MookieRah
Kinda Sorta OK at Smash
Seeing how a lot of game mechanic discussion has died down recently I'm opting to start a new discussion up. I was talking to a friend of mine and realized a few things I hadn't thought before in terms of brawl competitive play. I would appreciate well thought out replies to this, as I do not want it devolving into one word statements of praise or flaming early on (I say early on cause I know that later in the thread this will happen).
It has been pretty well documented that shield grabbing in Brawl will be more prevalent than it was in Melee (at least in the early metagame). Shield stun seems to be reduced and because of this it allows for the defender to take advantage of aerial assaults quite often. This would prevent a lot of common strategies of faster characters. All too often in Melee you will see people adopting an incredibly aggressive suppression game that is the culmination of quick aerials l-canceled followed by quick ground moves. This won't happen as much in Brawl, because one can't simply toss out moves quickly to overcome one's defenses. In other words, people would have to make their approaches more cautiously and with more thought behind it.
After thinking about it for a while I can see this being a good thing in the long run. While the displays of incredible tech skill of the speedy overwhelming air to ground games are impressive, the strategy itself was not very thought intensive. Sure, there were a lot of defensive options available and the aggressor couldn't just mindlessly go about it, but due to this being the predominant strategy of all fast characters it didn't lend much to thinking in terms of how to handle opponents. This also got me thinking about the speed vs power issue.
When fast characters battle it out in Melee things go back and forth; however, when a fast character plays against a slower character it is quite a struggle for the slower character to handle. Because the slower character has less quick aggressive options, he is forced to play a defensive game most of the time. This makes things an uphill battle. If the speedy character is doing his job right, speed will determine who is in control of the match; however, in Brawl, the person on defense can nip the suppressive game in the bud by being able to shield grab their shffl approaches immediately, then suppression would be a thing of the past.
With suppression out then the balance of speed and power does not simply default to speed. Fast characters still have the advantage when it comes to setting up opportunities and getting in hits, but they will have to get considerably more hits than the powerful characters. This to me is a great thing in regards to balance.
The only problem with all this is if the defensive options are more powerful than the offensive options overall. If this is the case then the game will merely end up being overly campy and overall bad. I would say that having better offensive options than defensive is better than this scenario, because it creates an atmosphere that is set on fighting, but if turtling is the dominant strategy than the meta game could potentially get very boring indeed.
It's way to early to be worried about this happening though, so there is no point in ranting and raving about how much it would suck if this is the case. [Edit] That said, I'd like to hear people discuss potential problems with defense vs offense based off the information we know, because I know a lot of competitive players do worry about this. [/Edit]
It has been pretty well documented that shield grabbing in Brawl will be more prevalent than it was in Melee (at least in the early metagame). Shield stun seems to be reduced and because of this it allows for the defender to take advantage of aerial assaults quite often. This would prevent a lot of common strategies of faster characters. All too often in Melee you will see people adopting an incredibly aggressive suppression game that is the culmination of quick aerials l-canceled followed by quick ground moves. This won't happen as much in Brawl, because one can't simply toss out moves quickly to overcome one's defenses. In other words, people would have to make their approaches more cautiously and with more thought behind it.
After thinking about it for a while I can see this being a good thing in the long run. While the displays of incredible tech skill of the speedy overwhelming air to ground games are impressive, the strategy itself was not very thought intensive. Sure, there were a lot of defensive options available and the aggressor couldn't just mindlessly go about it, but due to this being the predominant strategy of all fast characters it didn't lend much to thinking in terms of how to handle opponents. This also got me thinking about the speed vs power issue.
When fast characters battle it out in Melee things go back and forth; however, when a fast character plays against a slower character it is quite a struggle for the slower character to handle. Because the slower character has less quick aggressive options, he is forced to play a defensive game most of the time. This makes things an uphill battle. If the speedy character is doing his job right, speed will determine who is in control of the match; however, in Brawl, the person on defense can nip the suppressive game in the bud by being able to shield grab their shffl approaches immediately, then suppression would be a thing of the past.
With suppression out then the balance of speed and power does not simply default to speed. Fast characters still have the advantage when it comes to setting up opportunities and getting in hits, but they will have to get considerably more hits than the powerful characters. This to me is a great thing in regards to balance.
The only problem with all this is if the defensive options are more powerful than the offensive options overall. If this is the case then the game will merely end up being overly campy and overall bad. I would say that having better offensive options than defensive is better than this scenario, because it creates an atmosphere that is set on fighting, but if turtling is the dominant strategy than the meta game could potentially get very boring indeed.
It's way to early to be worried about this happening though, so there is no point in ranting and raving about how much it would suck if this is the case. [Edit] That said, I'd like to hear people discuss potential problems with defense vs offense based off the information we know, because I know a lot of competitive players do worry about this. [/Edit]