XSilvenX
Smash Lord
The difference with me is..actual experience rather than more "theory fighter"..
As for the other topic at hand...
First off I wanna say that I honestly think a lot of the people in here are scrubs (scrubs with good language skills mind you and very persuasive at that).
It's a sad day when people are trying to make AD less effective given how EASILY punishable it is. The funny thing is, since most of the NYC players have been playing Brawl+ MOST people don't even air dodge as much as some of you guys make it seem. So to see you guys complaining about how OP it is really makes me think you guys are bad players. For the most part, if someone gets the chance to airdodge...YOU'RE doing something wrong and not setting up your combos properly or not using the right moves for combos that have stun potential and yes EVERY character has them....Don't tell me bull about how Falcon has an advantage because he has a lot of high stun moves. I was playing with Ninjalink the other day and he went RANDOM and was doing combos with almost every character. It's a matter of finding the right moves that combo. Every char has them and for the most part everyone has combos at low percents. You guys SERIOUSLY wanna make airdodge less powerful when in Brawl+ it isn't even all that powerful. To me it belongs in the "unnecessary changes" bin right alongside shortening ledge grab distance From what I see many of you guys just loooove playing theory fighter with how you make these decisions. I just got done watching 50+ replays from the Brawl+ smashfest (working on a combo vid) I hosted and I fail to see this over powered airdodge that you guys wanna nerf so badly. If you have a problem with people air dodging out of your combos I find that sad because it really shouldn't be happening..
Let me show you how most people get out of combos from what I've seen..
1.Unpredictable DI - Defender goes off course and the Aggressor screws up his followup and drops the combo due to bad positioning.
2.Opponent goes too far - Aggressor uses a move that's too strong and hits the Defender a little bit too far out of "combo range"
3.Hitstun wearing off - Hitstun wears off and the Aggressor gets punished by the Defender's aerial.
4.Airdodging out - Hitstun wears off and the Defender airdodges to the ground or past the Aggressor.
Isn't it weird how the top 3 are legit ways of getting out of combos that we all approve of? I hope you guys see my point. Just incase you don't I'm stating that from my experience with TOP players (not scrubs...not mid-level..not mediocre. All good TOP players that consistently place in vBrawl tournaments and fully understand the mechanics of Brawl+) airdodging in many cases isn't exactly the best option if you want an ADVANTAGE. It will get you out of combos in the case the opponent messes up or your godly DI throws you off so much that you get the ability to but a good player knows when not to chase.... If you seriously get AD'd on in Brawl+ then you're being a little too aggressive ...you can't always chase especially when you see that the Defender's DI trajectory is way off course.
Oh and if you seriously doubt my credibility just youtube my name. Seriously though guys..? From what I read Finns7, Dantarion and goodoldganon are the only guys who seem to understand. And please let us not forget that the only reason airdodging wasn't this much of a big deal in Melee was because Melee's airdodge was bad...VERY bad. So now when we have a viable airdodge it's too powerful, even though it isn't. LOL @ bad players.
Exactly, another person that THINKS and doesn't blindly make things "harder" for the sake of straying away from vBrawl more.Altering the ledge grab range can also limit some options. Snake might not be able to safely sweetspot the edge by hugging the stage with a rising airdodge after cypher. Other things like recovering a bit lower after a dair, sometimes underneath the edge. Potentially a safe mix-up. Basically these are good options that don't need to be removed. Good options that can be taken advantage of smartly does not equal anti-competitive.
As for the other topic at hand...
First off I wanna say that I honestly think a lot of the people in here are scrubs (scrubs with good language skills mind you and very persuasive at that).
It's a sad day when people are trying to make AD less effective given how EASILY punishable it is. The funny thing is, since most of the NYC players have been playing Brawl+ MOST people don't even air dodge as much as some of you guys make it seem. So to see you guys complaining about how OP it is really makes me think you guys are bad players. For the most part, if someone gets the chance to airdodge...YOU'RE doing something wrong and not setting up your combos properly or not using the right moves for combos that have stun potential and yes EVERY character has them....Don't tell me bull about how Falcon has an advantage because he has a lot of high stun moves. I was playing with Ninjalink the other day and he went RANDOM and was doing combos with almost every character. It's a matter of finding the right moves that combo. Every char has them and for the most part everyone has combos at low percents. You guys SERIOUSLY wanna make airdodge less powerful when in Brawl+ it isn't even all that powerful. To me it belongs in the "unnecessary changes" bin right alongside shortening ledge grab distance From what I see many of you guys just loooove playing theory fighter with how you make these decisions. I just got done watching 50+ replays from the Brawl+ smashfest (working on a combo vid) I hosted and I fail to see this over powered airdodge that you guys wanna nerf so badly. If you have a problem with people air dodging out of your combos I find that sad because it really shouldn't be happening..
Let me show you how most people get out of combos from what I've seen..
1.Unpredictable DI - Defender goes off course and the Aggressor screws up his followup and drops the combo due to bad positioning.
2.Opponent goes too far - Aggressor uses a move that's too strong and hits the Defender a little bit too far out of "combo range"
3.Hitstun wearing off - Hitstun wears off and the Aggressor gets punished by the Defender's aerial.
4.Airdodging out - Hitstun wears off and the Defender airdodges to the ground or past the Aggressor.
Isn't it weird how the top 3 are legit ways of getting out of combos that we all approve of? I hope you guys see my point. Just incase you don't I'm stating that from my experience with TOP players (not scrubs...not mid-level..not mediocre. All good TOP players that consistently place in vBrawl tournaments and fully understand the mechanics of Brawl+) airdodging in many cases isn't exactly the best option if you want an ADVANTAGE. It will get you out of combos in the case the opponent messes up or your godly DI throws you off so much that you get the ability to but a good player knows when not to chase.... If you seriously get AD'd on in Brawl+ then you're being a little too aggressive ...you can't always chase especially when you see that the Defender's DI trajectory is way off course.
Oh and if you seriously doubt my credibility just youtube my name. Seriously though guys..? From what I read Finns7, Dantarion and goodoldganon are the only guys who seem to understand. And please let us not forget that the only reason airdodging wasn't this much of a big deal in Melee was because Melee's airdodge was bad...VERY bad. So now when we have a viable airdodge it's too powerful, even though it isn't. LOL @ bad players.