Pyr0
Smash Ace
Brawl - More complex than you think!
Over the past few weeks, this forum has been bombarded with threads that attempted to discuss how SSB:B is starting to look like a game meant for anybody, that is easy to understand and play, and overall reducing its "Deep" gameplay, to sum it up, a lot of people are calling Brawl "Noob Friendly".
I disagree strongly, and in this Topic/Essay, I will post my ideas and reasoning about why Brawl is actually more complex that most people are giving it credit for, this of course, will all be backed up with a series of proof and logical arguments.
So now, I'm going to skip all the formal stuff an Essay should have, and jump straight to the arguments, witch for your viewing pleasure and easier understanding, will be separated in various categories.
General Gameplay:
As evidenced in the E for all (from here on we will call it E4A) Brawl with ought a doubt looks, feels and plays a tad slower, this, at first sight will make you think "the game has been dumbed down" sure! For the good casual player it has, but we (or most of us) as competitive Smash players are actually getting a much wider gap from casual to competitive...
How you ask? Easy! Advance techs!
In a game where everything is slower, being able to cancel all the lag out of you attacks, will greatly benefit you, so most competitive smashers will be leaps away from casual players in the speed department.
I don't want to focus on advance techs right now, as I will address them later in the thread.
Another important thing most of us noticed is that in Brawl, KOs take longer to achieve, the damage meter has to be quite higher than in melee to knock the foe out of the stage.
Well this is just helping noobs isn't it? Wrong!
It is actually widening the casual-competitive gap even more!
Sure its going to take a while longer to kill that beginner player, but consider this, he has to do the same to you! And you are a competitive player, one that can combo, cancel all the lag of the moves, and overall play better.
Even more! We know how to spike! Yes those low % damage kills are really going to come in handy, and as we know they aren't exactly a walk in the park to pull off (I smell the casual-competitive gap widening).
That’s all I got to say about the general "new" gameplay, on to the next category!
Stages:
Well this is quite hard to argument in favor or against it as we have yet to see the whole stage pool, but here it goes.
The stages we have managed to see so far look quite nice (visually and gameplay wise) no stage (arguably) has places that can be exploited by a single character (like Terminia fox illusion stall in melee).
In fact, the ones we've seen so far have interactive objects/traps witch adds to the so called depth of the game, it is now an advantage to know when or how each stage works and how you can use it to your advantage (most casual players don’t pay attention to every single detail of the stage E.g.: A lot don’t know that Samus' bombs in her stage can be spammed on the breakable living bridge thingy).
This isn't the biggest of complex addition, but it’s quite big to merit its own section.
Advance Techs:
Consider by most the overall key to make the game complex, but most fail to realize that Techs will exist as long as there are different characters.
Wavedashing is out, yes it’s a sad loss but we will live, due to the new Aerial Dodge system, wavedashing is no longer possible, and greatly reduces the flashiness of the game.
The loss of Wavedashing is always considered to be the death of competitive Smash, but please! Did we have WD in Smash 64? No!
Wavedash is gone, no need to discuss anymore about it. The past is the past.
L-cancel (L as in Lag) is still with us, and this is indeed the one tech that boosts the gap between casual and competitive.
L-cancel got (arguably) easier to do you just fastfall your attack.
But wait a second... noobs have a hard time L-canceling in Melee, and is just pressing a button when your character is touching the ground...
Now imagine this noob having to L-cancel a U-air... yeah that’s going to be funny to watch... They won’t be able to! Use common sense!
L-cancel being easier (for competitive players) will only allow us to do even more ridiculous stuff (E.g. Mario L-canceled F-air into a D-smash in practically the same instant) making the gap go crazy...
Because we know little about the Advance Techs, I’m going to stop posting about them now.
Character Specific:
In this section I will post how specific characters add “depth” to the game by their complex moves/strategy.
Mario: FLUDD out of a shield? I mean, wow! This could very well be used as and edgeguard, sent your opponent flying, grab the edge, FLUDD again, and re-grab edge, rinse and repeat till he’s out.
Peach: Assuming turnips come back, prepare yourself for a freaking turnip aerial bombardment, with the new easy aerial item grab; I can clearly see Peach doing some crazy *** turnip spamming air to ground.
Yoshi: He took a HUGE hit with the loss (or apparent loss) of double jump cancel, however he gained a third jump with he’s egg throw, I can clearly see some Egg spamming / stalling grabbing the edge, letting go, throwing egg, grabbing edge, repeat.
Bowser: Sweet mother of god! Where to start! Aimable fire breath can make a nice edgeguard and combo breaker, but the one true weapons that looks like its going to dominate, it’s the KLAW, in none of the video was a character able to escape its new throw, leading us to conclude that Bowsercides are going to be a key weapon to Boozer in Brawl.
Ike: If he is actually workable (changed, we discover Super Armor frames w/e), he could become a kill machine, he freaking KOs at 65% and has a crazy *** range! Ike is a pretty **** big dilemma in Brawl, he could suck *** or he could be a monster.
Pit: Did anybody say ultimate edgeguard? C’mon! He can fly (grab the edge, let go repeat) while slashing anybody that tries to recover! Also, he has a nasty projectile witch once mastered looks like a nice tool to use.
Pokemon Trainer: Where to start? This guy is incredible, 3 characters in one, it involves strategy, knowing the specifics of each character, mastering all 3, knowing how to counter him, knowing witch character excels at what, this guy could revolutionize Smash as we know it.
Snake: Neck break… we saw it in the video, if it works like an instant shield break of sorts it could very well become an attack of choice, imagine Neck Break into fully charged Smash (RPG?). It’s going to hurt.
Sonic: All I can say is he can attack after he’s Up+B and has better DI than jigglypuff…
Just watch a bit of he’s videos, once master I think Sonic is going to be one annoying little bugger.
Thread will be updated soon…