Papapaint
Just your average kind of Luigi.
SOME PEOPLE ARE UNDER THE IMPRESSION THAT I'M PARADING THIS AS SOME UBER-REVOLUTIONARY TECHNIQUE. I AM NOT. THE ONLY THING OF IMPORTANCE IN THIS POST IS THE CHANGE IN ATTACK DI--NOTABLY, THE FACT THAT YOU MUST DI BEFORE AN ATTACK IN BRAWL, WHEREAS MELEE ALLOWED YOU TO DI AFTER. TRYING TO DI THE SAME WAY IN BRAWL AS YOU DID IN MELEE MORE THAN HALVES YOUR DISTANCE AND WILL GENERALLY GET YOU PUNISHED.
So MOST BASICALLY:
In MELEE, you could DI DURING or AFTER an attack and get the desired result.
In BRAWL, you must DI BEFORE you attack to get the same result.
Behemoth and I spent the better part of 3 hours online with one another, talking over AIM while trying out different strategies. During this time, we found an absurdly useful technique that took a great deal of advantage away from the defensive player.
Here's what we did. The technique is both simple and difficult at the same time; useful, but not game breaking. It's basically an abuse of the DI system in the same way B-sticking is. Take a character with a fast, long-range fAir, like Marth. Approach your opponent, then short hop. About halfway through the jump, you'll DI backwards and do your fAir at the same time. Here's where it gets tricky... you need to be DIing backwards BEFORE you start your fAir. The result is an approaching, nearly ground-level attack with enough DI to allow you to actually retreat far out of grab/OOS attack range.
The easiest way to perform this action is to short hop towards your opponent, slam the control stick back, and at almost the same time, slam your c-stick forward. It is, as Behemoth pointed out, a very noisy technique. You'll know you're doing it right if the following 3 conditions occur:
1. You attack at the peak of your jump.
2. As you attack, you have 0 momentum.
3. After the attack, you move backwards, and land very near the spot from which you originally short hopped.
Now, to be honest, this technique, if it proves to be as effective as we found it to be, will absolutely create divisions between characters. Some characters do better with this. Also, some characters can RAR with this, and some can't. But it does add to the game itself.
I know this doesn't sound amazing, but think of it this way... as melee players, how many people were trying to find ways to fastfall their aerials, or otherwise cancel lag in a similar manner to melee? I know that until today, I would SHFF and try to get out another move as quickly as possible. Each time I was soundly punished, as I'd always be within range.
Our responses after another hour of playtesting:
(2:23:54 AM) Me: that was crazy though
(2:24:02 AM) Behemoth: also, mixing it up with overshot ff'd bairs works
(2:24:12 AM) Behemoth: and it WILL train the opponent to jump and intercept
(2:24:12 AM) Me: this is definitely going to put some characters wayyyy above others though
(2:24:16 AM) Behemoth: yeah
(2:24:19 AM) Behemoth: MARTH MUCH?
Now then, we know this technique isn't particularly difficult. We also know it's not super game-breaking. But we do know that this is a significant first step in stepping outside of our current frame of reference, and working on developing this new game. This discovery has effectively added a whole new method of approach to the game--a much more difficult to punish approach, too. Most characters have fast enough Fairs--again, Marth--that even if the opponent perfect shields, they still aren't in a good position to retaliate.
http://www.youtube.com/watch?v=E2MYzzegp90
This video shows us trading off offensive/defensive. I start on the offensive. Note how difficult it is for diddy to truly punish my approach.
http://www.youtube.com/watch?v=KnJEDa0uqLw
Here it is in an actual game situation.
So MOST BASICALLY:
In MELEE, you could DI DURING or AFTER an attack and get the desired result.
In BRAWL, you must DI BEFORE you attack to get the same result.
Behemoth and I spent the better part of 3 hours online with one another, talking over AIM while trying out different strategies. During this time, we found an absurdly useful technique that took a great deal of advantage away from the defensive player.
Here's what we did. The technique is both simple and difficult at the same time; useful, but not game breaking. It's basically an abuse of the DI system in the same way B-sticking is. Take a character with a fast, long-range fAir, like Marth. Approach your opponent, then short hop. About halfway through the jump, you'll DI backwards and do your fAir at the same time. Here's where it gets tricky... you need to be DIing backwards BEFORE you start your fAir. The result is an approaching, nearly ground-level attack with enough DI to allow you to actually retreat far out of grab/OOS attack range.
The easiest way to perform this action is to short hop towards your opponent, slam the control stick back, and at almost the same time, slam your c-stick forward. It is, as Behemoth pointed out, a very noisy technique. You'll know you're doing it right if the following 3 conditions occur:
1. You attack at the peak of your jump.
2. As you attack, you have 0 momentum.
3. After the attack, you move backwards, and land very near the spot from which you originally short hopped.
Now, to be honest, this technique, if it proves to be as effective as we found it to be, will absolutely create divisions between characters. Some characters do better with this. Also, some characters can RAR with this, and some can't. But it does add to the game itself.
I know this doesn't sound amazing, but think of it this way... as melee players, how many people were trying to find ways to fastfall their aerials, or otherwise cancel lag in a similar manner to melee? I know that until today, I would SHFF and try to get out another move as quickly as possible. Each time I was soundly punished, as I'd always be within range.
Our responses after another hour of playtesting:
(2:23:54 AM) Me: that was crazy though
(2:24:02 AM) Behemoth: also, mixing it up with overshot ff'd bairs works
(2:24:12 AM) Behemoth: and it WILL train the opponent to jump and intercept
(2:24:12 AM) Me: this is definitely going to put some characters wayyyy above others though
(2:24:16 AM) Behemoth: yeah
(2:24:19 AM) Behemoth: MARTH MUCH?
Now then, we know this technique isn't particularly difficult. We also know it's not super game-breaking. But we do know that this is a significant first step in stepping outside of our current frame of reference, and working on developing this new game. This discovery has effectively added a whole new method of approach to the game--a much more difficult to punish approach, too. Most characters have fast enough Fairs--again, Marth--that even if the opponent perfect shields, they still aren't in a good position to retaliate.
http://www.youtube.com/watch?v=E2MYzzegp90
This video shows us trading off offensive/defensive. I start on the offensive. Note how difficult it is for diddy to truly punish my approach.
http://www.youtube.com/watch?v=KnJEDa0uqLw
Here it is in an actual game situation.