Whether you think so or not, you did exactly that.Tbh that's not what I did at all.
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Whether you think so or not, you did exactly that.Tbh that's not what I did at all.
Calamity Trigger was a mess, and Nu was literally broken, so that's an odd example. I don't blame new players for not knowing the difference between being outplayed in Melee and being in a matchup that is simply can't be won (such as anyone but Arakune or Taokaka vs Nu).
I think everyone in this room is stupider for reading that sentence.Whether you think so or not, you did exactly that.
Way to put words in my mouth.
Name once, ONCE, where I said I wanted these things for the sake of "beating people 10X better than me", or "I don't want people to be rewarded for their efforts".
Not where you think I implied it.
Where I actually said it!
Where, at what point, did I say that?
Where?!
Nowhere, that's where.
Take a second look before you assume to know my motives, because right now you're running off of your own mind-set without trying to understand mine.
My goal in wanting a lower bar is so that I can personally meet the uppermost limit.
NOT FOR THE SAKE OF WINNING AGAINST PEOPLE 10X BETTER THAN ME.
FOR THE SAKE OF HAVING AN ACHIEVABLE BAR AND IMPROVING MYSELF.
I don't care about winning so much that I go out of my way to INSULT people who don't play the game I prefer.
I just want to have a goal that my own natural reflexes aren't preventing me from achieving.
Don't reply to me again until you've actually got a firm grasp of my motives and can lay off the assumptions and the insults.
I was also one of them. In my Melee days I was casual. I didn't get into the competitive scene until Brawl. SSB in general is a casual game. I mean you obviously can compete if you want to, but realistically it isn't a competitive fighting game. That is fine. I mean if I want to play a competitive fighting game I would play Street Fighter, Tekken, KoF, Skullgirls, MvC, or MK/Injustice. I do play most of those too. I like to kick back and play SSB casually.Also FYI a lot of casual players prefer melee to brawl (i was one of those) so that kinda nullifies the argument that brawl is better suited to casuals when that's half wrong even from THEIR opinions.
Balance, for one.What makes traditional fighting games worth playing competitively? They have robust engines that allow player skill to be the only factor that decides the outcome of a given match. So does smash. So playing it competitively makes sense.
I don't know if I agree.Balance, for one.
If the overall skill bar puts anyone who isn't playing with certain characters and using certain tactics at a disadvantage too high to overcome with practice alone, then I certainly feel it should be lowered a bit.I value this side of the story, because it's rare that people who feel this way are on this site or can articulate this well. Also, keep in mind that people like smashbrolink make of the vast majority of the consumer base of the series. If anything, he takes it more seriously than most players. Keep in mind that Nintendo has nothing to gain from pandering only to people that are already going to buy the game regardless, they want to expand their market. When you pander to only hightly skilled players, you end up like the FGC where there are no spectators other than fellow player. Smash is in a unique position to please EVERYBODY.
The problem is, Brawl pleases people with smashbroslink's of view at the EXPENSE of people at the top of the skill "bar". I don't think this is okay. Nintendo is capable of designing a game with that sought after tag of "easy to play, hard to master", and I think it's okay to demand that. Brawl did not deliver this. It's a **** game. If you can't see that, then there is a 99% chance it's the only game you play seriously. Melee delivered in spades. You can disagree with specific directions they took to achieve this (difficult inputs, too fast), but you can't possibly argue that castrating the overall skill bar is a healthy answer.
Your right about Superman 64, but there is such thing as a spectrum of bad games.If the overall skill bar puts anyone who isn't playing with certain characters and using certain tactics at a disadvantage too high to overcome with practice alone, then I certainly feel it should be lowered a bit.
I agree that they can hit that tag of easy to play hard to master, but I do not believe, not for an instant, that Melee did it the right way.
I also do not believe for an instant that lowering that bar made Brawl a S**t game.
Tripping, crappy online, lack of hit stun and the lower speed overall of most characters[read: floatiness] made Brawl less than it could have been, but it didn't make it an example of a S**t game.
SUPERMAN 64 was a **** game.
Brawl is easily a great game, despite not pandering to the competitive community and having its fair share of flaws.
Keep in mind that I'm not saying Brawl did the job of obtaining the "tag" either. Just that I preferred its direction to Melee's overly-technical direction, because it gave me more close matches with a wider variety of people and made me think more.
This is just my personal experience with the games, mind.
MarvelBalance, for one.
Marvel is kusoge and everyone knows it.
The Japanese consider the Marvel games to be kusoge and don't take it super serious like American players. Most people consider it fun and/or broken and still play it just for lulz and for having salt mines. What helps Marvel a lot is the highly recognizable cast. Most will recognize at least a fourth of the roster or at least anyone in a Marvel movie in the last ten years. Not only that, but it's super flashy as hell with a lot of hammy lines ("I CAN'T CONTROL IT!"), and the initial learning curve is much smaller than a lot of the other active fighers.Who's everybody? All the people that play it? All the tournaments that run it? All the streamers that watch it? Of all the so-called balanced fighters that people play, Marvel has maintained a higher profile in the competitive fighting scene than any of them. Even if people acknowledge that a game is bad, they'll play it if it's attractive and fun. That's the problem with games like Virtua Fighter, it's balanced, but it has no appeal and is not fun.
As far as I know, none of the big fighting games released since Brawl have had as large of a tier range as Meta Knight and Ganondorf except for maybe Marvel.I don't know if I agree.
Fun "fact": The people who complain about Mario or CoD being "the same thing every time" are the same people who would think Brawl sucks for not being "MELEE V2."
Superman 64 actually wasn't that bad. One of the main things people site as an issue with the game is the stupid stupid rings, that you have to fly through. However, if you play around with the options a bit, you'll notice a difficulty setting option which is set to "superman" by default. Turn that down and suddenly the infernal rings disappear. Even then it is by no means a great game, but it actually becomes playable, and even kinda fun.SUPERMAN 64 was a **** game.
Fun Fact: "Life isn't fair" is the first thing they teach you in Conspiracy School.That's not fair.
People who believe in majorities are fools. If we're counting majorities here, Most human beings don't even own a Wii!If Brawl was a good game in it's own right, most people would prefer that to MELEEV2. Yes, some people will be religiously loyal to Melee forever, but most people crave a new game to play.
Competitive Gameplay is the only thing that matters to Anti-CoD Scrublords!Let me backtrack...I meant competitively good. Brawl is an amazing game in it's own way. Incredible soundtrack, tons of trophies, lots of cutscenes.
Which is why the dominant community here thinks that Brawl is inferior.Competitively, however, it's a clear step backwards. The average player reaches a level cap around a year or two into playing, where melee doesn't really have one.
If Wikipedia is to be believed...Think about how many people starting playing the series with Brawl. Literally millions.
(I don't think he was talking to me.)Isn't it kind of wierd that there's only a couple of people that rose to being a respectable pro that can handle the Melee vets? There should have been a surge of one hundred players that could body M2K, but the game just doesn't teach you how to play Smash. MvC2 legends struggle to get top 8 in Marvel 3 because of the surge of new players that are hungry in the new game.
If Wikipedia is to be believed...
Melee sold 7m copies
Brawl sold 10.79m copies
Wouldn't "Literally Millions" imply a wee* bit more then Three Million? HYPERBOLE: THIS FORUM HAS IT! :D
I don't want to get into this argument so take note, I am not taking sides on the argument, but...
Literally Millions is anything above 1,999,999 as 1 person after that is considered 2 millions.
I don't want to get into this argument so take note, I am not taking sides on the argument, but...
Literally Millions is anything above 1,999,999 as 1 person after that is considered 2 millions. How can you actually write that sentence it's so wrong in every sense of the word. Anyways, also there are many people who didn't rebuy Smash and were completely new to the game (not all 7m people who owned Melee bought Brawl). Also not every copy of smash means 1 player, a household could have 2, 3 or 4 kids, heck a father and his children could also play together. I even had 6-10 people practice with me weekly and none of them owned Brawl, that is 6-10 people for only 1 copy of Smash, so yea, those 3 millions all of a sudden become 10 millions if not many many more.
Anyways, I am not joining any side of the debate, just wanted to point that out.
Edit: PS: Brawl is close to 12 million copies by today's sales.
I think everyone in this room is stupider for reading that sentence.
Fun "fact": The people who complain about Mario or CoD being "the same thing every time" are the same people who would think Brawl sucks for not being "MELEE V2."
That's the idea.Your avatar is really disconcerting.
This is me, only I also really love how I have total control over the soundtrack. ^_^I don't get why fans are so divided on Melee & Brawl. Both were excellent. The only thing I liked in Melee over Brawl was the tripping garbage wasn't there and Shiek was a monster when I used her. But the depth of Brawl's roster, customizable controls (converted to wiimote & nunchuk), and the stage builder puts Brawl over the top for me.
Those are things the Brawl community generally agrees with you, except for the part about hitstun. The general idea is that had all the other problems with the game been fixed somehow, Brawl would have been a much faster game and would still have the style of combos that brawlers love.Stuff
Those are things the Brawl community generally agrees with you, except for the part about hitstun. The general idea is that had all the other problems with the game been fixed somehow, Brawl would have been a much faster game and would still have the style of combos that brawlers love.
The Japanese consider the Marvel games to be kusoge and don't take it super serious like American players. Most people consider it fun and/or broken and still play it just for lulz and for having salt mines. What helps Marvel a lot is the highly recognizable cast. Most will recognize at least a fourth of the roster or at least anyone in a Marvel movie in the last ten years. Not only that, but it's super flashy as hell with a lot of hammy lines ("I CAN'T CONTROL IT!"), and the initial learning curve is much smaller than a lot of the other active fighers.
Balance plays only a small role in the appeal of a game (from a marketing POV), but it is the main factor that encourages you to keep playing the game.
As far as I know, none of the big fighting games released since Brawl have had as large of a tier range as Meta Knight and Ganondorf except for maybe Marvel.
I think what "hurts" Smash is its cast. It's the same reason why games like BlazBlue, Guilty Gear, Persona, Arcana Heart, etc. have a hard time catching on in the US. Marvel's roster is full of manly comic characters that American guys can easily relate to. Anime/Airdash games have manly characters, but Americans just don't take anime styles seriously unless it's Street Fighter, Final Fantasy, or Tekken. They take cartoony styles less seriously, hence the Animation Age Ghetto.
This is completely false. You find more variance in the high tiers in melee. The spacies rush down, peach shiek and jiggs play more passive, marth/falcon, meet in the middle with their heavy punishes and stage control.things i like more in brawl than melee:
different characters = different playstyles (this is the most underrated, most ignored great aspect of brawl)
Nobody who's good at the game dies this way.grabbing edge while facing away (nobody's happy if you lose by this, not even the victor)
Im sure you're a cool guy, but this is the dumbest thing I've ever read. All the alternate control schemes are inferior from a functionality standpoint. They can add up to 6 frames of input delay, and not having a joystick means you can be as subtle with your air movements. Not to mention we can blame these alternate controls for those little annoying quirks like those accidental fast falls with dair, and the loss of light shielding. I wished they would of had one default setting that actually worked instead of a bunch that don't.you chose the controller you wanted to use (that's pretty epic when you think about it)
Okay, where to start? Lcancel and wavedashing were both intentional. The glitches in brawl are often so difficult that no one bothers to learn them. Even if you did your improvement would be really subtle because they don't do a whole lot. You didn't factor in how the glitches you mentioned would actually affect the meta game. Tech skill is not prerequisite to success in melee, hbox is a top player because he's smart, and the players who do put in time are rewarded with cleaner/faster movement. Don't you think it would be better if DDD's chain grab required some dedication to master? On the real, taught that **** to my grandma and were gonna team at apex 2014.there's way more awesome glitches/exploitations than just l-cancel and wavedash (harder ones too.... l-cancel and wavedash really aren't THAT hard compared to the hardest glitches in brawl), and they're not mandatory or universal which means higher skill cap without forcing everyone to learn the same thing before they can really play
Always based on reads? Not when you're chain grabbing or grab releasing though isn't that right? Another thing you might want to think about is how limited your mobility options are in brawl. It's not hard to read people when so many of the options available are bad ones. If you're talking about how many more reads you need to close out a stock in brawl save it. You find more decision making in melee's follow up game where combo di is more of a factor.no hitstun... it's a fighting game based off ALWAYS reading your opponent, it's better trust me, memorizing a combo and seeing a combo are cool for a much shorter time
Well I guess you like bad games. If anyone on the brawl side wants to know how to cut down on brawl vs melee discussions, I'll tell you. Do some actual research on the other person's game before mouthing off.sorry if this hurts anyone's pride, but a lot of players would ruin the game for me if they were in charge of design
No U(suck it melee players)
Really great post. Cut it a bit for brevity.
Anyways, I really encourage everyone to try Project: M if they haven't yet. It's the Brawl cast with Melee physics and techniques, with a bunch of new stages and songs as well! They've even changed movesets around a bit to try and balance the game as best as they can, and the newest version (2.6) will be out this month. (Just google it!)
When playing Project: M, I really feel like it would've been a near perfect sequel to Melee. It has a little bit of Brawls floatiness, but the ability to wavedash and l-cancel really make up for it.