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Are we a little worried over nothing?

Jiikae

Typing of the Red
Joined
May 13, 2006
Messages
417
Location
Los Angeles, CA
I'm talking about myself too. We hope for all these characters and people bring down character ideas.Ever since the move from the original to melee there have been alot of characters added. Snake? this may be cliched but this should give everyone a postive attitude about woh will make it in.You know AT LEAST 15 of some of the things people are saying will make it. I am ranting a little here but, we can almost assure some of the names here.

Balloon fighter is VERY likely to get in as a matter of fact ,quote me, I am 100% sure Balloon fighter will make it in if I turn out to be wrong laugh at me. King K rool or Ridley. VERY likely. plus people are sending in requests so they will consider these things. SONIC (laugh at me if I'm wrong I know I am sounding very arrogant and cocky but trust me) will make it in Soooo many people have wanted it and they said at least 2 3rd party characters could make it in and I doubt no one made a request for Sonic. What other 3rd party character could they put in... think about it.

Physics too( thats why I put it in this section). Wavedashing l canceling and all that whether or not they make it in the dude said that air game will be improved so we have something new to look forward too. All I'm saying is that we should be more positive about the game and quit with the What if's.
 

Neuvost

Smash Rookie
Joined
Feb 4, 2006
Messages
16
Location
New York
Even if wavedashing as we know it today isn't in Brawl, I'll bet there will be plenty of other cool things like it to keep pros happy.
 

Meyeselph

Smash Apprentice
Joined
May 23, 2006
Messages
88
Location
podunk ohio
I trust the creator to make the best game he can make for as many different kinds of people as he can. The problem is that the fans are so divided on what they want not EVERYONE can be satisfied. *shrug* we shall see ne?
 

Meyeselph

Smash Apprentice
Joined
May 23, 2006
Messages
88
Location
podunk ohio
Have a look at any other thread I post in around here. People have taken off the kid gloves every single time I suggest that the tactis pro users use to keep a heavy speed ground game should be lessened or removed. What they fail to realise is that if the game goes online stuff like that HAS to be lessened. As i've managed to get numerous people who use them to agree with me that they are very abusable. The creator doesn't want a game of abuse and everyone knows it.
 

Jiikae

Typing of the Red
Joined
May 13, 2006
Messages
417
Location
Los Angeles, CA
yea, "pros" are trying to make it like a fighter instead of the unique platform/fighter it was supposed to be. For example, most pros play on final destination which has no platforms. yes i wavedash and mario is my main but I do stick to some of the platforming elements and im trying to get good wit mewtwo. my fav level is pokemon stadium an yoshis island the one with the shy guys
 

Meyeselph

Smash Apprentice
Joined
May 23, 2006
Messages
88
Location
podunk ohio
Finnally some validation *tiny tear* LOL

Yeah that's what i've been saying. The game is losing it's unique edge the more you get away from it's platforming roots. and they just claim i'm complaining because I don't want to have to work hard to get skilled and call me a hypocrit for wanting the game to not be all about ground game and short hopping...it's very frustrating.
 

Neuvost

Smash Rookie
Joined
Feb 4, 2006
Messages
16
Location
New York
Meyeselph said:
Have a look at any other thread I post in around here. People have taken off the kid gloves every single time I suggest that the tactis pro users use to keep a heavy speed ground game should be lessened or removed. What they fail to realise is that if the game goes online stuff like that HAS to be lessened. As i've managed to get numerous people who use them to agree with me that they are very abusable. The creator doesn't want a game of abuse and everyone knows it.
If the game used a ranking system (preferably with invisible ranks so people don't get bent out of shape over their level) like in Halo 2 or Warcraft III matchmaking, the noobs will play noobs and the pros will play pros. I like that even after so many years, even the best of players have things to improve upon and get better at. If it's just a "find a game" system like so many online games have, where the pros exploit the finer points of the game and the noobs can't have fun too, then that would suck though.
 

Meyeselph

Smash Apprentice
Joined
May 23, 2006
Messages
88
Location
podunk ohio
With the ranking system in halo 2 I hit the worst possible point in the system. I was at the top of the crop of the newbs but constantly being beaten by 'pro' level players and cheaters. So even WITH the ranking system I would probably be punished because i'm good, but not good like pros are good. I lack the will to do 'whatever is neccisary.' and I pay for it....alot.
 

dizzy

Smash Journeyman
Joined
Jun 25, 2005
Messages
219
Meyeselph, I don't see any reason why the game can't be made to satisfy both casual and competitive audiences. There are lots of ways to play the game. There's the chaotic item-filled 4-way free-for-alls, 2v2 or 3v1 team matches, Stadium, other single player modes like Adventure and All-Star, special modes like Giant Melee and Camera Mode, Coin Mode, and all sorts of other things made for good casual fun. For the competitive players, there's 1v1 timed stock matches with no items or chaotic stages. We'll play the game the way we like it, and you'll play the way you like it, and we can just have a mutual agreement not to force our own preferences on each other. You don't have to play against competitive players. Really, it's MUCH easier to find other casual players at your own skill level than it is to stumble upon a Ken or Isai who will beat you into the ground. What's the big deal?
 

Stryks

Smash Hero
Joined
Apr 8, 2006
Messages
8,423
Location
Tijuana cabrones!
Dont worry, I WILL laught when ballon f. aint in brawl lol jk, yeah agree, a lot of gguys are like: This guy would pwn!!, or he should be in ti because...

And stuff like that, I to am like that, I mean Dark samus owns every1, want him in brawl, yeah im guilty too tough everyone is worried that their character wont be in brawl, so I say Chill guys we'll find out soon
 

Meyeselph

Smash Apprentice
Joined
May 23, 2006
Messages
88
Location
podunk ohio
Because I want to play semi seriously. Item less, Stock match. good levels. But i don't want to use button masher stuff that I feel unbalances the game. This limits my choices alot in an online ranking system. Just like in halo 2 I wanted MLG rules but without BXR and double shotting. I can never find a good game of that. If the game were just made with all these tactics in mind in the first place and balanced everything out so I could play how I wanted then I could just play against pros. But as it is I'll have to play against people who do matches with too many items in them and ******** stipulations just to avoid being advance ground gamed to death. So their is no way for me to play a skilled game on my terms.

My beef is that a game with this large of a skill gap between newbies and the pro style players inevitably punishes anyone who falls in between by having them either forced to change their play style to compete against pros or play against people in unskilled BS matches. It is HARD to find someone of exactly your own skill in an online game. It's usually too hard for you or too easy for you.
 

Gamer N

Smash Rookie
Joined
Oct 29, 2005
Messages
12
Meyeselph said:
My beef is that a game with this large of a skill gap between newbies and the pro style players inevitably punishes anyone who falls in between by having them either forced to change their play style to compete against pros or play against people in unskilled BS matches.
This is exactly why I think Brawl would be better off without wavedashing/SHFFLing/other such techniques. By removing them, it closes that gap and makes the game more accessible, and balances thing out . I'm more for using character-specific techniques than all the advanced stuff. I do L-cancel, but I don't use any other advanced techniques.
 

dizzy

Smash Journeyman
Joined
Jun 25, 2005
Messages
219
Meyeselph, I think you'd be surprised. When I was just beginning in competitive play, I was able to find quite a handful of semi-serious players around my own skill level even in my own city. Online, you will have access to a lot more players than just those in your local community. Some of them are bound to be around your skill level.

As far as the dichotomy between pro and casual players, that's something that will probably never disappear. Game designers can't predict exactly what kinds of tactics players will use after the game is released, so it is impossible for them to know which tactics will end up being the most effective ones. Games can't be perfect, and sometimes there will be aspects that you don't like. But you have to more open-minded than that. You can't be like, "It's the game's fault for being imbalanced, it's the game's fault that my tactics aren't as effective as yours, so I refuse to change." Any time you want to make major improvements in anything, you have to be willing to cast aside some of your own arbitrary standards. If you cannot do that, you won't be able to have fun playing any game.
 

Meyeselph

Smash Apprentice
Joined
May 23, 2006
Messages
88
Location
podunk ohio
I understand your attempt to put things into perspective and I apprecitate the civility of your words but this isn't a matter of my own arbitrary standards. Plenty of people i've talked to on this subjet agree that these tactics sway the game twoard a more traditional fighting game combo mechanic and speed play and many people who play smash brothers play it to get away from games like guilty gear, virtua fighter, and capcom fighting games. To introduce things like that into the game takes those players out of their element and in on online environment they WILL have to face people that know those tactics at one point or another and for people like me who have enough skill to hold their own in the battle of normal tactics they will definately run into alot of it. Ulitmately it's up to the game designer to make his decision. Either he leaves them as is to appeal to the hardcore player or he tones things down and balances things out to give everyone a fresh start in the arms race to find how to win. I understand that no game is going to be perfect but that doesn't change the fact that these things are something I want changed and I have a right to that opinion. I personally would love to see the tactics that you all value so much stay in I just refuse to accept the idea of those tactics being inherently superior. Wavedashing should have clear disadvantages and advantages to it's use just like normal dashing does. It should only be better then dashing in certain situations. Not all the dem time. . L canceling shouldn't be such a huge improvement that the person who doesn't use it is completely screwed in an even skill match. and shffling should NOT be the stand alone best way to perform an air attack. Chain throws shouldn't exist and the possibility of an infinate combo should never rear it's ugly head. The game should not be regulated to flat levels with 2 or 3 platforms above them that are never used. I belive these things to be true because in my experiance with video gamesI have a certain idea of what is fun for me. I don't have fun trying to be faster then someone I have fun trying to be smarter then them. In my normal smash brothers play I can do that. In pro play you can't use brains if the speed isn't allready there and your tactics are severely limited by a need to react quickly.

You people love playing the game your way and I say more power to you. Just don't be suprised if things change down the road to keep people like me from not playing the game at all.
 

Resting_Fox

Smash Master
Joined
Jul 16, 2001
Messages
3,565
Well, Meyeselph, when Brawl comes out. You can PM me, because you sound a lot like we'd get along in battle. I full jump often and find that overly deft controls [SHFFL'ing and WD'ing] just strain my hands more than entertain me.

However, I do L-cancel. It's a **** good technique, and it's easy enough to pull of consistently. So if you don't want to learn L-canceling, you're just being hard-headed.
 

blakinola

Constantly Delicious
Joined
Mar 9, 2004
Messages
549
Location
Philadelphia, PA
Meyeselph, good posting!

My only beef with this game is that there are techniques that aren't existant in the manual. Can anyone on this forum EXPLAIN why there is less lag after pressing L, R, or Z from an air attack. No one can, it just does. People exploit this game's programming issues to their success. I want to kill people because I developed a strategy that already shows your character's weakness and things you can do to capatalize from those weaknesses. Not because my sword clips past the edge in Final Destination. That's a crock of ****.

I swear, if the general smash population plays without items, this game will just be the same as melee. And I will buy my Wii sans Smash Brawl.

That's just my three cents.
 

Meyeselph

Smash Apprentice
Joined
May 23, 2006
Messages
88
Location
podunk ohio
i'm sending you two pms right now. I cannnot let such an opportunity slide by hesitation! *wee*

edit: i attempted to put you both on my buddy list. When the game comes out. If it's online we can start up a group of purist players and let the pros do whatever they feel like. It's WIN WIN!
 

dizzy

Smash Journeyman
Joined
Jun 25, 2005
Messages
219
I understand your attempt to put things into perspective and I apprecitate the civility of your words but this isn't a matter of my own arbitrary standards. Plenty of people i've talked to on this subjet agree that these tactics sway the game twoard a more traditional fighting game combo mechanic and speed play and many people who play smash brothers play it to get away from games like guilty gear, virtua fighter, and capcom fighting games. To introduce things like that into the game takes those players out of their element and in on online environment they WILL have to face people that know those tactics at one point or another and for people like me who have enough skill to hold their own in the battle of normal tactics they will definately run into alot of it.
It sounds like you should consider playing a different game altogether, because SSB is basically designed as a hybrid of party game and competitive fighter. Random items, hazardous stages, and the overall potential for absolutely chaotic multiplayer fun make up the party game aspect. Things like combos and fast-paced gameplay mechanics are what give the game its competitive edge in the first place. If the game were, say, restricted to the techniques described in the instruction manual, without things like shffling and wavedashing and the SHB, SSBM wouldn't be competitive at all, and it would exclusively be a party game. Guaranteed. If you are unable to find appeal in either method of play, then maybe SSB isn't really for you.

I personally would love to see the tactics that you all value so much stay in I just refuse to accept the idea of those tactics being inherently superior. Wavedashing should have clear disadvantages and advantages to it's use just like normal dashing does. It should only be better then dashing in certain situations. Not all the dem time.
And it's not. Wavedashing isn't better than dashing in every situation, and anyone who tells you otherwise is incredibly misinformed about the way competitive play works. You cannot survive without dashing, and for most characters, dashing is actually more important than wavedashing ever will be. Without dashing, you have no access to the dash grab, the dash attack, the dash jump, the dashdance, the foxtrot, the jc usmash, the jc dash grab, and the list goes on. Wavedashing has a very different set of applications that are more effective in some cases and less effective in others. For example, wavedashing backwards is the most efficient way to edgehog, and it cannot be duplicated by dashing. You can wavedash out of the shield, but you cannot dash out of the shield. Attacks like jabs and tilts are more compatible with the wavedash, whereas usmash is usually better with the dash. Wavedashing upon landing is faster than landing and then dashing. For some characters, wavedashing is a faster mode of travel than dashing, but for all characters, the fastest way to turn around while you're moving in one direction is to dashdance.

So, as you can clearly see, wavedashing does not replace dashing; it co-exists. It adds a lot of new options to the game, and a player who demonstrates mastery over both dashing AND wavedashing will have a distinct advantage over a player who refuses to learn wavedashing. And that's the way it should be.

and shffling should NOT be the stand alone best way to perform an air attack.
And it's not! Although shffl aerials tend to be better than full jump aerials as an offensive approach tactic, full jump aerials have many other applications, like in combos, juggles, attacking opponents on another platform, etc. Some characters, like Jigglypuff and DK, regularly make use of both full jumped as well as short hopped aerials in "Wall of Pain" tactics. Peach and Ness can use full jump n-air as a shield counter/escape tactic. Fox can even use full jumped aerials instead of short hopped aerials for approach!

As for other alternatives to shffling, Peach has a technique known as the float-cancel which utilizes her float maneuver as part of a lag-free (but not invincible) approach. Four characters - Peach, Ness, Mewtwo, and Yoshi - can use special properties of their double jumps to shift their bodies horizontally before using an aerial attack. Samus can use bombs to propel herself at any number of different angles before unleashing one of her aerials.

So shffling is hardly the "standalone" way to use air attacks, even in competitive play. It's an important tactic, to be sure, but you can't use shffling exclusively in every situation.

Chain throws shouldn't exist and the possibility of an infinate combo should never rear it's ugly head.
Agreed, but chain throws and infinites are simply developer oversights. They were never designed to be in the game in the first place, but there's no use crying over spilt milk. SSBM is done, and we can only hope that this will improve in SSBB.

The game should not be regulated to flat levels with 2 or 3 platforms above them that are never used.
Competitive play ISN'T restricted to flat levels with 2 or 3 platforms. These stages are simply considered "neutral stages," and they are the only ones set on random. However, many other stages, like Mute City, Rainbow Cruise, and Pokefloats, are commonly available as counterpick stages. Players can also agree to play on such stages before the match begins.

I belive these things to be true because in my experiance with video gamesI have a certain idea of what is fun for me. I don't have fun trying to be faster then someone I have fun trying to be smarter then them. In my normal smash brothers play I can do that. In pro play you can't use brains if the speed isn't allready there and your tactics are severely limited by a need to react quickly.
If you can't react quickly enough, you practice to get up to speed. Why is this such a difficult concept to grasp? SSBM does not require superhuman reflexes. Short hopping is just tapping a button, fastfalling is just tapping one direction (down), l-cancelling is one button press. Wavedashing is slightly more complex, but really it's just two button presses in succession combined with a directional input. That's a total of six additional inputs you learn to incorporate into your game, for four of the most important advanced tactics. JUST SIX INPUTS. Compare that to the 30-button sequences you have to memorize in other fighting games just to learn one new combo that only works for one character. Six inputs are nothing if you just put a little time into it. Maybe one month just a couple hours a week and you'll have the hang of it. Honestly, if you had started practicing before you created your first topic on "Intuition vs. Reaction Time," by now you'd already be halfway there.

You people love playing the game your way and I say more power to you. Just don't be suprised if things change down the road to keep people like me from not playing the game at all.
And it seems to me that "people like you" just means people who give up too quickly. Your whole gripe is based on the fact that you're not fast enough to compete, but really, it only takes a bit of practice to get these things down. But instead of working to improve, you spend your time criticizing advanced tactics (which, by the way, you have completely misunderstood) and complaining about how the game is poorly designed. To be honest, it'd be very difficult for the developers to satisfy you without sacrificing the much larger audience of competitive players, because while perfect balance between tactics would be ideal, it is almost impossible to put into practice without oversimplifying the game.
 

Jiikae

Typing of the Red
Joined
May 13, 2006
Messages
417
Location
Los Angeles, CA
combining what dizzy has said with what meyeselph has said gives you what I think. I myself use advanced techs just so yall dont say I dont wd or shffl cuz I do. We got melee cuz it was an unconventional fighter..... advanced techs can make that fact less apparent but nonetheless some advanced players do stick to the unique platforming elements. And just because advanced techs are useful doesnt mean you should go bringing down others hopes of trying to compete in the big leagues without advanced techs.

So advanced techniques are not all you need to win. From now on i don't think we should call these people who use advanced techniques "pros" or even call their techs advanced I'm going to say they use a U-Style..... Underground style MY term for advanced players(players who strictly use advanced techs). And I am going to call people who don't use advanced techs P-Style players. Platforming stlye. Because advanced makes it seem like some play styles are better than others when their not. Like rolling is BETTER than Wd'ing when it's not. It's preference. And people who combine both are called Hybrid players or H-Style players which is what I am. I'm glad this topic is heating up!! :)
 

Resting_Fox

Smash Master
Joined
Jul 16, 2001
Messages
3,565
dizzy said:
A lot of well-written informative arguments [salute]

To be honest, it'd be very difficult for the developers to satisfy you without sacrificing the much larger audience of competitive players, because while perfect balance between tactics would be ideal, it is almost impossible to put into practice without oversimplifying the game.
Actually I'm sure the larger audience are people who play without advanced techs. Really it's the same dichotomy between upper and lower class. Some people work their way to the top of the game and other people are content with mere friendly competition.

Now, you know a lot about Smash. More than I'd ever care to learn. But please, don't present U-style players as some sort of Majority one needs to conform to, because it's not.
 

dizzy

Smash Journeyman
Joined
Jun 25, 2005
Messages
219
Resting_Fox said:
Actually I'm sure the larger audience are people who play without advanced techs. Really it's the same dichotomy between upper and lower class. Some people work their way to the top of the game and other people are content with mere friendly competition.

Now, you know a lot about Smash. More than I'd ever care to learn. But please, don't present U-style players as some sort of Majority one needs to conform to, because it's not.
Most casual players either don't know or don't care about the existence if the competitive community. To them, it doesn't really matter whether advanced tactics stay or go, because in the long run, it doesn't affect them.

Competitive players, obviously, are happy with advanced tactics, so they want advanced tactics to stay. It doesn't necessarily mean that everything has to stay the same, but there should be techniques that reward players who are willing to practice. Most importantly, competitive players want the game's depth to be retained - Brawl should be a step forward, not backwards, in terms of competitive potential.

Meyeselph describes himself as sitting between the casual and competitive players. He doesn't like to play with casual players. He wants to competitive, but at the same time, he refuses to do what's necessary to become competitive. Whereas most casual players don't care about advanced tactics, and most competitive players embrace advanced tactics willingly, Meyeselph wants advanced tactics to be severely toned down so he can stand a chance. He's asking the competitive community to make some rather major sacrifices to suit his ideals of competitive play, and we strongly disagree with him. In that sense, he's definitely in the minority.
 

Yuna

BRoomer
BRoomer
Joined
Sep 1, 2004
Messages
10,358
Location
Stockholm, Sweden
What Dizzy said is what I've been saying all along. Stop saying "Wavedashing should go before n00bs don't like it". N00bs don't care.
 

THK

Smash Journeyman
Joined
Apr 24, 2005
Messages
469
Location
Margate, FL
NNID
TheRedKirby
3DS FC
1005-9416-8042
Same tired argument so I'll just stick to the topic.

Who's being worried? What's to worry about? Take it easy I say.
 

Sheep88

Smash Cadet
Joined
Oct 19, 2006
Messages
32
Here's my opinion.

Look, those advanced techniques (shffl, wavedash, etc) weren't on the plan for SSBM. Those are glitches and people took advantage of them to start playing those adv. techniques.
SSB is a game which tries to use physics to make it real as possible.
This is why personally I think this game wasn't meant to be playing with those advanced tecniques.

And SSBB (IMO of course) will keep the same plan to make it real as possible. Those glitches have to be over and real pros would be those who knows how to do strategy with the characters.

That's why I join Meyeselph party because I agree this new games will keep on reality and we will fight in any stage condition with normal movements of each character.

Thats what SSB is really about IMO.
 

psicicle

Smash Ace
Joined
Sep 6, 2006
Messages
618
Here's my opinion.

Look, those advanced techniques (shffl, wavedash, etc) weren't on the plan for SSBM. Those are glitches and people took advantage of them to start playing those adv. techniques.
SSB is a game which tries to use physics to make it real as possible.
This is why personally I think this game wasn't meant to be playing with those advanced tecniques.

And SSBB (IMO of course) will keep the same plan to make it real as possible. Those glitches have to be over and real pros would be those who knows how to do strategy with the characters.

That's why I join Meyeselph party because I agree this new games will keep on reality and we will fight in any stage condition with normal movements of each character.

Thats what SSB is really about IMO.
Okay, y'know to make the game even more real I say that we take out double jumping, B-up moves, add a stamina bar so characters can't run all the time, make them have to use the bathroom int he middle of matches, take out all non-humans, make it so that stages don't have a bottomless pit, make it so that you can only have 1 stock matches, take out all items etc.

The mental aspect of smash is enhanced by advanced techs because they give you options, meaning that it is harder to predict the opponent. It really isn't that hard to press the buttons to SHFFL once you get the hang of it, which would probably take 5-10 minutes of practice a day for a week or so.
 

psicicle

Smash Ace
Joined
Sep 6, 2006
Messages
618
Double jumping, characters falling at different speeds, kirby being able to suck up giga bowser, a floating hand, stages suspended in mid-air, blaster guns, knockback, increased knockback from damage, items spawning ot of nowhere, 2-D fighting
 

Takeshi245

Smash Champion
Joined
Jul 13, 2007
Messages
2,051
Location
Ansonia, CT
Double jumping, characters falling at different speeds, kirby being able to suck up giga bowser, a floating hand, stages suspended in mid-air, blaster guns, knockback, increased knockback from damage, items spawning ot of nowhere, 2-D fighting
You definitely have a point. Melee isn't suppose to be realistic. Anyone who thinks that needs to get a grip between fantasy and reality.
 

BoG

Smash Journeyman
Joined
May 24, 2007
Messages
306
Location
Utah
I personally think you need to satisfy both crowds, and try and at the same time make everyone happy with the stages while implementing what makes the game unique. I don't have much to say, but I think that the Bridge of Eldin is a stage with a twist that pros and casuals alike can enjoy. Also, we all enjoy the classic formula, crazy items and stages, but thats best with four players, and when it comes to 2-player duels, really, no items on final destination is much more fun. It all depends on what you're doing, being in the moment, and that's what makes SSB great.
 

Takalth

Smash Ace
Joined
Feb 1, 2006
Messages
597
This is exactly why I think Brawl would be better off without wavedashing/SHFFLing/other such techniques. By removing them, it closes that gap and makes the game more accessible, and balances thing out . I'm more for using character-specific techniques than all the advanced stuff. I do L-cancel, but I don't use any other advanced techniques.
But those don't make the game less accessible. The only times advanced techniques really matter is in competitive vs. competitive. Competitives beat casuals with or without them, but removing them would put a premature cap on the potential skill growth that the game has to offer for competitives.

The truth is, the online skill difference problem runs in every game with a high skill potential, and it runs across the entire spectrum of skill levels, rather than just the "middle ground."

The people who will have it the hardest are those who like odd game settings. For a long time in Melee, my preferred settings were 2 vs. 2, Friendly Fire off, very low items, because it allowed a lot of the mayhem of the FFA but still gave 95% of battles to the skilled players, rather than to whoever was best at being a chicken without appearing so (which tends to determine the winner in FFA). Among the numerous smashers I met, I never found a single person who preferred my game style, and many of them couldn't even be convinced to try it.

Having found tournament rules to be more fun, that's my preferred style now, but anybody who likes settings a bit off of the norm will have a really difficult time getting online games unless they can start a trend.
 

chkenparm

Smash Cadet
Joined
Aug 22, 2005
Messages
62
Location
New York
my preferred settings were 2 vs. 2, Friendly Fire off, very low items,
That's pretty much the way I like to play. That or maybe FFA and sometimes items either off or on medium depending on the mood.

I'm also at that inbetween stage that was talked about before, i can beat almost all casual gamers but i get stomped in tourneys. I guess tourney play is not for me, I don't want to spend time practicing exposing glitches and i think edgehogging is just cheap, refuse to edgehog.

If the game is online though i think it'll probably be easier to find people with similar playing styles, my main concern is lag, game won't work at all if there is lag.
 
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