Original post:
http://www.smashboards.com/showpost.php?p=9122078&postcount=310
You can grab attacks and suffer damage in the process? This is clearly broken. Especially compared to melee, where the attack you're grabbing wouldn't even hit; the grabbox just plain outprioritized the hitbox. I admit it looks rather silly to get smashed in the face and still be standing there while holding your opponent, but the fact of the matter is brawl is actually harsher on the grabber than melee was.
Er... I wasn't talking about melee. Just because it was in melee doesn't mean that justifies it being in brawl+...
By that logic: It wasn't fair in melee, it's still not fair in brawl either.
Also: You jump infront of nesses PK thunder to make him unable to recover and he dies. Certainly the extra damage you suffered wasn't worth the stock you just took from him....
You can grab someone when they're blocking? You mean like in every fighting game ever? Yes. You can grab someone while they're blocking. This makes blocking more dangerous, and prevents players from just camping in their shields all day. If you get grabbed out of your shield, you should be dealing with some serious punishment.
You can grab someone when they're blocking? You mean like in every fighting game ever?
And tech the grab... The normal person to person grab shouldn't be a large part of individual combos in any fighting game. This doesn't include special throws.
This makes blocking more dangerous, and prevents players from just camping in their shields all day
That's what sheild weakening does. You already can't camp your sheild all day.
Not saying that grabbing sheilds is a bad thing. It's in perfect logic. I don't know why your making that a point of your argument.
The game is already heavily offensive. What do we accomplish by making a grab lead to death 100% of the time when they are so easy to pull off? Isn't someone having to work for their kills essentially make this game harder? That's a big problem that B+ has.
Running grabs in brawl+ are still mostly inferior to JC grabs in melee. They're laggy and punishable if you miss. They're an offensive grab, but they're not a safe grab. I'm actually having trouble thinking of a character that doesn't have something they can do out of a spotdodge against a running grab.
Still not talking about melee.
Running grabs was just an example of a variation the grabs have. Running grabs isn't the OFFENSIVE grab. It's just a different type of grab that is called for under the situation. A sheild/crouch canceled grab can be just as effective.
Shieldgrabbing is far less effective in brawl+, due to the higher shieldstun. Shieldgrabbing shouldn't honestly ever happen against someone that knows how to space. If you screw up pressuring someone's shield and leave yourself in their grab range with a high enough frame disadvantage to be grabbed... you should be punished.
If your talking about melee again, that's not necessarily true.
If you're talking about brawl, well duh. Brawls sheild grabbing was ********.
And if you really think that sheild grabs shouldn't happen at high level play(presumably the people that can space), I think it's time for you to go to a tournament. Seriously.
and again, I'm not saying that sheild grabbing is broken. AT ALL. What I'm saying, it's not VERY hard to sheild grab somebody(even at high level play). That shouldn't lead to a 100% guaranteed death.
Correct. This makes grabs much more reliable as a form of damage output. But it doesn't break them. The difficulty in landing a grab against someone who knows what they're doing keeps them balanced. Smash has always been more grab-centric than most fighters, but who ever said that's a bad thing?
I DO.
THAT IS A BAD THING.
If grabs are extremly powerful then grabbing should be hard to do (like in smash64(try sheild grabbing somebody))
If grabs are weaker then grabbing can be easier to do(Like in GSH2...)
That is
BASIC balancing. The smash you propose is an unbalanced version of smash. Just because it was in melee, doesn't mean it wasn't unfair. Melee was not perfect, and if you want a game that's exactly like melee... Maybe your heart belongs in project M. I'm really having trouble hearing this stuff coming out of a WBR member. Have you guys really been in charge of fundamental changes like this?
The fact that you can get grabbed multiple times in a match and barely take any punishment for it is scrub friendly.
Uh. No. Grabs to tech chases gives the person your grabbing more options. However, you should be able to follow up with a tech chase if you are more skilled then your opponent.
Widening the gap between bad and good players....
Grabs should lead to short combos at worst. But all throws to techchases are honestly unfair (some exceptions on a character to character basis). Grabbing someone to throw them into a move -> death is completely fair.
The whole play on words thing didn't really work out for you here.
All throws to techchases are unfair? but throwing someone with a 100% chance of killing them at high percents is?
On a more serious note, different characters have different eases of grabbing. A character like fox might come across grabs very easily, having two aerials that combo into it, as well as being very speedy and thus being able to punish more things with a running grab.
I don't see how a weaker grab-->move makes this any different. All these grab changes are being done on a character to character basis as it is...
and fox and sonic players sheild cancel their grabs for a reason.
Forcing him to go for techchases off of a grab might be fair, but characters like ganon do not grab others nearly as easily. I admit not every character needs guaranteed combos off of throws, but it's nothing that will break a character on its own.
Squirtle? Jigglypuff? Zelda?
Ganon was a bad example. His side b is a special grab. How often do you see that move land in high level play? If you say not often, you're wrong.
A lot of characters who have bad grab ranges can still use a low risk move(a jab) into a grab. Which pretty much shuts down that argument.
A character might have a throw that guarantees a followup against a certain character from 0% all the way up to 115%, but after 115%, the opponent starts getting sent too far away for it to lead into anything, and their uair doesn't start killing until 100%. This creates a small 15% window where this combo is a guaranteed kill. This isn't too unusual for something like this to happen with uthrows and dthrows, as they begin sending a foe too high to follow up after a while. While it is possible to string a uair in that situation, the opponent is presented with an opportunity to escape once they reach a high enough percent. This then creates a new window where the character cannot combo into anything, and is forced to just keep hitting you until their easier-to-land moves actually do start killing. Essentially, melee marth syndrome. If marth doesn't gimp you, after a certain point, he stops being able to combo into his kill moves, making it possible for you to live very long against a marth. Unfortunately, good players aren't going to let you do that very often, so it's not something you see too frequently.
Melee marth syndrome isn't something you should see in an optimistic way for a balancing aspect of B+. It's actually a joke.
As for as I'm concerned. A ganon player can tech chase a person at 100% and kill them and tech chase a person at 300% and kill them. Both times requiring skill.
Ganon thrives on edgeguarding,
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