@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`