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Help it develop by, say, finding methods to make it more competitive?normal mode is fine. stop trying to turn brawl into melee.
i keep hearing people say "we're not turning brawl into melee, we're just making brawl more competitive!"
... and then what happens? "heavy brawl is good because approaches work more like they did in melee! everybody switch over!"
leave brawl alone. if you're not going to help it develop, or even give it TIME to develop, then at least just go away. i played melee for seven years; i'd like something new now.
Yeah, I would like to see those videos. I'm not sure if you can, but if you could, possibly split it into 2 or 3 videos just to fit into the size? Whatever works best. Good idea for recording heavy brawl matches so people new to the idea can see how it functions in a real battle.Help it develop by, say, finding methods to make it more competitive?
**** good idea. Wait...
That might be what we're doing. I'm just guessing here.
Anyway--
I have a video with every character's recovery. Only problem is it's 25 **** minutes, which means almost an hour of editing to get it down to size. Does anyone have some terrible desire to see this?
Also, I will go ahead and record a few heavy brawl matches. Those heavy brawl match videos were recorded just after the game came out in Japan.
I'm sorry if a good answer for this was already posted, but I felt like posting my thoughts on this anyway, since it was recent.My last giant wall of text went fairly unnoticed, which is fine considering it said so little for being so long. I'm just gonna assume that it was a fairly common knowledge post and we all realize exactly what the inherent implications and repercussions are for standardizing a nonintuitive mode for tournament play. And on top of that, I'm going to assume that proponents of Heavy Brawl believe that the positives will be able to overcome the aforementioned negatives.
On to things that have actual substance, such as the merits of Heavy Brawl.
Let me quickly reclarify my positions: I really do not know what I think of Heavy Brawl, but I will admit that I had an immediately negative reaction when I first read about the idea. I do not claim to have done exhaustive testing in Heavy Brawl, nor do I claim to be a "pro" in Brawl by any means. I have logged significant hours playing Brawl and played Heavy Brawl long enough to get the feel for it (so no, you won't hear me talk about how Jigglypuff's recovery got "trashed" in Heavy Brawl or any other such nonsense).
If the point of changing tournament play to Heavy Brawl instead of regular Brawl is to alleviate problems which impede on competitive play, namely camping, then Heavy Brawl must balance out the benefits of an offensive and defensive playstyle.
Is this true?
(Here I'm going to play a semi-devil's advocate. Since I do not have a stance one way or another, this is really just stuff I'm skeptical of that I want to be clarified)
I still see a defensive playstyle being massively beneficial and giving many advantages over an attacker. Somehow we've related being able to fall faster to eliminating the risk from the approacher. With the still reduced hitstun, nearly nonexistant shield stun, equal landing lag times and generally small pushback when hit in a shield, the defensive player still has many, many options. Essentially, their role is the exact same. The attacker doesn't realistically have any more options, they can just execute a few of those options more quickly (namely, short hopped aerials). However, if they get powershielded (which is no harder to do, the aerial itself does not come out any faster) or if they miss (because the landing lag is the same [or worse] as before) the defender can get a hit in. So how exactly has the risk been taken out of (or lessened) approaching as compared to standard brawl? The floatiness affects the learning curve of the defender, but doesn't appear to me to affect the top echelon of play.
Some may argue that it's not the risk which has been diminished, but the reward which has been augmented. This is true; with a more combo-friendly physics system in which once the attacker lands one hit, they may hope to rack up more damage, there is a greater reward to getting a hit in. However, this is a double-edged sword. If the defensive player gets a hit in, they too will be able to capitalize on the altered physics and land an equally detrimental string of hits. In fact, because as a defensive player you have more options of punishment (grab, jab, and many other attacks while the offensive player is suffering from lag on their attacks while you have almost none from shielding) than an offensive player (let's face it, even in melee there were only so many good moves to approach with. I hear D3's nair provides a good approach in Heavy Brawl, but that does not also mean its his most combo-centric aerial) they will be able to choose their best option to combo out of. Thus, they have more options to maximize their hits.
In practice, I'm not sure how this all holds up. I do not have enough hours of "competitive" or even pseudo-competitive play in Heavy Brawl to be a pro and be perfect at the playstyle. I could easily see it possible for an AT in Heavy Brawl to show up which makes it the best, most fun, engaging, skill-based, and deep game that has ever existed. I could also see super broken tactics for two characters emerging because the game engine was not catered towards Heavy Brawl and thus, there was not the same exhaustive testing and more flaws seeped through.
At this point, I do not think it's really possible to be sure that we're going to be able to overcome the inherent systematic problems that switching something like this would cause.
Sorry, this was just too easy. >.> As one of my friends says during his Up Taunt: I think I made an enemy.I'm sorry if a good answer for this was already posted, but I felt like posting my thoughts on this anyway, since it was recent.
True, heavy brawl doesn't get rid of the fact that people can shoot projectiles at you any less effectivly. What it does, though, is allow the attack to give [one or two more hits as]morepunishmentthan previously because of comboing.
Of course, you thought of this also, and now say that both people have the equal chance of getting each other into combos, so where is the disadvantage to camping? Well, truthfully, camping wont really [be solved by this change]exist. Projectiles WERE meant to be used, just not in excess an entire battle. One of the facts of camping was that light gravity helped them get away, and be able to camp again. (Continue approaching?)
Because of [inherent physics]comboing, they can't really run away because of less flight distance when hit[continue to break out of combos, even in Heavy Brawl;] hitstun is still a huge factor. (As in: not so prevalent as it was in Melee) It doesn't get rid of people using projectiles when far away- it makes it used LESS, and so more like a normal game. they are still used for distance attacks, but not able to be spammed once a player gets close, or run away. You could also say that both players have an equal chance when the attacker gets close [in Standard Brawl], so the whole punishment deal is outof whack. The thing is, though, is that it truly makes the game more fair [for specific characters, and worse for others], because once the battle gets up close and projectiles aren't used (which is a staple of quite a few character's moveset), it's all [Melee-]skill based from there.
With [any gameplay mode]heavy gravity, you can only blame yourself if you let the enemy get far enough away to be able to spam projectiles again, so projectiles are used correctly, and spamming will exist in the minimum, or not at all.. [So use projectiles and be called a camper, approach, and get over the perceived disadvantage.]
Goddammit, where's my Marvin picture...I'm sorry I still say we give it a year before any changes to be made.
It is too sudden and I'm not all for that melee jazz anyway
I dont want to be your enemy. =/Sorry, this was just too easy. >.> As one of my friends says during his Up Taunt: I think I made an enemy.
There's a problem with that? O_oJugaBro said:It doesn't get rid of people using projectiles when far away- it makes it used LESS, and so more like a normal game.
When it involves using projectiles over and over at a distance where the attacker will have no benefit in attacking, then yes there is. Not with projectiles themselves, but in their specific use for camping.There's a problem with that? O_o
I agree with some of your points, but we're getting away from our argument.When it involves using projectiles over and over at a distance where the attacker will have no benefit in attacking, then yes there is. Not with projectiles themselves, but in their specific use for camping.
EDIT: I can imagine the next post of the heavy brawl debaters on the hating side, after watching the first vid. This is my refute for the expected:
Note that level 9 CPU's are realy stupid on heavy brawl. Most people will not suicide in those idiotic ways.
Right.When it involves using projectiles over and over at a distance where the attacker will have no benefit in attacking, then yes there is. Not with projectiles themselves, but in their specific use for camping.
EDIT: I can imagine the next post of the heavy brawl debaters on the hating side, after watching the first vid. This is my refute for the expected:
Note that level 9 CPU's are realy stupid on heavy brawl. Most people will not suicide in those idiotic ways.
This argument just doesn't fly.Speedy Characters are the ones that will benefit- they're the only ones who could really bridge the distance gap in order to combo. This gives speedy characters an advantage over slow characters (because we haven't seen that one before). This makes slower characters almost unusable in a real competitive setting.
The other way I see this going is it not mattering- it imbalances chracters but pro players will dodge whatever combo comes there way. It's pointless and imbalancing either way, so I still oppose it.
If Brawl is simply built to be unplayable on the competitive level, then there's no point in attempting to change it- what's broken can't always be fixed.
What we mean by improved approach is this:Holy ****e, that first video is what I'm talking about! Check out 0:55, Bowser dodges while off the ledge and is already off-screen before his dodge animation is finished.
This gimps the aerial fighting game that Brawl appears to be.
Also, can we PLEASE get some real fighting going on in these matches?
I liked the opening of the second video, dthrow->dair->deflector, nice. See that? Three hits, that's not a MEGA-EXTREME combo... I really liked the combo, showed ingenuity.
That's what I'm getting at, though. I think you guys are fooling yourself. Approach in Heavy Brawl is just as difficult as in Standard Brawl, it's the Follow-up that has changed. You have a shorter distance to travel to get back to your opponent: you offer them less breathing room.
Jesus christ I wish you people had started with that idea in mind, instead of this approach crap. Approaches are the same, and offer no sincere penalty, unless your character has a gimped approach to begin with. I can almost get behind this idea now, the idea of less breathing room is nice, but it hearkens back to Melee in a way that is not competitive, it's defaming. If you want the follow-up like I think you do, then you really are just trying to make Melee 2.0. Sure you liked the game, but Brawl has a different skillset required. If it weren't for the crappier recoveries and silly botches that end in a stock lost I'd be able to agree with Heavy Brawl. See my Bowser example above for exclamation and venom; similarly, you died because your multiple jumps failed to get you level with the stage, you went ^B and died under the stage, I think this is telling.
This really doesn't work though.The way I see it is: Although this is a nice way to level the playin field, if we have to alter the game settings like goin into a special brawl to make this game more competitive then I don't think it's worth it. Not all games were meant to be played competitively and Sakurai including the fact that all of his Smash games weren't designed that way, but with SSB(Although not huge) and Melee we found things out negating what he said but with Brawl we're talkin about goin into Heavy mode everytime we start the game up to make it a competitive game I think that's lame. If this turns out the be the best option though more power to you =) but I'm just gonna stick with Melee. And if you Brawl nubs attempt to flame me for a post that had no derogatory remarks in it then prepared to feel the force. I made a harmless post so the response should be that way.
Unfortunately, I don't have travel-size porta-smashers.Every HG video there is is against CPUs, and even if they're level 9 they still suck(even more outside of regular brawl).
Just get someone to play with you so we can see some real fighting.
i'm sure that most of brawl's aerial fighting takes place below the edge.Holy ****e, that first video is what I'm talking about! Check out 0:55, Bowser dodges while off the ledge and is already off-screen before his dodge animation is finished.
This gimps the aerial fighting game that Brawl appears to be.
...
If it weren't for the crappier recoveries and silly botches that end in a stock lost I'd be able to agree with Heavy Brawl. See my Bowser example above for exclamation and venom; similarly, you died because your multiple jumps failed to get you level with the stage, you went ^B and died under the stage, I think this is telling.
This is something that has been bugging me (and no offense to you).Yeah you're right but turning off items and changing the physics of the game are two different things. I guess what I'm sayin is that I don't want Brawl to succeed at all lol. I really do enjoy Brawl but to think that my opponent can keep up with me because things that were taken out and things that were modified is ludacris. In Melee you had to work to get to the top in which you don't have to in Brawl and I refuse to camp to attempt to make the games interesting. Gah I'm gonna stop rambling I'm not helpin the thread at all lol.
No problem(lol at the porta-smashers), just post the videos when you can, as it would be nice to see matches with some KOs not just SDs.Unfortunately, I don't have travel-size porta-smashers.
My car is in the shop, otherwise I'd have my friend Ahoe over here smashing with me.
the hell? you can't wavedash back in the lag of a wrong move. shorthopping into the correct move was even more important in melee than in brawl, simply because you would get punished more for making a mistake.The important thing that made this almost a non-factor in Melee was what? That's right Wavedashing, or more to the point: spacing. If you were afraid that you'd misstepped, misjudged, or otherwise made the wrong move, you could at least dash back and retaliate if something went awry from there, there is no such option in Brawl, so you have to vary your approach, every tried to SH at the same spot and instead of performing a Standard Attack do a >B? Vary your spacing so you go far enough that you can't be punished or just on the other side of him.
Honestly, I've not seen any good matches of Heavy Brawl with a human vs. a human, but from those that have computers in them I can clearly see that nothing worthwhile has changed. Approach is the same, again, it's the follow-up that's different.
This is something that has been bugging me (and no offense to you).
We are not changing the physics of brawl. We are changing the gravity. There is a difference. Physics is the relation between objects. Brawl is still an entirely new game, doubly so on Heavy Brawl. The physics are still incredibly different, and still dictate the game. But the added gravity simply helps.
Competitive H3 is played at 1.1 damage. Some competitive CS maps will have slightly higher gravity to avoid players from getting to glitchy spots. Some games have altered game speeds and, in some extreme cases, altered physics.
What we're doing is not at all different from what every game faces in the competitive scene--close scrutiny and extensive testing. There's no reason to give up on Brawl yet. It is still early.
Also, something else needs to be said...
We are not "giving up" on standard brawl. We're simply exploring our options. I'm so tired of seeing people post "GIVE IT MORE TIME!" We can either find competitive worth ASAP, or face the likelihood of Brawl failing on the competitive scene--the competitive scene being MLG, Evo, etc. There will always be underground tourneys and the like.
i'm sure that most of brawl's aerial fighting takes place below the edge.
are crappier recoveries supposed to be a problem? knowing the limits, or even having limits to one's recovery is essential in both recovering and edgeguarding, the latter of which brawl seriously lacks. i don't want to cite melee amid accusations of "melee 2.0," but characters such as falco and mario were never deemed unplayable because they had the poorest recoveries in the game.
Anecdotal evidence is all we have to go on... and we have a lot of it. I mean no offense, but you really should try to get to a few of the more recent brawl tourneys, and you'll see how good players have gotten at simply watching approaches and punishing them. That's because you really, truly, honestly can see them from a mile out due to floatiness. Short hops are slow and predictable.What about an empty SH? It sounds like you're using anecdotal evidence here. Sure you've had a bad time with it, try approaching with an empty SH, then grab, he spot-dodges? SH into a NAir, or DAir, you've already closed the gap, approaching the same way every time, or with one of your 'good moves' is of course going to be obvious, this was true in Melee, too.
Also, it's important to understand that defensive playing doesn't require a gap. It simply requires not being the attacking player. In good competitive games, the roles switch continuously, because the game is so situational.The important thing that made this almost a non-factor in Melee was what? That's right Wavedashing, or more to the point: spacing. If you were afraid that you'd misstepped, misjudged, or otherwise made the wrong move, you could at least dash back and retaliate if something went awry from there, there is no such option in Brawl, so you have to vary your approach, every tried to SH at the same spot and instead of performing a Standard Attack do a >B? Vary your spacing so you go far enough that you can't be punished or just on the other side of him.
I honestly don't know what to say. I think that if you can't see the difference in approach quality, then you simply haven't played enough or watched enough. Like I said, I've analyzed Falco frame-by-frame. I'm not being elitist, I'm simply saying that mathematically and in practice, there is a significant difference.Honestly, I've not seen any good matches of Heavy Brawl with a human vs. a human, but from those that have computers in them I can clearly see that nothing worthwhile has changed. Approach is the same, again, it's the follow-up that's different.
I don't know what else to say, there must be something that you're seeing that I'm not.
I think you misunderstand, excusing the wrong move, if you think you jumped into a problem, like they begin charging an FSmash, or you think they're setting you up for a combo, you could space them out/WD away.the hell? you can't wavedash back in the lag of a wrong move. shorthopping into the correct move was even more important in melee than in brawl, simply because you would get punished more for making a mistake.
you're basing your judgment off vs. CPU matches. CPUs don't camp. CPUs don't play like humans. a human player can't approach a CPU the conventional way.
To be honest, we don't want some godly buffing of combos. But we do want a slight increase in the capability.Combo potential does not rise on the whole. If it does rise, it's not significant, and it's certainly not for every character.
D3's recovery is godly. He has great horizontal recovery, and a really really fast, strong, vertical recovery. I have video proof of this.Recoveries become gimped, the notable ones: DDD, and Sonic, though everyone suffers about 1/4 of their height diminishing. (Excepting a few characters, like Jigglypuff, who, for some reason remains largely unchanged.) Characters like Pit, and Kirby with multiple jumps suffer from what I like to call "DDDism", DDD in Standard Brawl barely moves vertically when he performs his jumps, nearly every character who has multiple jumps begins to act like DDD in Heavy Brawl.
To be honest, I didn't mean for the videos to show some sort of new anti-camperism. I know I can't do that. They were mainly to show that Brawl retains its unique qualities, and to show what I mean by bringing back the edgegame. It also shows that while characters can still recover, they have limits once again. This is an incredibly essential factor in smash's uniqueness.I think you misunderstand, excusing the wrong move, if you think you jumped into a problem, like they begin charging an FSmash, or you think they're setting you up for a combo, you could space them out/WD away.
In regards to your second paragraph:
Then why are these videos being put up as some kind of 'evidence' that Heavy Brawl weakens camping so that approach is more balanced? Mind you I don't think the approach is gimped, I don't see this 1:1 ratio hit-for-hit when approaching someone. Maybe I'm looking at a different character, or I think in an unorthodox manner.
This seems to be more and more a problem that I never face (camping) and have no issue with. Approach has never been a problem with me once I settled on maining Lucas.
If you're only looking for slight increase, then I can give it to you, Heavy Brawl has that. If that's all you specifically are looking for, I think Heavy Brawl is for you, I still worry about the recoveries, especially all the dumb SD's I've seen, but they've all been CPU's.To be honest, we don't want some godly buffing of combos. But we do want a slight increase in the capability.
A significant change in the combo system would simply throw off the balance in the other direction. All of a sudden, aggressors would be constantly at an advantage--sort of like melee and 64. From what I've seen of heavy brawl, we could be looking at actual gameplay balance... something smash has yet to really have.
Hmm, I'll look into Kirby again, he was one of the last ones I looked into, I mostly looked into characters I had an interest in, like Lucas, and people that I've faced online, like Wolf. I'm starting to come around to the idea, the combos I've seen aren't ******** like they were in Melee, but if you're only looking to buff combos by a bit, it looks like you'll be able to do so in Heavy Brawl.D3's recovery is godly. He has great horizontal recovery, and a really really fast, strong, vertical recovery. I have video proof of this.
Pit's jumps are nerfed a bit, but seriously... he needed it. Plus (and I just learned this), tapping back and forth on the control stick real fast as you do his up+b makes him rise like a mofo... and he retains a godly recovery in heavy brawl because of this.
Kirby was mostly unaffected. I'm not sure where you're getting that from. Again, I do have video evidence.