Ok, I was slightly unsure of how ppl would interpret what I said and there has been a little confusion so let me address that. This is going to be a long post since I was away for a while and need to clear things up.
^^I think 0-death guranteed combos would be going a bit overboard, but if at any point in said combo the player could've escaped by DIing differently, then I think it's justified.
I don't really want to see any "up throw rest" or "space animal chaingrab" type of textbook BnB combos, but rather short 4-5 hit combos being interwoven with tech-chases and predicted DI (to link to other 4-5 hit combos which results in an 8-10 hit "combo")
No. I do not want 0-death
guranteed combos, Nothing should be a guaranteed. Here is where i stand about what i think combos in brawl should be. For one, the majority will not be melee combos. I say this because I feel that the way this game is designed is similar to 64 than melee. I feel that it doesn't matter how many competitive elements we fix about this game, it will not make the game any harder. It will still be easy to do things because that is how its programmed, but this doesn't make it
not competitive.
64 was highly competitive yet combos were fairly easy to do in that game. But at the higher ends, the good 0-death combos were harder and the mindgames for getting the first hit is what made players good as well as some technical aspects. I think that 64 despite being somewhat easy to combo, was still pretty solid. The combos I feel were a little over the top
only because the DI was so terrible. I do not want brawl combos to be like 64 combos where they are cookie cutters. I dont believe this will happen seeing how brawls DI system is the best so far and it will only happen if we put the stun to a crazy length.
I just don't feel that moves are programmed to act the same way melee's moves did. And especially with it being more floaty, I think that the prospect of having the majority of combos be molded after melee is a highly unrealistic solution. This does not mean that we wont see this. We will have the tech chasing from that game as well as select few character having some things from melee.
So with the moves being easier to combo like 64 and the DI from brawl, I think the best system is 64 with brawl DI. There has been talk already that brawl feels like it should be after 64 anyway which idk how much that adds, but I thought Id say this..
The thing is those are just stupid combos. That's the tip of the iceberg when it comes to the combo potential of 11%. I'm just saying that Sketch needs to spend some time rediscovering how well ZSS can chain moves together, because if he did he would be able to come up with much better combos than that.
Yes, spamming utilts and such are stupid combos. The thing is, every game had it. From what Im seeing, I think that the only way to combo with low hitstun is by those stupid combos. The DI and low stun I feel are not enough to make legit, good combos where you can use other moves to combo with. At 12% stun, you still have the stupid combos, but at least you can use other moves to continue combos so you don't have to resort to stupid combos.
I also feel that with the release of no decay on knockback, this will limit the number of times you can spam the same move to combo which forces you to use other ways to continue. But if the stun level right now isn't enough to support comboing by other means, when those codes come along, I dont see how it will be possible when all your attacks don't decay. This is what I feel until someone proves me wrong.
I comboed fine with Charizard with less stun than you use. Also, you seem to forget that you mentioned liking Auri's combo chains with Ike! Come on now, combos exist for all characters. Some characters are obviously better at it than others, but perhaps they have something up their sleeve to make up for it? It's called developing a metagame. If you want to see ridiculous combos for every character in only a few days you will end up with a game that allows for some really crazy 0-deaths when people actually figure stuff out.
Didn't we also mention that less stun means less DI which means comboing is easier and more set at 10% than 12%?
About the small Ike combos I liked. It was small and it was of the spammy Uair kind. I would like to see more variety in Ike's combos if possible. Also, I think you guys used S cancel which means Ike recovered much quicker from his Uair lag..
There is a distinguishing difference between my CF combos and my Charizard combos. CF really didn't change too much. A lot of the little tricks in melee still work (this response.
That wasnt my point. The point was, comboing with CF is easy for you because you know his tricks from the past. This means that comboing for Pit should be equally as easy since they know Pits tricks for playing him for 9 months. So why is it ok that CF can combo easy and others have to work harder since the tricks they learned in brawl don't transfer over to your code set in brawl+ the same way your CF tricks from melee did?
I already do 0-death combos and near 0-death combos :-P.
me too :-P
All combos should, in my opinion, have the possibility of escape with proper DI after something like 60% has been inflicted.
I dont agree with this. Proper DI should make combos easier to escape by making it hard on the attacker to follow up since you are limiting what moves they can do even after 60%. This would be no different than being able to escape combos with an AD. Especially since DIing is the easiest in brawl, escaping combos would not be hard thus making the combo game boring IMO. Imagine if you could escape all combos in melee with good DI.
But the higher up the %, the less elaborate the combos will become..