparently both evident and already prevalent, but will there ever be proof of this? When can we determine, objectively, when play has actually stagnated and the metagame has ceased to evolve? The answer to this is quite simple, look toward tournament results. Seeing a group of players or a single player consistently winning tournaments means that the metagame has yet to stagnate as these players obviously posses a understanding of the game beyond that of those placing lower than them. We already know the current state of Brawl is not stagnant—Azen, Chillin, Forte, and G-Reg finished in the exact same placement two tournaments in a row in Virginia (and Azen/Chillin/Forte have essentially taken top 3 every tournament in Virginia so far). DSF has won 4 straight tournaments in California.

When the results of tournaments become both inconsistent and unpredictable, then we have one of two problems. Either the rule set is introducing variables that are affecting the results, or the metagame has stagnated and on any given weekend a dozen people at the same tournament all stand the same chance of winning. So far, neither of these situations has occurred in Melee or Brawl.

It IS to Early to Tell, No Matter What Anyone Tells You

It is naïve to make a conclusion about Brawls depth based on 2 or 3 months of play time. Thinking you can foresee the landscape of a game as complicated as Smash years down the road shows both a lack of respect for how humans operate and a lack of understanding on how things can evolve, not to mention you’re calling yourself a genius, Smash is complicated, there are many variables that need to be tested. As mentioned earlier, there is a natural evolution of strategies and counter strategies that will emerge. That said, there is also a human aspect, the want, need, and desire for competition, improvement, and finding solutions. Calling a problem, like camping, unsolvable this early doesn’t even allow time for players to formulate and test counter strategies.

The argument is often brought that we can’t compare Brawl now with Melee 7 years ago, that nothing new will be found, or at least nothing substantial, because the community now is more organized and way larger than it was in 2001. Yet…who are these people that are supposed to be finding things? Millions of people purchased Melee in the first year, it took 5 more to find moon walking. The claim is that the hardcore base then was much smaller and not as equipped to thoroughly test the game. The number of members on Smashboards in 2006, roughly when moon walking was discovered, stood at about half where it is today. So, double the members…we should take half the time it took in Melee to find the last interesting technique, which leaves us with about 2-3 years until just about everything is found.

This gives to many people to much credit though. The number of people who actually find things is quite small because sometimes acquiring the information is quite tedious, requiring countless hours of work that few really have the care for. Mew2King created the first statistics list for Melee and he is STILL pretty much the only person creating many of the character statistics and comparisons in Brawl. 80,000 new members later and Mew2King is still the forerunner in discovering interesting and useful Smash information.

I’ve started going through every character in the game in an excel sheet, recording the degenerative knock back for every attack 10 moves deep, it takes an hour to do a single character (4-5 hours to do Lucario). Here is something most of you don’t know, the type of thing that can arise from this type of tedious work: Donkey Kong’s F-Throw doesn’t suffer from stale moves. Sure, it’s not a big deal, but what I’m delving into wouldn’t really net anything game changing, and all this 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.

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Let’s look at some important milestones Smash has had over the years:
2003 (Smashboards members ~ 10,000)
  • Few players had consistent technical skill and the strategic play was, looking back, very basic.
  • Most attending tournaments in this time period would seem like novices in the eyes of players today.
  • Large debate between Smashers and traditional fighters, want for inclusion into EVO.
Early 2004 (Smashboards members ~ 12,000)
  • Chillin beat Ken without being able to consistently short hop.
  • The number of consistent traveling (more than 100 miles) Smashers stood around a few dozen, if that.
Late 2004 (Smashboards members ~ 15,000)
  • MLG picks up Smash for a testing period.
  • $500 was considered a substantial payout at the time.
  • Pivoting discovered.
Early 2005 (Smashboards members ~ 15,000)
  • MLG announces Smash will be a permanent title on the circuit.
  • V-Games also announces Smash as a title.
Late 2005 (Smashboards members ~ 20,000)
  • MLG moves into regional major play - top prize $1,000.
  • Most players at tournaments technically proficient.
  • A Nintendo power article covers Smashboards and MLG.
  • MTV’s True Life I’m a Professional Gamer features KillaOR.
  • V-Games goes bankrupt, ripping off hundreds of people.
  • Top prizes at underground tournaments - $500.
Early 2006 (Smashboards members ~ 35,000)
  • Moon Walking discovered.
  • MLG announces 2006 Pro Circuit, top prizes $2,000.
Late 2006 (Smashboards members ~ 50,000)
  • MLG Playoffs and Championship held - top prizes $5,000 and $10,000.
  • Brawl announced.
  • Top prizes at underground tournaments - $1,000
Early 2007 (Smashboards members ~ 70,000)
  • MLG announces Underground Smash Series.
  • Midnight Gaming Championship announces Smash.
  • EVO announces Smash.
Late 2007 (Smashboards members ~ 90,000)
  • Brawl delayed.
  • The second half of 2007 featured a 200 person tournament practically every single month.
  • Top prizes at underground tournaments- $2,000
  • Top prize at EVO - $5,000
  • Top prize at Midnight Gaming Championship - $3,000
Early 2008 (Smashboards members ~ 110,000)
  • Brawl released.
  • EVO announces Brawl
Tournaments

Now let’s look at Zjiin’s argument that “Its hard to believe that this new community will set up regional circuits, or large 300+ tournaments, or even keep the game going for 4 years past its prime. They are starting fresh and have no idea what they are doing, but nor do they care. They are running off of the steam Melee players created to keep the tournament scene active and once that steam is all gone, I really don’t see these competitive/causal players making the effort to rent out venues and spread the world nationwide for a game they just see as fun.” Here, he paints a picture that the underground community was the driving force behind Melee’s success as a competitive title. The largest tournament ever held was EVO 2007 with 270 participants. Of all the 200 + person tournaments held, only 2 (OC3 and FC6) have been held without sponsorship from MLG or EVO. Of all the 100 + person tournaments held about half have been under sponsorship from either MLG or EVO.

MLG first gained interest in the Smash because of our strong underground community that was already established in 2004, yet it wasn’t until MLG, and later EVO, came into the picture that the community really started to balloon. The underground community and the professional organizations that sponsor Smash exist somewhat in a mutualism, each building off the other, and its been this way since 2005. Would the professional events exist without the underground community? Would the underground community have grown as much as it did (prior to Brawls announcement) had it not been for professional events? This is the type of relationship that should be looked at to really understand growth. Brawl has already brought new blood to tournaments, new tournament hosts, new winners, and new experimenters.

Zjiin’s mistake is that he assumes the groundwork for Brawl tournaments was laid in 2007 by Melee veterans and that without these veterans there would no longer be a foundation for tournaments. What he is missing here is that these same veterans all built from the groundwork laid by tournament in 2004 like Matt Deezie’s TG, the Muffin King’s BOMB, DA’s Gauntlet, Team Ben’s Getting Schooled, H2YL’s H2YL Presents—all tournament series that essentially stopped running by 2005 and created the foundation for our modern day tournaments. New tournament organizers simply filled the old tournament organizers shoes, as some move out others move in.

What has occurred is that we now have an ever perpetuating cycle of new and old players and tournament hosts filtering in and out, and at the moment, the number of new players filtering in likely outweighs the number of retiring players by a ratio around 2 or 3 to 1 (likely much higher, I can’t even think of anyone who has ACTUALLY retired), and that’s only for live tournaments, take into account online play and the shear size of those just looking to participate in competitive discussion or find matches and that number likely balloons to around 100 to 1 or worse. Gamebattles second most popular online arena, currently, is Brawl, with thousands of matches literally being played every day, and this doesn’t even look at counts from Wifiwars or SmashBrawlRankings.

All of this leads into why Brawl will likely enjoy more success than Melee, at least from a statistical sense.

1) The groundwork for underground tournaments is laid. New hosts will take the reigns from older hosts as they move on, just as has happened in the past. This groundwork cannot easily be undone.

2) The community is expanding at an astounding rate, while the numbers will likely flatten at some point, as it is now the new players are simply driving more interest for other new players. The number of players and interest now far and away exceeds anything ever established for Melee.

3) The money is in Brawl. Professional organizations will not be hosting Melee tournaments anymore. This is reality, and looking at the mutualism described earlier, where professional and underground tournaments grow with each other, then underground Brawl tournaments will likely grow as the professional scene expands.

4) Brawl now holds all the cards, Melee tournaments will likely see a few last large or decently sized tournaments this year (don’t pin any estimates higher than 150), but most people have moved on to Brawl and there are already weekly 50-100 person sized tournaments in California, New England, and Washington DC. A brief check on AllisBrawl reveals that, on any given weekend, there are usually between 10-15 Brawl tournaments around the country. This number, last year for Melee, was around 5-7, and often these tournaments were just around California, DC, or New York, Brawl tournaments are cropping up all over the country.

5) Online play allows much longer replay value and yet another aspect available for competitions and honing skills, even if the conditions are not ideal.

Conclusion

If play does eventually stagnate years down the road as some predict, then levels will flatten and begin to fall, until then, Brawl is here to stay, you are living in denial by keeping this debate going any longer and creating an unnecessary schism in the community. You can keep playing Melee, but bashing Brawl is simply unproductive no matter which side of the fence you sit on. Melee has no online play and the community cannot support two games the way CounterStrike Source and 1.6 have split. Brawl is the future, it’s a great game, just play it for what it is, not based on Melee comparisons. Checkers has less depth than Chess, but the best checkers player in the world would wipe the floor against anyone on this site, and the gap between Checkers in Chess in terms of complexity is substantially more than the gap between Melee in Brawl.

Not everyone is born equal, some people have to work harder than others to accomplish the same tasks. Yet, these limitations that we are all born with, no matter how strong, it is unlikely any of us will really reach the pinnacle of our abilities within a lifetime, no matter how hard we work. Brawl and Melee are each limited in a similar way, how much and how long it will take to get to these limits cannot be easily determined, we cannot possibly judge Brawls depth at this point, and even if we could, the level of play at the limit of each game is likely so high that making a comparison would be pointless as most players would be unlikely to even reach that far. Is a Chess board without two files so different from a standard Chess board that highly complicated and skillful positions stop existing, and would not the level of play on each board be absurdly high, even if one has some limits? If Brawl is less deep than Melee, the difference would likely be of this type of subtleness and not the difference between Chess and Checkers.
 

Spellman

Smash Ace
Joined
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Messages
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Very nice post AlphaZealot, I can tell you've thought about this very carefully before you posted it. I hope this is received well.

This is of course coming from someone who has supported Brawl all along so of course it doesn't mean much, but it was a good read!
 

Jack Kieser

Smash Champion
Joined
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Messages
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Location
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Wow, AlphaZealot... I've basically been saying a few of your points for a while now, but you just said them WAY more eloquently than I ever could on a message board. Kudos to you for thinking through everything in such a logical and thorough manner (and for presenting all the factual/historical Melee info, too). I hope people will finally understand both sides of the equation now, instead of just Melee's side or just Brawl's side.
 

DragonBlade

Smash Journeyman
Joined
Aug 22, 2005
Messages
273
I agree that the game will likely be more successful than Melee. Simply because its more popular and it has a huge amount of momentum behind it. However I don't think that what the Brawl vs. Melee debate is about. Is Brawl really a better game in every aspect? In terms of options for casual players, Brawl is probably better. However for competitive players, the only thing that is important is that it is deeper than Melee. Also, there really isn't anything else nearly as objective to debate about. Whenever I see this discussion brought up about this in the forums it is always directed towards Brawl vs. Melee's depth in some way. I'm sorry if that was not the original intention, OP, but I really don't think there is anything else to say. Of course Brawl is going to be successful as a casual game and people will throw together some tournaments feed off the popularity, but the question is is it going to as deep as Melee was. The depth is really what determines if its competitive. Also note, I don't mean competitive like Halo, which is getting by on popularity. I mean competitive like Starcraft, which is still the best RTS even after a decade.

Like Brawl, Melee was also not meant to be competitive. The problem with this initial assertion and reference to Sakurai gives the designer too much credit for his power of prediction and control over what a game will become.
You are probably correct in thinking Sakurai did not intend for either games to be competitive, but it is clear that Brawl's development went beyond that and was designed with the intention to purposefully make it non-competitive. There is significant support this that would be silly to ingore: the simplification of game mechanics (easier recovery, auto tether, etc), the removal of intended game mechanics from Melee to Brawl (light shield, L cancel, etc), and the removal of intended game mechanics from Brawl at E for All to Brawl at release (crouch canceling, dash dancing, etc). He may not be able to predict what will happen, but he can certainly change what we have to work with, which is exactly what he did.

All Sakurai did was give each and everyone of us an empty canvas to fill how we deem fit. As is often the case, Sakurai has absolutely no idea how play will evolve over time, he is as in the dark as the rest of us. Designers intent is meaningless, once the game is completed and shipped it’s not about Sakurai’s interpretation—it’s about OUR interpretation.
I think the difference is our new canvas does not let us use all the color we were used to using on our old canvas. Of course, we could make also make a gray scale work of art by being creative with what we have, but it's really not the same. I don't think many artists would be happy if you took away their colors and told them to do all their work in gray scale. It seems like you are saying you want us to mix black and white to bring back all the colors we had in the past. I'm not sure if I should take this analogy this far, but it seems like a lot our community is colorblind.

By removing the technical barrier that existed in Melee Sakurai made the deeper concepts of strategy more readily available to everyone. This is a good thing as it provides more players the opportunity to actually think during a match instead of being outplayed simply because they can’t keep up with the higher technical ability of their opponent. Having a larger pool of players who can develop strategies quickens the evolution of the metagame to deeper levels, it’s a numbers game. It’s the strategies and counter strategies that players will learn how to perform and how to get around that will build the depth of Brawl.
Let me make something clear, technical skill is controlled mainly by the Cerebellum (it processes the fine motor movements) and strategy and 'mind games' are controlled by the Cerebral Cortex (it processes higher level abstract thoughts). First of all, taking away technical skill will not allow you be more strategic, since they are handled my independent parts of the brain. Second, Brawl has excluded the use of an important part of our brain. The Cerebellum won't suddenly evolve and start doing higher level processes in order to do more mind games. This is a clear and unarguable loss of depth, because even with a maximum amount of strategic thought, this portion of your brain will still be relatively idle (compared to playing Melee).

I will concede that in Melee it makes sense to assume that inexperienced players will likely not have a chance to use much higher level strategy if and only if they are playing opponents with significantly higher technical mastery, because there is some amount of technical skill that is necessary to be able to play the game depending on how experience the opponent is (this can also happen in Brawl, of course), but do not think this means that technical skill alone will win games every time.

However, it is pointless to look at the above case, as the argument is about Brawl's depth not Brawl's noob friendliness. Looking at the case where both combatants are veteran players of the game, neither can over power the other with technical skill alone. Strategy is needed along with the technical skill in order. This provides a complete use of both strategic and technical parts of our mind. In Brawl, the technical part is obviously less used and there is no reason to assume the strategic part is use more, like I said above. Thus, both technical and strategic elements add to the depth, and you cannot say that removing the technical requirements can possibly increase depth. Thus, Brawl is in less deep than Melee. If you want to debate this, please assess all 3 points I used to support this, including citations if you think the brain does not work as I stated.

Camping is already emerging as one of these first prevalent strong strategies. Yet, for every action there is a reaction, players who are frustrated with campers will gravitate toward characters or new strategies that counter it, and from there further evolution will happen as people learn to counter this new set of strategies. Each step of the process must be learned by every player who wants to make it to the top and each barrier must be overcome. As time goes on more barriers will be made and more will be broken, not knowing even a single one of them could spell disaster. The larger this chain of barriers is the more depth there is. Isn’t it ironic that in the same paragraph Zjiin mentions a lack of depth strategically he also seems unable to find a solution to camping? Lacking a solution, like many, he resorts to frustration and creates a baseless argument that “no good fighting game should promote camping”.
The game is not some sort of obscure and profound fantasy that works on some type of alternate logic. It is a deterministic system. If the defensive options are superior to the offensive options overall, the net result will involve more defensive play. Its as simple as that. We've already compared the two sides.

Brawl was not created in a careless way with little intention to remove extraneous quirks, therefore it is silly to think we can also find quirks to the engine that will augment our technical options. The technical requirements are what made the metagame evolve in Melee, as more and more people reached the peak and pushed the ones at the top even higher. We've reached the limit with Brawl's technical portion, even you have accepted that by trying to argue that less technical requirements were better. Thus, we won't see drastic changes like we have with Melee.

Technical ability was actually a crutch for many players in Melee, who would rely on fast fingers to forgo thinking and simply copy the base strategies of better players. With this ability gone, these players fall back down the latter and are forced to learn how to actually think, something the top players are already more than proficient at, because at the top of the echelon ladder the players were already of equal technical ability and the only difference, usually, was their thinking. Removing the technical barrier kept the old hierarchy intact because the top players didn’t need to use their technical ability as a crutch.
Of course technical ability requires thought. Read what I wrote about about the Cerebellum. It is part of your brain, thus it is thinking. If by thinking you meant "higher level abstract processes" which are the fundamentals of strategic thinking, which is what I think you meant, you are still wrong. Read what I wrote following that above. There really is not any support for the claim that technical ability is taking away from the strategic thought when both players have technical mastery. Depth cannot be measured with technical players playing nontechnical players. Depth is measured at the highest level of play, where both players will have the experience to be technically competent, like said above.


Technical ability should not be a barrier limiting the success of any player. In Melee, it was. In Brawl, it isn’t. It’s time to deal.
Its not a barrier for the depth as I've said above, this is just an unsupported claim. If you mean it is a barrier for making Brawl easier for new players, then I agree. However, it is irrelevant to comparing Brawl vs. Melee in terms of depth, again like I said above.

Combos in Melee, by 2008, were essentially well rehearsed series of inputs drawing on technical ability. Even the slight variations that could arise from DI had become, in Melee, simply an execution of an action in a scenario likely encountered hundreds of times before hand. Much of the depth of Melee was actually in the approaches and spacing, looking for that opening that would lead to that hit that would start that string of attacks. The strings of attacks themselves are nothing more than a further extension of technical ability. During a combo, thinking usually goes out the window and is instead replaced with reaction or rehearsal, depending on whose dishing or taking the damage. When a combo in Melee would finally end you would usually find your character either recovering or respawning.
Again, more unsupported claims. You seem to be making assumptions that everyone thinks like you and plays like you, here. In my view, it is incredibly important for the receiver to DI unpredictably in a combo and take advantage of any opening following the combo and for the attacker to predict how the opponent is going to DI and know when to back away to avoid the counter attack. How is this less thinking than taking single hits at a time in Brawl? Keep in mind the speed of Melee made sets of combos as frequent as single hits are now. You are saying that a combo takes less thought by both parties than a single hit.


Do these combos actually increase depth? No. They are fun to do, fun to watch, fun to find (but then you rehearse them), nearly impossible to defend against once started, and devastating. The only difference between a combo in Melee and a Final Smash in Brawl is that a Final Smash requires less inputs (and maybe less work for an opening), and for some reason these inputs are looked upon as skill and depth.
Also no support that I haven't refuted above.


Recently there was an article on Gameriot written by Glenn Cravens mentioning that there appeared to be a more emotional attachment to Brawl because victories were so hard fought for. He is right! In Melee, you would have to manipulate the opponent so that you could find a few openings during each stock, you didn’t need many openings, just a few to start long combos where most of the damage was dealt. Much of the depth was in finding or creating these openings, the thinking stopped when a combo started, and picked up again when a combo finished. But, lets remember back to some of the most memorable sets in Melee, they often came down to last stock, last hit situations, where each player was cautiously trying to exploit the other to land just one hit, just a single hit, that would win the game, it wasn’t the combo, it was that presence of mind that all these players needed was a single opening.

In Brawl we have this multiplied substantially, almost every attack you land on the opponent is the result of something you did right and something they did wrong. The opponent can air dodge at any time, but you also know they can air dodge at anytime, so how is this at all a bad thing? Watching a combo in Brawl, where one player predicts the other players defensive action so that their string of attacks continues to extend, is a lot more interesting than seeing a Ken Combo for the thousandth time. These pseudo combo’s (because a true combo leaves no room for response) are substantially more interesting than combo’s in Melee. Suddenly, both players are thinking after a hit takes place, not rehearsing!

Ask yourself a serious question: which is more interesting, satisfying, and difficult, landing a string of attacks where the opponent has no opportunity to respond or landing a string of attacks where the opponent was responding every step of the way?
This part is not relevant to depth, but it may be a reason why Brawl is more popular.


Zjiin mentions briefly one of the more focal points in the Brawl-Melee debate when he says “the game is based off of too many defensive options which discourage advancing”. While he doesn’t touch on this much, the argument that there are less safe approaches and that it’s easier to defend is wide spread as a prime reason Brawls play is worse than Melee’s. The problem with this argument is that it’s taking Melee principles and assuming they apply to Brawl. In particular L-canceling, a universal technique that almost every character could adopt and almost instantly have at least a few decently safe options for coming in on an opponents shield. With this removed, the principles of attacking someone need to be slightly redefined, no longer can you hope to pick any character and already have enough knowledge to break through someone’s defense, the solution to the problem is to expand your knowledge of every character.

Do players like Zjiin really mean to tell everyone that there is not a single character that can break a defense or approach safely? We already know this to be substantially false, yet for some reason the myth remains and is continually perpetuated. If overly defensive play were such a problem to these players, then why are these same players not gravitating toward characters that do have strong approach games?

It’s as if they experienced an action, couldn’t find the appropriate or desired reaction in their favorite character, and instead of looking at other characters and the possibilities they possess, they simply gave up and chalked up everything to the misery that is Brawl. The solution to breaking a strong defense lies in character specific strategies. There is no single general technique or strategy like L-canceling in Melee that will solve every problem.

Yet, this solution is nothing new, not only should this happen, but it already has happened, 5 years ago! Back in the time where players couldn’t L-Cancel, defensive play, in particular shield grabbing, reigned supreme, and characters like Link, who could attack out of the shield, were much higher on the tier list. The solution then was the same as it is now: look at each character’s individual traits and choose a character that possesses traits countering a specific strategy (in this case, shield grabbing). This is partly the reason Sheik was considered a god during early competitive play, and this doesn’t even touch on Peach. Character specific strategies and responses will be the new core of game play, limiting your self to a single character does just that, it will limit your options in dealing with different strategies.
Read what I said above about camping.

How Do We Know When the Pinnacle is Reached and Play has Stagnated?

You will often see these explanations of shallow play that are apparently both evident and already prevalent, but will there ever be proof of this? When can we determine, objectively, when play has actually stagnated and the metagame has ceased to evolve? The answer to this is quite simple, look toward tournament results. Seeing a group of players or a single player consistently winning tournaments means that the metagame has yet to stagnate as these players obviously posses a understanding of the game beyond that of those placing lower than them. We already know the current state of Brawl is not stagnant—Azen, Chillin, Forte, and G-Reg finished in the exact same placement two tournaments in a row in Virginia (and Azen/Chillin/Forte have essentially taken top 3 every tournament in Virginia so far). DSF has won 4 straight tournaments in California.

When the results of tournaments become both inconsistent and unpredictable, then we have one of two problems. Either the rule set is introducing variables that are affecting the results, or the metagame has stagnated and on any given weekend a dozen people at the same tournament all stand the same chance of winning. So far, neither of these situations has occurred in Melee or Brawl.

It IS to Early to Tell, No Matter What Anyone Tells You

It is naïve to make a conclusion about Brawls depth based on 2 or 3 months of play time. Thinking you can foresee the landscape of a game as complicated as Smash years down the road shows both a lack of respect for how humans operate and a lack of understanding on how things can evolve, not to mention you’re calling yourself a genius, Smash is complicated, there are many variables that need to be tested. As mentioned earlier, there is a natural evolution of strategies and counter strategies that will emerge. That said, there is also a human aspect, the want, need, and desire for competition, improvement, and finding solutions. Calling a problem, like camping, unsolvable this early doesn’t even allow time for players to formulate and test counter strategies.

The argument is often brought that we can’t compare Brawl now with Melee 7 years ago, that nothing new will be found, or at least nothing substantial, because the community now is more organized and way larger than it was in 2001. Yet…who are these people that are supposed to be finding things? Millions of people purchased Melee in the first year, it took 5 more to find moon walking. The claim is that the hardcore base then was much smaller and not as equipped to thoroughly test the game. The number of members on Smashboards in 2006, roughly when moon walking was discovered, stood at about half where it is today. So, double the members…we should take half the time it took in Melee to find the last interesting technique, which leaves us with about 2-3 years until just about everything is found.

This gives to many people to much credit though. The number of people who actually find things is quite small because sometimes acquiring the information is quite tedious, requiring countless hours of work that few really have the care for. Mew2King created the first statistics list for Melee and he is STILL pretty much the only person creating many of the character statistics and comparisons in Brawl. 80,000 new members later and Mew2King is still the forerunner in discovering interesting and useful Smash information.

I’ve started going through every character in the game in an excel sheet, recording the degenerative knock back for every attack 10 moves deep, it takes an hour to do a single character (4-5 hours to do Lucario). Here is something most of you don’t know, the type of thing that can arise from this type of tedious work: Donkey Kong’s F-Throw doesn’t suffer from stale moves. Sure, it’s not a big deal, but what I’m delving into wouldn’t really net anything game changing, and all this 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.
---

Let’s look at some important milestones Smash has had over the years:
2003 (Smashboards members ~ 10,000)
  • Few players had consistent technical skill and the strategic play was, looking back, very basic.
  • Most attending tournaments in this time period would seem like novices in the eyes of players today.
  • Large debate between Smashers and traditional fighters, want for inclusion into EVO.
Early 2004 (Smashboards members ~ 12,000)
  • Chillin beat Ken without being able to consistently short hop.
  • The number of consistent traveling (more than 100 miles) Smashers stood around a few dozen, if that.
Late 2004 (Smashboards members ~ 15,000)
  • MLG picks up Smash for a testing period.
  • $500 was considered a substantial payout at the time.
  • Pivoting discovered.
Early 2005 (Smashboards members ~ 15,000)
  • MLG announces Smash will be a permanent title on the circuit.
  • V-Games also announces Smash as a title.
Late 2005 (Smashboards members ~ 20,000)
  • MLG moves into regional major play - top prize $1,000.
  • Most players at tournaments technically proficient.
  • A Nintendo power article covers Smashboards and MLG.
  • MTV’s True Life I’m a Professional Gamer features KillaOR.
  • V-Games goes bankrupt, ripping off hundreds of people.
  • Top prizes at underground tournaments - $500.
Early 2006 (Smashboards members ~ 35,000)
  • Moon Walking discovered.
  • MLG announces 2006 Pro Circuit, top prizes $2,000.
Late 2006 (Smashboards members ~ 50,000)
  • MLG Playoffs and Championship held - top prizes $5,000 and $10,000.
  • Brawl announced.
  • Top prizes at underground tournaments - $1,000
Early 2007 (Smashboards members ~ 70,000)
  • MLG announces Underground Smash Series.
  • Midnight Gaming Championship announces Smash.
  • EVO announces Smash.
Late 2007 (Smashboards members ~ 90,000)

  • Brawl delayed.
  • The second half of 2007 featured a 200 person tournament practically every single month.
  • Top prizes at underground tournaments- $2,000
  • Top prize at EVO - $5,000
  • Top prize at Midnight Gaming Championship - $3,000
Early 2008 (Smashboards members ~ 110,000)
  • Brawl released.
  • EVO announces Brawl
Tournaments

Now let’s look at Zjiin’s argument that “Its hard to believe that this new community will set up regional circuits, or large 300+ tournaments, or even keep the game going for 4 years past its prime. They are starting fresh and have no idea what they are doing, but nor do they care. They are running off of the steam Melee players created to keep the tournament scene active and once that steam is all gone, I really don’t see these competitive/causal players making the effort to rent out venues and spread the world nationwide for a game they just see as fun.” Here, he paints a picture that the underground community was the driving force behind Melee’s success as a competitive title. The largest tournament ever held was EVO 2007 with 270 participants. Of all the 200 + person tournaments held, only 2 (OC3 and FC6) have been held without sponsorship from MLG or EVO. Of all the 100 + person tournaments held about half have been under sponsorship from either MLG or EVO.

MLG first gained interest in the Smash because of our strong underground community that was already established in 2004, yet it wasn’t until MLG, and later EVO, came into the picture that the community really started to balloon. The underground community and the professional organizations that sponsor Smash exist somewhat in a mutualism, each building off the other, and its been this way since 2005. Would the professional events exist without the underground community? Would the underground community have grown as much as it did (prior to Brawls announcement) had it not been for professional events? This is the type of relationship that should be looked at to really understand growth. Brawl has already brought new blood to tournaments, new tournament hosts, new winners, and new experimenters.

Zjiin’s mistake is that he assumes the groundwork for Brawl tournaments was laid in 2007 by Melee veterans and that without these veterans there would no longer be a foundation for tournaments. What he is missing here is that these same veterans all built from the groundwork laid by tournament in 2004 like Matt Deezie’s TG, the Muffin King’s BOMB, DA’s Gauntlet, Team Ben’s Getting Schooled, H2YL’s H2YL Presents—all tournament series that essentially stopped running by 2005 and created the foundation for our modern day tournaments. New tournament organizers simply filled the old tournament organizers shoes, as some move out others move in.

What has occurred is that we now have an ever perpetuating cycle of new and old players and tournament hosts filtering in and out, and at the moment, the number of new players filtering in likely outweighs the number of retiring players by a ratio around 2 or 3 to 1 (likely much higher, I can’t even think of anyone who has ACTUALLY retired), and that’s only for live tournaments, take into account online play and the shear size of those just looking to participate in competitive discussion or find matches and that number likely balloons to around 100 to 1 or worse. Gamebattles second most popular online arena, currently, is Brawl, with thousands of matches literally being played every day, and this doesn’t even look at counts from Wifiwars or SmashBrawlRankings.
This cannot prove that Brawl has more depth. Read what I said above about technical development of the community changing the metagame.

All of this leads into why Brawl will likely enjoy more success than Melee, at least from a statistical sense.
Success is a loosely defined concept that cannot be debated objectively. As a competitive player, the depth of the game will be what I use to determine the success. Tournaments will still happen just from the popularity of Brawl. Half the games that are played at the World Cyber Games now are less competitive than other games out there, but they are popular so they got there. If you think that is successful, that is your opinion and I respect it. Though, I would have to disagree.

1) The groundwork for underground tournaments is laid. New hosts will take the reigns from older hosts as they move on, just as has happened in the past. This groundwork cannot easily be undone.

2) The community is expanding at an astounding rate, while the numbers will likely flatten at some point, as it is now the new players are simply driving more interest for other new players. The number of players and interest now far and away exceeds anything ever established for Melee.

3) The money is in Brawl. Professional organizations will not be hosting Melee tournaments anymore. This is reality, and looking at the mutualism described earlier, where professional and underground tournaments grow with each other, then underground Brawl tournaments will likely grow as the professional scene expands.

4) Brawl now holds all the cards, Melee tournaments will likely see a few last large or decently sized tournaments this year (don’t pin any estimates higher than 150), but most people have moved on to Brawl and there are already weekly 50-100 person sized tournaments in California, New England, and Washington DC. A brief check on AllisBrawl reveals that, on any given weekend, there are usually between 10-15 Brawl tournaments around the country. This number, last year for Melee, was around 5-7, and often these tournaments were just around California, DC, or New York, Brawl tournaments are cropping up all over the country.

5) Online play allows much longer replay value and yet another aspect available for competitions and honing skills, even if the conditions are not ideal.
Yes there will probably be many tournaments because sponsors see the feasibility of it due to the popularity of the game, and even if top competitive players quit it will not affect this because the community is now so large. Also, I agree the game is popular and has money. I do not see how this spells the end for Melee tournaments, as the game does not replace what made Melee good - the depth. Older games are still played now. Online is not suited for competitive play, even in Brawl.


If play does eventually stagnate years down the road as some predict, then levels will flatten and begin to fall, until then, Brawl is here to stay, you are living in denial by keeping this debate going any longer and creating an unnecessary schism in the community. You can keep playing Melee, but bashing Brawl is simply unproductive no matter which side of the fence you sit on. Melee has no online play and the community cannot support two games the way CounterStrike Source and 1.6 have split. Brawl is the future, it’s a great game, just play it for what it is, not based on Melee comparisons. Checkers has less depth than Chess, but the best checkers player in the world would wipe the floor against anyone on this site, and the gap between Checkers in Chess in terms of complexity is substantially more than the gap between Melee in Brawl.

Not everyone is born equal, some people have to work harder than others to accomplish the same tasks. Yet, these limitations that we are all born with, no matter how strong, it is unlikely any of us will really reach the pinnacle of our abilities within a lifetime, no matter how hard we work. Brawl and Melee are each limited in a similar way, how much and how long it will take to get to these limits cannot be easily determined, we cannot possibly judge Brawls depth at this point, and even if we could, the level of play at the limit of each game is likely so high that making a comparison would be pointless as most players would be unlikely to even reach that far. Is a Chess board without two files so different from a standard Chess board that highly complicated and skillful positions stop existing, and would not the level of play on each board be absurdly high, even if one has some limits? If Brawl is less deep than Melee, the difference would likely be of this type of subtlety and not the difference between Chess and Checkers.
No one is saying Brawl is going to die or that its a terrible game. This is the problem with this debate. Pro-Melee people say Melee is a deeper game, which is indeed true. Pro-Brawl people seem to think that this implies that Brawl will fail and suddenly become defensive. I think if Pro-Melee people can accept that Brawl will be successful and the Pro-Brawl people can accept Melee is a deeper game, we can put an end to this debate. Your checkers comparison is simply terrible. I won't even bother

However, I cannot let this part go:
the community cannot support two games
Brawl is here to stay
The only way this is possible is for the community to stop playing Melee, but wait...
You can keep playing Melee
You, my friend, are simply a hypocrite. You basically want Melee to die, yet you say that in cryptic words that few people understand, and try to make yourself seem neutral with statements like "You can keep playing Melee". You are no different than the other Brawl fanboys who do not like Melee and bash it.

Overall this was a pretty awful post, which is not very surprising coming from a Brawl fanboy. For some reason, I expected more. I guess it was my mistake. Your conclusion was that Brawl will be successful, which was a minor part of the Brawl vs. Melee debate at most, yet your arguments are for Brawl being more deep than Melee. Not to mention that its just not true, as I've refuted them above. Did you even consider reading over it?
 

flyinfilipino

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Messages
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Very good (long) post; I agree with mostly everything you've said, but I have a feeling this will just degenerate into a nasty, hateful argument very soon.
 

Exovel

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"It’s been the middle echelon players who have been the most interesting development in Brawl, as some have fallen as their crutch of technical prowess was removed, and others have risen, freed from the constricting chains of losing only because they could not move their fingers fast enough or lacked execution, quite an interesting phenomenon."


- Thank you for explaining it. I've tried, but I haven't been able to say it quite so well. People have been asking me how I've gotten better, and they blame it on the fact that Brawl just isn't meant to be competitive. The fact is, my friends can't use their ridiculous button tapping and technical ability to KO me, and I have some clue how to think through a game, so I come out on top. I'm going to try and have them read this. Maybe they'll get it.
 

XERAMPELINAE

Smash Apprentice
Joined
Mar 20, 2008
Messages
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Excellent post and thread. A few mistakes and typos here and there, but it is just too good of a post to even care for that.
I was going to post an ellaborate long essay like yours, but it is no longer necessary since you almost express everything I wanted to. Thanks for that:)
It is time for the pessimists to face reality and move on to the current installment of SSB which has a lot offer when understood and played right.
And I am sorry to say this again, but I am sick of Brawl haters acting like logicians and telling others that an argument in defense of Brawl is invalid or fallacious.
 

mangodurban

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This thread is beautiful and is very insightful and I hope people take the time to soak in what your saying. +1000 XP
 

Reyairia

Smash Champion
Joined
Sep 3, 2007
Messages
2,473
Thank you.
I find it upsetting that people don't remember how when the first demos were coming out people said
"This is not Melee, this is a different game."
Just because it is not Melee does not mean it's a bad game. It just means you have to start anew and play differently than you did in Melee.

Different =/= worse.
 

House M.D.

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pulitzer?

this is the best articulation of the pro-brawl argument i suspect will be made, attacking each of the pro-melee arguments at the correct level of reasoning. bravo.

my two cents: now matter how convinced i am of the pro-melee side's reasoning, i still enjoy playing brawl competitively and, from experience, still know there is a wide range of skill (i placed 17th/87 at XESTICLE but felt Darc, who finished 7th, was levels better than me). also, i'm guessing pro-melee people are generally not good at brawl (for lack of ability or effort) and/or are merely repeating arguments they've heard rather than arguments they believe.
 

Rapid_Assassin

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my two cents: now matter how convinced i am of the pro-melee side's reasoning, i still enjoy playing brawl competitively and, from experience, still know there is a wide range of skill (i placed 17th/87 at XESTICLE but felt Darc, who finished 7th, was levels better than me). also, i'm guessing pro-melee people are generally not good at brawl (for lack of ability or effort) and/or are merely repeating arguments they've heard rather than arguments they believe.
Some of the pro-melee people are terrible in Brawl, others are good. But generally it's the people who are doing worse than they used to do in Melee who are bashing Brawl.

And I definitely agree that the mid-level Melee players had the biggest skill split in Brawl. They are either really good, or terrible in Brawl, depending on the reasons they are at that level.
 

Demon King

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I'm a bit of a lurker on these forums, but....

FANTASTIC POST!

I agree 100%. Brawl is different from Melee and people need to accept that. I also think this is a good thing. I've been playing Melee from the day it came out and consider myself at least a reasonable player, but I was never able to master many of the insane tricks/button-mashing that "the pro's" use. With Brawl, players like me get another shot at becoming good enough for competitive play.
 

Jam Stunna

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I admit that I only read the bold parts of AlphaZealot's post, but I feel there are some indisputable facts that must be stated:

1) Nintendo has made a pattern of dumbing down the gameplay in their Wii titles. This is apparent to anyone who has played the Wii iteration of Nintendo's franchises, including Zelda, Mario, and now Mario Kart. From Gamespot's Mario Kart Wii review:

Though the fundamental Mario Kart experience has remained generally the same, there are several changes that can greatly impact gameplay. Drifting mechanics in particular have changed dramatically, both to make it easier to perform for beginners and as a countermeasure against the controversial technique known as snaking (continuously mini-turbo boosting on a straightaway).
The transition from Melee to Brawl is another example of this. Air dodging is not punishable, most characters can tether several times, many characters can up-b without losing their jump, some characters can jump multiple times, glide and up-b before touching the stage again. These are all examples of easier game play to make the game more accessible.

2) The same people that won Melee tournaments are winning Brawl tournaments. The results of X.E.S.T.I.C.L.E. are a perfect example of this. The middle has changed, but the top five finishers were Cort, M2K, P.c. Chris, Dazwa and OmegaBlackMage. This demonstrates that it's not just mindless tech that makes these players the best. Tech is not mindless in the first place, and a technically proficient player that lacks creativity and foresight will never be a top player. The off-the-cuff combos and techniques that pros use are a combination of tech and creativity, not just reliance on fast fingers.

3) The lack of combos in Brawl is an attempt to even the playing field. There is nothing necessarily wrong with this, but the tournament system is designed to reward the better player. A game that takes away the advantage from the better player is inherently anti-tournament.

4) Shielding is simply better than attacking . This is not an opinion. With the exception of a few characters, it is unwise to approach because the player in the defensive position is in the strong position.

5) Sakurai has expressed in several different ways that he does not see Smash as a competitive series, and he does not place much value in competitiveness personally. True, there are things that we can do with the game that Sakurai never intended, but we are still limited by his design. If you are given a canvas and the colors red and blue to paint with, yes you can make the color purple, but that's it.

6) Yes, it is too early in Brawl's life span to completely write it off. But there are definitive patterns found in the game that lead many players to believe that the curve for advancement in Brawl is much shorter than the one found in Melee. I believe this assessment to be an accurate one.

I believe that all of these assertions I've made are facts, and there are several that I have left out. I believe that when the entire body of facts are considered carefully and objectively, there is only one conclusion: Brawl is competitively inferior to Melee. It is an incredibly fun game, and I enjoy it greatly. There is definitely a need for skill in the game, but the skills needed in Brawl are less technically impressive than those needed in Melee. Make no mistake: technical barriers make a sport or game better, not worse.

But, with all that I've said, I'm whole-heartedly committed to the Brawl tournament scene. Why? Because despite all of the problems and shortcomings of the game, it seems like it's the future of the community. I love Smash and I love the community too much to quit, even if we're left playing an inferior game. I just feel that making the argument that Brawl is as good or better than Melee is simply not true.
 

AlphaZealot

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Air dodging is not punishable
Much like you can feint attacks on the ground to force a spot dodge, you can feint attacks in the air to force a premature air dodge, punishable upon the exit of the air dodge. Its a basic concept, that for whatever reason, goes mostly unnoticed to many people.

2) The same people that won Melee tournaments are winning Brawl tournaments. The results of X.E.S.T.I.C.L.E. are a perfect example of this. The middle has changed, but the top five finishers were Cort, M2K, P.c. Chris, Dazwa and OmegaBlackMage. This demonstrates that it's not just mindless tech that makes these players the best. Tech is not mindless in the first place, and a technically proficient player that lacks creativity and foresight will never be a top player. The off-the-cuff combos and techniques that pros use are a combination of tech and creativity, not just reliance on fast fingers.
AlphaZealot said:
Removing the technical barrier kept the old hierarchy intact because the top players didn’t need to use their technical ability as a crutch.
3) The lack of combos in Brawl is an attempt to even the playing field. There is nothing necessarily wrong with this, but the tournament system is designed to reward the better player. A game that takes away the advantage from the better player is inherently anti-tournament.
No, I wouldn't give the designer so much credit that he would understand how to limit combo's. That said, did you even bother to read this:
alphazealot said:
Ask yourself a serious question: which is more interesting, satisfying, and difficult, landing a string of attacks where the opponent has no opportunity to respond or landing a string of attacks where the opponent was responding every step of the way?
Combo's are more difficult, the skill gap because of this (some players being able to predict opponents defensive actions, creating more effective combo's) will actually, likely, widen.

4) Shielding is simply better than attacking . This is not an opinion. With the exception of a few characters, it is unwise to approach because the player in the defensive position is in the strong position.
So true and yet the solution is in your post! There are more than just a few characters with affective approaches too, what will all these shielder's do when the tournament landscape is littered with characters that can pummel defensives! Such is the evolution of the tournament metagame.

5) Sakurai has expressed in several different ways that he does not see Smash as a competitive series, and he does not place much value in competitiveness personally. True, there are things that we can do with the game that Sakurai never intended, but we are still limited by his design. If you are given a canvas and the colors red and blue to paint with, yes you can make the color purple, but that's it.
And yet I think we all know that our color pallet is far more substantial than that, view the chess, chess minus two files, and checkers comparison at the end.

6) Yes, it is too early in Brawl's life span to completely write it off. But there are definitive patterns found in the game that lead many players to believe that the curve for advancement in Brawl is much shorter than the one found in Melee. I believe this assessment to be an accurate one.
Only time will tell, the beauty of witnessing the evolution of a game.

I believe that all of these assertions I've made are facts, and there are several that I have left out. I believe that when the entire body of facts are considered carefully and objectively, there is only one conclusion: Brawl is competitively inferior to Melee. It is an incredibly fun game, and I enjoy it greatly. There is definitely a need for skill in the game, but the skills needed in Brawl are less technically impressive than those needed in Melee. Make no mistake: technical barriers make a sport or game better, not worse.
Heart of the issue right here, video games blur that line between physical and mental activity, forming some weird quasi sport. I hold that the removal of the technical barrier opens up more players to expose and develop gameplay and it will eventually lead to deeper strategies.

Mew2King would often explain his frustration in missing button inputs, he would see what would need to be done, he would know the next move in a combo (having it memorized), but would slip up in the execution.

Tell me, is knowing for certain that one attack will automatically combo into another, no risk involved, really depth or skill? So in Melee, you punish technical mistakes, like Mew2King whose only problem was missing a button input that he knew he had to press, in Brawl, you punish mental mistakes, which do you think is more earned?

The idea is simple: remove the technical barrier and you allow stronger emphasis on the strategic part of the game which will, in the end, net more interesting and deeper gameplay.
 

Jam Stunna

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Much like you can feint attacks on the ground to force a spot dodge, you can feint attacks in the air to force a premature air dodge, punishable upon the exit of the air dodge. Its a basic concept, that for whatever reason, goes mostly unnoticed to many people.




Combo's are more difficult, the skill gap because of this (some players being able to predict opponents defensive actions, creating more effective combo's) will actually, likely, widen.
Combos aren't just more difficult, they're almost literally impossible. There just isn't enough hitstun to link most attacks in the game.

So true and yet the solution is in your post! There are more than just a few characters with affective approaches too, what will all these shielder's do when the tournament landscape is littered with characters that can pummel defensives! Such is the evolution of the tournament metagame.
Then we'll all play Snake.

And yet I think we all know that our color pallet is far more substantial than that, view the chess, chess minus two files, and checkers comparison at the end.
The chess/checkers analogy is not applicable here, because one game did not derive from the other. Brawl is derived from Melee, and there are many techniques that were removed (l-canceling, crouch-canceling, among other non-glitch elements) that, to extend the analogy further, limits the color pallet of Brawl in comparison to Melee.

Heart of the issue right here, video games blur that line between physical and mental activity, forming some weird quasi sport. I hold that the removal of the technical barrier opens up more players to expose and develop gameplay and it will eventually lead to deeper strategies.
When technical skill is removed, yes it opens the game up to more people, but it lessens the competitive nature of the game.

I've used the following analogy before, but I'll use it again: say that they widened the basketball hoop to five feet. All of a sudden, everyone can make a shot, and now you can develop all sorts of crazy techniques to make that shot, because it's easier and doesn't require the standard form it used to. The game has been opened up, and shooting "metagame" has been expanded. But would anyone want to watch that?


Tell me, is knowing for certain that one attack will automatically combo into another, no risk involved, really depth or skill? So in Melee, you punish technical mistakes, like Mew2King whose only problem was missing a button input that he knew he had to press, in Brawl, you punish mental mistakes, which do you think is more earned?

The idea is simple: remove the technical barrier and you allow stronger emphasis on the strategic part of the game which will, in the end, net more interesting and deeper gameplay.
Technical skill is as important to competition as strategy and mindgames. That's all I'm trying to say. Why do we watch sports? Because we get a thrill by seeing someone do something amazing that we can't do ourselves because it's difficult. It is technically difficult to hit a 3-pointer, or catch a pass over an NFL-caliber cornerback, or hit a home run, or make a bicycle kick goal. That technical barrier, which is very much intended to be a barrier to entry, adds excitement and value to the game. Video games are no different, and a perfectly executed drill shine => wavesmash will always be more impressive and more fun to watch than a simple upsmash.
 

Time2Brawl

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Uh, Jam Stunna... Alot of the stuff your saying is very unrealistic.

Snake being used by everyone?
Brawl comparing to a 5 foot basketball hoop?

Oh, and "When technical skill is removed, yes it opens the game up to more people, but it lessens the competitive nature of the game." Wouldn't more people = more good people, Therefore increasing the competitive nature of the game?
 

DTKPch

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I agree with Jam Stunna on several points there.

One, why is removing a technical barrier necessarily good? Technical prowess did wonders for melee. In my opinion, the most important aspect of it was that it made it FUN TO WATCH. Seriously, I'm watching Brawl videos right now and falling asleep (well, except for Psychomidget's Snake). Actually, I'm only really impressed by Psychomidget's minegames, and everything else in Brawl just seem kinda meh. I know the pros are still good and could probably kick my ***, but it's not nearly as fun to watch.

Second, the technical aspect of Brawl opened up more options. You're comment about Sakurai giving us a blank canvas? Well our paint is advanced techniques. SHFFL's opened up offensive options. Wavedashes were not only extremely useful for spacing, but also cornerstones for mindgames. Fox's ridiculous offensive options made him a force on the stage, and caused the opponent to think more about what could happen to him. Without Fox's offensive techniques, the metagame for playing a Fox is more like, "Eh, I'll just do whatever. He can't really punish me anyway."



And on another point of yours: Combos really are impossible. Sure, there are some strings of 2 or 3 hits on characters at low damages, but once you get into mid damage ranges, there's not much you can follow up with. I thought I had one with Metaknight at fairly low damage which was Dthrow -> Fair or Uair or Nair, but my opponent just wasn't DIing at all. Then one time he DI'd and was way out of my reach.


And on the comment above me, no more people does not necessarily mean more good people. Removal of technical requirements is a removal of a barrier below. It's not opening up any options above. If the skill cut off in Brawl was at 8 (only people of a skill rating of 8, 9, or 10 could make it pro) then the removal of techniques might open up the pro scene for 6s or 7s.
 

chillindude829

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Combos aren't just more difficult, they're almost literally impossible. There just isn't enough hitstun to link most attacks in the game.
he doesnt mean actual "combos" in the sense that they're unescapable. he just means linking attacks together, which does happen in brawl, and does take skill.

Technical skill is as important to competition as strategy and mindgames. That's all I'm trying to say. Why do we watch sports? Because we get a thrill by seeing someone do something amazing that we can't do ourselves because it's difficult. It is technically difficult to hit a 3-pointer, or catch a pass over an NFL-caliber cornerback, or hit a home run, or make a bicycle kick goal. That technical barrier, which is very much intended to be a barrier to entry, adds excitement and value to the game. Video games are no different, and a perfectly executed drill shine => wavesmash will always be more impressive and more fun to watch than a simple upsmash.
i'll be the first to admit there were more impressive things in melee, because they took more skill. but brawl still has moments where i'm thoroughly impressed.
 

derf

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what about the buffer system? seriously, that **** is mother ****ing atrocious. it makes you do moves you didnt input (i.e. auto-turn around after spaced fairs, jumping after breaking out of grabs, ducking after fast falling empty short jumps) as well as removes any need to actually learn the lag times of moves.

i mean, i didnt like brawl even before i realized buffering was in the game, so maybe im not the most unbiased person here. but imo thats the worst game mechanic ive ever seen in a fighting game

also, saying we know play has stagnated when a few people are winning all the tournaments just isnt true. people have different reaction times, intelligences, and abilities to perform under pressure. those attributes, as well as differences in the quality and variety of every-day opponents will keep some people at the top of the tourney scene

brawl aint the future. its the apocalypse
 

DTKPch

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what about the buffer system? seriously, that **** is mother ****ing atrocious. it makes you do moves you didnt input (i.e. auto-turn around after spaced fairs, jumping after breaking out of grabs, ducking after fast falling empty short jumps) as well as removes any need to actually learn the lag times of moves.

i mean, i didnt like brawl even before i realized buffering was in the game, so maybe im not the most unbiased person here. but imo thats the worst game mechanic ive ever seen in a fighting game

also, saying we know play has stagnated when a few people are winning all the tournaments just isnt true. people have different reaction times, intelligences, and abilities to perform under pressure. those attributes, as well as differences in the quality and variety of every-day opponents will keep some people at the top of the tourney scene

brawl aint the future. its the apocalypse
Just a question: it might have to do with the buffer system, but what did Sakurai do to the c-stick? Does anyone else have problems of it just randomly not working? I was playing someone and won by 1 stock and high damage. I would've won by either two stocks high damage or at least low damage on my last stock if my stupid c-stick would actually work.I input the command for dsmash 5 times in a row and it only worked on the fifth. Plus my dairs just weren't there (i mostly only use c-stick down, if you haven't noticed).
 

DTKPch

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Except my c-stick works just fine for melee (I've tried recently), and everything else works fine (so it's not a wavebird connection issue).

I did hear about this same complaint from someone else. I just don't remember their explanation for malfunctioning c-sticks.
 

I.T.P

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what about the buffer system? seriously, that **** is mother ****ing atrocious. it makes you do moves you didnt input (i.e. auto-turn around after spaced fairs, jumping after breaking out of grabs, ducking after fast falling empty short jumps) as well as removes any need to actually learn the lag times of moves.

i mean, i didnt like brawl even before i realized buffering was in the game, so maybe im not the most unbiased person here. but imo thats the worst game mechanic ive ever seen in a fighting game

also, saying we know play has stagnated when a few people are winning all the tournaments just isnt true. people have different reaction times, intelligences, and abilities to perform under pressure. those attributes, as well as differences in the quality and variety of every-day opponents will keep some people at the top of the tourney scene

brawl aint the future. its the apocalypse
I thought this was pretty obvious, but apparently it isn't.

the buffering system is there to make online playable, it's as simple as that.

when you play online, lags won't affect your move timing, because if you do the timing correctly, then the buffer will sample your imput, and execute it once the lag is over, making it possible to play online laggy matches and still do complex moves, like short hop RARs.
 

Yuna

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The lack of hitstun is like giving everyone infinite burst in Guilty Gear. Yes, every time you hit someone, it's because they screwed up.

But a fighting game in which every single hit needs to be because of a screw-up is not a good fighting game. Because it will take way too long to kill people. Especially since we don't even have a Low-High mixup system. In, say, GG (or just 99% of all fighting games), there are three "heights" to attack at:
* Low
* Mid
* High

(In 3D, anyway, the 2D equivalents are Low/Overhead/High)

Low attacks must be blocked low. Mid/Overhead attacks must be blocked standing and High attacks can be blocked either way (and in 3D (all of them) and 2D (some of them) with certain High moves, ducking will make the attack whiff completely).

With the mixup system, you can approach and pressure using different varying strings to trick your opponent. "Do I have to block this next one low or standing?" - Hence the word "mixup".

Smash doesn't have it. All attacks can blocked standing or crouching. Problem only arises once your shield have diminished so much you can get shielstabbed, which is when you need to angle your shield but normally, blocking any attack standing is OK.

Because of this, turtling and camping is extremely powerful in Brawl. No approach = Good for turtling/camping. No mixups = Extremely good for turtling/camping. It takes a lot to actually hit someone in Brawl is they turtle and camp. To then force us to depend on them screwing up in order to continue punishing is ridiculous.

And it's not like it's very hard to recover from getting comboed. You don't always even have to airdodge attacks. Simply DI:ing will take care of the problem most of the time. DI into an attack of your own or DI into an airdodge.

Once you've launched someone, you have one of two options: Attack or wait and see if they airdodge and time a punish. The one is mutually exclusive to the other. All of a sudden, the mixupping is on the player who got hit's side.

This is crap in competitive play. What incentive does this give to approaching and pressuring? Even if you manage to get a hit in, the mixup will be on the opponent's side, anyway!
 

AlphaZealot

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The chess/checkers analogy is not applicable here, because one game did not derive from the other. Brawl is derived from Melee, and there are many techniques that were removed (l-canceling, crouch-canceling, among other non-glitch elements) that, to extend the analogy further, limits the color pallet of Brawl in comparison to Melee.
The analogy is very much applicable, I think you may not entirely be grasping the concept. Essentially, with more variation there is more complexity (again, just a few moves into Chess and you are already looking at hundreds of thousands of possible variations on a single position), yet to what point does this complexity actually matter, which is why I bring up Chess, and Chess minus two files. Chess minus two files is obviously more limited than regular Chess, yet, would the game really be that different, as there are already enough complexities within 14 file Chess to have astoundingly deep play, even if slightly less variation exists when compared to 16 file Chess. This is the difference that may separate Brawl and Melee. The pallet in Brawl really isn't limited! You need to view the game on its own right, 35 characters, hundreds of different attacks, thousands, likely millions of subtle nuances and strategies that are likely to arise. If Brawl play is shallower than Melee it will not be felt for quite some time, if ever.

Finally, I think you are reading to much into video games serving like sports. Video games are performance based far more than tests of players mental abilities. True, some thinking is required, but by an large the KEY to sports are that the players have to have physical ability in order to perform their tasks at hand. In video games, we are not playing a sport, video games do not need to be performance based at all, we could have a game with little technical skill but requires insane levels of thinking, or a game that is so technical that thinking is rendered near useless, like Guitar Hero. Yet, the best attribute for competition is one where you can out think your opponent, the human mind can accomplish amazing things and given the amount of variation in Brawl I find it highly suspect that people are already predicting its shallowness and early demise when its likely these same people have probably not even played Mario 5 times yet.

Lets drive something home I said earlier, because all this still is talking about things we really can't be judging now. Melee was actually a pretty interesting game, let me quote something really fast:

early compendium said:
Sheild Grabbing: An essential technique that tends to separate good players from newbies more than any other tactic. Because grabbing is done by L+A or R+A, you can grab immediately out of your shield by pressing A while sheilding. This is a major defensive move and eliminates a lot of options for your opponent if you can use it well.
Reading this now and you may be thinking, what? essential? Separating good and bad players? Shield grabbing in Melee for the first 2-3 years after the games release really bares some striking resemblances to the arguments being waged about Brawl only 2-3 months after the games release. Think if we had abandoned Melee like some have suggested we should abandon Brawl.

The lack of hitstun is like giving everyone infinite burst in Guilty Gear. Yes, every time you hit someone, it's because they screwed up.

But a fighting game in which every single hit needs to be because of a screw-up is not a good fighting game. Because it will take way too long to kill people. Especially since we don't even have a Low-High mixup system. In, say, GG (or just 99% of all fighting games), there are three "heights" to attack at:
* Low
* Mid
* High

(In 3D, anyway, the 2D equivalents are Low/Overhead/High)

Low attacks must be blocked low. Mid/Overhead attacks must be blocked standing and High attacks can be blocked either way (and in 2D and certain 3D moves, ducking will make the attack whiff completely).

With the mixup system, you can approach and pressure using different varying strings to trick your opponent. "Do I have to block this next one low or standing?" - Hence the word "mixup".

Smash doesn't have it. All attacks can blocked standing or crouching. Problem only arises once your shield have diminished so much you can get shielstabbed, which is when you need to angle your shield but normally, blocking any attack standing is OK.

Because of this, turtling and camping is extremely powerful in Brawl. No approach = Good for turtling/camping. No mixups = Extremely good for turtling/camping. It takes a lot to actually hit someone in Brawl is they turtle and camp. To then force us to depend on them screwing up in order to continue punishing is ridiculous.

And it's not like it's very hard to recover from getting comboed. You don't always even have to airdodge attacks. Simply DI:ing will take care of the problem most of the time. DI into an attack of your own or DI into an airdodge.

Once you've launched someone, you have one of two options: Attack or wait and see if they airdodge and time a punish. The one is mutually exclusive to the other. All of a sudden, the mixupping is on the player who got hit's side.

This is crap in competitive play. What incentive does this give to approaching and pressuring? Even if you manage to get a hit in, the mixup will be on the opponent's side, anyway!
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. 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. 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. 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! 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).
 

Silas06

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brawl isn't deep, no matter how hard you look at a puddle it's still a puddle. the entire game revolves around what you can do out of shield. how can you hope to find "subtle nuances and strategies" in that?

edit: alpha did you say you approach with snake? LOL
 

AlphaZealot

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Lets see...
1. Nades
2. That missile **** ain't bad, you gotta cancel it just before they reach them, half the time they move right into it!
3. Mines controlling zones, you can then dictate tempo and attack on your own terms mixing up nades/missiles to create openings for grabs/other attacks.
4. THAT ****ING AMAZING DASH ATTACK, BOOST SMASHING, AND ALL THAT OTHER CRAZY **** YOU CAN DO WITH THE DASH ATTACK. This is probably the biggest thing.
5. The approach "run up and grab" actually works if you've been keeping the opponent on their toes with mines/projectiles/other ****, and unlike most characters, Snake can tech chase people, how awesome is that?
6. More amazingness, Nair spaced correctly against an opponent on a platform/above.

I mean, I've only been playing Snake for about a week, and this is just stuff I've mostly copied from G-reg/JV (speaking of which JV, you should cancel the UpB into an Nair/Dair, G-reg does that to avoid the Diddy spike that you succumbed to far to often).

You say that the entire game revolves around what you can do out of a shield, but you are still not grasping the bigger concept of evolution, if that is all the game required, then players will gravitate toward characters who can punish shielding (like my favorite character Diddy Kong). The landscape of strategies you see now is nothing like it will look 2 years from now. You literally sound like the whiners in Melee back in 2002 complaining about shield grabbing, ROFL. Those players were wrong then to judge the game to soon just as a new crop of players is wrong now to judge the game to soon. Understand as one strategy becomes prevalent, a counter strategy will soon emerge of similar prevalence, which will then dictate another response, you've simply been misled to believe what you see now is all that will arise, yet if you watch, say, Azen, he doesn't actually spend much time at all in his shield, and he wins, learn from it.
 

SiegKnight

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was training for UKs tki tournament with meta knight earlier and learning advanced tech chases when I browsed this POS forum and found this thread. Just wanted to say to Yuna; he edited it to respond to your latest debate.

Be careful though, he's assuming you've played the game competetively and tried to get good at it, so you might be dissapointed at how much little sense it might make to you in regard to gameplay, since you seem to be analyzing the game based on universal techniques and theory fighter.

I personally think that its great fun learning the movesets inside out and tech chasing people in midair. You have to start using moves that won't lag much in case they airdodge out of you. I've even figured out some guaranteed strings below 50% for aerial combos that take into account airdodges lag times, though only particularly with characters who have disjointed hitboxes.

You have no idea how fun and brain bending it is figuring them strings out though, and making up strategies that're hard or tricky to escape just right. Why? Purely because airdodging is so easy.

also I play with the best guilty gear a core player in europe, Ryza. Look up his vids on youtube. He's an utter demon. I can say to you that bringing up GG in this argument means jack, since even though he beats me 70/30 games, the two games are nothing alike and adding a high/low system would not help brawls case at all.

There were never mixups in Smash. Just prediction and baits, or 'mindgames' as you guys call them.

Mixups are guaranteed guesses. Virtua Fighter and Tekken for one at high level focus around 50/50 guesses. You can't block a mid move and not get thrown at the same time in VF, and Tekken has some creepy *** tech trap guess games. Smash has never had 100% guaranteed 50/50 or 1/3 mixups, though you are free to correct me with evidence if I'm wrong.
 

SiegKnight

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Double posting to say, my point is, Smash doesn't need mixups, never has had them and it wouldn't make sense anyway. Awesome thread is awesome, and yes, the airdodge stuff makes thinking up tech trap strategies uber deep. There is quite a wide vulnerability gap between two ADs.
 

Silas06

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(speaking of which JV, you should cancel the UpB into an Nair/Dair, G-reg does that to avoid the Diddy spike that you succumbed to far to often).
i've never once been diddy spiked, perhaps you're thinking of the wrong person?

also, this is hardly a "whine or a complaint", simply a realization of fact, for all your approaching and projectiles, they can be easily powershielded(lol @ simplicity in brawl) and punished.

edit: also, why would i complain about something i like? shield camping was one of my favorite hobbies in melee ^.^
 

Yuna

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Be careful though, he's assuming you've played the game competetively and tried to get good at it, so you might be dissapointed at how much little sense it might make to you in regard to gameplay, since you seem to be analyzing the game based on universal techniques and theory fighter.
This from a guy who claims no character has ever been banned from competitive play because of brokenness before. The pot and kettle should not be insulting the pristine ivory teapot.

also I play with the best guilty gear a core player in europe, Ryza. Look up his vids on youtube. He's an utter demon. I can say to you that bringing up GG in this argument means jack, since even though he beats me 70/30 games, the two games are nothing alike and adding a high/low system would not help brawls case at all.
This disqualified anything you've ever said. A High-Low-Mid system would help Brawl's already campy nature immensely.

There were never mixups in Smash. Just prediction and baits, or 'mindgames' as you guys call them.
There are much less of those now. That's the problem. Without a High-Low-Mid system, camping is now suddenly a very good idea.
 

SiegKnight

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Simplicity of game mechanics and simplicity of practical options in battle are completely different things. Brawls lack of emphasis on high reward strings other than grabs which flow into each other makes it so anything is viable and its almost all psychology. The potential for mindgames is huge even if they don't look flashy. Street Fighter follows a very similar formular in comparison to games souped up on technical barriers. Being able to cancel a charged special by pressing K while holding a P button doesn't seem amazing, but when both players are tense and playing at high level, it opens up millions of mindgame options.

Brawl really gives me that feeling, even though the playstyle for smash in comparison to other fighters I've gotten into is doubtlessly a huge difference after getting used to Brawl some more. Ed/Ceddon is a very competetive player and a founder of the melee scene here if what he says is to be told, and his Lucas has taught me a thing or two on psychological spacing, though I can fight on equal level to him when I push myself.

As time goes by people will figure each other out so brutally and you will strike at the centre of their momentum, destroying them for their bad habits and weaknesses even if it isn't with an mvc esquely huge attack string like you see on crew melee vids. On the contrary though, your use of defensive skills - they're insane in brawl as we know - and knowledge of the person you figured out, assuming you're the one doing the punishing in that situation, will make you invincible to most or all counterattacks.

That is how I see brawls metagame developing. Almost entirely guess games and tech chase strategies.
 

SiegKnight

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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.

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.

Maybe you could learn to use logic and give me decent proof on why high or low could help a game with immensely small hitboxes in comparison to - btw, the crappiest 2D fighter competetively ever, from experience - Guilty Gear. Instead of insulting other people, you'd do a much better job of not being laughed at by most competetive smashers I know - btw i herd u liek goin' through windows - over aim if you, instead of insulting people in such a ridicolous and hilarious way, you informed them and maybe, just maybe, increased their understanding of things?

I'm happy to be proven wrong. But you gave me no 'proof...'

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.

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.
 
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