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Hacked Brawl Preview Combo Video Megasauce

Cinder

Smash Master
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Aug 10, 2007
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Jag förstår inte. Vad sa du?
So its less of a game more of who gets first attack off? Lets ALL main IC's and memorize the chain grab it will mean were really good



I don't think you know what skill is... what your referring to is memorization...you spent a lot of time memorizing how to do a combo so you should be rewarded for your ability to do a repeatable task...once again Go Farm Gold In WoW

Combos exist in most fighters because they have parry blocking and countering/reversals which can be done at anytime even after being hit...SSBB does not have this because of things like hitstun

Mortal kombat http://www.youtube.com/watch?v=ifXt4dP4evg for example

tekken http://www.youtube.com/watch?v=I-LLZaA4fdQ&feature=related


I ll show you a comparison you tell me which player has more "skill"

http://www.youtube.com/watch?v=64NumEBZhFQ
I love how you completely overlooked my point...so since you're so oblivious, I'll say it louder...

Memorizing combos is only half the battle!!! You need to account for DI, techchasing, and AT's!!! You clearly know NOTHING about Melee, so stop making yourself look like even more of a fool than you already do!!!

Seriously...how 'bout you learn to do something other than D-throw --> Shine on a Lvl 1 with Fox before you start talking about combos, eh?
 

The Milk Monster

Smash Champion
Joined
Dec 31, 2007
Messages
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Location
Collinsville, IL.
I love how you completely overlooked my point...so since you're so oblivious, I'll say it louder...

Memorizing combos is only half the battle!!! You need to account for DI, techchasing, and AT's!!! You clearly know NOTHING about Melee, so stop making yourself look like even more of a fool than you already do!!!

Seriously...how 'bout you learn to do something other than D-throw --> Shine on a Lvl 1 with Fox before you start talking about combos, eh?
/discussion
DI can get you out of combo's, and then there's your catch up.
Tech chasing is just evil, 'nuff said.
 

Alterhalo

Smash Journeyman
Joined
Nov 15, 2008
Messages
273
Location
Brooklyn, NY
It's pretty much exactly turning brawl into melee....your taking effects that were prominent in melee and adding them to brawl...the fact that people are debating adding melee air dodge proves this...the reason these things were changed is because combos are gay...look at the old street fighter games there was no combos and people still play them today...compared to say the new soul caliber which is already dieing in popularity

I think you'll find the reason more people play brawl is because of the lack of those things...combos create gaps between players which is what i pretty much i assume is your goal...the fact that everything can be stopped in brawl is amazing...i would rather the hack took away current combos then added new ones theres a reason things like chain grabs are banned is some tournaments because there gay...both to play and to watch....i don't even like to be the one doing the chain grabbing feels less like playing a game more like work 1,2,3,1,2,3,1,2,3....as your opponent goes takes a piss comes back and your still 1,2,3,1,2,3 it takes more skill to actually play then to memorize a sequence of buttons to press go play DDR or Rockband hell the dance academy in Zelda if you like pressing sequential buttons. I am happy these things aren't in brawl
Wow...Dude did you suck at melee or are you just good at brawl and you want to keep it that way?
 

Veggi

Smash Champion
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Jun 4, 2008
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I'm gonna wreck it! (Fort Myers)
Because he didn't come back yet and I'm sick of the meat riding in this thread, I'm going to take a shot at doing his arguement for him.

No, it's not more of a who gets the first attack off.
Melee has combo's, because of hit stun, Brawl does not, you can just string attacks together into what seems like a combo, but it's escapable.
I won't deny that Tekken has combo's, but that is more of a who gets the first hit, whoever gets the first pop up, there goes a health bar with a juggle.
Hitstun, really? So something that puts the offensive player in the advantage position makes a game more competitive? It's nonsense. Combo's are just a brainwashing that has been served to you, combos in fighting games can be put in or disposed of and the competition still says the same because the opponent has the same options you do.

Combos do not make a game competitive and here's why....

-Combos are in purest form, training wheels for hitting the opponent. If the opponent has no options after being hit other than DI, it take significantly less skill to hit the opponent because they can't stop you. You turned player 2 into a sandbag for a period of time, kudos kiddo. You obviously love your new skill of the other player not being able to stop you.

-Airdodging is punishable, along with every other defensive manuever in the game. If you want to play the game like Melee, go ahead and fail. The gameplay has changed to give the opponent more defensive options, learn to punish them because they were intended to make you miss and leave you open. How horrific, you can do the same thing. Try playing Brawl more like Ike mains have learned how to do, they win their games off of prediction, and it would be rather foolish to say it takes no skill.

-It takes more skill to learn follow ups and repercussions and it takes even more skill to follow DI in addition to watching for defensive options. Wow, having to change what attack you do depending on the direction the opponent moves, it really isn't exclusive to Melee after all.

-You think Brawl is bad because follow ups are escapable, and you think Melee is good because combos are escapable. That's what I read at least, the fact that there is only one option to escape a chain of moves makes Melee more skill based and the fact that one exists make it even more skill based. False idea, it seems.

You seem to think that a large pay off for doing one move that chains into other moves resulting in death is a bad thing, then something in less extreme form becomes good. Which looks like it withers it down to opinion. Also keep in mind that other games have much better combos than Melee and there are things that take more skill than both Melee and Brawl. Yet no one on the Melee side cares about them because they would rather play their game, interesting how that works out.
 

Maikeru17

What the hell is this thing
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548
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Brooklyn, New York
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NoxNoctis
@Veggi:

Hitstun, really? So something that puts the offensive player in the advantage position makes a game more competitive? It's nonsense. Combo's are just a brainwashing that has been served to you, combos in fighting games can be put in or disposed of and the competition still says the same because the opponent has the same options you do.
Competitive =/= competition.
I can't find the thread, but if you look for it, I'm sure you'll find it. Check the Brawl Tactical discussion or the general discussion.

Anyway.

You're only looking at one thing, kiddo.
Also, he was stating that hitstun is what makes combos possible in Melee; and the lack of hitstun is what prevents combos from being possible in Brawl. Hitstun means combos. Now; combos take skill. Not hitstun. Some combos take more skill than other combos. Why? Because certain combos require more PRECISE and ACCURATE timing than other combos. If I was able to time things better than you, wouldn't that make me more skillful at timing something? Hm. Maybe I should back up just a bit. How do you start a combo in Melee? Ah, yes. The over-used word, mindgames. Pressuring your opponent into making a mistake; poking and feinting and Falcon Punching off-stage and demoralization. All of these take both technical skill, AND mental skill. You can replace the word skill with ability. To be better at an ability, it means you are more skillful than someone worse than yourself at said ability.
www.google.com define:skillful said:
Definitions of skillful on the Web:

* showing or characterized by great skill or craft, especially in producing or containing finely detailed intricate work or gentle or adroit ...
encarta.msn.com/dictionary_1861603502_701705517/prevpage.html
It's skillful of someone to start to combo someone else. What combo they start doesn't really matter, as it still takes some degree of skill. You can memorize how to Ken Combo all you want, that doesn't mean you'll be skillful enough to read your opponents DI correctly every time. Being able to DI out of any escapable combo in Melee is more skillful than simply airdodging in Brawl.



-Combos are in purest form, training wheels for hitting the opponent. If the opponent has no options after being hit other than DI, it take significantly less skill to hit the opponent because they can't stop you. You turned player 2 into a sandbag for a period of time, kudos kiddo. You obviously love your new skill of the other player not being able to stop you.
As far as combos being "training wheels for hitting the opponent", no one can really argue that. Especially at higher percentages. In Melee, Captain Falcon will uair Marth. The uair sends Marth 3/4th's the way across Final Destination. Falcon Still has enough time to run there, jump, and knee Marth, while Marth is still in hitstun. It's very easy. The combo itself is pretty skill-less, but. Who cares? You probably out-smarted Marth, were able to get the uair in, and there, you kneed him for being stupid. Sucks for him, really. Anyone that makes a mistake should be punished, and should have no say in the matter. It was your fault for not being smarter than your opponent at that moment. Cry more.
Like I said before, hitstun does not take skill. Getting someone "into hitstun" takes skill. The majority of combos that come afterwards range from taking little skill, to lots of skill.



-Airdodging is punishable, along with every other defensive manuever in the game. If you want to play the game like Melee, go ahead and fail. The gameplay has changed to give the opponent more defensive options, learn to punish them because they were intended to make you miss and leave you open. How horrific, you can do the same thing. Try playing Brawl more like Ike mains have learned how to do, they win their games off of prediction, and it would be rather foolish to say it takes no skill.

-It takes more skill to learn follow ups and repercussions and it takes even more skill to follow DI in addition to watching for defensive options. Wow, having to change what attack you do depending on the direction the opponent moves, it really isn't exclusive to Melee after all.
Yeah, airdodging is punishable. So what? If I punched you in the face with a force of say...(work with me here, we're going to pretend this is a very strong, very solid hit to your skull) 80F (F=force, lewl), would you be able to punch me right back? Most likely not, unless you had a helmet on. The point is, no one should be able to airdodge or attack RIGHT after getting hit with an attack. It's a stupid concept on it's own.
But, anyway. The fact that you're able to airdodge or attack (or wiggle out of a tumble then attack) after getting hit keeps the game at a hit and run basis, usually. Yeah, you can punish your opponent's airdodge, sure. Okay, so, you got hit anyway. Why not have been in hitstun instead? You can argue that it takes more mental skill to repeatedly hit someone in Brawl than it does in Melee, but. In Melee there's tech-chasing, and DI-reading.
DI is more prominent in Brawl, but with the game's floatiness and seemingly large characters and large hitboxes, I find reading DI as accurately as possible to be less important. Besides, why read their DI, when they're going to airdodge and land into my Falcon Punch? I'd rather not waste my time airdodging, and instead just float in the air unable to do something, and focus on DIing out of the combo. With the game's speed, my opponent will probably miss his attack, and be unable to "recover" his combo. Because of my skill at DI, and his un-skill at DI reading, I'm able to turn the tide to my advantage for that moment. This specific argument is all about preference, and shouldn't be argued about again.



-You think Brawl is bad because follow ups are escapable, and you think Melee is good because combos are escapable. That's what I read at least, the fact that there is only one option to escape a chain of moves makes Melee more skill based and the fact that one exists make it even more skill based. False idea, it seems.
As I said before, it takes more skill to DI out of a combo than it does to airdodge out of one.
We think Melee is good because there's more technical and mental skill needed to play the game. It's faster paced, which partially creates an illusion of being more "skillful" while the lack of time to decide something due to it being fast-paced means you need to be good at making quick/instant decisions that are CORRECT. In Brawl, you're allowed to make more mistakes. Against a good player in Melee, if you make a mistake, you will most likely lose your stock. That means it takes more skill to survive in Melee than it does in Brawl, does it not? As far as mistakes go, the ceiling for skill is the same in both Melee and Brawl. The best anyone can be/do in either game is make ZERO mistakes. However, the floor is much, much closer to the ceiling in Brawl, than it is in Melee. The floor represents how many mistakes you can make before you lose your stock. The closer the floor is to the ceiling, the more mistakes you're able to make.

It's the nature of how combos are escaped/started in either game that makes one game more skillful than the other.



You seem to think that a large pay off for doing one move that chains into other moves resulting in death is a bad thing, then something in less extreme form becomes good. Which looks like it withers it down to opinion. Also keep in mind that other games have much better combos than Melee and there are things that take more skill than both Melee and Brawl. Yet no one on the Melee side cares about them because they would rather play their game, interesting how that works out.
I don't quite understand your point in your first sentence. I'd like to be rewarded for my ability to start a combo, continue a combo, and finish a combo. It feels rewarding. Sometimes it's flashy, and makes the crowed cheer and go crazy. It's an amazing feeling. Especially when it's a match-winning combo. Comparing the sense of accomplishment of getting a combo off in Melee, to farming gold or honor or raiding (which is totally easy mode) in WoW (I play WoW consistently and constantly) is kinda dumb. It's a sense of accomplishment, but. It feels completely different. Trust me. :]


It's generally decided that, as a whole, Guilty Gear takes more skill than Melee. It's accepted as that.
I do believe that it was Marvel vs Capcom 2 that took more technical skill than Melee, but less mental skill; where as I think it was SF:3rd Strike that takes more mental skill than Melee, but less technical skill.

Any respectable pro and semi pro in Melee can respect other fighters. It's the players from the other fighters that do not respect the Melee players. We play our game because we enjoy it, and so do they. Certain facts people just need to learn and get over, such as certain games taking more or less skill than others.


Anyway.

LOLONTOPIC: The video was nice. I was kinda testing Brawl+ when the codes came out that one week, but. I dropped it because Melee was still superior to it. I'd hope you'd be using the new hitstun code to at least finish off the video, so. :] Get to it already.



-Nox`
 

Veggi

Smash Champion
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I'm gonna wreck it! (Fort Myers)
Competitive =/= competition.
I can't find the thread, but if you look for it, I'm sure you'll find it. Check the Brawl Tactical discussion or the general discussion.
I don't recall ever saying that it did, I'm also not going to look for the thread. It has been said that putting the offensive player in the advantage position make the game competitive. Which is wrong.

Also, he was stating that hitstun is what makes combos possible in Melee; and the lack of hitstun is what prevents combos from being possible in Brawl.
There was no reason to argue with it, so I'm not obligated to comment on it.

Hitstun means combos. Now; combos take skill. Not hitstun. Some combos take more skill than other combos. Why? Because certain combos require more PRECISE and ACCURATE timing than other combos. If I was able to time things better than you, wouldn't that make me more skillful at timing something? Hm. Maybe I should back up just a bit. How do you start a combo in Melee? Ah, yes. The over-used word, mindgames. Pressuring your opponent into making a mistake; poking and feinting and Falcon Punching off-stage and demoralization. All of these take both technical skill, AND mental skill. You can replace the word skill with ability. To be better at an ability, it means you are more skillful than someone worse than yourself at said ability.
Combos both take skill and hitstun. However the absence of hitstun does not take away any of the skill, it just takes away from the term "combo." Comparitively, follow ups in Brawl have to be much more accurate because Brawl has multiple responses available to the opponent. Follow ups in Brawl also require more precise or accurate timing than other follow ups, if you could both complete the same combo would that make the other player better? No, it would make them the same because without input from the other player it becomes a task. Can you complete the task or can you not? The result of this is not dependant on opposition and therefore uncompetitive.

It seems like you believe that the qualities in Melee don't exist in Brawl, how do you accomplish anything in Brawl? Through mindgames. It's called player opposition and it is the basis of competition, with Brawl being a constant mind game. Regardless of what character you pick, mind games are present. If you need to hit someone, mind games are needed for every hit, provided you aren't in the situation to use a combo.

It's skillful of someone to start to combo someone else. What combo they start doesn't really matter, as it still takes some degree of skill. You can memorize how to Ken Combo all you want, that doesn't mean you'll be skillful enough to read your opponents DI correctly every time. Being able to DI out of any escapable combo in Melee is more skillful than simply airdodging in Brawl.
A combo starts with one hit. Are you trying to tell me that Melee is better because you have to hit the opponent? Also, if you think that avoiding moves in Brawl is down to simply air dodging you are mistaken. Imagine MK's tornado, you do not air dodge to escape being stuck in the tornado, you DI. There are times where an air dodge is better suited than DI. For example when he tries to repeatedly uair you, then it would be best to air dodge it. For his down tilt pokes, you perfect shield to punish it. Knowing when and how to use each option along with having the skill to avoid the move with it and the mindgames to keep from being predicted or punished for it is a good thing.

For the record, timing the invincibility frames on an air dodge is equal or close to moving away from the opponent while you're being hit.


As far as combos being "training wheels for hitting the opponent", no one can really argue that. Especially at higher percentages. In Melee, Captain Falcon will uair Marth. The uair sends Marth 3/4th's the way across Final Destination. Falcon Still has enough time to run there, jump, and knee Marth, while Marth is still in hitstun. It's very easy. The combo itself is pretty skill-less, but. Who cares? You probably out-smarted Marth, were able to get the uair in, and there, you kneed him for being stupid. Sucks for him, really. Anyone that makes a mistake should be punished, and should have no say in the matter. It was your fault for not being smarter than your opponent at that moment. Cry more.
Like I said before, hitstun does not take skill. Getting someone "into hitstun" takes skill. The majority of combos that come afterwards range from taking little skill, to lots of skill.
Being hit by Captain Falcon's uair is being stupid? I didn't know that it was against normal standards to be hit by a move in a fighting game. I assure you that Marth got punished for leaving himself open, he got punished with a uair. Think about MK's Infinite Dimensional Cape, it's banned, yet he is only punishing you for letting him get ahead of you and far away enough to use his Dimensional Cape. The more the opponent practices the longer he gets to stay in another dimension. Now do you see why that train of thought is flawed? This easy punishment thing is just your personal taste and if you want that it doesn't really matter to me, but I'm tired of Melee fans riding each other and living in their little world where Melee is the best game ever and the game after it is trash because it didn't have what they wanted from Melee. (Not you in particular.)


Yeah, airdodging is punishable. So what? If I punched you in the face with a force of say...(work with me here, we're going to pretend this is a very strong, very solid hit to your skull) 80F (F=force, lewl), would you be able to punch me right back? Most likely not, unless you had a helmet on. The point is, no one should be able to airdodge or attack RIGHT after getting hit with an attack. It's a stupid concept on it's own.
But, anyway. The fact that you're able to airdodge or attack (or wiggle out of a tumble then attack) after getting hit keeps the game at a hit and run basis, usually. Yeah, you can punish your opponent's airdodge, sure. Okay, so, you got hit anyway. Why not have been in hitstun instead?
It matters because air dodging is not a fool proof plan that gets you away from anything, in fact, I've seen Ike mains use it as an excuse to punish them harder for predicting the opponent trying to avoid their first move. So as long as the opponent can screw you over by playing better than you, it makes the game more competitive. Also, characters in Brawl can not punish you for landing a move, other than a few examples such as punishing MK's tornado after DI'ing out of it, of all things.

Don't play the realism card, it won't work because this game doesn't go after realism. It goes after whatever the designer wanted it to be. Also, I could play the realism card against you. Do you want Donkey Kong to recieve 52 frames of invincibilty after he gets hit? It's what happened in his games. So according to you, characters should not be able to jump twice and characters should start to stop moving as they go up in percent. Extra options.

Why not have hitstun instead? Because predicting and reacting to an opponents defensive manuevers takes more skill than hitting the opponent during hitstun. Fact and the rule of player opposition.

Hit and run would only benefit you if one of the following could happen.

-You could be punished for landing a move if you didn't run after landing one. Doesn't exist.
-You could be penalized for hurting someone else. Doesn't exist, there are no cops.
-Projectiles are more useful than follow ups. Sometimes the case, but usually no. I can only think of Falco as a character that could benefit from this. Even if more characters did benefit from it, going into a projectile position is not a bad thing.

You can argue that it takes more mental skill to repeatedly hit someone in Brawl than it does in Melee, but. In Melee there's tech-chasing, and DI-reading.
DI is more prominent in Brawl, but with the game's floatiness and seemingly large characters and large hitboxes, I find reading DI as accurately as possible to be less important. Besides, why read their DI, when they're going to airdodge and land into my Falcon Punch? I'd rather not waste my time airdodging, and instead just float in the air unable to do something, and focus on DIing out of the combo. With the game's speed, my opponent will probably miss his attack, and be unable to "recover" his combo. Because of my skill at DI, and his un-skill at DI reading, I'm able to turn the tide to my advantage for that moment. This specific argument is all about preference, and shouldn't be argued about again.
In Brawl there is tech-chasing as well, I've even seen a chase-tech work before. As you've stated, but I wanted to make it clear, there is DI-reading in Brawl. Why would the games floatiness take away from DI-reading? If anything it would make it better because characters spend more time in the air. Hitboxes you still have to be careful with although, I'll have to give you the point that it indeed does take more skill to hit with a smaller attack.

The thing is, you don't know that they are going to land in your Falcon Punch. For the record, a Falcon Punch is a bad example because an empty short hop towards an aerial opponent followed by a reverse Falcon Punch would have a better chance of hitting. It's also impossible for me to list every situation here, so I'm not going to try. Assume Link is a chargin his up smash as an opponent approaches him from the air. Air dodging through the up smash would provide the best punishment option for an expected up smash. However if the opponent air dodges while Link is still charging, Link obtains a more powerful up smash as a result of predicting his opponent. When there is always the option of DI'ing away from Link to avoid it and missing the opportunity to punish him the way he wanted, because I had to give you one example out of a near endless amount. Mindgames, as you say.


As I said before, it takes more skill to DI out of a combo than it does to airdodge out of one.
We think Melee is good because there's more technical and mental skill needed to play the game. It's faster paced, which partially creates an illusion of being more "skillful" while the lack of time to decide something due to it being fast-paced means you need to be good at making quick/instant decisions that are CORRECT. In Brawl, you're allowed to make more mistakes. Against a good player in Melee, if you make a mistake, you will most likely lose your stock. That means it takes more skill to survive in Melee than it does in Brawl, does it not? As far as mistakes go, the ceiling for skill is the same in both Melee and Brawl. The best anyone can be/do in either game is make ZERO mistakes. However, the floor is much, much closer to the ceiling in Brawl, than it is in Melee. The floor represents how many mistakes you can make before you lose your stock. The closer the floor is to the ceiling, the more mistakes you're able to make.
They both barely take any skill at all, it could be argued that timing invincibility frames takes more skill than moving away from the opponent. Now, out of the topic at hand and into a the same old Brawl vs. Melee debate.

For the record, the amount of skill taken to play a game does not make it good, as I've said in my previous post. I'll regard the first sentance as an opinion because it would take way too long to argue something that vague. Keep in mind that both players are set in the same speed and that you choose not to play Lightning Melee. Both players are allowed to make the same amount of mistakes with the only variant being the way the opponent can predict a mistake. What I said also answers your question. It also gives a response to the rest of the paragraph as well.


I don't quite understand your point in your first sentence. I'd like to be rewarded for my ability to start a combo, continue a combo, and finish a combo. It feels rewarding. Sometimes it's flashy, and makes the crowed cheer and go crazy. It's an amazing feeling. Especially when it's a match-winning combo. Comparing the sense of accomplishment of getting a combo off in Melee, to farming gold or honor or raiding (which is totally easy mode) in WoW (I play WoW consistently and constantly) is kinda dumb. It's a sense of accomplishment, but. It feels completely different. Trust me. :]
What you said is a personal preference and personally, I like my defensive options.

It's generally decided that, as a whole, Guilty Gear takes more skill than Melee. It's accepted as that.
I do believe that it was Marvel vs Capcom 2 that took more technical skill than Melee, but less mental skill; where as I think it was SF:3rd Strike that takes more mental skill than Melee, but less technical skill.

Any respectable pro and semi pro in Melee can respect other fighters. It's the players from the other fighters that do not respect the Melee players. We play our game because we enjoy it, and so do they. Certain facts people just need to learn and get over, such as certain games taking more or less skill than others.
It doesn't seem to be that way with Brawl, Melee fans are notorious for disrespecting people who play Brawl, maybe not you, because you've done a fine job in handling my arguement maturely when I can rarely say the same for other people, including myself at some points in this thread.

I was kinda testing Brawl+ when the codes came out that one week, but. I dropped it because Melee was still superior to it.



-Nox`
I'd have to agree that Brawl+ just looks like a super lame version of Brawl where they try to take things from Melee and it turns out bad. Admittedly, I've never played Brawl+.
 

metaXzero

Smash Champion
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Jan 9, 2008
Messages
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Under the ground.
Veggi. Without hitstun, their are no combos OR putting your opponent into a bad position. That means no punishment for a successful approach. If their is no reason to approach, why play offensively? All that's going to happen we will poke each other until one dies.

So instead, you play defensively. You spam projectiles and ranged attacks to make them come to you, then you use your strongest but fastest attack to punish. This why some people hate competitive Brawl. Why approach and engage in a poking contest when you can instead camp and repeatedly punish your opponents appeoaches.

Why do you think Snake (near-godly defensive game with broken tilts), MK (great range, priority, and nearly unpunishable), Dedede (Large grab range which leads to a Chain-grab that equates to up to 30% combo --> edgeguard) and Falco (lasers and a 50% to spike CG) are so dominant (ESPECIALLY MK and Snake)?
 

Veggi

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I'm gonna wreck it! (Fort Myers)
Veggi. Without hitstun, their are no combos OR putting your opponent into a bad position. That means no punishment for a successful approach. If their is no reason to approach, why play offensively? All that's going to happen we will poke each other until one dies.

So instead, you play defensively. You spam projectiles and ranged attacks to make them come to you, then you use your strongest but fastest attack to punish. This why some people hate competitive Brawl. Why approach and engage in a poking contest when you can instead camp and repeatedly punish your opponents appeoaches.

Why do you think Snake (near-godly defensive game with broken tilts), MK (great range, priority, and nearly unpunishable), Dedede (Large grab range which leads to a Chain-grab that equates to up to 30% combo --> edgeguard) and Falco (lasers and a 50% to spike CG) are so dominant (ESPECIALLY MK and Snake)?
I already went over the combos thing. Hitstun isn't needed to put the player into a bad position, they are put into a bad position just by being near you while you are attacking and to a better point, when they are mindgamed into being at a bad position. There is a punishment for a successful approach, it's called hitting the opponent. Now that you did that, you think they can run away and make it hard to approach after you hit them? It can't happen, after being hit they can't make it hard for you to approach any more until they retain a good distance from you. Not that making it hard to approach was ever a bad thing. Dude, camping is only good for the couple of seconds you can hold someone off with it and that's fine. Characters with projectiles that make it possible to camp, I'll just go for the best one as an example. Do you honestly think that Falco's lasers will hold someone off for more than 3 seconds, even with using the AT's for it? Also, every example you're using assumes that the approach fails every time. The entire example you're giving is just wrong, go watch a match, it doesn't happen. Also, the strongest but fastest move to punish for approaching. Are you joking?

Those characters are the most dominant because they have the best and most tools, what was bringing that up supposed to prove? That defensive playstyles were good in Brawl? That doesn't prove it at all, and defensive playstyles arn't even a bad thing. I could go through the character list and even show you playstyles to sooth your irrelevant desire for varied playstyles in Brawl. When in Melee, the playstyles for the top characters, were, much, much less diverse.
 

Maikeru17

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I had just about finished typing out a response last night to your post, and my computer restarted without asking me, for automatic updates.
I could've sworn I those off.
I'm not going to bother doing it again; or at least not now.


There's defensive styles, and then there's camping styles. Camping is bad.
Why? Because it's BORING AS **** for both the player and the audience. I would NOT spectate a Brawl match if you PAID me, because they're ****ing BORING.
I quit Brawl because it's boring and irritating. It, unlike any other fighter, punishes me for attempting to hit my opponent after hitting him again. Combos are a core staple to any fighting game. In traditional fighters, most combos are inescapable.
Any fan of the fighting game genre; and especially a person who's seasoned in competitive play for ANY fighting game, would NOT want to play the newest game if combos were removed.
Combos take skill; combos take patience; combos make the game interesting.

You know what Brawl is?
Throw Melee in. Put a computer on level 4. Jab him once. He'll jab you back. Jab him again. He'll jab you again.
That's Brawl. Now add spacing to those jabs. Jab, run away, he'll chase you and jab back. Throw a projectile at him, now. He'll throw one back if he can, or maybe jab you again.
When you get to a high enough percent, he'll come in, maybe jab you a bit more, then all of a sudden FORWARDSMASH and you die, because you suck. Or something.
Not to mention the level of thinking it would take to outsmart this level 4 computer is about equal to the level of thinking required to play a high-level Brawl match.


Unfortunately, that's the harsh reality of Brawl.
If you can't see that, then maybe you're holding Brawl a bit too high on the pedestal.


-Nox`
 

Veggi

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I had just about finished typing out a response last night to your post, and my computer restarted without asking me, for automatic updates.
I could've sworn I those off.
I'm not going to bother doing it again; or at least not now.
That sucks a lot, I hate it when stuff like that happens.

There's defensive styles, and then there's camping styles. Camping is bad.
Why? Because it's BORING AS **** for both the player and the audience. I would NOT spectate a Brawl match if you PAID me, because they're ****ing BORING.
I quit Brawl because it's boring and irritating. It, unlike any other fighter, punishes me for attempting to hit my opponent after hitting him again. Combos are a core staple to any fighting game. In traditional fighters, most combos are inescapable.
Any fan of the fighting game genre; and especially a person who's seasoned in competitive play for ANY fighting game, would NOT want to play the newest game if combos were removed.
Combos take skill; combos take patience; combos make the game interesting.
Actually, I think watching campy Snakes is really amusing. Even then he can only hold people off for a bit. Then there's ROB who has to charge both of his projectiles, the max he can do is two hits on you before you get to him and he uses it for edge and anti edgeguarding anyway, Pit can camp, but his projectile has techniques and if you think firing it forwards will hold people back. It's just wrong. Then there's Falco who I already explained. Pretty much, the idea that people just camp in Brawl is just wrong, as I've already explained. At core, camping doesn't even have to be bad. Other characters have projectiles that they use to approach, which ain't bad. There's your opinion now, and I assure you that people do indeed have fun playing Brawl. If you don't, that's OK with me, but you arn't going to convince anyone that it's boring by telling them it. The game doesn't punish you for anything, your opponent punishes you for it, if you get hit after hitting your opponent, it's for being "stupid" as you said earlier.

It won't work to tell me that games with combos are superior because other games had them, and if you're looking for combos Melee is the wrong place to go. Both Melee and Brawl have bad combos, with Brawl having worse combos than Melee. It makes no difference, it seems. I can't see a reason for your last sentance to convince me of anything.

You know what Brawl is?
Throw Melee in. Put a computer on level 4. Jab him once. He'll jab you back. Jab him again. He'll jab you again.
That's Brawl. Now add spacing to those jabs. Jab, run away, he'll chase you and jab back. Throw a projectile at him, now. He'll throw one back if he can, or maybe jab you again.
When you get to a high enough percent, he'll come in, maybe jab you a bit more, then all of a sudden FORWARDSMASH and you die, because you suck. Or something.
Not to mention the level of thinking it would take to outsmart this level 4 computer is about equal to the level of thinking required to play a high-level Brawl match.
I can't even tell what you're describing in this paragraph past the first sentance. Maybe it's because both Melee and Brawl share it, oh my. Haha, I'm also not taking your word for the last sentance. The last paragraph sounds like both Brawl and Melee only Melee wouldn't have as much player opposition.
 

Revven

FrankerZ
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I'm assuming you mean play like THIS online.

And, without knowing anything at all about the hack, I can almost guarentee the answer is no.
You can if both opponents have the code(s) on, just be prepared for desyncs due to the amount of button presses the game will have to transfer over online.
 

The Milk Monster

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Collinsville, IL.
Because he didn't come back yet and I'm sick of the meat riding in this thread, I'm going to take a shot at doing his arguement for him.


1.
Hitstun, really? So something that puts the offensive player in the advantage position makes a game more competitive? It's nonsense. Combo's are just a brainwashing that has been served to you, combos in fighting games can be put in or disposed of and the competition still says the same because the opponent has the same options you do.

2. Combos do not make a game competitive and here's why....

-Combos are in purest form, training wheels for hitting the opponent. If the opponent has no options after being hit other than DI, it take significantly less skill to hit the opponent because they can't stop you. You turned player 2 into a sandbag for a period of time, kudos kiddo. You obviously love your new skill of the other player not being able to stop you.

3. -Airdodging is punishable, along with every other defensive manuever in the game. If you want to play the game like Melee, go ahead and fail. The gameplay has changed to give the opponent more defensive options, learn to punish them because they were intended to make you miss and leave you open. How horrific, you can do the same thing. Try playing Brawl more like Ike mains have learned how to do, they win their games off of prediction, and it would be rather foolish to say it takes no skill.

4. -It takes more skill to learn follow ups and repercussions and it takes even more skill to follow DI in addition to watching for defensive options. Wow, having to change what attack you do depending on the direction the opponent moves, it really isn't exclusive to Melee after all.

5. -You think Brawl is bad because follow ups are escapable, and you think Melee is good because combos are escapable. That's what I read at least, the fact that there is only one option to escape a chain of moves makes Melee more skill based and the fact that one exists make it even more skill based. False idea, it seems.

6. You seem to think that a large pay off for doing one move that chains into other moves resulting in death is a bad thing, then something in less extreme form becomes good. Which looks like it withers it down to opinion. Also keep in mind that other games have much better combos than Melee and there are things that take more skill than both Melee and Brawl. Yet no one on the Melee side cares about them because they would rather play their game, interesting how that works out.
I numbered each of your statements so I can nitpick them individually.

1. No, hitstun makes combo's possible in Melee. In Brawl, people can react easier to being hit because the lack of hitstun.

2. The player is still able to stop you. If your bread and butter combo's require an opponent flying a certain way, and they DI the opposite way, look, combo stopped. They are stoppable, just not as easy to stop as they are in Brawl.

3. Everything is punishable in it's own respects in all the Smash games. A messed up auto cancel could cost you a stock depending on who you're fighting. A wrong airdodge could time your recovery wrong and you'll miss the edge. I don't play Brawl like Melee, I play it like Brawl, more defensive, like it's intended to be played on the competitive level. I have never said Brawl doesn't take skill, it does take skill, not as much technical skill as Melee did, but it still takes proper mindgames against the right opponents. It's not like I could just pick up a controller for the first time and 4 stock DSF or something, I would need to come up with a strategy to get around his Snake.

4. Never said it was exclusive to Melee, combo's in Melee depended on which way the opponent DI'ed.

5. I never once stated Brawl was bad, I enjoy Brawl a lot. I compete with both Melee and Brawl. I enjoy both the games for what they are. Brawl for being a more defensive, tactical game, and Melee for being more offensive and technical. DI isn't the only option to escape combo's in Melee.

6.There are a lot of games that are more technical then Melee. Look at Marvel vs Capcom 2, there is so much going on in that game, It's mindblowing how people even follow it. In Melee, doing a combo, whether it be 0% to death or not, you would hope there would be a prize for it (Getting the opponent off the ledge, setting up for another combo, etc.), but in Brawl, it's more of a poke until win match in some cases. Brawl is more campy then Melee, no doubt, but thats what it's supposed to be, play it defensively, let them come to you. Melee was much more offensive and technical, setting up combo's, etc. Smash actually lets you escape combo's, unlike Tekken and MvC2, where if they get the correct combo off, full health bar, inescapable. And since Smash doesn't have traditional health bars, you can catch up if you are down.
 

Veggi

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I numbered each of your statements so I can nitpick them individually.

1. No, hitstun makes combo's possible in Melee. In Brawl, people can react easier to being hit because the lack of hitstun.

2. The player is still able to stop you. If your bread and butter combo's require an opponent flying a certain way, and they DI the opposite way, look, combo stopped. They are stoppable, just not as easy to stop as they are in Brawl.

3. Everything is punishable in it's own respects in all the Smash games. A messed up auto cancel could cost you a stock depending on who you're fighting. A wrong airdodge could time your recovery wrong and you'll miss the edge. I don't play Brawl like Melee, I play it like Brawl, more defensive, like it's intended to be played on the competitive level. I have never said Brawl doesn't take skill, it does take skill, not as much technical skill as Melee did, but it still takes proper mindgames against the right opponents. It's not like I could just pick up a controller for the first time and 4 stock DSF or something, I would need to come up with a strategy to get around his Snake.

4. Never said it was exclusive to Melee, combo's in Melee depended on which way the opponent DI'ed.

5. I never once stated Brawl was bad, I enjoy Brawl a lot. I compete with both Melee and Brawl. I enjoy both the games for what they are. Brawl for being a more defensive, tactical game, and Melee for being more offensive and technical. DI isn't the only option to escape combo's in Melee.

6.There are a lot of games that are more technical then Melee. Look at Marvel vs Capcom 2, there is so much going on in that game, It's mindblowing how people even follow it. In Melee, doing a combo, whether it be 0% to death or not, you would hope there would be a prize for it (Getting the opponent off the ledge, setting up for another combo, etc.), but in Brawl, it's more of a poke until win match in some cases. Brawl is more campy then Melee, no doubt, but thats what it's supposed to be, play it defensively, let them come to you. Melee was much more offensive and technical, setting up combo's, etc. Smash actually lets you escape combo's, unlike Tekken and MvC2, where if they get the correct combo off, full health bar, inescapable. And since Smash doesn't have traditional health bars, you can catch up if you are down.
1. I didn't mean for my statement to be misinterpreted that way. I meant to refer to the notion that hitstun made a game more competitive, which honestly I can't remember who stated it. I'm not even completely sure if anyone stated it for that matter.

2. If the combo is escapable, it's not a combo, either that or if a person was hit during hit-stun it was a combo. It was one of those two, or maybe it was up to interpretation. I'd rather the word easy be substituted with "skill-based" so it could be more easily argued. so if I looked at it correctly, you would be trying to say that DI takes more skill than air-dodging. Which is arguable, and something that I went over in one of the posts above.

3. I don't have a problem with this statement, nor the first 5 sentances of number 5.

The last sentance of statement 5 and statement 4 look like they contradict each other, although I'm not sure if I read it correctly.

6. There is a prize for hitting the opponent in Brawl, you get to hit them. You can go after more with a follow up and I don't see the reason to want any more that. If they out class you, they just do. I can see a Ken Combo as many times as I want, but it won't stop me from being more impressed by a Snake player throwing explosives around and getting someone to run into his forward smash.
 

Vv2

Smash Apprentice
Joined
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Messages
104
No, hitstun makes combo's possible in Melee. In Brawl, people can react easier to being hit because the lack of hitstun.
You obviously misunderstood what he was saying....i ll simplify it for you...a game does not increase in competition based on whether combo's exist...but well go with what you said...there is hitstun in brawl its just small enough to stop combo's almost like the designers did it on purpose some would say or wait....
The player is still able to stop you. If your bread and butter combo's require an opponent flying a certain way, and they DI the opposite way, look, combo stopped. They are stoppable, just not as easy to stop as they are in Brawl.
DI'ing isn't stopping the opponent it merely brings you to a state where the same attack will not hit you or you won't fly in quite the predicted distance or direction. its not a counter or a block your in no way stopping the combo your merely placating the damage (since i doubt you know the word 'placate' and i am trying to make this a simple for you as possible "cause to be more favorably inclined" is what it means) in combat you only ever wish to take action that gives you advantage and any action which merely returns you to a neutral state is a waste. point is....DI' still leaves you exposed it doesn't "stop" anything

Everything is punishable in it's own respects in all the Smash games. A messed up auto cancel could cost you a stock depending on who you're fighting. A wrong airdodge could time your recovery wrong and you'll miss the edge. I don't play Brawl like Melee, I play it like Brawl, more defensive, like it's intended to be played on the competitive level. I have never said Brawl doesn't take skill, it does take skill, not as much technical skill as Melee did, but it still takes proper mindgames against the right opponents. It's not like I could just pick up a controller for the first time and 4 stock DSF or something, I would need to come up with a strategy to get around his Snake.
/agree. but the point of the matter is you wish to play brawl like melee do you not?



I never once stated Brawl was bad, I enjoy Brawl a lot. I compete with both Melee and Brawl. I enjoy both the games for what they are. Brawl for being a more defensive, tactical game, and Melee for being more offensive and technical. DI isn't the only option to escape combo's in Melee.
Humor me name another

There are a lot of games that are more technical then Melee. Look at Marvel vs Capcom 2, there is so much going on in that game, It's mindblowing how people even follow it. In Melee, doing a combo, whether it be 0% to death or not, you would hope there would be a prize for it (Getting the opponent off the ledge, setting up for another combo, etc.), but in Brawl, it's more of a poke until win match in some cases. Brawl is more campy then Melee, no doubt, but thats what it's supposed to be, play it defensively, let them come to you. Melee was much more offensive and technical, setting up combo's, etc. Smash actually lets you escape combo's, unlike Tekken and MvC2, where if they get the correct combo off, full health bar, inescapable. And since Smash doesn't have traditional health bars, you can catch up if you are down.
Brawl really isn't that campy you just have to use spacing efficiently there are some characters that are defensive and some that are offensive like all games. brawl merely forces a more hit and run approach to offense and more baiting .i didn't play MvC2 but i know for a fact that everything in tekken can be blocked or reversed. the ability to catch up at any damage makes brawl a better game everyone likes a comeback kid watch rocky you'll understand its more impressive to be losing and come back from the brink then to wipe your opponent....
 

Maikeru17

What the hell is this thing
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A combo is a combo for a reason. A combo is something that is inescapable, and has a finishing move.
Combos that do not finish are called infinites, and depending on the nature of them, they're banned.
In MvC2 I do believe Magneto has several infinites, all of which are legal to use (this is completely to my knowledge. I know he has at least ONE infinite, and that it IS legal to use it in tournament play) because of the technical skill required to pull it off.

@Veggi: Uh. Melee is the wrong place to go for combos? Since when? Considering the game has tons of combos that are set in stone; and the FREEDOM to create a combo out of thin air. The freedom that Melee gives you (as a whole, not just with combos) is unrivaled by any fighter. Brawl took about 82% of those freedoms and threw them out the window, where they fell to the floor and shattered into millions upon millions of pieces.

As far as the..."example" of what Brawl is, that I gave you; I was using Melee's CPUs for the reference, specifically, as opposed to Melee's engine/physics/etc. Yes, that kind of play is present in Melee, obviously; however that kind of play is just about the ONLY kind of play present in Brawl. There are hundreds of more options in Melee compared to the example I gave you.

Vv2; DI is the only way to get out of a "true" combo (being within hitstun while being hit with attacks) in both Melee and Brawl. To get out of a MIX UP/FOLLOW UP, you can DI, airdodge, tech, attack (if you have the time to in Melee). Understand that a real combo consists of being within hitstun. Combos in Melee consist of "true" combos, mix/follow-ups, tech-chases, and edge-guards. Brawl "combos" consist of simply mix-ups. Hardly anyone techs, since there's almost never a need for it; however tech-chasing is possible, since teching is possible.


1) http://www.youtube.com/watch?v=twqSNmMYjRc <---Edge guarding and insane amounts of technical skill and reaction/reflexes.
2) http://www.youtube.com/watch?v=RQhmnHEQqyo <---Captain Falcon doesn't want you to think he sucks (aka, combos and technical skill are very important).

*Edit: Also, Veggi; if you're a reasonable distance from NY, maybe we could wifi Brawl? Just for ****s n' giggles; either one of us beating the other doesn't prove anything, except that one of us is better on Brawl wifi than the other. Just send me a PM*


-Nox`
 

Vv2

Smash Apprentice
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Oct 29, 2008
Messages
104
Maikeru17 said:
Vv2; DI is the only way to get out of a "true" combo (being within hitstun while being hit with attacks) in both Melee and Brawl. To get out of a MIX UP/FOLLOW UP, you can DI, airdodge, tech, attack (if you have the time to in Melee). Understand that a real combo consists of being within hitstun. Combos in Melee consist of "true" combos, mix/follow-ups, tech-chases, and edge-guards. Brawl "combos" consist of simply mix-ups. Hardly anyone techs, since there's almost never a need for it; however tech-chasing is possible, since teching is possible.
Thats my point....so /agree
I view this as an improvement compared to melee...
But in brawl there is a few combo's because it does still have some hitstun, foxs Dair->Dsmash is an example there is just no combos besides chain grabs that allow to to rack up 60-80 percent damage (improvement)
 

The Milk Monster

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1. I didn't mean for my statement to be misinterpreted that way. I meant to refer to the notion that hitstun made a game more competitive, which honestly I can't remember who stated it. I'm not even completely sure if anyone stated it for that matter.

2. If the combo is escapable, it's not a combo, either that or if a person was hit during hit-stun it was a combo. It was one of those two, or maybe it was up to interpretation. I'd rather the word easy be substituted with "skill-based" so it could be more easily argued. so if I looked at it correctly, you would be trying to say that DI takes more skill than air-dodging. Which is arguable, and something that I went over in one of the posts above.

3. I don't have a problem with this statement, nor the first 5 sentances of number 5.

The last sentance of statement 5 and statement 4 look like they contradict each other, although I'm not sure if I read it correctly.

6. There is a prize for hitting the opponent in Brawl, you get to hit them. You can go after more with a follow up and I don't see the reason to want any more that. If they out class you, they just do. I can see a Ken Combo as many times as I want, but it won't stop me from being more impressed by a Snake player throwing explosives around and getting someone to run into his forward smash.

1. No problem, just simply misinterpreted it that way, my mistake.

2. I guess that argument could go either way. It takes skill to predict when to Air dodge, and in Melee that was really situational since you went into helpless afterwords, and it took skill to DI the right moments, and to predict where the opponent would DI.

3. Nuff said.

4 + 5. Not sure much about it contradicting, what I was trying to illustrate was that, the whole having to change attacks depending on their DI wasn't Melee exclusive, and in statement 5, I was saying that, certain bread and butter combo's that you have in your mind can only work if they DI the planned way, if not, you have to change it, the versatility of Smash just boggles me, considering each character has on average 24 moves, right?

6. I just am a sucker for combo's, they look flashy, get percent like no tomorrow, and are super impressive. In the hitting them in Brawl statement, you do the same in Melee, just in more of a clockwork pattern, instead of throwing out whichever aerial you choose, though that did happen seldom in Melee, it did still happen. A Snake landing a forward smash is just too exhilarating! I main Snake, so it is a nice feat.

Overall, not trying to be a prick by any means, just throwing in my two sense to this discussion we have made. GG Sir.
 

The Milk Monster

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You obviously misunderstood what he was saying....i ll simplify it for you...a game does not increase in competition based on whether combo's exist...but well go with what you said...there is hitstun in brawl its just small enough to stop combo's almost like the designers did it on purpose some would say or wait....

While I do agree with this statement, combo's make the gameplay more fluent, flashy to watch for spectators, and etc. For instance, games like..I was gonna' say Street Fighter, but combo's exist in 3rd Strike. Street Fighter 2, from the very few video's I've seen, didn't seem to have all that many combo's, but people still play that like crazy.

DI'ing isn't stopping the opponent it merely brings you to a state where the same attack will not hit you or you won't fly in quite the predicted distance or direction. its not a counter or a block your in no way stopping the combo your merely placating the damage (since i doubt you know the word 'placate' and i am trying to make this a simple for you as possible "cause to be more favorably inclined" is what it means) in combat you only ever wish to take action that gives you advantage and any action which merely returns you to a neutral state is a waste. point is....DI' still leaves you exposed it doesn't "stop" anything

DI is not a counter by any means. It seems to me you are attempting to insult my intelligence, but whatever, fact of the matter is, DI isn't a counter, it is just a variable that can make certain combo's not work(For Melee), and certain kill's not work(Melee + Brawl). DI is meant to keep you alive, or to prevent you from making combo's. Combo's in Melee can't necessarily follow the inescapable image because of DI, they can't be TRADITIONAL combo's, because DI can get you out of combo's if you do it correctly(Unless you're fighting a robot like M2K, and he'll predict what way you DI , no matter what.)


/agree. but the point of the matter is you wish to play brawl like melee do you not?




Humor me name another
If we are talking Brawl, attacking before they have time for another set up. Melee, that as well if you have time, If you have enough room and won't SD yourself, air dodges, spot dodges if your on the ground, etc.


Brawl really isn't that campy you just have to use spacing efficiently there are some characters that are defensive and some that are offensive like all games. brawl merely forces a more hit and run approach to offense and more baiting .i didn't play MvC2 but i know for a fact that everything in tekken can be blocked or reversed. the ability to catch up at any damage makes brawl a better game everyone likes a comeback kid watch rocky you'll understand its more impressive to be losing and come back from the brink then to wipe your opponent...

Well, the tourney dominant characters seem to be awfully campy, besides Meta, which a 5 year old spamming aerials can win with. Though Meta does still take time and dedication to win with at a highly competitive level, he is awfully easy to pick up and win with since his approach is so good. Brawl does try to incorporate a guerrilla warfare tactic in the game play, because it's easier to counter react because the small amount of hitstun, as stated earlier. MvC2 is just nuts, hands down, I could not play it at a competitive level, too much **** going on. Most **** in Tekken could be reversed, except once you got in the air, a skilled player wouldn't let you touch the ground. That is one of the biggest OHKO games out there, once you get that pop up off, it's game over. To counter balance that, skilled players wouldn't let that pop up happen, so some matches resulted in strictly ground game. But if that pop up went off, it was over. I do agree with that last statement, comebacks are the most impressive, When I played Legan in Brawl, I'd get a lead, then he'd come back and whipe me, every time. Close matches regardless though. Though complete domination matches are funny, and good material for combo videos, the comeback videos are favorable for full matches, and not just clips.
.
Overall, good arguments, they were, in fact, logical, my counter arguments in bold in the quote, obviously.
 

Veggi

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@Veggi: Uh. Melee is the wrong place to go for combos? Since when? Considering the game has tons of combos that are set in stone; and the FREEDOM to create a combo out of thin air. The freedom that Melee gives you (as a whole, not just with combos) is unrivaled by any fighter. Brawl took about 82% of those freedoms and threw them out the window, where they fell to the floor and shattered into millions upon millions of pieces.

As far as the..."example" of what Brawl is, that I gave you; I was using Melee's CPUs for the reference, specifically, as opposed to Melee's engine/physics/etc. Yes, that kind of play is present in Melee, obviously; however that kind of play is just about the ONLY kind of play present in Brawl. There are hundreds of more options in Melee compared to the example I gave you.

Combos in Melee consist of "true" combos, mix/follow-ups, tech-chases, and edge-guards. Brawl "combos" consist of simply mix-ups. Hardly anyone techs, since there's almost never a need for it; however tech-chasing is possible, since teching is possible.


1) http://www.youtube.com/watch?v=twqSNmMYjRc <---Edge guarding and insane amounts of technical skill and reaction/reflexes.
2) http://www.youtube.com/watch?v=RQhmnHEQqyo <---Captain Falcon doesn't want you to think he sucks (aka, combos and technical skill are very important).

*Edit: Also, Veggi; if you're a reasonable distance from NY, maybe we could wifi Brawl? Just for ****s n' giggles; either one of us beating the other doesn't prove anything, except that one of us is better on Brawl wifi than the other. Just send me a PM*


-Nox`
I mean that other games out class it when it comes to combos and the fighting games both have scripted combos as well as combos adjusted through placement. I can't deny what you said about throwing 82% of freedoms out the window because I really don't know what to argue about. I'd imagine that it would lead us right back to square 1 and you just pulled out a statistic without explaining where the statistic came from. Sorry to be slow on what you're saying, but I really don't get the example you provided still.

Mix-ups are not the only thing in Brawl, there are tech chases, primarily they are found in Ganondorf, Dedede, Ike, Game and Watch, Snake, Diddy, and Donkey, maybe Falco. At least they have the most effective ones, and there is very much a reason to tech in Brawl, to avoid stage spiking,to avoid follow ups that would hit you otherwise and to recover as Snake. Brawl doesn't have a lot of true combos, I know. However, Brawl has tons of edgeguarding, more than in Melee. Recoveries that go farther mean many more chances to screw them up, and it is very much beneficial.

Sadly, I live far away from NY and have a router that rejects Nintendo products for some reason, I tried the USB connector thing too and it still won't work for some reason.

Sorry to reply so late, but all I've had to post on for a while was my cellphone, which is actually faster than my computer, however, it's really hard to type on it, it doesn't show the entire text box so I can't see what I'm doing and it frequently double posts.

Wario is the closest thing to Melee Captain Falcon, (well, besides the Captain himself) so I thought it would be fitting. Also, recognize the song?

http://www.youtube.com/watch?v=qIJ4pGrahwY

Then there's Captain Falcon, this one is really good too.

http://www.youtube.com/watch?v=WwjP3aPSQF0

1. No problem, just simply misinterpreted it that way, my mistake.

2. I guess that argument could go either way. It takes skill to predict when to Air dodge, and in Melee that was really situational since you went into helpless afterwords, and it took skill to DI the right moments, and to predict where the opponent would DI.

3. Nuff said.

4 + 5. Not sure much about it contradicting, what I was trying to illustrate was that, the whole having to change attacks depending on their DI wasn't Melee exclusive, and in statement 5, I was saying that, certain bread and butter combo's that you have in your mind can only work if they DI the planned way, if not, you have to change it, the versatility of Smash just boggles me, considering each character has on average 24 moves, right?

6. I just am a sucker for combo's, they look flashy, get percent like no tomorrow, and are super impressive. In the hitting them in Brawl statement, you do the same in Melee, just in more of a clockwork pattern, instead of throwing out whichever aerial you choose, though that did happen seldom in Melee, it did still happen. A Snake landing a forward smash is just too exhilarating! I main Snake, so it is a nice feat.

Overall, not trying to be a prick by any means, just throwing in my two sense to this discussion we have made. GG Sir.
2. I don't mind it being even, I just get tired of people thinking Brawl is un skill based because it lacks combos.

4/5. It said something like combos could be escaped through air-dodge, although if that was true it wouldn't be a combo. I think characters had like 21 assuming no multi-purpose moves or zair or something from what I remember.

6. That's fine, I have to admit that I like to watch them, but the ones in Smash 64 were more fun to watch for me, that might be because Isai is the only Smash 64 player I ever look at, I looked at Jigglymaster once too. Actually, going by personal experience as well as videos and character threads. Everything is always planned, even if you only think one move ahead at most like I do. I play mostly reactantly, so I don't have much a place to say this. :lick:

You nor Nox look like one, I actually don't mind arguing with either of you at all, when typically I dislike being in arguements. I get in them all the time though, I just can't help it.
 

The Milk Monster

Smash Champion
Joined
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Messages
2,138
Location
Collinsville, IL.
I mean that other games out class it when it comes to combos and the fighting games both have scripted combos as well as combos adjusted through placement. I can't deny what you said about throwing 82% of freedoms out the window because I really don't know what to argue about. I'd imagine that it would lead us right back to square 1 and you just pulled out a statistic without explaining where the statistic came from. Sorry to be slow on what you're saying, but I really don't get the example you provided still.

Mix-ups are not the only thing in Brawl, there are tech chases, primarily they are found in Ganondorf, Dedede, Ike, Game and Watch, Snake, Diddy, and Donkey, maybe Falco. At least they have the most effective ones, and there is very much a reason to tech in Brawl, to avoid stage spiking,to avoid follow ups that would hit you otherwise and to recover as Snake. Brawl doesn't have a lot of true combos, I know. However, Brawl has tons of edgeguarding, more than in Melee. Recoveries that go farther mean many more chances to screw them up, and it is very much beneficial.

Sadly, I live far away from NY and have a router that rejects Nintendo products for some reason, I tried the USB connector thing too and it still won't work for some reason.

Sorry to reply so late, but all I've had to post on for a while was my cellphone, which is actually faster than my computer, however, it's really hard to type on it, it doesn't show the entire text box so I can't see what I'm doing and it frequently double posts.

Wario is the closest thing to Melee Captain Falcon, (well, besides the Captain himself) so I thought it would be fitting. Also, recognize the song?

http://www.youtube.com/watch?v=qIJ4pGrahwY

Then there's Captain Falcon, this one is really good too.

http://www.youtube.com/watch?v=WwjP3aPSQF0



2. I don't mind it being even, I just get tired of people thinking Brawl is un skill based because it lacks combos.

4/5. It said something like combos could be escaped through air-dodge, although if that was true it wouldn't be a combo. I think characters had like 21 assuming no multi-purpose moves or zair or something from what I remember.

6. That's fine, I have to admit that I like to watch them, but the ones in Smash 64 were more fun to watch for me, that might be because Isai is the only Smash 64 player I ever look at, I looked at Jigglymaster once too. Actually, going by personal experience as well as videos and character threads. Everything is always planned, even if you only think one move ahead at most like I do. I play mostly reactantly, so I don't have much a place to say this. :lick:

You nor Nox look like one, I actually don't mind arguing with either of you at all, when typically I dislike being in arguements. I get in them all the time though, I just can't help it.
k awesome, least you're being cool about it.
That Vv2 guy was attempting to be a prick haha.
Smash 64 combos are amazing, they like...use the course more then there moves haha.
I guess the best you could say about Melee combo's, they are combo's, just nontraditional combo's, considering DI and what not.
 

Vv2

Smash Apprentice
Joined
Oct 29, 2008
Messages
104
That Vv2 guy was attempting to be a prick haha.
Thats just not very nice at all....name calling honestly....
It's ok i ll take the high road...you can join me if you wish
 

victra♥

crystal skies
Joined
Jan 20, 2007
Messages
14,275
Location
Edmonton
Slippi.gg
victra#0
Falcon has his combos back <33

Why is LeeHarris banned and kicked out of the SBRoom? :urg:
 

Tomato Kirby

Smash Ace
Joined
Nov 4, 2007
Messages
582
OK, I am working on a reply, so check back later (especially Veggi and Vv2)!

EDIT: Veggi: based on the nature of your posts, I have to address two issues: the necessity of a punishment phase and the nature of combos. I suggest checking out the relevant sections on this thread so you know the concepts I am expanding on.

EDIT2: I might not finish today, though. I worked on the reply for three hours and am still not done.
 

Vv2

Smash Apprentice
Joined
Oct 29, 2008
Messages
104
OK, I am working on a reply, so check back later (especially Veggi and Vv2)!

EDIT: Veggi: based on the nature of your posts, I have to address two issues: the necessity of a punishment phase and the nature of combos.

I suggest checking out the relevant sections on this thread so you know the concepts I am expanding on.

EDIT2: I might not finish today, though. I worked on the reply for three hours and still not done.
I can't be they only one that sees irony in making a reply about how your going to reply....
 

PurpleAvenger

Smash Rookie
Joined
Oct 21, 2008
Messages
17
Location
Nashville TN VU
My question is how do you make new characters balanced with old? Its easy to just revert the captain and peach to their meele glory, but what about new characters like Wario, MK, or Snake? Do you just give them a random amount of extra hitstun on attacks? For that matter, what do you do about characters like Kirby who sucked in meele but are good in brawl?

I just seems like an opporunity to arbitralily twist the games properties to alter the tier list however you see fit.
 

metaXzero

Smash Champion
Joined
Jan 9, 2008
Messages
2,586
Location
Under the ground.
My question is how do you make new characters balanced with old? Its easy to just revert the captain and peach to their meele glory, but what about new characters like Wario, MK, or Snake? Do you just give them a random amount of extra hitstun on attacks? For that matter, what do you do about characters like Kirby who sucked in meele but are good in brawl?

I just seems like an opporunity to arbitralily twist the games properties to alter the tier list however you see fit.
Kirby sucked in Melee because of ******** attack properties. Those are gone in Brawl. But to the point, Brawl+ isn't about altering characters (for now). It's about adding depth to the game.

Also, their is a universal hitstun modifier IIRC.
 

Veggi

Smash Champion
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Messages
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I'm gonna wreck it! (Fort Myers)
k awesome, least you're being cool about it.
That Vv2 guy was attempting to be a prick haha.
Smash 64 combos are amazing, they like...use the course more then there moves haha.
I guess the best you could say about Melee combo's, they are combo's, just nontraditional combo's, considering DI and what not.
I noticed the thing about the stage combos, I see them a lot, primarily with the Hyrule Tower and the Hyrule Tornado.


OK, I am working on a reply, so check back later (especially Veggi and Vv2)!

EDIT: Veggi: based on the nature of your posts, I have to address two issues: the necessity of a punishment phase and the nature of combos. I suggest checking out the relevant sections on this thread so you know the concepts I am expanding on.

EDIT2: I might not finish today, though. I worked on the reply for three hours and am still not done.
I tried looking at the 1st and last page of that thread and I didn't find anything that I needed. Wow, three hours, I better get some cheetos, it's going to be a long time at my laptop.
 

Doomshroom

Smash Rookie
Joined
Oct 31, 2006
Messages
22
So.... Vv2, how do antagonizing others and assuming that they lack either 1) the knowledge of the word placate or 2) the common sense to look it up -- given that you did it yourself -- fit in to your definition of "taking the high road?".... self-righteous, hypocritical prick.


Am I the only one who feels that this discussion really doesn't need to be so littered with personal bias? Debates are fine, it's bias which perverts them into shouting matches. People who like brawl the way it is will play brawl, people who want to try to make brawl more fun FOR THEM can attempt to change it. Seeing as how neither group should be trying to impress their preferences on the other, this animosity is completely unwarranted. Stop being childish, use logic like a rational adult. But to the majority of posters on this thread, I'm preaching to the choir, so I guess I'll drop the admonishment bludgeon for now.

It seems that, at its core, the whole argument is a difference of opinion on both the magnitude and scope of the ability to punish an opponent, and conversely the ability to recover from punishment. In general, it is ideal to implement both nearly evenly, with perhaps a slight emphasis on the ability to punish in order to encourage intelligent, aggressive gameplay. The player should be rewarded for taking risks, but be wary of taking too large of risks so as to refrain from getting punished himself. In my opinion, brawl messed up in this department. There is barely any incentive to be aggressive, unless either you are playing mk or you are playing against a character which has such spam dominance that you must approach in order to do anything productive. Which is why I still play melee :)

You guys have already touched on this and more, and those of you who have played brawl more than me are bound to have a better grasp on the minutia of this discussion. I only play brawl to PLACATE my brawl-playing friends. Not that it can't be fun, it just isn't a game I feel warrants spending time in the hopes of getting better.

And it's three in the morning, so I'll stop now and wait til tomorrow to see how much my post gets torn apart....

Oh, yeah, and nice trailer. It would be interesting to see high-level play using brawl+. If only someone could host a toruney and have enough good players as well as modded wii's... Only time will tell, right?
 

The Milk Monster

Smash Champion
Joined
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Messages
2,138
Location
Collinsville, IL.
So.... Vv2, how do antagonizing others and assuming that they lack either 1) the knowledge of the word placate or 2) the common sense to look it up -- given that you did it yourself -- fit in to your definition of "taking the high road?".... self-righteous, hypocritical prick.


Am I the only one who feels that this discussion really doesn't need to be so littered with personal bias? Debates are fine, it's bias which perverts them into shouting matches. People who like brawl the way it is will play brawl, people who want to try to make brawl more fun FOR THEM can attempt to change it. Seeing as how neither group should be trying to impress their preferences on the other, this animosity is completely unwarranted. Stop being childish, use logic like a rational adult. But to the majority of posters on this thread, I'm preaching to the choir, so I guess I'll drop the admonishment bludgeon for now.

It seems that, at its core, the whole argument is a difference of opinion on both the magnitude and scope of the ability to punish an opponent, and conversely the ability to recover from punishment. In general, it is ideal to implement both nearly evenly, with perhaps a slight emphasis on the ability to punish in order to encourage intelligent, aggressive gameplay. The player should be rewarded for taking risks, but be wary of taking too large of risks so as to refrain from getting punished himself. In my opinion, brawl messed up in this department. There is barely any incentive to be aggressive, unless either you are playing mk or you are playing against a character which has such spam dominance that you must approach in order to do anything productive. Which is why I still play melee :)

You guys have already touched on this and more, and those of you who have played brawl more than me are bound to have a better grasp on the minutia of this discussion. I only play brawl to PLACATE my brawl-playing friends. Not that it can't be fun, it just isn't a game I feel warrants spending time in the hopes of getting better.

And it's three in the morning, so I'll stop now and wait til tomorrow to see how much my post gets torn apart....

Oh, yeah, and nice trailer. It would be interesting to see high-level play using brawl+. If only someone could host a toruney and have enough good players as well as modded wii's... Only time will tell, right?
Holy ****, nice, you tore him up!
 

Vv2

Smash Apprentice
Joined
Oct 29, 2008
Messages
104
He Sure Did!
As per the high road...note I didn't call anyone names :p
placate is not a commonly known/used word i didn't say anyone was stupid merely that i had doubts they knew its meaning so i defined it to save them time looking it up what you derive from my words is up to you though and your immediate connotation is that i am insulting you...I won't say anything to you but commonly it shows low self-esteem or possibly the fact you felt insulted by my inclination that you may not know something angered you? theres a lot of stuff people don't know I don't know the name of a single place in Alaska true I could look it up but it would save me time if someone explained it for me if they were talking about Alaska. You shouldn't feel ashamed/ angered if you don't know something

Although now this is the funny part...
I only play brawl to PLACATE my brawl-playing friends.
Now the grammar in the sentence is acceptable but the way in which you used placate is well...it makes me feel bad for you....

"to stop him or her feeling angry or upset"/"to stop (an angry person) feeling angry"
Your friends become angry if you don't play brawl? Scary.
Or you play brawl to calm your friends down? 0.o


"To allay the anger of, especially by making concessions"
You consider playing brawl as a personal sacrifice? Come now, cheer up the games not that bad...

"cause to be more favorably inclined"
You only play brawl so people will like you? Or you fear losing friends if you don't play brawl...

now you may have being trying to use it a as "appease" but this is not a definition its a SYNONYM the words are very similar in meaning like delight is to joy but they are in fact different
"its a delight to see you"
"you bring me great joy"
We have friends but they have not been made by silence or pussyfooting. If we have enemies, we do not placate them. — William H. Grimes
"Don't try to appease me; I'm really upset!"

but i guess by using quotes and explaining something i am a self-rightous !@#$$..I pity your outlook on the world....try giving more hugs
 

Tomato Kirby

Smash Ace
Joined
Nov 4, 2007
Messages
582
Wait, how did we get from talking about Brawl+ to grammar?

Anyway, I am busy with homework. I worked on my reply for some time today, though, so do not worry. It is about 8 pages long so far...^_^.
 

Veggi

Smash Champion
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Jun 4, 2008
Messages
2,590
Location
I'm gonna wreck it! (Fort Myers)
Wait, how did we get from talking about Brawl+ to grammar?

Anyway, I am busy with homework. I worked on my reply for some time today, though, so do not worry. It is about 8 pages long so far...^_^.
No offense, but if you made something that's 8 pages long, I think I'll just give up and admit that Melee is more competitive. I'll still read it and try to learn from what looks right, but I just can't type something that's 8 pages long or possibly longer as a response.
 

Vv2

Smash Apprentice
Joined
Oct 29, 2008
Messages
104
Wait, how did we get from talking about Brawl+ to grammar?

Anyway, I am busy with homework. I worked on my reply for some time today, though, so do not worry. It is about 8 pages long so far...^_^.
...thats not a reply its a thread...personally i think it would properly fit into the fan fiction boards nicely :p (thats a joke...)
 
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