Metal Reeper
Smash Champion
^ perfectly put.
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I think trying to tackle which game has a better character balance would need its own series. Also, I think that topic is too big for just me alone. Also, Brawl could use a bit more time developing before you compare its tier lists to Melee. We're still figuring out how Brawl is played.Come to think of it, I don't recall seeing much of anything in regards to the relative balance of the characters in terms of matchups, just their moves. I didn't really feel like I got an answer as to which is more balanced in that regard.
That being said, I just found this very nice post on SRK regarding balance.
http://shoryuken.com/f2/truth-about-capcom-balancing-games-246896/index2.html#post9334207
TL;DR: If you have a character that is balanced in terms of having a solid overall game play (think Master of None) becoming the top tier, you likely have a good game because no particular aspect has a dominating presence. Ideally, in SSB's case, this should be Mario.
MK is top tier in Brawl because of the floaty gameplay and he has very fast and untradable attacks. Not only that, but combining his multiple recovery options with the lower hitstun make mistakes for him less of a deal.
You do know that playing offensively and defensively are just different playstyles, right? You have to make work which ever one you choose. Otherwise, I'm not sure what you mean here.I can't not be angry about Brawl. It is a very blatant statement by Nintendo that they don't want the series to be associated with the fighting genre. The fact that you can still play it competitively means nothing. It is a game with very few and very short combos. It is a game where they very deliberately, meticulously rearranged knockback distances, angles, falling speeds, movement speeds, and attack cooldown times to prevent followups, thus ensuring the items would be the most effective offense.
If they had some sort of creative vision where they wanted a fighting game, but with different physics so the old players wouldn't alienate newcomers, that easily could have been done. You could take Brawl as it is, and add a series of cancels and movement techs for people to discover that allow for deeper offense. It would be a totally different game than Melee, but equally deep. That's not what they did.
Brawl's legacy will be to 'otherise' fans of the gameplay in 64 and Melee from the Nintendo sphere. Unless it was just the weather that year, and HAL develops a very different attitude for the next game, we have nothing to look forward to. Melee/64 players should wake up and embrace the hacks because that's all we're gonna have. That's the future of Smash, pretty much.
Skill based follow ups are still in Brawl and so are combos. Combo's aren't everything. Just because Street Fighter started the fighting genre off and started combos doesn't mean every fighter has to have them. Still, combos are the least deep and, in my opinion, least interesting part of Smash.
lmao this is how a combo works kirbykid, you place a hit accordingly to follow up with another.... you in essence bend the 'scenario' in order to increase damage or KO. and edgeguarding takes alot less 'skill' than comboing.... it is an inevitable outcome involving any platform with a ledge.The real depth in either game comes from the cause and effect counters. Doing one thing that changes the scenario so that you can do something else, which changes the scenario... and so on. This is why the process of edge guarding works. This is how you can "corner" players even though there aren't invisible walls like in Street Fighter. This is how you can create a matrix or a "check mate" strategy.
There are so many wrong things in what you just said.now throw lcancelling in the mix to follow, which by itself creates a massive skill gap.... and then compare that with brawl and it's like.... what do brawlers really have to worry about? spacing? timing? i would love to play melee at its current metagame and pace without worrying about pressing another button.... i constantly find myself messing up on little things and depending on who you're playing.... that's a stock.
lmfao and also why would you bring brawl edgeguarding up in a 'skill' based argument? how often do people practice hitting an auto-sweetspot?
http://www.youtube.com/watch?v=Hix2qQfyBVI#t=1m59s
in all honesty kk, these videos are pretty pointless and rather boring as well. i think you should just stick to the surveys and change them up so they are more statistically accurate and post the results on here. but if history serves correct then it really doesn't matter either way. like i said before.... people like shitty music.
also i have one final question:
how many variants of melee have we created?
I edited a bit of your statement (in bold) just to be clear about what we're talking about. So if Brawl doesn't excite you, that's fine. If you don't want to put any more time into seeing if the game is neat in a different way, that's cool too. But that kind of ends our conversation.I tried to shorten this because I know long posts are scary.
Combos are the main thing that make the game fun, for ME. They reward creative players--they're really a form of artwork. The hitstun is a canvas, and in Smash Bros no two combos are completely alike. Since multiple followup paths are possible, they allow two people to play different games while playing the same game. In that way they improve the diversity of how matches play out.
We have no shortage of respect for the mindgames and the approach strategies Brawl players use. (Partly because all of that is in Melee, minus a couple things, and plus a few other things). We know those take considerable skill, but they're... kinda dull on their own in my opinion.
Where's the canvas in Brawl? I can't watch any two players that use the same character and tell them apart by their style. I could do it by skill, but two evenly matched players... they look THE SAME to me.
Also... combos do take skill. You have to cover 2-4 DI options or 4 teching options with each hit. That's tough as nails. Don't diss if you want to be taken seriously.
Cool. But like I said, the first point is to look at language. If you don't care about that part of my project or care to be a part of the conversation in any constructive way, then we'll just go our separate ways.I think i've given up on your videos now
obvious brawl bias
Oh, really? Well, do me a favor and break down edgeguarding and comboing according to the DKART skill system. That's a much better way of explaining the skill of one versus the other instead of a story about kids that don't play at a high tournament level (cause that's what we've been looking at this whole time).lmao this is how a combo works kirbykid, you place a hit accordingly to follow up with another.... you in essence bend the 'scenario' in order to increase damage or KO. and edgeguarding takes alot less 'skill' than comboing.... it is an inevitable outcome involving any platform with a ledge.
I lumped edgeguarding and going off the stage to attack the opponent (offguarding?) together. I'm not entirely sure if we have a word for that. Basically, if you can't simply attack the stage to hit a recovering opponent, you either have to hit them after the grab the ledge or well before they get there.lmfao and also why would you bring brawl edgeguarding up in a 'skill' based argument? how often do people practice hitting an auto-sweetspot?
http://www.youtube.com/watch?v=Hix2qQfyBVI#t=1m59s
in all honesty kk, these videos are pretty pointless and rather boring as well. i think you should just stick to the surveys and change them up so they are more statistically accurate and post the results on here. but if history serves correct then it really doesn't matter either way. like i said before.... people like shitty music.
With the way you were going, it seemed like you were going to talk about THAT kind of balance.I think trying to tackle which game has a better character balance would need its own series. Also, I think that topic is too big for just me alone. Also, Brawl could use a bit more time developing before you compare its tier lists to Melee. We're still figuring out how Brawl is played.
What other approaches are you talking about?That SRK post was pretty good. I really like it. Looking at balance in terms of the relative power of specialty characters vs the all-around character is really intriguing. Of course, we have to combine this approach with others to get the best results. It's easy to make a top tier character. Just make their jab do 100 damage. So regardless of how the character is design, an unbalanced element like that can throw things off.
Just looking at Mario's stats in several of his games should tell you he's to be the balanced stats one. Even Sakurai says he's the balanced one.I'm not sure if Mario would be the all-around character. It seems like a good choice, but the more uniquely each character is designed, the more it seems like there isn't an all around character. With so many Shoto's in SF it makes sense that Ryu is the all-around fighter. SF is designed around a specific kind of projectile zoning and dragon punches.
You can say that for any top tier character. Being a straightforward character helps a lot, but obviously, not all characters are like this such as Rachel Alucard in BlazBlue and Litchi Faye-Ling in its sequel.I will say that MK is top tier because he has too many pros and not enough cons. Also, MK has the most straight forward kind of power and tons of nuance. So, people can easily understand why MK is good and can get to work making him more effective. A character like Pit on the other hand is going to need more time to develop.
*nods* I also wanted to keep the idea of "balance" ambiguous until episode 4 to show that it applies to so many more things than relative character strength.With the way you were going, it seemed like you were going to talk about THAT kind of balance.
I still don't feel like Brawl is going to last for very long. Either we finally put a ban (or at least temp-ban) on Meta-Knight or the game will finally degenerate into defensive tactics.
What other approaches are you talking about?
Just looking at Mario's stats in several of his games should tell you he's to be the balanced stats one. Even Sakurai says he's the balanced one.
As for Ryu, I think he's been considered the balanced one since the beginning since he and Ken were the only shotos back in '91 when SFII came out, and even then, Ken became the Luigi over time.
Since all the characters come from different games (for the most part) each are modeled after their original games and to fill out a unique part of Smash's design space. Sakurai tried to keep some of the classic characters playstyles and moves the same. But excluding Smash64 (where the characters are more similar), there isn't a standard beyond the mechanical/character balancing formulas I talked about in the video.And just what is SSB designed around then?
I'm saying being straight forward really helps boost a character at the beginning of a game's life/metagame development. Tell me if you think the SF4 Sagat comparison is apt. He was really strong and used a lot at first, and now (especially with SSF4) I see less of him in tournaments.You can say that for any top tier character. Being a straightforward character helps a lot, but obviously, not all characters are like this such as Rachel Alucard in BlazBlue and Litchi Faye-Ling in its sequel.
Still, there's no denying that Meta Knight is top tier simply because the engine favors his play style so much.
Around Brawl Mario? You don't think he's too weak? You do realize that Mario is a character that has an air focus since Super Mario Bros. on the NES right? This is what I mean when I say that Brawl is more of a Nintendo style game. Taking to the air = platforming. The genre that Mario owns.As it is, IMO, the game's engine should've been designed around Mario, not an aerial emphasis.
I'm glad that you went to one tournament, saw ally in the distance, and received a complete understanding of both games.There are so many wrong things in what you just said.
I recently was at a very large Brawl tournament in France (because I happened to be in Paris) with like 150+ entrants, including all of the european top players and Ally. I honestly wasn't very good at Brawl but I still got to play with some of the top players, and almost all you said clashes with my perception of their skills.
allow me to demonstrate how massive next time you decide to cross countries to not make it out of pools. ill play with l-cancelling and you play without it.... 50 dollars sound good? 2/3. also l-cancelling is not a move, i don't know what the hell you're talking about.... lmfao have you even played melee before? also everything you do in any game is a setup for something proceeding it... people don't press buttons without reason. and the difficult part about lcancelling is pressing it. lmfao what do you know about this game, it takes a good amount of practice to be doing it consistently and pros still miss it very obviously at times.First of all, l-canceling doesn't create a "massive skill gap", it's not even that hard to l-cancel. Nobody who seriously plans to play in tournaments and improve will have much trouble learning how to press a button before you land with an air attack on the ground. The difficult part about l-canceling is not the move itself, it's learning what new possibilities and followups you can do AFTER you do it. And it's exactly the same thing with wavedashing.
do you understand the concept of smash? grab a notepad, ill be brief."What do brawlers have to worry about? Spacing? Timing?" I swear I laughed at that one. I'm gonna give a pretty good example about something. You know Brawl+? You know why it never succeeded in being a good game? Because it never appealed to Melee players (who hated it for being un-technical and silly) and Brawl players, who found it "too easy". That's right. Too easy. Why? Because auto-l-canceling was added to the gameplay. Now some people interpret it as "n00bs being able to combo as pros". But that wasn't the biggest danger of that feature. The danger was how anyone could simply throw out air moves ANY TIME because they all had very low lag and were too hard to punish. And that is something Brawl players hated. Why? In Brawl there is a specific type of skill: a good player knows exactly the lag of his air moves and will use them in the smartest way as possible. In the end, l-canceling in Melee, except giving new possibilities for combos and followups, doesn't do much difference about how you're supposed to play smash, it just halves the lag of those moves. Good players in Brawl and Melee will still think the same way about how you throw air moves. There are some players I played, especially Mr. R (a Marth from the Netherlands), who plays extremely smart and still, very offensive play. While he uses his air moves as safely as possible he's not afraid to rush down.
LMFAO do you know what edgeguarding is? when your opponent recovers on stage, you have failed to edge guard them.... this is really a waste of my time.If you think there's no edgeguarding skills in Brawl, you're both right and wrong. But I think we need another term in Brawl edgeguarding. Since auto-sweetspot makes recovering a lot easier, the "edgeguarding" part KirbyKid may be referring to actually comes right after that: it's about the ability to predict someone's ledge options. Whether he's gonna roll out of the edge, getup normally, getup attack, jump. It's true that Melee has that too. But the fact that there's the simple edgeguarding before that actually reduces a lot of focus on the job of predicting ledge options. There are some top players I played in France at Brawl who were just amazing at that.
i usually enjoy thinking for myself.... maybe you short try it once. you might even be able to respect yourself one day. can you not judge a game for yourself? are you that incompetent...Also, just doing a survey and posting the results makes no sense at all. If you think about it, haven't we been doing a "survey" ever since Brawl's release? Hasn't everyone here already ****ted on Brawl as hard as they can? The point of those videos is more about defining how we judge games.
1. answer the first: no one was proficient at brawl hacking when it came out.And about the variants of Melee, I have a better question. Did Melee start with a big youtube and forum community, with lots of proficient hackers, players with advanced photoshop and animation skills, and all sorts of specialists? By the way, I can clearly see a possibly good hacked version of Melee: keep the gameplay intact, but buff all mid and low tiers. I'm surprised no one ever thought of that. Maybe a reason for that is that Project M is coming soon and so far it's looking great.
I can agree that "Brawl can be boring". But "Brawl takes no skill"... Seriously? Lol...
Hasn't anyone seen Brood vs M2K or DEHF vs Brood?
inb4gettingmeleescrubflamed
For the record, I'm pretty late on the Smash Bros bandwagon. I STARTED with Brawl. It was my introduction to Smash Bros. It was watching the videos of Isai playing 64, and the PC/Ken set from MLG New York that motivated me to get good, and eventually make the switch from Brawl to Brawl+, and then this past year to Melee.I edited a bit of your statement (in bold) just to be clear about what we're talking about. So if Brawl doesn't excite you, that's fine. If you don't want to put any more time into seeing if the game is neat in a different way, that's cool too. But that kind of ends our conversation.
I never said combos don't take skill. I said they aren't everything. I didn't diss combos either. There are combos like that in Brawl all over the place. G&W and Snake have a complex tech chase style grab combo potential. I combo looped arrows into combos often enough in tournament. There are many examples, but I don't think they matter to you.
Uh... did I say it WASN'T USEFUL? I only said it halves the lag and makes combos + followups easier. And sorry if I said by accident it was a move, I meant technique.allow me to demonstrate how massive next time you decide to cross countries to not make it out of pools. ill play with l-cancelling and you play without it.... 50 dollars sound good? 2/3. also l-cancelling is not a move, i don't know what the hell you're talking about.... lmfao have you even played melee before? also everything you do in any game is a setup for something proceeding it... people don't press buttons without reason. and the difficult part about lcancelling is pressing it. lmfao what do you know about this game, it takes a good amount of practice to be doing it consistently and pros still miss it very obviously at times.
I'm confused... I never knew you could write good fiction. If you aren't you are going to refer where I said timing was more important in Brawl than in Melee.do you understand the concept of smash? grab a notepad, ill be brief.
1. smash operates on stocks, the first person to lose all their stocks.... loses.
2. you take a stock by knocking your opponent off stage by increasing damage.
3. the most efficient way to increase damage is comboing..../wobbling.
lmfao and also quit talking about timing in brawl like it takes superior skill than in melee. brawl is melee's ******** cousin with tripping. melee is more advanced in every way, plus brawl doesn't even have light shielding. ask kirbykid what light shield edgeguarding is.... the controller you use is designed to light shield.... i would go in depth, but it's likely you've already lost me and let's face it.... you're probably a little kid and use your wiimote
There is almost no edgeguarding in Brawl, that's why I said we needed another term for what follows the opponent's recovery? Covering his edge options?LMFAO do you know what edgeguarding is? when your opponent recovers on stage, you have failed to edge guard them.... this is really a waste of my time.
Apparently, your only means of communicating is insulting people. =Di usually enjoy thinking for myself.... maybe you short try it once. you might even be able to respect yourself one day. can you not judge a game for yourself? are you that incompetent...
Brawl+ sucked, Balanced Brawl is a joke, Brawl- is nothing serious but fun, Project M is the only one that looks good.1. answer the first: no one was proficient at brawl hacking when it came out.
lmfao why'd you throw photoshop in the mix? LOL brawl the fourth/maybe fifth is coming out and now's your time to shine? go nuts, hopefully you'll be better at project m then you were at life.
I had an excruciatingly difficult time learning L-canceling, and I still occasionally miss them. Not all of us are gifted with robot fingers.First of all, l-canceling doesn't create a "massive skill gap", it's not even that hard to l-cancel. Nobody who seriously plans to play in tournaments and improve will have much trouble learning how to press a button before you land with an air attack on the ground. The difficult part about l-canceling is not the move itself, it's learning what new possibilities and followups you can do AFTER you do it. And it's exactly the same thing with wavedashing.
That is the reason some Melee players hated Brawl+, but those were the people that hated the game for all the wrong reasons."What do brawlers have to worry about? Spacing? Timing?" I swear I laughed at that one. I'm gonna give a pretty good example about something. You know Brawl+? You know why it never succeeded in being a good game? Because it never appealed to Melee players (who hated it for being un-technical and silly) and Brawl players, who found it
There's nothing wrong with defensive play in of itself. The problem with it being so dominating is that not only are matches much more boring to watch and play, but those that need to get in to attack (ie Cammy, Sonic) have a hard time getting in.What's wrong with defensive tactics? Designing unique characters in a fighting game almost always means there's going to be some tough matchups. This basically means one character has to play very carefully/defensively to compete in that matchup.
I look at Dhalsims play and it seems like he's designed to stay back, hit you from afar, and really make you work for a win. Looking at Daigos Ryu fight various Sims over the years, I see a lot of Daigo being forced to play reactively/defensively. I see nothing wrong with this as long as there's variety and/or depth (interplay).
One of the main reasons that you'll get decent results in the beginning with a Mario character is that they have a little bit of everything, but it's not OP (even if top tier). Even if some characters with extremeties are present, the Mario character can exploit the weaknesses of that character where as the specialist can try to out specialize the Mario character.Just like in Mario Kart, Mario is supposed to be the all around character. This doesn't mean he's balanced near the top in terms of character strength. This means that playing him won't be too hard and you'll get some decent results. Basically, he's middle of the road material. In Mario Kart DS, speed is king and the light weight, high acceleration character+karts rule. This means Mario gets overshadowed.
I don't think being from different games makes a difference.Since all the characters come from different games (for the most part) each are modeled after their original games and to fill out a unique part of Smash's design space. Sakurai tried to keep some of the classic characters playstyles and moves the same. But excluding Smash64 (where the characters are more similar), there isn't a standard beyond the mechanical/character balancing formulas I talked about in the video.
I know, but I'm just saying that you'll also have characters that are on top but really tough to learn. I won't deny that a straight forward character is more likely to develop a more advanced character than one which is hard to learn.I'm saying being straight forward really helps boost a character at the beginning of a game's life/metagame development. Tell me if you think the SF4 Sagat comparison is apt. He was really strong and used a lot at first, and now (especially with SSF4) I see less of him in tournaments.
I think most of the cast from Melee just sucks. I couldn't touch Samus because she was so floaty and then there was that really stupid nerf on Peach's second jump.Around Brawl Mario? You don't think he's too weak? You do realize that Mario is a character that has an air focus since Super Mario Bros. on the NES right? This is what I mean when I say that Brawl is more of a Nintendo style game. Taking to the air = platforming. The genre that Mario owns.
First I want to say, let's all dial back the sarcasm and abrasive communication (me included). Let's do our best to ask questions and talk back and forth so that we reach some kind of understanding.allow me to demonstrate how massive next time you decide to cross countries to not make it out of pools. ill play with l-cancelling and you play without it.... 50 dollars sound good? 2/3. also l-cancelling is not a move, i don't know what the hell you're talking about.... lmfao have you even played melee before? also everything you do in any game is a setup for something proceeding it... people don't press buttons without reason. and the difficult part about lcancelling is pressing it. lmfao what do you know about this game, it takes a good amount of practice to be doing it consistently and pros still miss it very obviously at times.
Not to exactly fuel this "conversation" but I will say that your statement depends on a specific definition of efficient.do you understand the concept of smash? grab a notepad, ill be brief.
1. smash operates on stocks, the first person to lose all their stocks.... loses.
2. you take a stock by knocking your opponent off stage by increasing damage.
3. the most efficient way to increase damage is comboing..../wobbling.
Light shielding is cool. I don't really miss it.lmfao and also quit talking about timing in brawl like it takes superior skill than in melee. brawl is melee's ******** cousin with tripping. melee is more advanced in every way, plus brawl doesn't even have light shielding. ask kirbykid what light shield edgeguarding is.... the controller you use is designed to light shield.... i would go in depth, but it's likely you've already lost me and let's face it.... you're probably a little kid and use your wiimote
This kind of talk isn't necessary.i usually enjoy thinking for myself.... maybe you short try it once. you might even be able to respect yourself one day. can you not judge a game for yourself? are you that incompetent...
I'm not pointing any fingers at anyone.and for those of you who don't know, me and kirbykid are well acquainted.... the 'anger' that he refers to in meleee players is of course Rage......... oooooh weeeee..... plus kirbykid does really neat stuff with melee kirby....
check it.
http://www.youtube.com/watch?v=qhWdJJx6wlc
say hi to marcus for me, richard. you going to quakecon......... hopefully ill see ya!
let's play fact or fiction....do you understand the concept of smash? grab a notepad, ill be brief.
1. smash operates on stocks, the first person to lose all their stocks.... loses.
2. you take a stock by knocking your opponent off stage by increasing damage.
3. the most efficient way to increase damage is comboing..../wobbling.
lmfao and also quit talking about timing in brawl like it takes superior skill than in melee. brawl is melee's ******** cousin with tripping. melee is more advanced in every way, plus brawl doesn't even have light shielding. ask kirbykid what light shield edgeguarding is.... the controller you use is designed to light shield.... i would go in depth, but it's likely you've already lost me and let's face it.... you're probably a little kid and use your wiimote
you only say this because you play brawl lolOh wow... You're definitely the holder of advanced knowledge by knowing you can lightshield edgeguard some characters in Melee. Wow. I'm so impressed. Good for you. =D
You seem to have misconceptions about Brawl players, the people who defend Brawl like me:
- aren't always people who don't play Melee.
- are almost never people who would think Brawl > Melee.
- may enjoy some aspects of Brawl for legitimate reasons.
- don't believe in flaming other people for liking another game.
- can possibly JV6 you at smash 64 with ease. jk
I should stop feeding alt account trolls.
In terms of how much I play the games:you only say this because you play brawl lol
I don't play Melee actively, but I'm considering trying to brush off my Kirby. That's right! 0 dollars because I don't money match people by rule. My idea was really just a way of trying to get a melee match or two in at quakecon.refresh my memory.... what is our mm richard? do you play melee? also did you say 0 dollars? and i don't care if you lcancel really. char. of choice 2/3
and no kk, you don't need a vid to tell you how to evaluate a game.... that is why i made fun of him so 'blindly'..
It's funny how people are saying the videos are bias, but no one is saying that the methods or the points are false. Bias or not, use it as a jumping off point.these videos are biased beyond belief
I'm sorry kirbykid I gave your videos a chance but you are obviously adding your own opinions into these videos. Why you asked melee players to fill out your surveys is beyond me because it doesn't sound like you are actually representing any of the opinions in them.
I would love to see an actual balanced and objective comparison of the games but you are obviously incapable of this.
it's just little things like when you say brawl is as hard as meleeI don't play Melee actively, but I'm considering trying to brush off my Kirby. That's right! 0 dollars because I don't money match people by rule. My idea was really just a way of trying to get a melee match or two in at quakecon.
Maybe I should just focus on the tournament I'm entering.
It's funny how people are saying the videos are bias, but no one is saying that the methods or the points are false. Bias or not, use it as a jumping off point.
Most of the quotes are from "melee" people (I use that term loosely). And I picked quotes and topics from things that were repeated among many contributers.
So if you think the videos support Brawl too much, that's because Melee supporters have so many misconceptions/bold statements about Brawl. Some were true. Some needed tweaking. And many were just mean spirited.
Next time you want to claim that I've added too much of my own opinion, try quoting me so I can address the issue directly.
Not to be insulting, but careful listening/reading skills are important here.it's just little things like when you say brawl is as hard as melee
blatantly wrong
like when you said brawl has button mashing moves, so it's as technical as melee
or when you said that only fox/falco/falcon take tech skill
or when you "disprove" the "myths"
So the match automatically sucks because it has a time out? You probably just saw the 8 minute count of the video and didn't watch anything of it. If you saw the stream, or better, if you were at the event itself, the 8 minutes would just FLY. I remember the hype being so intense on the stream that when the 5 second countdown appeared, I was like "what? already?". xD^^^from what is arguably the greatest brawl set of all time
http://www.youtube.com/watch?v=7ZWiDKTlIV8
I hope you're not calling me a Brawl kid.i can't believe this topic exists in the MELEE DISCUSSION THREAD, i thought we...as the better players knew how futile it was to argue with brawl kids
this sounds flame/trollish but i'm serious. melee players should know better than this.
Yeah because all Brawl players are kids, right?to be fair king funk you come in and really support brawl and then turn around and say, "are you calling me a brawl kid?"
The zealous Brawl supporters don't need to spit in your soup to tell you their game is good. I haven't seen many of them. It's mostly due to the fact that the game isn't as good as Melee, but at least they aren't completely immature about it.KF has admitted multiple times he prefers Melee and 64, merely that he 'likes' Brawl.
You haven't seen any of the zealous Brawl supporters here, except for possibly KirbyKid himself.
Too mad. =D
Oh! I get it now.I don't even play Melee