Grunt
Smash Master
In what way is this realistic?I feel that it makes if more realistic.
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In what way is this realistic?I feel that it makes if more realistic.
You can't break out of tumble with an airdodge in Melee. You can break tumble by wiggling your control stick, doing an aerial, doing a B move, or using your double jump, though they all break tumble at the same time; once hitstun is gone.Or when they actually happened because the combos had, you know, adequate hitstun. Or just enough to prevent you from airdodging (since airdodging isn't instantaneous) out of it.
There were plenty of those, though most 4+ hit combos were due to bad DI.
Actually, at a tournament I went a few weeks back we ran Brawl and Melee. The #1 Melee Player in NC came up and wiped the floor with everyone in Melee. He played in the Brawl tourney too as Wario. He made it all the way through the whole tourney with Wario until he played a decent (and I do enfasize decent) Snake.Really...****, I need to start playing Wario then,.
Then techniques and ways and mindgames will and can be developed to indeed avoid all damage. It does take skill and it does take good reflexes to avoid what damage will come your way period, it is in my opinion that the lack of hit stun can only serve to make people develop their mindgames game even more. Whether this can be done without inescapable combos, wavedashing or etc etc, is also up to other's opinions. I disagree completely with Gimpyfish and believe it is only possible for progression to go forth at least when it comes to a game like Smash Bros.How can it progress more strategically when there are no combos or AT's? The most technical it'll get is avoiding all damage. Match timers will have to be changed to 12 minutes and what not. Just my biased opinion.
vids?Everything said in this thread became voided the second Futile's Wario beat DSF's Snake two tournaments in a row.
Checks back a page...Oh come on, you can't just say that. My last two posts in here have been nothing but cold hard facts.
Would a player not be wise to minimize the occurrence of random chance if they know the variables that effect tripping? In my case, I usually go 4-5 matches between trips. I don't think anyone would suggest NOT running, but a random variables likelihood of insertion (tripping because cause by dashing, for example) will increase with the number of times that variable has the opportunity to be introduced. If you give yourself a chance to trip 200 times a game, and I give myself a chance to trip 100 times a game, and you happen to trip twice as often as I do, then who is playing smarter? Furthermore, if I can do this without limiting options or by selecting better options, wouldn't minimizing the chance of tripping be a GOOD decision?There is no strategy involved in tripping. It's a random occurrence. The act of avoiding tripping by not running at all is only limiting your play by being unnecessarily safe against tripping.
This is not at all a cold hard fact, the sentence you just wrote could just as easily be applied to Melee as well, except I think we both know this sentence is untrue (hence why it can't be applied to Melee or Brawl).The only emphasis on mindgames is the one to be found for players with poor reflexes. Just react, it'll do you as much good as predicting, except that you'll do everything right instead of occasionally guessing wrong.
would you direct me to the topic that proves this varible does exist? i haven't been browsing the brawl boards that often lately and the last i remember of such a topic, there was still no conclusive evidence.Would a player not be wise to minimize the occurrence of random chance if they know the variables that effect tripping? In my case, I usually go 4-5 matches between trips. I don't think anyone would suggest NOT running, but a random variables likelihood of insertion (tripping because cause by dashing, for example) will increase with the number of times that variable has the opportunity to be introduced. If you give yourself a chance to trip 200 times a game, and I give myself a chance to trip 100 times a game, and you happen to trip twice as often as I do, then who is playing smarter? Furthermore, if I can do this without limiting options or by selecting better options, wouldn't minimizing the chance of tripping be a GOOD decision?
That some don't want to do this is a fault within themselves. True, its sucks that such a variable exists, but choosing to ignore the variable will net poorer results then figuring out ways to work around it, work with it, or minimize its impact.
I almost wish it would accumulate more quickly just to get the match over with. lol1-3% damage accumulates more quickly than you might think.
My point that you can't refute was that those two posts on that page were indeed fact. I was just messing with you since you used a blanket statement : PEDIT: In regards to the two posts on this page, what is your point that I need to refute? Do they somehow show that the game will become only about defense?
Yea, I agree with you in the fact that camping is much more accessible in Brawl, and that it can be very easy.\
Melee was more about outthinking the opponents moves and chaining together combos from there. Brawl is more along the lines of "waiting for them to mess up and then punishing the hell out of it".
Pressing L works pretty good on minimizing tripping.Would a player not be wise to minimize the occurrence of random chance if they know the variables that effect tripping?
MASH THAT DOWN+A AND CATCH THE POKEMON BETTERPressing L works pretty good on minimizing tripping.
XD
First, wouldn't it be a problem to hinder yourself, consciously, throughout a match to avoid tripping? I mean, it doesn't matter if you didn't trip in a match, if you lost it. Personally, I hate tripping, but if I tripped four times in a match and won because the other person was going out of his way to avoid tripping, I still won. Just a consideration.If you give yourself a chance to trip 200 times a game, and I give myself a chance to trip 100 times a game, and you happen to trip twice as often as I do, then who is playing smarter? Furthermore, if I can do this without limiting options or by selecting better options, wouldn't minimizing the chance of tripping be a GOOD decision
Well I would like to point out I still love Brawl. I certainly could never be brought to say the game sucks, or I wouldnt have played it in the first place. And whether I wanted to go somewhere and play brawl, or play melee, Brawl is the obvious choice for me.WALL OF TEXT
scroll up to read it you lazy *******s
Yea, haha, I didn't mean to write all that as a response to your post. I was going to respond originally and then I kind of just ranted about why I still love Brawl =)Well I would like to point out I still love Brawl. I certainly could never be brought to say the game sucks, or I wouldnt have played it in the first place. And whether I wanted to go somewhere and play brawl, or play melee, Brawl is the obvious choice for me.
On to your points though. I actually knew somebody would probably read what I said that way, I just have no other way I can come with how to put it than calling it outthinking. I guess what I mean to say is, that because the lower hitstun and easy to protect yourself nature of the game unless someone makes a glaring error they are incredibly hard to kill if they dedicate their time to defense. I'm not sure how to word it better than that though.
What are the weaknesses of Melee? I see them not!I see both games weaknesses and strengths (grammar error?), and this can enjoy both. =)
melee is too goodWhat are the weaknesses of Melee? I see them not!
When I play melee, I seem to notice that some of my favorite characters (ROB, Olimar, Pokemon Trainer, Wario) are all missing. Also, some of my favorite stages (Delfino Plaza, Smashville, Pictochat, Yoshi's Island) are absent aswell. Hmm, maybe brawl does have some things that melee doesn't...What are the weaknesses of Melee? I see them not!
Yea Brawl totally has in depth - stage play. Stage play >>>>> than Gameplay. (This would be sarcasm)When I play melee, I seem to notice that some of my favorite characters (ROB, Olimar, Pokemon Trainer, Wario) are all missing. Also, some of my favorite stages (Delfino Plaza, Smashville, Pictochat, Yoshi's Island) are absent aswell. Hmm, maybe brawl does have some things that melee doesn't...
I see where you come from, but I disagree. Every character plays differently. They all have different moves, different weight, speed, you name it. The new physics engine really has no effect on HOW they play. You can't just pick up Zelda, and play her with your MK tactics. You'd get rocked. Nor do many chracters play the same. They are all individual, and not merely different aesthetically. Thats just what I drew from your point. And on to the topic at hand.Yea Brawl totally has in depth - stage play. Stage play >>>>> than Gameplay. (This would be sarcasm)
Personally, I think Olimar was a terrible character to put in a Smash game. He doesn't look like he belongs at all. I love Geno from Mario RPG Legend of the Seven Stars (check the avatar) but Geno would simply NOT work in Brawl. Wario is a good choice IMO since he's actually a classic Nintendo character very similar to Mario/Luigi but PokeTrainer? He's alright but thats simply IMO.
I know I'm bout to piss Brawl fans off but (as has been stated and discussed in the Brawl vs. Melee Balance thread) the characters all feel very similar because of the physics engine. Plus you don't have to learn different timings for every character just to Dashdance, Shffl aerials, wavedash, etc. The characters are very different aesthically but they feel similar but you don't have to really learn the characters like Melee. Brawl characters have less distinction in that respect. Thats I like about characters not so much who they are but how cool there gameplay is. Only reason I like Ike since in reality he's not so great.
Therefore Melee has no objective mistakes. LOL
And that's a great thing.even ginmpyfish cant get over the fact that this is not melee 2.0
What I was saying is that you can minimize tripping and play effectively. A player who only does one (play effectively) but ignores the other (minimizing tripping) would be the less wise one. Yes, it sucks having to take such things into account, but if I win a match because you didn't take the same precautions I did, then it wasn't the tripping that caused your death, it was poor play.First, wouldn't it be a problem to hinder yourself, consciously, throughout a match to avoid tripping? I mean, it doesn't matter if you didn't trip in a match, if you lost it. Personally, I hate tripping, but if I tripped four times in a match and won because the other person was going out of his way to avoid tripping, I still won. Just a consideration.
Secondly, what point have we reached in a game's franchise when you are focused, somewhat, more on the avoidance of bad gameplay mechanics than the fight itself? If you played Halo having to constantly worry about tripping, I hardly doubt people would defend the idea of "playing smart" and avoiding tripping. If you tripped at full speed in that game and you didn't when you crouch walked, it would be just as hindering in Brawl. And would someone have the right to say that you aren't playing smart if you don't constantly crouch walk or at least half the time? No.
It's also missing the Parasol, which is absolutely essential for Falcon Parasol Frenzy.Melee has red shells. Brawl does not.
Melee >>>> Brawl.
Um....development has not started on Smash 4. I don't know how you came to this conclusion, but you're wrong.I see where you come from, but I disagree. Every character plays differently. They all have different moves, different weight, speed, you name it. The new physics engine really has no effect on HOW they play. You can't just pick up Zelda, and play her with your MK tactics. You'd get rocked. Nor do many chracters play the same. They are all individual, and not merely different aesthetically. Thats just what I drew from your point. And on to the topic at hand.
I agree with Gimpyfish, on the point that Brawl will progress backwards. And THAT, my friends, is why development has already started on Smash 4. Theres a thread here on the site somewhere, I'll link it in an edit when i find it. Sakurai knew he screwed up the depth of the game as soon as it was released, he came prepared lol.
I see where you come from, but I disagree. Every character plays differently. They all have different moves, different weight, speed, you name it. The new physics engine really has no effect on HOW they play. You can't just pick up Zelda, and play her with your MK tactics. You'd get rocked. Nor do many chracters play the same. They are all individual, and not merely different aesthetically. Thats just what I drew from your point. And on to the topic at hand.QUOTE]
My point is more pertaining to the feel of chars rather than which moves you use more often and exactly how you set up for them. The "different moves, different weight, speed, you name it" part isn't at all unique to the smash series so no surprises there. The physics engine doesn't effect what moves they have but it does kill everyone's momentum when they run and jump.
Exactly how fast/high someone jumps matters alot more when you've got to wavedash. There are many more specific examples I could get into but my point is that I tend to like a character more if I like thier in-depth gameplay style. The person I orinally quoted did not specify why he liked Olimar,Wario, etc but I can tell you why I love Melee Marth, Falcon, Falco, Y.Link and I'm going under the assumption that my reasons would have more substance to support them where as he was sort of just showing favoritism without explicit objective reasons. Not that identifying with how cool you think your main looks isn't important cause it is but thats simply not enough for me. Melee Ness is a cool char but his advanced gameplay doesn't interset me.