BrawlLover
Smash Champion
then you should give melee a chance
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Aww some things change but others . . .^^^^ Good to see that people read what others have posted before posting redundantly.
What the hell?Melee defiantly takes more skill than brawl! i know some guys who kill me on brawl but i kill them on melee!
So....the difference is because the counter attacks are on the ground (which doesn't matter) and you can stuff people's approaches with another higher priority attack (which you admitted happens in smash but in a smaller degree)? All I have to say is that the ground thing is arbitrary, footsies is still basically spacing, and yes in smash you hit people all the time with a higher priority attack it happens all the time.stuff
.....Melee defiantly takes more skill than brawl! i know some guys who kill me on brawl but i kill them on melee!
The newest guilty gear came out on wii, its awesome !I wish I was as good at Guilty Gear as I am in Melee. :3 I have a PS2 and have no Guilty Gear either. : <
http://www.youtube.com/watch?v=oRlPCu88I80Never played starcraft. I know its huge, but I never looked into. Mainly cause my pc sucks. So anyone wanna give me a good video of starcraft? One that shows why its soo good?
But is starcraft fun?I just bought starcraft just because of this thread, it's great, but I REALLY suck.
http://www.youtube.com/watch?v=oRlPCu88I80
Any computer made after 1998 can run starcraft. Its minimum requirements are:
Windows 95
90 MHz processor
19 MB ram
DirectX compatible (any version, lol)
640x480 8-bit display
If your computer doesn't have that, then you probably have trouble viewing image files. Seriously.
To see your computer's capabilities, click start, then run, then type "dxdiag" and press enter. You probably have enough processing power to run starcraft at least 5 times over, even if your computer is trash and can't run any new games.
I have to be one of the few people that liked WC3 more than SC (I still play it a bit). Maybe because I actually enjoy micro over macro? Either way, both absolutely excellent games, and are great choices for anyone wanting to get into an RTS. Here's to hoping SC2 is just as good.WC3 however isn't so much worse than Starcraft. SC has a lot going for it, which is why people are dying for SC2, also most likely Blizzard will not screw up the balance of the game even by adding new units.
In smash, you do not adlib each combo you perform. After you land an attack, there are a limited number of ways an opponent can DI. Many characters such as Marth and C.Falcon have enough range and speed to cover any of these options on reaction, due to the huge freedom of movement in smash.So, let me get this straight, your comparing a game with preset button combinations to a game where you literally adlib each combo you perform?
With the exception of Fox, the amount of frames you have to input the command to wavedash is pretty lenient. Additionally, you are using the technique that requires the most tech skill in melee to pull off for just 1 character as an example of what is normally required to perform well in melee as a whole. But let's look at some other games shall we?Let's break it down. To perform a shuffled drill shine you have to press the following button combinations,
-Short Hop, pressing down on X/Y for (in Fox's case) less than 3 frames (you finger must have left the button after 2 frames, or 1/30th of a second).
-Press down+A or down on the C-Stick.
-Press down on the control stick to fast fall the attack.
-L Canceling the Drillkick (you must press L/R/Z 6 frames before hitting the ground, or on the frame you hit the ground, which in total gives you 7 frames or slightly more than 1/6th of a second to hit it).
-The L canceling means the lag after the attack is canceled after 9 frames (instead of 1, meaning 10 frames after the attack is the soonest you can shine, the closer to the 10th frame the better.
-Shine, press down B, it hits on only the first frame, or 1/60th of a second.
-Wavedash out of the shine as soon as possible (after the 4th frame that the shine comes out [IIRC]). To wavedash, press X/Y, followed by L/R and a direction. You must press this before the 4th frame because on the 4th frame Fox leaves the ground and jumps (therefore press L/R within 3 frames or 3/60th's of a second).
-Every wavedash with every character has 10 frames during which you cannot do anything (which is why you can't always attack during a wavedash with characters whose sliding animation ends before the 10 frames of lag is up). After this 10 frames you have to make a decision, all this set of moves did was begin a combo. That's it, and all of this happens in around 1-2 seconds time (the majority of this time is spent before you initiate the drill kick in the air, IE the frames during which you are jumping upwards).
This is just filled with ignorance and flawed logic. Yes, smash does a lot with two attack buttons. Yes, other fighters have more attack buttons. Since other fighters have more attack buttons, they can also take the same advantage of directional inputs + attack buttons to create a greater variety of attacks than smash can with just 2 buttons.Wow, two buttons certainly can do a lot. Traditional fighters decided to expand on the number of combinations by doing 2 things. 1)added more buttons to the arcade (from 2, to 3, to 4 to 5, to 6 and so forth) and 2) made the buttons combinations longer, essentially just adding to the order of memorized buttons you need to press. Is there frame specific timing required? Not for pulling off combinations, but yes, for some things (for example parrying), you must time things very very precisely. However, the length of time you hold a button has no bearing on anything (for most traditional fighters). In traditional fighters its more a game of rock-paper-scissors on who can predict the other persons button combination and then choosing the best button combination to counter this. You you need to time on button after another? Not really, just enough so that the computer can register a combination as a chain and not two separate actions.
The fact that you are winning that many matches spamming only 1 attack implies that your competition is terrible and that you have an abusable attack. Every fighting game uses movement to create openings. It's just not as easily apparent because it isn't as flashy as smash or marvel. Forward dash, backdash, hell even just walking back and forth out of poke range is a way to create openings through movement. Ever seen sagat's cr. fierce in cvs2 or chun's fierce in third strike? These moves are effective because the players are maintaining a range where that poke outranges or outprioritizes the pokes of their opponent through subtle movement. Just because characters have larger hitboxes and smaller environments in traditional fighters does not mean that spacing isn't important. This is where footsies come into play, which was explained very well previously:Now, in most traditional fighters, you don't have movement fakes, you can attempt to get your opponant to wrongly predict a move, but it is only by using other moves that you can do so. In Smash, because of double jumping and wavedashing you have both on the ground movement jukes/feints and in the air jukes/feints. The result, anytime I play 99.998% of the people who own SSBM I will win, usually without losing a single stock. I could actually degrade the game into a SINGLE attack, a simple tilt even, and still win because I can create openings by movement. How can such a concept be represented in numbers? The number and ways to juke can be infinite yet they don't actually take up any buttons (unless you want to use wavedashing, but it doesn't require an attack button).
lordXblade's explanation of footsies and the high/low mixup game is also relevant in addressing the following:Footsies, explained in a disgustingly simple way, are when I stand barely outside the range of your farthest attack, and when you hit a button, I hit my highest priority button and beat it. Smash has some of that, yes, like for punishing smash attacks, but not to the insane degree that games like ST and CVS2 do. They are not the same by a long shot because smash isn't based on a ground game, and footsies are all about the ground game. Poking, zoning, and high/low mixup are completely foreign concepts to smash, but are crucial elements of the Street Fighters.
Shielding in smash is its least complex aspect. It blocks your entire body. Thus, you don't have to worry about high/low mixups or crossups. You only have to worry about throws and shield break.Even shielding (AKA blocking) in Smash is incredibally complex. For starters, you have two types of shield, light and full. Each type will give you a differant result and will last a certain amount of time (IIRC 5 seconds versus 8 seconds). It not just the shield that matter though, its how you get out of it. The ability to jump cancel the shield added a huge amount of depth to the defensive tactics in Smash. In any other figher you can block until you run out of room, in Smash, it is possible to actually run away from your opponant for an entire match. Think about that for a second. Running away, for an entire match. When you block in any other figher you almost always have to exit the block by attempting to attack/counter the opponant. In Smash you can simply wavedash out of the shield away from them, forgoing the actual fighting until the defender chooses to engage or the offender predicts the opponant correctly.
Do you seriously think you don't do that in other fighters?Like many have said already, Melee is matched by many fighting games on technical skill. It's the element of actually planning every little move you make that sets Smash apart from other fighting games.
Absolutely amazing post, except this isn't entirely true. Your shield moves with the direction your control stick is in, and if you don't have your shield angled correctly to correspond to your opponent's attack, you can get stabbed.Shielding in smash is its least complex aspect. It blocks your entire body.