SMBEffect
Smash Apprentice
While I think MookieRah and Gimpyfish made good points, I must disagree. Each smash game is getting more defensive, and less offensive. This was obvious with Melee in that we now had sidestep dodging, airdodging, and other techniques. In smash 64, all we had were attacks to counter, our recoveries, edge hogging, edge guarding, and a small, easy to break bubble shield. In Brawl, we have everything from the previous two smash games, plus nerfed grabs (can't chain or combo much with them), perfect shielding, it's easier to shield grab, multiple air dodging, auto-sweet spotting edges, edge hugging, and so forth. We got TONS OF DEFENSE!
The problem is...we don't know the full game yet. We only know the game AS OF NOW! We've dug in, but we haven't struck our gold yet. With Melee, we found wavedashing. And L-cancelling. And then everything else. We've found tons of small jackpots, but we're DEFINITELY MISSING SOMETHING BIG! I can seriously feel it. Whatever we're missing is really, really, big. Like almost as big of a discovery as wavedashing (though L-cancelling was a better discovery! >_<). I think right now we have to focus getting all around better. I have a pretty good Toon Link right about now. I need, and can get better, offensively, defensively, and with range, grab timing, and my recovery. All of us basically still need to work on those areas. We need to keep improving our game, and keeping our eyes open. And let us not forget the advanced damage system mechanism.
But all in all, I think Brawl was a game made to be a competitive game for 3 or 4 years as the basis of the smash community, not 7. Not to say it isn't deep, it's just diffrent from Melee and smash 64. I think while those two games' competitve scene was DI and combo orientated, Brawl is diffrent. It is simply the basic defenese vs. offense, defense vs. defense, offense vs. offense, air vs. land, land vs. laand, air vs. air, and the combination of the such put into one, along with technical attacks, some advanaced teechniques, and above all, strategy (strategies). The advanced competitve scene gameplay is definitely a much diffrent one, and we still gotta dig around for what exactly it is. Still, good things are found it time, for those who are patient enough to wait, and wait, and wait, and wait. With Melee, we didn't find really anything until 2003. With Brawl, we're just the opposite, but we're not finding what we need to find, and a lot of it is making what we're trying to stop (defense beats all) game play. >_>
I have to agree with the quoted posters. The game hasn't even been out for a month yet, and we're already saying that it's doomed for failure? I'm sure we've only scratched the surface of this game, and like I said previously, it's a brand new game. It took quite a long time for things to be discovered it Melee, and everything we learned built up over the years.At any rate, I feel like Sakurai's a big admirer of a Ju-Jitsu fighting style, e.g. relying on a strong defense to allow you time to wait for holes in your opponent's approach and utilize their mistakes and misplaced momentum against them. Whether he's taken this concept too far and create a campfest for all time remains to be seen. IMO, we really need to stop judging this game until it at least hits its 6 month anniversary. It isn't even a month old in North America.
These two posters basically said it all. Rather Brawl is a new game and we need to play a different style competitively, or we can give it the time we gave Melee and discover new things. Maybe the game is not was Melee was, but can we tell that quite yet? We could certaintly say so after a year or so, but to complain not even a month after release just sounds like a waste of effort.
Why don't we focus our efforts on improving the game, eh?