i guess i was trying to be modest, Axe. i still think you're a bit better than me. regardless, thanks bro
the one thing i ask of anyone attempting to truly comprehend my theory is to realize that it has to do with
theoretically perfect play. Axe, versus a theoretically perfect opponent, your shffl'd nairs will always get punished by a DD away -> grab/pivoted aerial just as they did vs me in the Genesis 2 crew battle (that was close to the best i've ever played in public lol). the reason for this is that jumping forward commits you to that forwards motion in Melee, and if your opponent is able to react in time and counter it, it is a favorable position for him, not you. in general, approaching is bad at theoretically perfect play because the approacher becomes committed to an action while the defender does not. this means that if the defender can react fast enough, he should always come out on top.
the reason i'm so concerned with theoretically perfect play is that, 10 years into this game, top pros are coming pretty damn close to it. i don't doubt that your aggressive, overwhelming style is GREAT vs the average player. pikachu's shffl'd nair probably doesn't even give the opponent 5 frames to punish it accordingly before it hits them; this time frame is
way too brief for the average player to react to. what i'm proposing, however, is that you are always giving a perfect opponent the advantage by nairing into them. in today's metagame, this is a legitimate concern; people are THAT good.
unknown522 said:
Hax, you most definitely shouldn't have used MvC games as a comparison, or a traditional fighter. Also, a lot of players camp/turtle for a punish in those games as well. Even with the high incentive to approach, a lot of top players still don't in those games.
I mean, I get what you're saying, but you probably should've used a game like 3rd Strike as an example.
the only purpose MvC3 served in my OP was to provide an example of a game in which playing offensively comes with plenty of benefits. IMO, it did an adequate job of that. there is no universal rule that dictates offense > defense, or defense > offense in MvC3; at least not in today's metagame.
oh yeah, something else i forgot about traditional fighters: Chip Damage. in traditional fighters, barraging your opponent's block with special moves deals chip damage. chip damage comes out of your opponent's health and is a legitimate threat, unlike Melee's counterpart: shield breaking. when you hit someone's shield in Melee, it slowly deterioriates - so slowly to the point where having your shield broken is considered embarassing. in addition, the only characters that pose a legitimate threat to break your shield are Fox, Falco, and Peach; the rest of the cast doesn't sufficiently rush someone to leave their shield. offense is, once again, underpowered.