cemo
white walker
what is it like slow fast slow fireball trap?
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It's not about having obstacles and hazards. In fact, as far as I'm concerned, two huge impassable walls on both sides of the stage are large obstacles. It's hard to describe but I dislike the fact that I don't have much freedom of motion. Like in smash there's an offstage, offstage fighting is far more present in Brawl than Melee and it's one of the things I enjoy most. But offstage does not only allow for fighting off stage it also gives you more freedom to move. Off stage allows for grabbing ledges, for some characters it can allow some safety (ROB mostly), some characters can even go under the stage to the other side. These are all movement options provided by just having an offstage. And beyond just that there are platforms and other things on stage which remove the linear aspect of constantly having to run into your opponent. There are two options from what I can see in SF, camp, or run into your opponent and fight. I don't see how you could possibly do something like... jump to a strategic place on the stage, bait your opponent in and quickly punish.I don't understand the issue with plain stages. With length and maybe height for some games (lol arcana) differing, it's something to expect from EVERY 2D fighters. Yeah counter picking a stage with a ****ing boat shooting bombs at your *** is loads of fun, but **** ain't gonna fly in real fighters.
You don't need obstacles, hazzards or any of that crap. Between the two "walls" you get plenty of strategy already. Controlling of space is subtle but very present.
if you're having problems against a pc spamming **** player, a competent one would make you totally cry...Two days ago I was beaten by a dictator, as blanka, who did nothing but spam psycho crusher. I had no projectile to space him out. I could c.hp to go under his PCs but it required extremely good timing and he would end up at the far end of the stage anyways, free to spam some more. I couldn't charge anything while blocking as he kept going from right to left...
SF is not about the position of the character on the stage, but more about the relative positions between two characters.It's not about having obstacles and hazards. In fact, as far as I'm concerned, two huge impassable walls on both sides of the stage are large obstacles. It's hard to describe but I dislike the fact that I don't have much freedom of motion. Like in smash there's an offstage, offstage fighting is far more present in Brawl than Melee and it's one of the things I enjoy most. But offstage does not only allow for fighting off stage it also gives you more freedom to move. Off stage allows for grabbing ledges, for some characters it can allow some safety (ROB mostly), some characters can even go under the stage to the other side. These are all movement options provided by just having an offstage. And beyond just that there are platforms and other things on stage which remove the linear aspect of constantly having to run into your opponent. There are two options from what I can see in SF, camp, or run into your opponent and fight. I don't see how you could possibly do something like... jump to a strategic place on the stage, bait your opponent in and quickly punish.
In short I just feel like things are more dynamic in smash, even camping feels more dynamic because there are multiple places you can go to camp, and when you're being chased you have to find new spots which might include a ledge, a platform, and another location on the ground which may be at a different height. Attacking is more dynamic because there are more locations you can come from. I <3 air control. Also, some variety is always good.
Which is what makes smash more of a platform game than anything else if you ask me. You can't compare fighting games to it, which is what I was getting at with "it's something to expect from EVERY 2D fighters".stuff
Stupid. You easily have enough time to rack up 100+ dmg in most of them.ALL INFINITES ARE BANNED
This means you cannot perform:
More than 6 IC Alternate Throws, you must smash/throw/release them after 6 throws.
...
*Wall Infinites are aloud, since they change over time*
Personnally, I think that all the mobility and the room makes it easier to run away from your opponent.Yeah I gotcha. My initial statement was that I personally don't like classic fighters. I wasn't saying they were bad. I understand there is strategy involved, I just dislike the overall gameplay. To each his own
Fil go to this,it seems like there are a lot of peach players there, MM them and maybe you'll make as much money as ally
Aren't WE doing a Melee tournament in January?Advertisement tiem!
SFU Tri-Smash Tourney 2! (Burnaby, BC)
It's only a month away (sorry for the late notice), and we're still looking to get more out-of-province competition (in all 3 smash games). WA will most likely be in attendance (Eggz, DJ Combo, etc.), as well as some players from AB (superboom, FalseFalco). Housing may be an issue, but I'm working that out with some people who have helped with this in the past (ie: NoobKing), and I'm trying to see if people can stay at the venue. Also, I have a couple spots open at my house if necessary.
Anyone here interested? EC vs WC crew battles would be hot.
Or it just makes it more difficult for you to control space, which is the focal point in SF.Personnally, I think that all the mobility and the room makes it easier to run away from your opponent.
Are you? What date? My date conflicted with WA as well, I hope I don't have to change it...Aren't WE doing a Melee tournament in January?
Sorry but if we do go into a tournament, we are going to the CT tournament on those dates.Are you? What date? My date conflicted with WA as well, I hope I don't have to change it...
told you evan!!!Are you? What date? My date conflicted with WA as well, I hope I don't have to change it...