Ok lmao now we got a issue here and it has nothing to do with Brawl lmao The majority is always WRONG on ANYTHING lmao if you want to debate we can but that doesnt even have to do with brawl
And I also have NO IDEA WHAT YOUR ARE TALKING ABOUT LOL
You are saying that HAD is hurting the airgame HOW????
what points are you trying to make I am not understanding your post please dumb it down for me since im so stupid lmao
Just summarize your points into bullets so they can be easily understood and countered.
I... I might be speechless. This post just defies comprehension.
"Just summarize your points into bullets so they can be easily understood and countered?" ARE YOU FRICKING KIDDING ME!? If you don't understand my points, then quite frankly, I don't
care to make them any easier for you to understand. If you cannot comprehend my points, then you don't
deserve a say on the matter.
Why should
I have to dumb down what I'm saying for
you? This is not that complicated of a matter. Just... read it... and reply. This is
not that hard.
The following is what I had to say about the HAD hurting the airgame, including the quote that I was responding to.
To those of you who suggest a code that creates a wavedash like effect without the Melee AD... I don't see the point. This won't facilitate as many great options as HAD will. The point of had is not simple wavedashing, it's just a perk.
If the point of HAD is
not to enable WDing, then what
is the point? The aerial game is very similar with it, given the fact you can still attack out of your airdodge, just with a few distinct buffs to defense. Recoveries essentially will always come down to drifting a short distance, then airdodge diagonally up and toward the stage, then drifting the rest of the way back to the stage. It will always be in your best interest to use the airdodge in your recovery, and will make recoveries even easier than they were before. At least with BAD you had to weigh your decisions on if it would be worth ADing or not when you're under attack, since you would be put in yet another compromised state if you did so. With HAD, you can just airdodge straight up through someone trying to spike you, and then recover, and then begin edgeguarding
them. This doesn't help to make a more competitive brawl. It's
removing depth from the ledge game. On the stage we'd have something even worse than vanilla brawl's defensiveness in airdodges. If you can airdodge an attack, you can put yourself in a position where you will be able to easily retaliate back, which is defeating the whole purpose of trying to balance the game in favor of offense.
Really, with all these negative effects on the airgame (at the most they're a neutral change, just making it different rather than better, but I think they're definitely leaning more towards hurting it than helping it), I don't see what point there
could be for the inclusion of HAD
except for enabling WDing.
Blank Mauser said:
How is it bad then that its riskier to airdodge off the stage considering Brawl has longer sweetspot range for its ledges, the airdodge leaves you vulnerable and there are hardly ever times you will be above the stage anyways? What exactly does MAD ruin if we want good edgeguarding to happen?
Because it's not riskier to airdodge offstage. It's downright stupid. And
it is suicide. We don't want it to be suicide to airdodge offstage and we don't want the airdodging player to be put into an
advantageous position. MAD will do the former and HAD the latter. BAD is just fine offstage as it is.
petre said:
is it possible to have a MAD where you DON'T go into freefall after using it (but don't get more air dodges like HAD)? i still feel like the HAD adds too many defensive options. BAD was already pretty amazing at dodging everything.
if it was possible then you wouldn't have to worry about accidentally air dodging to your death, and the people who want wavedashing would have that, and the defensive game overall would be slightly nerfed; more rewarding to the offensive player.
Yes, it's possible, but it's just as bad as HAD is. A lot of the reason why HAD is bad for the airgame is because it enables you to attack out of a directional airdodge. Being able to airdodge up and/or to the side makes it too easy for the airdodging player to make a counterattack.