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Drew is an Oppressive Mod: The Tourney

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
You're making a very faulty assumption that Kal doesn't like Brawl because he isn't good at it. Except that he got 2nd at the last Brawl tournament...come to think of it, both the 2nd AND 1st place winners hate Brawl.
I won! I beat SoS in winners, then we split the grand finals. We were going to Falcon ditto on Hyrule, but realizing that Falcon dittos lose epicness in Brawl, and that my Sacred Combo failed miserably, we decided to agree that we both got first. :chuckle:

Also, I won that crappy New Braunfels tourney. I was technically the best player in Texas before the American release of Brawl. :laugh:

Brawl's terrible. :urg:
 

Broly

Smash Lord
Joined
Feb 27, 2007
Messages
1,119
Location
Houston, Texas
I won! I beat SoS in winners, then we split the grand finals. We were going to Falcon ditto on Hyrule, but realizing that Falcon dittos lose epicness in Brawl, and that my Sacred Combo failed miserably, we decided to agree that we both got first. :chuckle:

Also, I won that crappy New Braunfels tourney. I was technically the best player in Texas before the American release of Brawl. :laugh:

Brawl's terrible. :urg:
like i said, i really dont care if u like the game. the discussion is mainly about how brawl will overlap melee due to time. So u hate the game bcuz u cant do Melee comboz in it? Lamest excuse dude, but w/e. all right, u say melee's balance w/ 2 sets of characters right? hmmm...if i recall from 2004-2006 MLG singles winner was Marth. 2 whole years. 2007 was falco/fox pc chris, n evo series, ken won again although M2K dominated that year. BOTH used marth. i see ur balance.
 

Broly

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Houston, Texas
Broly, you completely missed what Kal said.
im saying balance brings more competition. how can u get competitve if the same guy wins over and over w/ one character? Hell, it might happen to brawl, but at least theres no huge gap in the use of each character, at least right now. im done w/ this. theres no real point in "discussing" because all we do is argue without getting anywhere. theres no truth to any of this, merely oppinion. LOL but it was fun.
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
like i said, i really dont care if u like the game. the discussion is mainly about how brawl will overlap melee due to time.
I'm pretty sure Xelic started this topic to discuss how Melee is superior to Brawl. You're essentially changing the topicality of our discussion to try and win the argument; we all know that Brawl will become more popular than Melee unless something insane happens. While we're arguing that Melee is a superior game, you try to argue against it, and as you begin to notice your argument's failure, throw out the irrelevant conclusion: "Brawl will overlap Melee."

So u hate the game bcuz u cant do Melee comboz in it? Lamest excuse dude,.
No, I hate it because it's slow, has very little combo potential in general, and possessed no advanced tactics. Haven't I said this before?


but w/e. all right, u say melee's balance w/ 2 sets of characters right? hmmm...if i recall from 2004-2006 MLG singles winner was Marth. 2 whole years. 2007 was falco/fox pc chris, n evo series, ken won again although M2K dominated that year. BOTH used marth. i see ur balance.
What I pointed out was that if everyone was forced to play one specific character, say Marth, then the game would be balanced. This is because there would only be Marth dittos, and Marth dittos are even.

Similarly, if everyone only Played Marth, Fox and Falco, the game would be (roughly) balanced, as the 6 possible match-ups that arise are all (roughly) even.

Could you try and actually follow what I say?

im saying balance brings more competition. how can u get competitve if the same guy wins over and over w/ one character? Hell, it might happen to brawl, but at least theres no huge gap in the use of each character, at least right now. im done w/ this. theres no real point in "discussing" because all we do is argue without getting anywhere. theres no truth to any of this, merely oppinion. LOL but it was fun.
Balance doesn't in any way bring competition. Balance makes whatever competition that already exists better. But if we were to re-balance 64, it's not like we'd have "more competition."
 

Xelic

Smash Ace
Joined
Feb 11, 2004
Messages
834
Location
San Antonio/Austin, Texas
Check the first post for important updates. =D

And now it's time for relevant posts!

KrazyKirbyKid said:
You guys should be ashamed of yourself.

I can't believe you're all acting with such brash rashness.

I want to call you idiots or babies, but I'd rather convince you of how you're acting.

Quit making excuses.

Melee has lots of terrible design elements that we put up with over the years. All of you who think you were good by memorizing some high tier approaches and combos need to learn how to deal when things are more even.

Return to melee if you want, but don't be a blind close minded fool in the process.
Hylian said:
Quote:
Originally Posted by Xelic
"Hylian, GameFAQs fads aren't even cool on GameFAQs.

If you have nothing meaningful to add, leave. "

tl;dr.


Seriously though I agree that the thread should be unlocked. I don't really see a reason for it to be locked. Where else will we discuss this kind of thing?

I am pretty sure the regional zones are NOT just for brawl. Why cant we discuss our melee tournament scene as well?
The Hylian post is just a friendly reminder as to why this topic belongs here.
 

Hylian

Not even death can save you from me
Administrator
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Intresting note:

At the houston tournament I was at, all the campy players got destroyed XD. There was a very obvious gap in skill comparing the top 5 to everyone else.

Just saying that I disagree with the "Anyone can win" saying.

Also, I still think melee takes a lot more skill to be good at but I don't think brawl is that bad. When I was playing sethlon we even had a crowd. There were really fun matches to watch (Between the good players anyways) And people were learning, asking advice, and having fun. It really felt almost the same as a melee tournament.

Just sayin.
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
No one says "anyone can win." And it's not interesting to note that all of the campy players at an early tournament got destroyed. I'm sure that, at first, all the (Melee) C. Falcon players got destroyed. Early on, the meta-game isn't understood well enough for us to argue what strategies are good and bad based solely on results. Early results in Melee indicated that Zelda was almost as good as Sheik.
 

Xelic

Smash Ace
Joined
Feb 11, 2004
Messages
834
Location
San Antonio/Austin, Texas
It also took a while for campy Fox(M) to truly become effective. It just needs to be done properly. If a total scrub tries to do it, he'll just lose his stock while only doing 18% to a Peach player.
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
Friday, I'm going to SHDL mm you, ok Xelic?

No items.
Fox only.
Final Destination.
 

Hylian

Not even death can save you from me
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Also, what the hell are you talking about, JSB? I saw your last match against Sethlon, and it was straight up camping for 6 minutes.
Yeah, and I lost didn't I?

That was my point. When I didn't camp, I won.

Also, it's pretty much impossible to play samus in brawl without camping. She has 0 kill moves. Zero.
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
Hey, Xelic, remember when your Bowser beat my Marth that one time?

I guess that means playing Marth against Bowser is a bad strategy.
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
I can't figure out a way; there must not be one.
 

Hylian

Not even death can save you from me
Administrator
BRoomer
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Rules:

1st Match must be Fox dittos on FD.
2nd match will be a bowser ditto on hyrule with the winner of the 1st match having a handicap of 4 vs the losers 5.
3rd- Random characters but the person who lost the 2nd match gets to hit the random button up to 5 times while the person who won only gets 2.


Best rules ever?

Lol.
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
I think next weekend is FS3, so I don't know if that would be a great idea.

Rules:

If a player selects Falco, the game must be played in Single Button Mode.
Xelic cannot play Fox, Falco, Sheik, Marth, Peach, C. Falcon, Samus, Jigglypuff, Ice Climbers, Dr. Mario, Ganondorf, Mario, Link, Luigi, DK, Roy, Young Link, Pikachu, Yoshi, Zelda, Mr. Game & Watch, Ness, Bowser, Kirby, or Pichu.
Nevermind, Xelic can play C. Falcon.
Green-Greens, Brinstar Depths and Pokefloats are banned.
 

Xyro77

Unity Ruleset Committee Member
Joined
Aug 25, 2003
Messages
18,029
Location
Houston,Tx
YOU UNDERGROUND MELEE SCALLY WAGS WILL NEVER DEFEAT BRAWL.........

its the futrue.......face it.
 

The MC Clusky

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Location
San Antonio, TX
3DS FC
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Well, FS3 doesn't even know if it's having Melee, does it? What's the problem?
The same could be said for whatever you're trying to do. But yeah, it's the 3rd event so who knows. I don't want to enter my own brawl tournament, but i''l play melee.
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
The same could be said for whatever you're trying to do.
I don't really understand what this means.

Well, FS3 doesn't even know if it's having Melee, does it? What's the problem?
Well, even if it doesn't, the fact is that we'll have a smaller turn out, specifically 3 fewer than we should, because Austin, JF and Hylian "like Brawl." So they'll go to FS3, and that's $15 - $30 you won't be able to win.
 

The MC Clusky

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I don't really understand what this means.



Well, even if it doesn't, the fact is that we'll have a smaller turn out, specifically 3 fewer than we should, because Austin, JF and Hylian "like Brawl." So they'll go to FS3, and that's $15 - $30 you won't be able to win.
Exactly what I meant. I thought most of austin was beginning to lean towards Brawl. I'm not saying Xelic can't have one, just who knows if there will be a Melee tournament that will even hit 8 people.
 

Wobbles

Desert ******
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I'm going to tackle some of the arguments made lately. Also, sorry for not being around... I've had a lot of personal stuff to deal with.

1) Brawl doesn't have advanced tactics.

Errr... how do you know, exactly? Do you know when Melee started turning into the game we know and love? The combo-ful tech-crazy game of high speed and crazy tricks?

I'll bet you guys plenty of money that it didn't happen one month after the game was out. We didn't know jack about the game then, and I bet there's plenty of unexplored territory left in Brawl. Advanced tactics basically means: "tricks that separate pros from beginners." Right now, we are ALL beginners. So of course we don't have any. Does that mean we shouldn't look?

2) Airdodging and low hit stun defeats combos.

Welcome to mindgames. If you know your opponent is going to airdodge out of your "combo," then you WAIT FOR HIM TO AIRDODGE AND HIT HIM IN THE LAG. How much simpler could it get? The opponent is being predictable and you're not exploiting it? I thought you guys played to win.

But what if he doesn't airdodge? Then trick him into attacking at the wrong moment and punish. After all, there are no "safe approaches," so you shouldn't have a problem baiting a response and hitting them for it.

Except there are safe approaches. They derive from learning which moves are safe at what distance and height and et cetera against certain characters. I can spam certain attacks against Lucas' shield all day if I space it just right. MK's d-tilt, for example. Mix it up with f-tilts, and I can trick my friend's Lucas into getting hit, possibly landing a trip or the multi-hitting f-tilt, both of which put him at a strategic disadvantage.

If anything, I'm mad at Brawl because so much stuff has very little lag. Zamus doing d-tilt jab, d-tilt jab against my shield is frustrating as all hell. Glide cancels into d-smashes or rolls create almost unpunishable approaches for people like MK and Pit. Snake's grenade drops from shield let him play a stupidly effective turtling game that's very hard to get around.

People are complaining that landing hits can lead to being hit back because the opponent recovers before you do. Remember crouch canceling? The thing that made you take less stun so you could hit the opponent back because you recovered first?

3) Melee takes more skill.

Again, I'm perplexed. More skill in which areas? Of course there's a higher threshhold at the moment; we have a month of Brawl development compared to the six and a half years of Melee knowledge. But there are more characters, more kinds of techniques, and things have changed. I'm excited to learn about the ridiculous number of character matchups, I'm excited to see which tactics dominate the metagame, and I want to see how far Brawl goes.

Also... more skill is a silly term to use, since the amount of skill you need is relative to the game, and relative to the opponents you play. If I play Melee against kindergarteners and win all the time, it takes less skill than it does to beat Azen. I bet winning Brawl matches against a bunch of new players (which we all are) doesn't take as much skill as being good at Melee took.

I will concede that certain elements have been changed to reduce the precision necessary. But like I said before, technical barriers do not create depth.

Here is why: you will assume at a certain level of play that your opponent will not make technical mistakes. You will assume that he knows how to sweetspot, L-cancel, SHFFL, waveshine, shieldgrab effectively, whatever. When your opponent makes a mistake and you capitalize on it, you didn't cause them to make that mistake. You were given a free shot through luck.

Since you act on the assumption that mistakes won't be made, sometimes you will be rewarded and sometimes you won't. That's not deep. You haven't changed your mindset or altered your predictions or strategies. You just got lucky that your opponent messed up. Being lucky is not the same as depth.

Galt has asserted that shaping your strategy around whether or not you will L-cancel creates depth, and I have to disagree. You will practice optimal strategies and will play to the best of your ability. You will never choose not to L-cancel if you're in a situation where you could have (rare exceptions being things like platform cancels and auto-cancels on B moves, which are better so they have no real bearing here.) Nobody will willingly choose an inferior option, so there is no strategic choices made. When you play with *risk*, you are essentially gambling. Sometimes you get it, sometimes you don't... oh, oops, I died. Maybe that won't happen next time.

That's not depth. That's just luck.

I will agree that a certain technical barrier is fine, because it rewards practice and study and understanding of the game, but Melee was ridiculously hard to play technically. Does it need to be that hard to be as deep and interesting?

If anything, simpler technical performance means you will need more game knowledge. I don't know if certain moves can punish others in Melee, because I really don't know if I'm going as fast or moving as precisely as I could be. In Brawl, with those elements reduced, you will have to legitimately know if something is punishable, yes or no. If even a button masher can beat you to the punch because of the buffer system, you should learn not to press that situation.

Here is my bet: you guys have become used to the way Melee was played. You played it over and over again, spent countless hours practicing to learn its nuances and all the technical tricks and ins and outs that it took to give you the edge. You are still playing Brawl with a Melee mindset. You want to combo, and you want to move super fast and you want to have crazy character specific techniques and whatever, and you don't have it. Things are slower. In a lot of regards, things are easier.

But if you think we've reached its peak within a month of its release, you're sorely mistaken. Even counting the time from the Japanese release (when significantly fewer people were playing and discovering things), we have not had nearly enough time to cover all the ground there is to cover. You should be relishing the chance to develop the metagame in a way you want it to go, and be a top contender.

4) Throws are useless.

Wrong. Throws work with the current DR system to give a strong advantage to the thrower. Every grab hit you use reduces your damage reduction on other moves, meaning that at middle percents you will grab more to refresh your knockback on KO moves. Grabs also beat shields, which most hits don't do. They also can push the opponent into a strategically inferior position--even if your advantage isn't immediately apparent in terms of percent deficit.

5) Sakurai himself said that Brawl isn't meant to be competitive.

This is another one for Galt: please refer to your own argument where you said that to the competitive player, the designer's intent is unimportant. Even if he tried to make it non-competitive, the tournament scene doesn't care, and can still make it that way if we want. Right now, it's shaping up to be quite competitive, at least in the eyes of people who haven't given up on it.

6) Dashdancing is gone.

I'm kind of sad about that too, to be honest. It was an interesting way of controlling space and mixing up your approach. But you can instead use crawling, walking, the precise pivots and the increased air control to create a similar effect. I happily do this with the characters who have more air-control--Wario and Squirtle, for example--to bait responses or to play a tight spacing game. It's not the same, but I'm not playing Brawl so that I can play Melee.

With all that said, I am fine with people just not liking Brawl. Finding its system to be too slow, or not liking certain physics changes and just preferring Melee is cool. There are a lot of things I like more about Melee, and I'm still happy to play Melee as I am to play Brawl. I will go to either tournament when one is nearby. But some people--particularly you, Galt--will have to make a better case if you're going to talk about Brawl being bad "objectively." Half of your argument is "it's self evident, and if you don't see it, you suck."

In fact, you said this elsewhere:

Galt said:
Good players already know Brawl is terrible, and bad players aren't qualified to judge, so a discussion is mostly pointless on that front.
Rhetorically, that's a great argument. Practically, it's fairly unsound; I think Brawl is good, and you may recall me winning Texas tournaments and placing highly in tournaments elsewhere--with and without the IC's infinite that I know you dislike so much. Please explain this peculiar discrepancy to me.
 

Galt

Smash Journeyman
Joined
Feb 10, 2007
Messages
286
Location
Austin, TX
I can't find a good way to quote this in chunks because I never do it... So I'll just make it ugly and put my comments in bold.

1) Brawl doesn't have advanced tactics.

Errr... how do you know, exactly? Do you know when Melee started turning into the game we know and love? The combo-ful tech-crazy game of high speed and crazy tricks?

I'll bet you guys plenty of money that it didn't happen one month after the game was out. We didn't know jack about the game then, and I bet there's plenty of unexplored territory left in Brawl. Advanced tactics basically means: "tricks that separate pros from beginners." Right now, we are ALL beginners. So of course we don't have any. Does that mean we shouldn't look?

That's an ancient argument, and here's the solution: We didn't discover things in Melee quickly because we didn't know what to look for. Now we do. And so did Sakurai. And so it isn't there, because he took it all out on purpose. Thousands of people have been trying to break this game for months, and they haven't hit on anything which is even vaguely important. And as I said in my essay, even if they do discover ATs, *unless they can replace the functionality of wavedashing and L-canceling*, they won't be good enough. That's the purpose of the distinction of archetypal ATs.

2) Airdodging and low hit stun defeats combos.

Welcome to mindgames. If you know your opponent is going to airdodge out of your "combo," then you WAIT FOR HIM TO AIRDODGE AND HIT HIM IN THE LAG. How much simpler could it get? The opponent is being predictable and you're not exploiting it? I thought you guys played to win.

But what if he doesn't airdodge? Then trick him into attacking at the wrong moment and punish. After all, there are no "safe approaches," so you shouldn't have a problem baiting a response and hitting them for it.

Except there are safe approaches. They derive from learning which moves are safe at what distance and height and et cetera against certain characters. I can spam certain attacks against Lucas' shield all day if I space it just right. MK's d-tilt, for example. Mix it up with f-tilts, and I can trick my friend's Lucas into getting hit, possibly landing a trip or the multi-hitting f-tilt, both of which put him at a strategic disadvantage.

If anything, I'm mad at Brawl because so much stuff has very little lag. Zamus doing d-tilt jab, d-tilt jab against my shield is frustrating as all hell. Glide cancels into d-smashes or rolls create almost unpunishable approaches for people like MK and Pit. Snake's grenade drops from shield let him play a stupidly effective turtling game that's very hard to get around.

People are complaining that landing hits can lead to being hit back because the opponent recovers before you do. Remember crouch canceling? The thing that made you take less stun so you could hit the opponent back because you recovered first?

Crouch-canceling was obvious, selectively useful, and punishable. It's not a good analogy. And certain characters having spammable tilts doesn't fix the problem for the game as a whole; they're just anecdotal evidence. They don't work as an argument. Also, you're basically assuming your opponent is a CPU, a stupid player. If he knows you're waiting, he can just wait. Your mindgames are assuming he has no mindgames.

3) Melee takes more skill.

Galt has asserted that shaping your strategy around whether or not you will L-cancel creates depth, and I have to disagree. You will practice optimal strategies and will play to the best of your ability. You will never choose not to L-cancel if you're in a situation where you could have (rare exceptions being things like platform cancels and auto-cancels on B moves, which are better so they have no real bearing here.) Nobody will willingly choose an inferior option, so there is no strategic choices made. When you play with *risk*, you are essentially gambling. Sometimes you get it, sometimes you don't... oh, oops, I died. Maybe that won't happen next time.

That's not depth. That's just luck.

As I stated in my essay, I already know that no one will choose not to L-cancel. It still counts as depth because the "luck" involved in missing isn't really luck; it's a lack of skill on the player's part. The better he is with tech skill, the more consistent his L-canceling will be. You are gambling, of course, but that's true of any decision you make in a fighting game: you are gambling that your opponent won't read it properly, and that he'll get hit by it, and that you won't get punished for it. Luck is a necessary component of competition because we don't constantly perform at our optimal levels, and we can't perfectly predict our opponents. But it's not a major factor and it tends to balance out. It's not the same kind of luck involved in items or a random Judgment hammer.

I will agree that a certain technical barrier is fine, because it rewards practice and study and understanding of the game, but Melee was ridiculously hard to play technically. Does it need to be that hard to be as deep and interesting?

If anything, simpler technical performance means you will need more game knowledge. I don't know if certain moves can punish others in Melee, because I really don't know if I'm going as fast or moving as precisely as I could be. In Brawl, with those elements reduced, you will have to legitimately know if something is punishable, yes or no. If even a button masher can beat you to the punch because of the buffer system, you should learn not to press that situation.

Simpler technical performance does not mean you will need more game knowledge. You have to know all that stuff *plus technical performance* in Melee. It's like the argument that fewer ATs means more mindgames; it doesn't work.

Here is my bet: you guys have become used to the way Melee was played. You played it over and over again, spent countless hours practicing to learn its nuances and all the technical tricks and ins and outs that it took to give you the edge. You are still playing Brawl with a Melee mindset. You want to combo, and you want to move super fast and you want to have crazy character specific techniques and whatever, and you don't have it. Things are slower. In a lot of regards, things are easier.

The only way this is true is that I want to be able to do all those things in Brawl, because I think that's what makes a good fighting game, and not being able to do them makes Brawl bad, among other reasons.

But if you think we've reached its peak within a month of its release, you're sorely mistaken. Even counting the time from the Japanese release (when significantly fewer people were playing and discovering things), we have not had nearly enough time to cover all the ground there is to cover. You should be relishing the chance to develop the metagame in a way you want it to go, and be a top contender.

That's used all the time, but no one actually thinks that. I don't relish the chance to develop a boring metagame. I don't think it will ever become worthwhile, and I'm certainly not interested in suffering through a bad game until it does become worthwhile. Maybe if it ever does, I'll consider playing again.

4) Throws are useless.

Wrong. Throws work with the current DR system to give a strong advantage to the thrower. Every grab hit you use reduces your damage reduction on other moves, meaning that at middle percents you will grab more to refresh your knockback on KO moves. Grabs also beat shields, which most hits don't do. They also can push the opponent into a strategically inferior position--even if your advantage isn't immediately apparent in terms of percent deficit.

I think "useless" is really to be considered "not particularly useful" or "way less useful than in either of the other games." As I generally tell people, when you shield, you're generally better off either dropping your shield and hitting or grabbing and then just hitting until they break free. There are characters who can do things out of throws, like Luigi, but they're definitely the small minority. Throws are underpowered as an effective strategy, especially when compared to their usefulness in Melee for characters like Falcon.

5) Sakurai himself said that Brawl isn't meant to be competitive.

This is another one for Galt: please refer to your own argument where you said that to the competitive player, the designer's intent is unimportant. Even if he tried to make it non-competitive, the tournament scene doesn't care, and can still make it that way if we want. Right now, it's shaping up to be quite competitive, at least in the eyes of people who haven't given up on it.

My point with that argument was to show that he's doing everything he can to gimp the game's depth. It doesn't have anything to do with whether people will play the game in tournaments. Just has to do with the distance in which the game can truly progress. And it's really short by comparison to Melee.

6) Dashdancing is gone.

But some people--particularly you, Galt--will have to make a better case if you're going to talk about Brawl being bad "objectively." Half of your argument is "it's self evident, and if you don't see it, you suck."

In fact, you said this elsewhere:

<cut>

Rhetorically, that's a great argument. Practically, it's fairly unsound; I think Brawl is good, and you may recall me winning Texas tournaments and placing highly in tournaments elsewhere--with and without the IC's infinite that I know you dislike so much. Please explain this peculiar discrepancy to me.

I don't remember saying it was self-evident. I remember laying out the evidence. As for you being a good player, sure, but there are always exceptions to any rule, you know. Statistically speaking there are going to be some good players who like Brawl for some reason--but as results have quickly show, there aren't very many of you. Azen is another example. But you being good at the game doesn't guarantee that you're a particular intelligent person or anything of the sort; just means you're good at Melee.

If you're taking those essays for rigorous claims and arguments, don't. I think I might've said that somewhere, but if I didn't, I'll say it here: I never intended to post them where people would actually read them, and I didn't advertise them, and I mostly wrote them for my own purposes based on my own understandings and thought processes. I'm sure I leave out some bits of arguments here and there which are intuitively apparent to me.

That being said, I still stand by whatever's in there, and I don't think you've made a successful argument against my claims yet. I could listen to you because you're a good player, or I could listen to the many other good players who agree with me. I'm sure you know which I'll choose.

And for the record, most of Austin isn't turning toward Brawl. I know that Jordan, Chang, Wes, and I don't play the game, like, at all.
 

The MC Clusky

Smash Lord
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San Antonio, TX
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Throws are underpowered. None of them kill until very high percentages, and even at the lowest it is nigh impossible to follow up with anything at all. With grabs being very ineffective, shield camping has become a new catchphrase. Coupled with such things as the grenade drops, shield grabbing being more viable thanks to no L canceling, and the ability to do almost anything out of a power shield, and the game leans even more towards camping.

L-canceling still balanced the game. If you want to cancel an aerial into a ground move, such as knee to jab or slap to dtilt, you had to l-cancel to do that. Now anyone can do MK's nair into a dsmash without any effort, not to mention only fast characters like MK have that option. It's like eliminating Roman Cancels from Guilty Gear and letting you special move cancel whenever the hell you want with out even any timing. And don't bother bringing up the meter issue. RC and ever more so FRC still involve timing to be effective, much like L-canceling.

Sakurai nerfed the game on purpose. You may not care, but it's like trying to say Monopoly JR is just as competitive compared to the normal Monopoly. Just look at the characters' recovery. How often has anyone died because their character was too far from the stage? There's a boat load of characters with infinite or nigh infinite recovery and way too many characters that can travel under entire stages. Not to mention everyone snaps to the stage easily, making sweet spotting a thing of the past. Even little basic things like power shielding projectiles back and analog shielding is gone. There is very little actual control you have over your character. You can't even let go of the edge until about half a second has past.

Melee wasn't supposed to be competitive. It ended up being so because of the discovery of advanced tactics. 64 never hit the same level of depth as Melee did. Mario Kart on the DS is exactly the same. Previous iterations were never taken seriously, and why? Because the game showed all its tricks from the start. There was nothing to discover. Games that have depth enjoy huge communities, and those strong communities invite more players in as it grows.

Just look at the overwhelming success of Call of Duty 4. Over a million people are playing that game each day, with Xbox Live reaping the success. Meanwhile Nintendo decides to make something very shallow and simple that has its worth only in copies sold and has nothing to go back to after you unlock everything. People may finish the single player in CoD4, but the fact that online has so many things to discover, such as the different combinations of perks and the choice of weaponry make the game constantly exciting.

Brawl on the hand frustrates and alienates many players due to the overbearing care of Nintendo. Online feels blank and empty, without even the option to know who are playing or to choose how you play. Without continued support or interest, there is less and less of a chance that the game will stay out of the bargain bin.

Offline, the game has even less of a chance to evolve, given that everything is defined for you. It's a sad trend, that at times is partially understandable, yet still has it drawbacks. For example, taking out the short cuts in Zelda games. While that freedom was cool, it wasn't the game designer's intention, and like any artist, would like to have their creation be interpreted the way that they had it in mind. But now the more recent games are more and more linear and restricting, making there less and less of a reason to want to explore the very rigid and defined world.

Isn't that why we play video games in the first place? To get away from the restrictions of the real world?

Wow, this rant went on even longer than I intended. Oh well. Might as well post this somewhere and see what a million noobs have to say.
 

bluezaft

The True Zaft
Joined
Aug 17, 2005
Messages
2,008
Location
Dallas
It turns out that I like Brawl teams better than Melee teams. The best tournament would be Melee singles followed by Brawl doubles. I think I'll do some of that once school is over...

Anybody else feel like Brawl teams actually has a lot of competitive depth?
 

Kal

Smash Champion
Joined
Dec 21, 2004
Messages
2,973
Kekeke. I'll agree that Brawl teams is more exciting than Brawl singles, and definitely deeper, but I won't concede that Melee teams is worse than Brawl teams.

Honestly, Brawl is so awful, it should be Melee Singles as the first event, Melee doubles as the second event, and throwing the discus (but using copies of Brawl instead of a discus) as the third event.
 

Xelic

Smash Ace
Joined
Feb 11, 2004
Messages
834
Location
San Antonio/Austin, Texas
I would just like to point out that both Wobbles AND Galt are wrong for saying that advanced techs weren't discovered in the first few months of Melee.

Wavedashing was discovered within 2 weeks. See here:
http://smashboards.com/showthread.php?t=8628&p=127587
3rd post states that WD was discovered in December, Melee being released December 3rd, 2001.

Also, Z-cancel, dash dancing, and pivot were in Smash 64, super old. Oh, and taunt cancels(both forms).

Sorry, just thought I'd ruin everyone's fun.
 

Wobbles

Desert ******
BRoomer
Joined
Oct 9, 2006
Messages
2,881
Location
Gilbert, AZ
Truthfully, I'm getting tired of this argument. I highly doubt that I'm going to change anybody's mind, and I haven't encountered any arguments that have been able to change mine. So much for the long post I was writing.

All I know is that the more I play, the more I improve. I constantly find situations where I have the opportunity to outthink my opponent, I haven't encountered any strategy that I cannot defeat with smart and precise play, and I'm having a lot of fun. I have no problems beating newbish button mashers, and matches against competitive Brawlers are fun and challenging.

I honestly wish you guys could see it the way I do, because I'm enjoying myself and I believe you're missing out. No hard feelings, I hope, and if you do hold a Melee tournament that I can attend, I probably will.
 

felix45

Smash Lord
Joined
Sep 4, 2005
Messages
1,484
Location
D/FW or Lubbock, Texas
I thought I should say at trashday there were a lot of guaranteed damage combos used to punish mistakes that would do around 50% damage I saw people doing, and some that I was doing as well.



also the smarter player still wins in brawl. just FYI.
 
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