Shell
Flute-Fox Only
- Joined
- Feb 7, 2007
- Messages
- 2,042
As I'm sure that many of you have read the insult/spam-fest that is the "discussion" of advanced techniques, namely Manual L-canceling, in the Nightly Thread, I thought I'd bring up some points here in a more civilized environment, starting with our general goal, how that relates to advanced techniques, and what kinds of things that might entail.
The Goal
First, our goal has been, and should continue to be, to make Brawl as competitive a game as possible while maintaining it's easy to pick up nature. While the idea of advanced techniques might initially sound counter-active to this cause, I believe this effect can be minimized.
Maintaining the Goal
The key to not ruining the easy to pick up nature is to keep techniques situational. This makes it increase the gradient of mastery rather than being an entry level barrier. Here are a few guidelines I thought of...
1) A skill that is easy but rewarding, yet still somewhat situational. An example I commonly use is RARing.
2) A skill that is mildly difficult and more situational, yet still rewarding. An example of this would be moonwalking, or possibly DACUSes.
3) shanus pointed out that a technique doesn't need to be more presses, it can just be more precise presses. Think power shielding, for example
4) Bonus points for cool character specific things and/or entirely Brawl+ original techniques (!)
Just to reiterate, it's important to keep things situational. Thus, knowing what situations to correctly apply a technique in is important, if not more important, than the actual skill needed to perform said technique. One way to keep something situational is by pairing it with drawbacks, such as the possibility of being left in a worse state should you mess the technique up.
I think that if done correctly, such techniques could add a lot to Brawl+: making it look flashier and hopefully adding something to the core gameplay which may help to give it a unique identity from its predecessors.
Some ideas
+Power Shield Reflecting: Ryoko and I were discussing this and we agreed it could be a good tool to fight camping. In order to make up for the relative ease of PSing, though, make PS reflected items return at a lower velocity and possibly lower damage.
This follows the precision over more buttons mentality, and is an easy to pick up, mildly difficult to master technique which would also address current worries of camping.
+Magus-Canceling: The concept, for anyone who missed it, is that you leave everyone at 50% ALR, then allow them to manual l-cancel for 0 landing lag. However, messing up gives you full 100% landing lag. Additionally, it comes at a price. Magus originally suggested sacrificing some part of your shield, possibly 1/3rd. I think that the trade off would have to be more significant, as 1/3rd would regenerate by the time you've completed you grab/combo anyways. I'd say make it take 45% of your shield, then make shields a little stronger but regenerate slower.
Frankly, I haven't fully worked out what the penalty should be yet, but it should be sufficient that M-canceling is a thought-requiring exception, rather than the rule. I think the primary use for M-canceling would be approaching, turning a hit on shield into a grab, into a combo. The penalty of M-canceling successfully needs to be such that it remains after the action it leads into. In other words, losing x amount of your shield doesn't usually matter if you can use it to do a combo, during which time your shield regenerates fully. The penalty needn't be limited to shield strength, either, it could be a percent sacrifice, etc.
This is something that, if made to be a rare, thoughtful enough technique, wouldn't necessarily be something that a beginning player needs to learn immediately, but successful implementation of it would create a larger gradient of mastery. We've already decided against normal manual l-canceling, so let's not even bring that up, by the way.
+E-Z Waveland (tm): Wavedashing was shunned largely due to the AD associated with it (and vice versa) and the way it homogenized player movement speed / choices. Wavelanding, however, is a more situational technique. If you simplify the input to being something such as FFing, then rolling the stick to the horizontal position as you hit the ground, you have something that could augment mindgamez, look smexy, and be really noob-friendly for learning. People will cry "Watered down Melee." Well... they'd be correct. I still like it, though.
+Perfect _______: Take the idea of perfect shielding and apply it to other phenomena that require timing. Such as perfect teching. If you tech within the last 4 frames of the window, you recover faster, or something. Just a mediocre example to get you thinking.
There are plenty of faults in those, I'm sure, but if any sound interesting we can talk about them and try to flesh them out a bit more.
Sure, the easiest and safest thing to do would be to leave Brawl+ alone, but I think that implementing one or more of these kinds of things would go a long way in furthering its lasting appeal, creating its own identity (except the stolen waveland,
), and providing a greater separation of mastery while keeping the low entry level intact.
TL;DR: Go back and read it you lazy ***.
The Goal
First, our goal has been, and should continue to be, to make Brawl as competitive a game as possible while maintaining it's easy to pick up nature. While the idea of advanced techniques might initially sound counter-active to this cause, I believe this effect can be minimized.
Maintaining the Goal
The key to not ruining the easy to pick up nature is to keep techniques situational. This makes it increase the gradient of mastery rather than being an entry level barrier. Here are a few guidelines I thought of...
1) A skill that is easy but rewarding, yet still somewhat situational. An example I commonly use is RARing.
2) A skill that is mildly difficult and more situational, yet still rewarding. An example of this would be moonwalking, or possibly DACUSes.
3) shanus pointed out that a technique doesn't need to be more presses, it can just be more precise presses. Think power shielding, for example
4) Bonus points for cool character specific things and/or entirely Brawl+ original techniques (!)
Just to reiterate, it's important to keep things situational. Thus, knowing what situations to correctly apply a technique in is important, if not more important, than the actual skill needed to perform said technique. One way to keep something situational is by pairing it with drawbacks, such as the possibility of being left in a worse state should you mess the technique up.
I think that if done correctly, such techniques could add a lot to Brawl+: making it look flashier and hopefully adding something to the core gameplay which may help to give it a unique identity from its predecessors.
Some ideas
+Power Shield Reflecting: Ryoko and I were discussing this and we agreed it could be a good tool to fight camping. In order to make up for the relative ease of PSing, though, make PS reflected items return at a lower velocity and possibly lower damage.
This follows the precision over more buttons mentality, and is an easy to pick up, mildly difficult to master technique which would also address current worries of camping.
+Magus-Canceling: The concept, for anyone who missed it, is that you leave everyone at 50% ALR, then allow them to manual l-cancel for 0 landing lag. However, messing up gives you full 100% landing lag. Additionally, it comes at a price. Magus originally suggested sacrificing some part of your shield, possibly 1/3rd. I think that the trade off would have to be more significant, as 1/3rd would regenerate by the time you've completed you grab/combo anyways. I'd say make it take 45% of your shield, then make shields a little stronger but regenerate slower.
Frankly, I haven't fully worked out what the penalty should be yet, but it should be sufficient that M-canceling is a thought-requiring exception, rather than the rule. I think the primary use for M-canceling would be approaching, turning a hit on shield into a grab, into a combo. The penalty of M-canceling successfully needs to be such that it remains after the action it leads into. In other words, losing x amount of your shield doesn't usually matter if you can use it to do a combo, during which time your shield regenerates fully. The penalty needn't be limited to shield strength, either, it could be a percent sacrifice, etc.
This is something that, if made to be a rare, thoughtful enough technique, wouldn't necessarily be something that a beginning player needs to learn immediately, but successful implementation of it would create a larger gradient of mastery. We've already decided against normal manual l-canceling, so let's not even bring that up, by the way.
+E-Z Waveland (tm): Wavedashing was shunned largely due to the AD associated with it (and vice versa) and the way it homogenized player movement speed / choices. Wavelanding, however, is a more situational technique. If you simplify the input to being something such as FFing, then rolling the stick to the horizontal position as you hit the ground, you have something that could augment mindgamez, look smexy, and be really noob-friendly for learning. People will cry "Watered down Melee." Well... they'd be correct. I still like it, though.
+Perfect _______: Take the idea of perfect shielding and apply it to other phenomena that require timing. Such as perfect teching. If you tech within the last 4 frames of the window, you recover faster, or something. Just a mediocre example to get you thinking.
There are plenty of faults in those, I'm sure, but if any sound interesting we can talk about them and try to flesh them out a bit more.
Sure, the easiest and safest thing to do would be to leave Brawl+ alone, but I think that implementing one or more of these kinds of things would go a long way in furthering its lasting appeal, creating its own identity (except the stolen waveland,
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
TL;DR: Go back and read it you lazy ***.