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Fourth and final community vote about Meta Knight.

Should Meta Knight be banned from competitive Brawl?


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    3,010
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Clai

Smash Lord
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Where men are born and champions are raised
Document by praxis
Answers in yellow
I am going to be extremely condecending because im tired of bad arguments like these.

MK IS BROKEN

I will begin by defining the term “broken.” While it may be used differently by numerous forums and communities, I’m going to make up a special definition simply for this argument.



Broken: A word used to describe an element in a video game that does belong. It is above the level of the game and its mechanics and renders the game virtually uncompetitive without the use of said element.
Wow, your first actual definition proves hes not broken. The game is still competitive with MK, ally won genesis, even if he had been 2nd he would have competed with all the other MKs and non MKs

My argument is that the character Meta Knight (referred to from now on as “MK”) is broken and should not be allowed in tournaments or competitive Brawl.

Let’s start with his moveset. Most movesets, no matter how good they are, have downsides. Holes or weaknesses in a characters moveset lead to their downfall, as an enemy can exploit these weaknesses to their advantage. Certain characters can exploit the weaknesses in other characters movesets better than others, which is where bad matchups come along (which is why MK has no bad matchups). I’ll now go through the properties of MK’s moveset, and show why his moves were designed with no holes, no flaws, nothing to abuse.And il show you otherwise ^.^. I still wonder how only 3 MKs made top 8 at genesis with no flaws, no holes and nothing to abuse. With the show of this ample evidence, I think it is provable that MK’s moveset is not in line with the rest of the cast, and he does not belong as a character in competitive play.

1. His sword moves are made of transcendent priority
-Transcendent priority means that they will not clash with anything. They have the priority that the Star Fox characters’ lasers have. ****z, you got me there. Broken as hell, lets ban. OH WAIT!!! Lets say i use a character, jump, and attack. Guess what? Aerials were made to use transcendent priority. I dont remember marths fsmash ever clashing with other aerials.... Hmm, ban aerials? Seriously, this isnt broken, stop trying.
-The only moves that MK has that can clash are glide attack, dash attack, and his special moves.
So?
2. Aerials (Oh boy)
Up aerial
-It comes out in 2 frames
-Lasts only 13 frames
-Invincibility on airdodges lasts around 25 frames for most characters, and an entire airdodge lasts from 39 to 49 frames depending on the character. Thus it is impossible to get away from metaknight’s u-air by airdodging. He can do an up air and have at least 10-20 frames to do whatever he wants (if the opponent dodges frame-perfectly)
-Invincibility on spotdodges lasts around 18 frames for most characters, and the entire animation lasts from 22 to 32 frames depending on the character. Even with a frame perfect spotdodge MK has time to throw in another uair or an aerial of his choosing before you can move again.
Hmm, someone hasnt heard of b reversal to escape MKs range, he lacks drift speed so he cant follow chars with high drift speed, especially if you suddenly change momentum with that b reversal.
"S Class"
Yoshi - 4.04
Jigglypuff - 3.87
Wario - 3.71
Wolf - 3.63
Captain Falcon - 3.63

"A Class"
Sonic - 3.36
Donkey Kong - 3.36
Lucas - 3.30
Bowser - 3.30
Squirtle - 3.27
Mr. Game & Watch - 3.24
Marth - 3.24

"B Class"
Zero Suit Samus - 3.13
Charizard - 3.07
Zelda - 3.02
Samus - 2.97
Lucario - 2.95
Ness - 2.92
Mario - 2.92

"C Class"
Snake - 2.88
Toon Link - 2.83
Ike - 2.83
Pikachu - 2.74
Peach - 2.74
R.O.B. - 2.70
Pit - 2.70
Fox - 2.70
Falco - 2.70

"D Class"
Ganondorf - 2.62
Kirby - 2.59
Sheik - 2.57
Olimar - 2.55
Diddy Kong - 2.50
Link - 2.45

"F Class"
Meta Knight - 2.35
Ivysaur - 2.32
Ice Climbers - 2.32
Luigi - 2.29
King Dedede - 2.10
Drift speed list.

-Allows for ridiculous combinations of the aerial along with others within a short period of time (such as a short hop). Wait, so you can do many in 1 short hop? Ok, and thats bannable?
-At low percents it has ridiculous hitstun and can combo most characters to around 50 percent; and is virtually unDIable for some reason and the MK can chase DI quite easily from it.Er, someone hasnt heard of QCDI it seems, you can get out of his combos. He cant chase the DI very well, look at his drift speed.
-Has enough shieldstun that if MK is repeatedly u-airing someone who is on a platform, they cannot let their shield up. Their only options are to spotdodge or roll, which are both easily punishable by a good MK.Or jump? Or keep shielding till he falls? Dont be ridiculous
-Hits in nearly a full semi-circle above MK’s head, the far ends hitting out more horizontally. The edges have more horizontal range than the first two hits of MK’s bair.It lacks ranges upward though :S
Neutral Aerial
-Is a kill move, and it comes out in only 3 frames.Only first hit kills, must be in close range enough so that transcendant priority is virtually useless.
-Has multiple hitboxes, allowing it to combo with the weak hit, or hit both hitboxes for around 20 damage.18% to be exact, dont try to make this sound like snakes ftilts, it has no range. You can hit him before he hits you with this.
-Can do two in a single short hop.The second barely comes out, i can say the same about lucarios dair. Broken?
-Weak hit can combo into a grounded lock combo.Sometimes it trips, thats what your mostly talking about. Dtilt cannot lock a tripping attack. Either way, when it does send you in a low arc, you A) Can tech, B) Airdodge before hitting the ground most of the time C) Can QCDI the lock either way
Down Aerial
-Because of transcendent priority combined with MK’s 5 mid-air jumps makes this the best aircamping move in the game.OMG, transcendent. I thought we already went over this, its nothing better in this area than marths dair for example. So hes got the best aircamping move in the game.... Guess what, you can use projectiles on him by being at his level at mid range to shoot him stuff without him being able to adequately punish you.
-The edges on both the front and back of the hit have semi-spike properties.
-Can be used offstage with MK’s multiple jumps to perfectly edgeguard a large portion of the cast.
Back Aerial
-Multi-hit move that can be easily autocancelled out of a short hop.
-Because of hitstun added into the first and second hits so that the third and final hit will deal its knockback, this move can be landed into the ground and easily combed into an ftilt, dtilt, or grab.Because of hitlag, you could QCDI out of this and the following tilts. Not only this, but if it hits you with final move, it has very low hitstun on it, you can act before he attacks you. The mistake most people do is get hit by 2nd hit then press A, which does an aerial startup, which due to your closeness to the ground makes you land into lag. Human fault, not broken move.
-If autocancelled correctly (not that difficult), an opponent has a shield advantage of only 3 frames. MK’s spotdodge invincibility frames activate on frame 2, giving the opponent 5 frames to hit/grab before the invincibility starts.Or punishing after? If he always spotdodge, i wait after then hit. Grabs take 6 frames to activate, and because of bairs massive range not many up b out of shields can retaliate against it.Upsmashes? If you need to drop your shield before hitting MK (drop shield dash grab, etc.), he actually has a 4 frame ADVANTAGE. This means that he can roll away (his roll invincibility activates on frame 4) before you can even finish dropping your shield.
Forward Aerial
-Very fast if SH FF autocancelled.
-The tip of the third hit of the blade is a semi-spike, allowing for edgeguarding with a multi-hit move.For something to be called semi spike, it needs to send in at least a horizontal trajectory, this is slightly upwards. Stop bending the meaning of words.
-Transcendent priority combined with its fast multi-hit properties allow it to be used defensively to cut through most, if not all approaches.I wonder why nobody knows by now that fair is one of his worst attacks to use agaisnt run shield. Why do you think noone uses this vs ics? Same can be done with every char, leaves him very vulnerable
-If autocancelled correctly, the opponent has an 8 frame shield advantage, and a 1 frame shield drop advantage. Insert the numbers into the bair statistics above.So its even more punishable, wow.
3. Ground Game
Down Tilt
-Comes out in 3 frames (1/20th of a second)
-Can be quickly repeated for combos or extra damage (lasts only 15 frames)
-Has a high probability to trip an opponent, comboing in almost any other move.
-Transcendent priority, combined with its long range and the fact that it inches MK forward, makes this his longest ranged move (excluding the third hit of ftilt)Ok, how does transcendent priority makes this his longest ranged move. And excluding? Making comparisons betweens MKs move doesnt make him any better
-Can ground lockCan be EASILY QCDI-ed
Forward Tilt
-Great range, multi-hit, transcendent priority (the third hit has the same range as Marth’s tipper fsmash)Cannot be comboed from too.
-Not much to say about this move, but it’s a great ground move that can be used for spacing and building damage very well.
-Can ground lockQuarter, circle, Directionnal, influence. Seriously.
-from the MK boards: “What happens here is that the attack pops the character up a bit, and when they land they have 4 frames of landing lag. The advantage mk has here is dependent on how long they are in the air... which is determined by their current percent, weight, and fall speed. This is really a project in and of itself, but from what I looked at the first hit of his ftilt can actually yield a + advantage when your oppenent is in mid-high percent.I was under the impression that it was a set knockback.
/goes check.

Isnt, either way telegraphed comboes like these are subject to SDI. And thats IF it exists, dont bring out possibilities, bring out concrete.

Up Tilt
-Surprisingly strong kill move (Snake’s utilt kills MK on a battlefield platform at 98 with no DI, MK’s utilt kills MK on a battlefield platform at 107 with no DI)WOW, way to distort reality there. Way to distort it badly. You are assuming both characters are from under the platform, but everyone knows the tip of snakes uptilt is the weak part. It actually kills at 82. You wanted to give the impression it was close to the killing power of snakes uptilt on the ground, be specific. Stop twisting words to your ends. Strawmanning=bad.
-Has massive vertical range, covers direct aerial approaches well.Has a massive lack of horizontal range, learn to attock from diagonal?
Jab
-Can build up damage and combo well against a wall.Easiest to QCDI LOL
-Surprising range in front of and above MKLearn your hitboxes?
-Can combo into a dsmash depending on DI/percent fairly consistentlyOr by anyone who knows QCDI can be easily punished, especially with snakes ftilt.
-Can ground lock (switch up with dtilt and ftilt)Tons of multi-hit with no damage? Free QCDI out, learn that stuff and stop whining.
Forward Smash
-Some startup time, almost no ending lagStill very punishable.
-Has an unnaturally large hitbox above, in front of, and even behind MK.Learn your hitboxes, easy to counter with many moves once you know its range.
-Nearly unpunishable if used defensively, can be used to edgeguard well.weird, i was under the impression i could jump above or just stand up. Oh wait, you can.
Down Smash
-Notoriously fast and powerful move (5 frames, high knockback)Decently high knockback.
-Downside is that it is easily punishable out of shield by most high tiers.
-Hits on both sides, if opponent is DIing badly both hits can combo.Human mistake does not make stuff good.
Up Smash
-Definetely not the greatest move in the world.
-Medium knockback, can be used to pop the opponent up out of a run for combos.You cant combo after this, no hitstun.
Dash Attack
-One of MK’s few moves that actually clashes with other moves.
-MK speeds up on the ground while using it and it comes out in only 5 frames.Can be shieldgrabbed easily.
-Can literally combo into grabs and other moves at lower percents.Can literally be jumped out of?







4. Specials
Down Special
-Infinite Dimensional Cape: I think everyone knows what this one is. While you think you may have banned it, it is easy to perform without anyone noticing and make a huge difference on the game.Any abusive use of it is still banned, if your wanting to risk getting dqed, go ahead.
-A little known fact is that you can tilt the cstick VERY slightly during IDC and it will still affect MK as much as a tapped cstick.Point being?
-When MK touches the ground, he gains a small distance on his DC, so a single tap (giving him about a character and a half of extra distance) could easily get him out of a bad situation without anyone noticing.So its better than we expected.
-Can be used to escape off the ledge onto the stage. Using small amounts of IDC helps a lot here.
-Invincible and invisible while recovering
-Can be used to refresh ledge invincibility faster than his aerial jump.
Someone forgot to mention that being a move which has an indefinite duration(aka varying), if you get hit during anytime, including startup, you get more knockback. Risk/reward is preserved.
Side Special
-Incredibly high priority, eats up many moves.
-Has ridiculous vertical and horizontal range, better than most 3 jump character’s up b’s.
-Can edgecancel from its max length to any distance in between by tilting it up or down. This creates a quick, lagless recovery onto platforms.
-Can edgecancel backwards on ledges or platforms, giving more options for non-ledge-snap recoveries.
-If you hit someone halfway through the move you can carry them to the end of it to combo out of it.Or they can learn to DI, I know, its a new concept :p
-If MK times it right, it can outlast opponent’s invincibility frames on the ledge so that he will always recover.So can alot of actual recoveries >.>


Neutral Special (ah, the famous tornado)
-High priority, absorbs a high percentage of attacks and projectiles and even goes through some of the cast’s entire moveset.Hmm, you already stated that, and pivot grab from any char can beat it. And you also get more knockback if it gets hit during it.
-Does a lot of damage, and can rack it up quickly.Can be DI-ed and punish with down airs with some characters.
-Because of its high priority, and its ability to move quickly horizontally, it can be used on many characters more than once in a row to build extra damage.DI out of it, punish. Pivot grab it to stop it or punish the lag when hes aiming at you on the ground.
-You can pressure shields with it and move away safely.And you can safely spotdodge halfway through it to save some shield and end just in time to punish.
-Gains priority the more you press the b buttonHas a set maximum priority, and can only block a limited amount of hits ina small amount of time. Attacks with forced transcendant priority like ice climbers blizzard still go through.
-If you end it at the right time, it has 29 frames of lag regardless of height. If you stop the nado at the right height you can land with 0 to very few lag frames on the ground.Your forgetting the falling frames, which is in itself lag as you cant do anything during them.
-Goes through spotdodges, rolls, airdodges, because of its long lasting, giant hitbox and its ability to chase aerial movement.Er, shield followed by spotdodge, and many chars can back roll through it without getting hit. Back roll cannot be used out of shield though.
-Doubles as an incredible horizontal recovery (with a decent vertical one as well).And a great way of getting punished with attacks that goes through and get you more knockback.
Up Special
- Is a different move on the ground or in the airSo are some other moves, isnt broken. Still shares same stale list move.
-Comes out in 5 frames and is invincible frames 5-8, allowing it to avoid grabs if buffered at the same time as an opponent (say a ground release out of a grab)A) You should not get grab released to regrab, you got faster options. Dtilt, so does most other characters actually.
-If timed right can cut through any approach in the game.Wow, i dont remember any MK using up b over and over and winning non stop. Punish the glide's lack of options.
-Has almost no lag and is almost impossible to punish.Punish after the glide, perfect shield is grab attack or something.
-If you cancel it the right distance above the ground you can jump out of his failed cancel animation (no lag from jumping off the ground).He still has falling time you can punish FFS stop making it sound like he doesnt.
-Aerially comes out very fast (frame 8) and has a powerful hitbox. If you are below or in front of MK at startup you will be semispiked forward, and if you are behind or above him you will be semispiked backwards. A plus to the backwards semispike is that MK can then simply glide back to the stage.DI-ing up helps, its still a good move, just dont get near the death zones.
-Has numerous points to sweetspot the ledge making MK’s edgeguarding with this move ridiculous.And spiking him during it with falco a bit easy if predicted :D
-Has crazy knockback at low percents.It has more at highers >.>. Your basically saying it has a high base knockback, but fortunately the growth is low.
-Can still hit opponents for an entire semi circle in front of MK.MK can get hit during any of these moments too.
-Puts MK into a second glide, allowing him to use multiple glides. Also sets him up higher in the air so that he can gain more momentum.and reduces him to a low set of options
-You can land on the stage or a platform with the top of the shuttle loop to cancel it instantly. For some odd reason when you do this if you buffer another shuttle loop out of it, you get a another aerial shuttle loop, able to semispike nearby opponents.Your right, its weird.
6. Other Moves
Glide/Glide Attack
-MK has the second fastest glide in the game but the best control on where he goes.
-He can cancel the glide and fastfall it to have no lag from high glide points.He still has falling lag >.>
-He can gain massive positive height on his glide as long as he has space to glide a little lower.
-If he has no space to glide lower the glide adds to his airspeed and allows him to move quickly horizontally in the air.Thats the definition of a glide. Guess what, so does every char with a glide. Ban?
-His glide attack actually clashes with other moves.And can be nullified with moves that cannot clash or can be PS-ed to punish.
-Because of shuttle loop MK has two glides.
-His glide attack pops the opponent up with a lot of hitstun. It is very good for comboing at low percents and can lead into repeated uair combos on the entire cast.Learn, to, DI. Learn to punish glide attack with PS seriously. And the entire cast is a false statement too. Weight/falling speeds change the trajectory especially with DI.
-If he misses a cancel he has enough momentum that he will slide off platforms and ledges.
-If he doesn’t cancel and doesn’t ledge cancel, he lands in a self tech-chase position, like how Ness and Lucas can pk thunder themselves into the ground. This allows him for self created invincibility options not involving the ledge.Whut??? I didnt quite get that, anyone willing to explain?
Looks like someone's already beaten you to the punch, Chibo. Care to provide counterarguments?
 

Sosuke

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Why would you bother wasting time refuting ridiculous points?
 

fkacyan

Smash Hero
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Messages
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Why would you bother wasting time refuting ridiculous points?
Has pro-ban provided much else? All they've given us to go on are the following:

- MK is broken
- MK ruins the metagame
- EDC is broken

These are the only three points they really have, and all are just hypotheses. None of them have much actual hard evidence backing them up, just a lot of ideas, and and such I can't even call them theories, as that would contradict the scientific definition of the word.

All actual evidence points to the opposite of the effect they say MK is having, as his dominance is actually trending downwards as opposed to upwards.
 

adumbrodeus

Smash Legend
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Do not assume that I'm ignorant and don't read about the rules/definitions/whatnot before I post. It's very clear that we're both looking at this particular rule in a different way and since we're both not TO's, neither interpretation is more right than the other.
Nah, I wasn't making that assumption, my bad if I gave that impression.


It was a reference so I can talk about exact wording.


That said, understand, these rules are meant to be clear and precise. This isn't lit where definitions are meant to be as open to interpretation as possible, this is textualism, where every definition is meant to be as clear and precise as humanly possible, optimally to the point where it prescribes specific actions.


So, let me ask, what do you think justifies your reading of it?



^^^ For some reason, when I read the rules I thought the Sonic Homing Attack stall was specifically included as banned. My bad.

As for the running across the stage stalling, the only part that matters is if they SUCCEED in avoiding all contact without even resorting to the ledges for 7 minutes? If you say, 'Oh you can't just run away and avoid all contact, I'm just going to hit you, its an lolfail strategy," I can turn around and say "Oh you can't just abuse the ledge because I'm going to hit you, its an lolfail strategy" back at you. The point is, its the intent that matters, and if it succeeds for any significant amount of time, it's stalling. So then why would you even try a strategy if you know you might get DQ'd for it if you succeed in doing it? That's just idiotic.
No, actually it's not whether you succeed.

It's actually whether it's impossible to not succeed if you're doing it properly.


IRL, a person may mess up the IC's infinite, IRL a person might mess up IDC.


However, if they do it right, in both cases, it is impossible for their opponent to ever touch them, either to end the technique or deal damage or kill.


On the other hand, planking is different, your opponent can always end the technique by attacking you at the ledge, there's no possible way for infinite invincibility.

That's why, at the top of the metagame, IDC is stalling, but planking isn't. Planking you can't use to be infinitely invincible, and if you just repeat it without reacting to your opponent, you die. Because you are forced to react to your opponent due to lack of complete invincibility, it's camping, not stalling.


Same with the run strat, it's impossible for it to achieve real invincibility, so it's a failing stall strategy.




Edit: Sorry if I'm coming off a bit like an ahole, but I'm mad precise on this and a definite sirlin devotee. Plus, I'm pre-law. It tends to make me unintentionally come off like an ahole.
 

swordgard

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Swordgard: yeah >.<
Psy: and i do have respect for your viewpoint here
Swordgard: same
Swordgard: you actually argue
Psy: so although i won't pick up mk again <_<
Swordgard: unlike some pro ban which ive seen
Psy: XD instead of going HES SO GAY
Swordgard: yeah XD
Psy: yeah being pro ban is like playing alliance in wow
Psy: youre just surrounded by kids and *******...
Swordgard: LOL
Psy: sometimes people who are both


Seriously that made me lol so bad.
 

Falconv1.0

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I'd like to note that part of the reason other fighting game communities lol at us is due to the fact that we think our game is SOOOOOOOOOOOO different and thus even though tons of others games have one top tier with no bad match ups with a few guys with barely any bad ones and have thriving communities, we are SOOOOOOOOOOOOO different and he MUST be banned.
 

MXblaze

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I'd like to note that part of the reason other fighting game communities lol at us is due to the fact that we think our game is SOOOOOOOOOOOO different and thus even though tons of others games have one top tier with no bad match ups with a few guys with barely any bad ones and have thriving communities, we are SOOOOOOOOOOOOO different and he MUST be banned.
So true. Pro banners are just elitist ****heads.
 

swordgard

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I'd like to note that part of the reason other fighting game communities lol at us is due to the fact that we think our game is SOOOOOOOOOOOO different and thus even though tons of others games have one top tier with no bad match ups with a few guys with barely any bad ones and have thriving communities, we are SOOOOOOOOOOOOO different and he MUST be banned.
MK is so broken, hel cut through that ban hammer using his transcendent priority. We cant ban him anymore.


Guess we have to live with him now.
 

swordgard

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Oh well.

Hey kid, here's an idea, pick a top tier like Snake and you'll be like "OH MY LOOK AT ALL THESE EVEN MATCH UPS."
Or pick up marth and be like: Wow, i have no problem ****** more than 3/4 of the cast and i dont need a cp >.>
 

adumbrodeus

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Oh well.

Hey kid, here's an idea, pick a top tier like Snake and you'll be like "OH MY LOOK AT ALL THESE EVEN MATCH UPS."
*facepalm*

swordgard has been one of the most consistent anti-banners in the debate, period.


Save snippy comments against pro-ban for pro-banners.
 

Falconv1.0

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And Then You Can Cp Mk And Have The Best Of Both Worlds.

=D

Edit-Holy god dude I was on his side, learn to take a joke. Also, I meant hey kids but you both quoted me before the ninja edit.
 

Sosuke

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Why would you bother wasting time acting like such an arse-wipe? That's all I've seen you do in this thread.
Go look at when I was tying to prove points by being all nice about the situation.

Now compare that to my one sentence posts that prove by example that what they're saying is simply wrong. (I don't even act like a jerk in any way.)


Look at which one works with these people.




I'm not even being an ***. Are you really saying both sides aren't making some really stupid points? It's a waste of time arguing dumb things when you can just talk about the important stuff (which has already been stated like, 35345 times).

So true. Pro banners are just elitist dickheads.
... PRO-banners are the elitists?
Lol?
 

swordgard

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Go look at when I was tying to prove points by being all nice about the situation.

Now compare that to my one sentence posts that proves by example that what they're saying is simply wrong.


Look at which one works with these people.




I'm not even being an ***. Are you really saying both sides aren't making some really stupid points? It's a waste of time arguing dumb things when you can just talk about the important stuff (which has already been stated like, 35345 times).



... PRO-banners are the elitists?
Lol?
If you want the actual stereotypes.


Anti ban says pro ban is scrub.
Pro ban says anti ban is elitist/biased.
 

fkacyan

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Messages
6,226
Swordgard: yeah >.<
Psy: and i do have respect for your viewpoint here
Swordgard: same
Swordgard: you actually argue
Psy: so although i won't pick up mk again <_<
Swordgard: unlike some pro ban which ive seen
Psy: XD instead of going HES SO GAY
Swordgard: yeah XD
Psy: yeah being pro ban is like playing alliance in wow
Psy: youre just surrounded by kids and *******...
Swordgard: LOL
Psy: sometimes people who are both


Seriously that made me lol so bad.
That hurts, I play Alliance in WoW. We're not all idiots! Nah, seriously, tbh there are as many idiots on Horde as there are on Alliance proportionally, but when you have a thousand Alliance and five hundred horde, if the ratio is 50-50, there are as many Alliance idiots are there are Horde altogether. Not good odds. ;_;
 

Bimz

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I'd like to note that part of the reason other fighting game communities lol at us is due to the fact that we think our game is SOOOOOOOOOOOO different and thus even though tons of others games have one top tier with no bad match ups with a few guys with barely any bad ones and have thriving communities, we are SOOOOOOOOOOOOO different and he MUST be banned.
I'd like to note as well that they laugh at us because its a platform fighting game with no healthbar and items.

They've been hatin' since before the mk era I assure you. But I'm sure stupid people have already voted because of what SF tards will think of us OMG!!!
 

1048576

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OR you could pick up MK and be like, wow I have an advantage against every single character. You play Snake; fine, Rainbow Cruise, here we come.

As someone who plays Melee, the reason people hate on Brawl is because its an easy campfest. Honestly, how many APM do you really need to be competitive; like 90 at best?
 

fkacyan

Smash Hero
Joined
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OR you could pick up MK and be like, wow I have an advantage against every single character. You play Snake; fine, Rainbow Cruise, here we come.

As someone who plays Melee, the reason people hate on Brawl is because its an easy campfest. Honestly, how many APM do you really need to be competitive; like 90 at best?

Because a Snake player isn't going to ban Rainbow Cruise, or anything.
 

MXblaze

Smash Apprentice
Joined
Jun 26, 2009
Messages
80
OR you could pick up MK and be like, wow I have an advantage against every single character. You play Snake; fine, Rainbow Cruise, here we come.

As someone who plays Melee, the reason people hate on Brawl is because its an easy campfest. Honestly, how many APM do you really need to be competitive; like 90 at best?
this game is stupid. i agree completely
 

swordgard

Smash Hero
Joined
Jul 27, 2005
Messages
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Canada
OR you could pick up MK and be like, wow I have an advantage against every single character. You play Snake; fine, Rainbow Cruise, here we come.

As someone who plays Melee, the reason people hate on Brawl is because its an easy campfest. Honestly, how many APM do you really need to be competitive; like 90 at best?
No melee vs brawl debate.


Leave the thread now.
 

BBQTV

Smash Master
Joined
Jul 12, 2009
Messages
4,000
Go look at when I was tying to prove points by being all nice about the situation.

Now compare that to my one sentence posts that prove by example that what they're saying is simply wrong. (I don't even act like a jerk in any way.)


Look at which one works with these people.




I'm not even being an ***. Are you really saying both sides aren't making some really stupid points? It's a waste of time arguing dumb things when you can just talk about the important stuff (which has already been stated like, 35345 times).



... PRO-banners are the elitists?
Lol?
i think i agree but is this a place for discussion or a place to argue it seems like the second one is it thats all i see.
 

Falconv1.0

Smash Master
Joined
Feb 15, 2008
Messages
3,511
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Talking **** in Cali
Wow Bimz, way to miss the point by a mile. No, the real players do not go "LOL THAT FIGHTER HAS NO HEALTH BAR" I'm talking about why the lol at us as a scrubby community.

BTW, stop with the blatant mother****ing easy to report trolling.
 

fkacyan

Smash Hero
Joined
Mar 15, 2008
Messages
6,226
usually snakes will ban jungle japes(in my experience anyway)
I'm sorry, here in NJ we don't play with idiotic stage lists with crap like JJ on it, so it's not even a stage in my radar for competition, honestly.
 

Clai

Smash Lord
Joined
Dec 9, 2007
Messages
1,254
Location
Where men are born and champions are raised
So, let me ask, what do you think justifies your reading of it?
I can ask the same question for your reading. The fact that we disagree on how we interpret the rules means that the rules aren't that concise.

No, actually it's not whether you succeed.

It's actually whether it's impossible to not succeed if you're doing it properly.


IRL, a person may mess up the IC's infinite, IRL a person might mess up IDC.


However, if they do it right, in both cases, it is impossible for their opponent to ever touch them, either to end the technique or deal damage or kill.


On the other hand, planking is different, your opponent can always end the technique by attacking you at the ledge, there's no possible way for infinite invincibility.
You say that these two techniques are different, and yet it seems that both techniques are dependant on them being done properly. If you mess up the IDC, you get hit. If you mess up running away and avoiding all conflict, you get hit. And in both cases, if they do the technique perfectly, you become untouchable and unstoppable. It doesn't matter if you're always in danger of being hit if you run across the stage, just as it doesn't matter how hard the IDC is, if you can successfully avoid it, you become untouchable. GG

That's why, at the top of the metagame, IDC is stalling, but planking isn't. Planking you can't use to be infinitely invincible, and if you just repeat it without reacting to your opponent, you die. Because you are forced to react to your opponent due to lack of complete invincibility, it's camping, not stalling.
Let's back up here, you think that running across the stage doesn't involve reacting to your opponent? No wonder you disagree so much about it. Avoiding all contact "in order to make this game unplayable" requires the player to react to his opponent's actions and decide to take the action required to continue avoiding conflict and making the game unplayable. It doesn't matter if you're not invincible, if you react to your opponent's actions correctly, you're still untouchable.


Same with the run strat, it's impossible for it to achieve real invincibility, so it's a failing stall strategy.
Don't say impossible. Just wait till you find someone that pulls this off perfectly.

Edit: Sorry if I'm coming off a bit like an ahole, but I'm mad precise on this and a definite sirlin devotee. Plus, I'm pre-law. It tends to make me unintentionally come off like an ahole.
You're pre-law, huh? I'm a mechanical engineering undergrad. Yeah......
 

MXblaze

Smash Apprentice
Joined
Jun 26, 2009
Messages
80
I can ask the same question for your reading. The fact that we disagree on how we interpret the rules means that the rules aren't that concise.



You say that these two techniques are different, and yet it seems that both techniques are dependant on them being done properly. If you mess up the IDC, you get hit. If you mess up running away and avoiding all conflict, you get hit. And in both cases, if they do the technique perfectly, you become untouchable and unstoppable. It doesn't matter if you're always in danger of being hit if you run across the stage, just as it doesn't matter how hard the IDC is, if you can successfully avoid it, you become untouchable. GG



Let's back up here, you think that running across the stage doesn't involve reacting to your opponent? No wonder you disagree so much about it. Avoiding all contact "in order to make this game unplayable" requires the player to react to his opponent's actions and decide to take the action required to continue avoiding conflict and making the game unplayable. It doesn't matter if you're not invincible, if you react to your opponent's actions correctly, you're still untouchable.




Don't say impossible. Just wait till you find someone that pulls this off perfectly.



You're pre-law, huh? I'm a mechanical engineering undergrad. Yeah......
Then I guess we need to ban planking then instead of MK huh
 

adumbrodeus

Smash Legend
Joined
Aug 21, 2007
Messages
11,321
Location
Tri-state area
I can ask the same question for your reading. The fact that we disagree on how we interpret the rules means that the rules aren't that concise.
This isn't so much of a "you're doing an a**-pull" as a, ok, let's debate our reasoning then.


I already explained mine, namely that key term "unplayable", is the opponent is still threatened, the game is still playable. I furthermore explained that the example chosen supports my view since "running away to get a better position" is a position advantage, akin to being on the ledge, whereas in infinite chaingrab makes it impossible for the opponent to do anything.


Finally, I cited a source document for that defintion, which seems to have the same basic philosophy for what is immiediatly ban-worthy.


So, I backed up mine, your turn. Either pick at my definition, or explain your own.


Also, disagreements can also be the result of misunderstandings.


You say that these two techniques are different, and yet it seems that both techniques are dependant on them being done properly. If you mess up the IDC, you get hit. If you mess up running away and avoiding all conflict, you get hit. And in both cases, if they do the technique perfectly, you become untouchable and unstoppable. It doesn't matter if you're always in danger of being hit if you run across the stage, just as it doesn't matter how hard the IDC is, if you can successfully avoid it, you become untouchable. GG
Not true, with running, the opponent has enough frames to react, and without a hitbox, any technique will go through sonic's run.

So, it should be a question of proper reaction as opposed to whether it's perfectly executed, in other words, your opponent has a say about it once it's started, unlike IDC.


Let's back up here, you think that running across the stage doesn't involve reacting to your opponent? No wonder you disagree so much about it. Avoiding all contact "in order to make this game unplayable" requires the player to react to his opponent's actions and decide to take the action required to continue avoiding conflict and making the game unplayable. It doesn't matter if you're not invincible, if you react to your opponent's actions correctly, you're still untouchable.
Actually, that's the opposite of what I was saying, if you're reacting to your opponent, then you're still playing the game.

Once you've made it so you don't have to react to your opponent, you've made the game unplayable.

IDC doesn't require you to react to your opponent, just continue executing the technique. Unlike your run strat, which even if it works, requires constant reaction and prediction.



Don't say impossible. Just wait till you find someone that pulls this off perfectly.
Show me somebody who pulls it off perfectly on a stage without a circle and I'll show you a really bad opponent.



You're pre-law, huh? I'm a mechanical engineering undergrad. Yeah......
Lol, actually an engineer too, I need a technical background to go into IP law, so information systems engineering.


But yea, I use my word very precisely and read into the meanings of words a lot, hence why we're debating this.
 

P.C. Jona

Smash Master
Joined
Mar 30, 2009
Messages
3,175
true

but then ill be losing with dignity

and it will make me try harder

wooo self motivation

this is for my own good

no more cake for the fatboy

D=< oh noes i leik cakes

too bad, your fat

thats a good argument right therrr
 

BBQTV

Smash Master
Joined
Jul 12, 2009
Messages
4,000
cake is a lie cake is a lie cake is a lie cake is a lie cake is a lie
 

Clai

Smash Lord
Joined
Dec 9, 2007
Messages
1,254
Location
Where men are born and champions are raised
This isn't so much of a "you're doing an a**-pull" as a, ok, let's debate our reasoning then.


I already explained mine, namely that key term "unplayable", is the opponent is still threatened, the game is still playable. I furthermore explained that the example chosen supports my view since "running away to get a better position" is a position advantage, akin to being on the ledge, whereas in infinite chaingrab makes it impossible for the opponent to do anything.


Finally, I cited a source document for that defintion, which seems to have the same basic philosophy for what is immiediatly ban-worthy.


So, I backed up mine, your turn. Either pick at my definition, or explain your own.


Also, disagreements can also be the result of misunderstandings.
I guess you take 'unplayable' to mean that your opponent literally has no options to hurt the opponent. While it's true, I think you're taking it a little too literally. If another player dodged every one of your efforts to hurt him, while at the same time showing no intention of even hitting you and just stalling you out as long as he can continue to dodge your efforts, I would think that those conditions are pretty unplayable, just as doing infinites until exceedingly high percentages makes the game unplayable. In both those conditions, at some point the player being the victim just wants to get it over with, since there's no point in continuing. The player doing the infinite avoids stalling by ending the infinite and killing the opponent. The player running away avoids stalling by actually confronting the opponent once in a while.


Not true, with running, the opponent has enough frames to react, and without a hitbox, any technique will go through sonic's run.

So, it should be a question of proper reaction as opposed to whether it's perfectly executed, in other words, your opponent has a say about it once it's started, unlike IDC.
Of course, the person attempting to stall by running away has to avoid a whole bunch of attacks, making it almost needlessly difficult to successfully pull it off, assuming equal player skill. That's why the SBR has to ban anything that might make this effort too easy to do, such as abusing the ledge for no purpose other than stalling.

Actually, that's the opposite of what I was saying, if you're reacting to your opponent, then you're still playing the game.

Once you've made it so you don't have to react to your opponent, you've made the game unplayable.

IDC doesn't require you to react to your opponent, just continue executing the technique. Unlike your run strat, which even if it works, requires constant reaction and prediction.
Technically, reacting to an opponent that is abusing the ledge is still 'playing the game,' but TO's are attempting to limit this by the ledge grab rule. So if we're going by what the TO's are trying to do to combat stalling, then we can't just limit stalling to techniques that make rendering to your opponent moot, or else planking wouldn't get as much heat as it currently is.

Show me somebody who pulls it off perfectly on a stage without a circle and I'll show you a really bad opponent.
It doesn't matter if your opponent is bad or not, if you're stalling for the sake of stalling (and succeeding), you're doing it to make it as unplayable for your opponent as possible. I guess I am taking this to the subjective level, but if people are trying to get Dojo DQ'd for doing something like this to DEHF at Genesis, then I guess 'unplayable' is a questionably subjective term.

Lol, actually an engineer too, I need a technical background to go into IP law, so information systems engineering.


But yea, I use my word very precisely and read into the meanings of words a lot, hence why we're debating this.
Materials science is the area I'll specialize and hopefully get a career for. IP law sounds interesting too.
 
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