http://smashbrawlrankings.com/index.php?topic=755.0
Article I just wrote. I think it's worth a read .
Article I just wrote. I think it's worth a read .
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Good read. And quoted so people don't have to hunt down another site.http://smashbrawlrankings.com/index.php?topic=755.0
A new path to glory.
Hello everyone. Recently, I have spent many hours playing brawl. I have also spent time watching videos, reading forums, discussing the game with friends. You get the picture. Something that I think everyone should realize is how different this game is then melee. On the surface, they look pretty similar. Brawl just seems to be a slowed down version of Melee where everyone is floaty. I am here to tell you that on a competitive scale…these games don’t even seem like they belong in the same series. Once people stop trying to play Brawl like how melee was played, I think the game will progress much further.
Let’s start from the beginning. You just got brawl. Or maybe you are playing at a friend’s house for the first time. You have seen tons of videos of people playing, and read everything about the game. Thoughts race through your mind as you pick your first character. You want to know how it feels. To have your own opinion. A credible opinion. Everything that you have heard about the game is about to be experienced. You are about to experience complete bliss, and you know exactly how you are going to do it. So you start the match. You suddenly realize that, even after all the time you spent watching people play and reading about Brawl, that you have no idea what you are doing. At all. Everything feels different. Nothing works the same as Melee. You realize, this game is something else.
Something else indeed. It’s this, “Something else” that people need to start focusing on. Forget the days of shield pressuring in melee. We need to unlearn melee to get good at brawl. Almost all of the habits a competitive player has in melee, put him at a disadvantage in brawl. When you try to JC grab you just jump and airdodge. When you accidentally dodge off the stage, you forget to recover, because you think you are dead. So many little things that we programmed our hands to do after playing melee for so long have to be undone.
Now, you have done it. Gotten used to the physics. When you want to grab someone, you can actually do it as opposed to jumping and airdodging. You stopped killing yourself. You feel comfortable playing. This is a point in which you get much better at brawl. You can start to learn how the characters work, as well as combos and mechanics. You no longer have to think about trying not to wavedash. This is when you need to start trying new things.
Competitive players are going to need to adapt to play this game well. In melee, most players just disregarded things such as spacing until almost 5 or 6 years into the games release. Why did they do this? It’s simple. In melee, you could just cancel your moves into fast attack that came out before grabs. Or powershielded attack. Or other attacks even. You could interrupt things easily. Why worry about spacing, when you can just pillar someones shield with falco until they roll so you can catch them with a laser and get a free grab or death combo? This style of play rendered almost half the cast pretty much useless in tournament play. It took many years before players found out how important things such as spacing are. And when we did, we got much better.
Now look at people trying to play brawl. In almost all the videos I have seen, people try to do things like in melee. They approach almost exclusively in the air. I have seen so many matches that could have been easily won by just shielding the whole time. In melee, we were so fast that shielding almost put you at a disadvantage if you couldn’t wavedash out of it fast like samus. Shielding in brawl is going to be much more important. Powershielding is now much easier. It also reduces all stun and knockback. It is pretty much a parry. I predict that in a year, everyone is going to be able to powershield every attack perfectly, and then counterattack. This makes the player think about what move they want to use and the consequences of using it. Players will now be punished for using moves. Almost no move now will be uncounterable now that shield pressuring is pretty much gone. So you are going to need to know what you are going to do, what your opponent is going to do, and what you are going to do to counter-act that. Playstyles will be completely different from melee. Let me give an example of a character I am very familiar with. Samus.
In melee, Samus is a good character who is used moderately in tournament play. She has an amazing spam game with platforms, and is very fast with overall great priority, and the least amount of average lag on all of her aerials. Her laggiest aerial has less landing lag then sheiks fastest when L-canceled. She has amazing range and a great shield pressure game with jabs missiles and screw attacks. Her defensive game is amazing, and she is one of the hardest characters to approach due to her Up-B out of shield and her amazing crouch cancel. Now look at the brawl Samus. She was nerfed beyond belief from melees viewpoint. Her smash missiles now have seemingly almost no use. There is no wavedash to compensate for her horrible roll. She lost her amazing crouch cancel. Bomb jumping is now harder. Her amazing nair was nurfed a ton. Down smash was nerfed. Her character model is now huge and is slow. Many samus players like myself were very disappointed at all of this. Samus was practically the worst character in the first game, and now Sakurai made her bad AGAIN? Why?!?!.
But what happens when we stop playing this game like it is Melee? Samus becomes much better. Her grapple in the air is amazing and much different then melee’s. It has good knockback, and can be used several times in the air. Also, if you land during the animation, then all of the lag is immediately cancelled, allowing you to do any attack to your opponent if you hit them. A samus in melee would never do this, so many players might not even think of trying until they saw someone else do it. This tactic will allow samus to be able to keep away from opponents very effectively, as her grapple is probably the longest move in the game. Also, the tip of the grapple has a sweetspot with more knockback then the rest of it. When I found this while playing with Tobias, he thought of another interesting thing. You can full hop, and then homing missile then grapple cancel into anything. The grapple will hit your opponent right after or before the missile does, allowing you to grab them or use any attack depending on how far away you are from them. Many new tactics like this are waiting to be discovered.
Another thing I noticed while playing Samus in Brawl was that her homing missiles come out faster then her smash missiles now. While I was disappointed that she seemingly had no projectile game now, this made me happy. Why did it make me happy? Because you can now DHM (Double Homing Missile). This is much like double missiling in melee, except potentially better. Two homing missiles in one jump! And you don’t even need platforms to cancel them! Amazing! Discoveries such as this will move peoples views away from how melee was played and show them how playing differently will benefit them greatly.
Players are now going to have to come up with new tactics and ways to play this game. A new path will be followed. A different road that melee took. While melee focused on speed and combos and shield pressuring as well as moving so that your opponent didn’t know where you were going, Brawl is going to focus more on spacing and precision, as well as being able to counter attack and plan out your approaches and edgeguards.
Good luck to all the upcoming brawl players and keep in mind, this is not Melee!
-Hylian.
I couldn't agree more. =)I think it's worth a read .
I also would of been fine with Melee 2.0. I love melee. I am one of the most technical melee players and I love moving fast.But I liked how melee was played...
But I guess that's not really relevant to this article, if I want to give brawl a chance you've showed me what I need to do, ty.
Still though, I'd have been fine with melee v2.
I'm with Hylian in that I wouldn't mind it being a Melee 2.0, because frankly, Melee was a really good game competitive or not. Brawl on the other hand looks like it's something completely unique, also good IMO.I'm sooo happy it's not melee 2.0....
do you think that we'll find brawl has as much depth as melee given time, or do you think its not only a different game, but a fundamentally shallower one?
Look at the Advanced Tactics sticky. At the bottom where they link all the other misc topics click the one that says "Melee players transition to brawl"Excellent article. I'm tempted to ask, what was the first one you wrote?
though, watching and reading about Brawl might be a good way to start unlearning Melee, right? especially if we keep your advice in mind.So you start the match. You suddenly realize that, even after all the time you spent watching people play and reading about Brawl, that you have no idea what you are doing. At all. Everything feels different. Nothing works the same as Melee. You realize, this game is something else.
It would only help marginally, if any, I would imagine. Most of Smash is physically getting used to reacting in certain way to certain situations. It requires the experience of playing, I would think, to unlearn Melee and learn Brawl.though, watching and reading about Brawl might be a good way to start unlearning Melee, right? especially if we keep your advice in mind.