Let's just say that the defensive game is better in Brawl then? The sidestep, air dodge and shield are very fast and effective in Brawl.Brawl's shields aren't that great, and they're certainly not universally better.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Let's just say that the defensive game is better in Brawl then? The sidestep, air dodge and shield are very fast and effective in Brawl.Brawl's shields aren't that great, and they're certainly not universally better.
Don't know about that. Braw'ls Airdodge gives less options, spot dodge is essentially on par (minus Brawl's random input delay), and perfect shielding overshadows the rest of the ground game, plus much of the general spacing strategy.Let's just say that the defensive game is better in Brawl then? The sidestep, air dodge and shield are very fast and effective in Brawl.
I agree they are overrated, but they are far far more useful than in the first 2 games of the series. If anything, spotdodges needs to be nerfed or totally removed.Brawl's shields aren't that great, and they're certainly not universally better.
There's a lot of examples out there of why people feel offensively Brawl has issues. Many of those naturally also have to do with the defense.The offensive game isn't poor either.
(when I say meter, I do not mean special meter as in SF, I mean combo counter, my bad)@Teneban
Sounds pretty similar to what I hand in mind for the combo game though IDK if the meters are necessary. Reminds me of BlazBlue though.
If you feel that way, why continue posting in this thread then? After all, the OP is asking a question up for debate.@El Duderino I honestly hate debating, you will realistically never change the other person's mind and even if you "win" that doesn't mean you're right. Debates don't lead to understanding, they lead to stubbornness and arguing and, metaphorically, off of a cliff.
And this is very close to BlazBlue's combo counter. Red is for when the combo is inescable, but it turns blue and tells you where the opponent could have escaped. However, it doesn't turn red if you continue a combo from a read.(when I say meter, I do not mean special meter as in SF, I mean combo counter, my bad)
These (whatever they're called) are useful for beginners, so they can see what is legit, what is cool, and what is unlegit. It's a way to get a feel of the game quickly, but it won't be applied in a smash game I fear, because of the game's original intent to be played in FFA.
You misunderstand. There are differences between a debate and a discussion, the primary one being that debates are about asserting your opinion over someone elses at all costs, while discussion is about sharing opinions and gaining new knowledge and ideas.If you feel that way, why continue posting in this thread then? After all, the OP is asking a question up for debate.
I really don't want to get in another pointless tangent, in this case over your negative connotation with a type of discussion involving two opposing viewpoints.You misunderstand. There are differences between a debate and a discussion, the primary one being that debates are about asserting your opinion over someone elses at all costs, while discussion is about sharing opinions and gaining new knowledge and ideas.
Being able to cancel hitstun definitely doesn't give either player more of an advantage, as both players have it at their disposal. That said ssbwiki does a good job explaining some of the consiquences:It's definitely less offensive than Melee, but it's not all projectiles and pokes. It doesn't give the other player the advantage, and in a lot of cases you have more time to react. All the less hitstun really does is give your opponent a chance if they're quick enough.
There certainly is a delayed window, so I wouldn't call Brawl's hitstun completely pointless either. It is just a bit odd of a decision.Being able to cancel hitstun does not make hitstun pointless. The first thing you can do is airdodge. Then you can a moment later use an aerial. So basically you know your opponent cannot jump, use a special or such. He can only airdodge or attack and you know they can't attack immediately. Only dodge. It's still a weird mechanic to add and I don't know why it was implemented.
You are confusing me, I said nothing at all along those lines. I'm just not keen on the idea of canceling hitstun, especially in the form of an attack. It takes what should be a dependable resulting penalty for being hit and arbitrarily messes with it. It does reduce the ability to combo, but at the expensive of the underlying system. Canceling hitstun is just not an ideal solution, that is if you consider combos to be a problem in the first place.@El Duderino you're making it sound like, at any time during the hitstun, they can airdodge.
The problem is canceling knockback does not follow the rhyme or reason of the underlying rules of the game. When you get hit, you expect to be unable to attack for a given amount of time depending on the attack and %. Breaking that rule adds an element to the game that is counter intuitive by going against expectations.You're confusing me. If that's not what you're saying, why is there a problem? The hitstun is still there, it just doesn't last until knockback is over.
I agree with you. As a long time street fighter, marvel vs capcom player, I've always known combos. But what makes brawl so appealing to me is it's not so much about muscle memory combos as it is anticipating your opponent, reacting quickly, and thinking on the fly. For this reason, i love brawl more than melee, and i think it's also why PS all stars isn't as enjoyable (though it is fun), because its combo centered and It doesn't feel like defense really has any reward. In smash, defense can win you a match as much as offensive awareness. to me.....Its nice we have smash games which shows us the extremes.
Smash64 had legitimate inescapable, 0% to death combos.
Brawl was the almost exact opposite. Most hits in the game will never lead into another guaranteed attack at any percent.
With brawl, a competitive scene did develop for it despite not being combo heavy. If anything, we see that the game becomes much more dependent on winning every single engagement instead of winning on a single engagement and getting free hits off of it.
However, we do know there was a general split between brawl and melee. Why? In part I believe its because Combos were largely removed. There is something very satisfying about continual hits and leading a combo into a KO. Its gets hype tournaments when such things happens and is enjoyable to the person getting the combo.
Being too combo heavy is not enjoyable either. Smash64 is the scapegoat on this one. Most high level matches in smash64 I come across are many one hit deaths. This to me is really depressing to play in a match on the receiving end. Make one mistake and you lose a stock.
In the end, I think melee does this very well. It gives you the opportunity for combos, but most are not 0% to death. Even if they are you do have mechanics that allow for some mix-up on the defensive end that leads to many improvised combos and keeps it interesting. Even then, a combo can be dropped quite often making the game a bit more forgiving on mistakes.
I'm not saying you don't eventually learn, I'm just saying it's really not an ideal method to dampen combos. It's just too much foundationless tampering, resulting in momentum canceling and yet another deterrent to playing offensively.Then you learn and expect the right thing. Here's a nice chart for you.
Couldn't agree more. It's something I hope with Namco they further explore, not stifle.I am especially a fan of comboing based off of reads. That should always be a part of the game and rewarded.
You misinterpreted my take and I clarified. Find it a little strange that now I'm being criticized for trying to word it better for you. Again I never intended to change your mind, just lay the pros and cons on the table so we can all better understand where everyone is coming from.You're just repeating the same thing over and over, I'm not gonna just magically understand you don't change/expand on what you're saying. This is going nowhere, I see that you just really don't Brawl and I think your dislike of this mechanic is rooted to that.
Certainly some truth to that, though they are fewer in number.Is thread implying brawl doesn't have combos? Brawl has combos, and they're actually more reliable then melee's.
First off, no you didn't. You said your point, I said I didn't understand, you clarified. I responded, you then said "That's not what I was saying, I was saying [same thing I just told you I didn't get]". I'm criticizing you for doing the opposite. Second, not only did you completely fail to do that, but that's a textbook debate.You misinterpreted my take and I clarified. Find it a little strange that now I'm being criticized for trying to word it better for you. Again I never intended to change your mind, just lay the pros and cons on the table so we can all better understand where everyone is coming from.
And here you go, trying to place blame and make accusations. And it's not a "bias witch hunt", it's that every one of your opinions I've seen is so tightly rooted to Melee that it's kinda obvious which side you're gonna take with everything. I never said that was a bad thing, though.If you want to turn this into a bias witch hunt, go ahead. I just don't think anyone will respect you for it. Besides, I thought you wanted to avoid discussions going off the cliff. You've just enacted one of the easiest ways for that to happen.
Namco usually in their fighting game rewards you for good reads. They definitely know the basics of making fundamentally sound fighting games. Execution can sometimes be a problem though, especially in Soul Calibur. I haven't played SCV, but I heard it has better balance than SCIV, which had those 3 awfully balanced Star Wars guest characters.Couldn't agree more. It's something I hope with Namco they further explore, not stifle.