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That's the point I've been trying to get across.From my ~15 person group, only a few can even tell the difference between the games and which one they like more comes down to which game has Mewtwo or Ike in it.
Turns out, casuals don't really care what the game plays like so like as they can F-smash Bowser Jr. or Little Mac or whatever.
The only time melee is a hard game is when you're up against someone who's better then you.
You have no idea. I was genuinely hoping that someone would find an exploit to behind tripping to make some sort of crazy advanced technique but lolnope.At least you admit that part of Brawl was BS.
Kick 'em while they're down!You have no idea. I was genuinely hoping that someone would find an exploit to behind tripping to make some sort of crazy advanced technique but lolnope.
You make it sound like it's obvious, but it really isn't. A lot of players aren't attracted to the competitive aspect of Melee, because it's too fast for them, and they don't want to spend time learning wavedashing/L-Canceling. Which is understandable to some extend.
How is brawl anymore focused on mindwork then melee? You know, besides having an entire minute of planky ledge jankness to plan an approach.You know you want the D
Tripping is crucial to newer players, as it shows them how rushing in isn't always the best option
Brawl is a slower game, involving lots of mind work rather then stringing combos together. With tripping, I've saved my butt multiple times whereas if I had went to to attempt to attack, I probably would have been punished in some way
My mind has just been blown to kingdom come.Tripping is just a means to get new players to dash less. In Brawl you have so many more options when you walk. You have access to all your tilts/smash attacks as well as the ability to change your speed/direction on an instant. It's much harder to read someone who is walking toward you as opposed to someone who is dashing toward you. Dashing really limits what you can do and is generally a bad idea. Tripping really just makes new players better by encouraging them to walk.
This is probably the best justification for random tripping I've ever read. Despite this, I feel random tripping as an countermeasure is a horrible, horrible idea.Tripping is just a means to get new players to dash less. In Brawl you have so many more options when you walk. You have access to all your tilts/smash attacks as well as the ability to change your speed/direction on an instant. It's much harder to read someone who is walking toward you as opposed to someone who is dashing toward you. Dashing really limits what you can do and is generally a bad idea. Tripping really just makes new players better by encouraging them to walk.
That's hilarious and well thought out. Still, I can't say this post is all that silly.Tripping is just a means to get new players to dash less. In Brawl you have so many more options when you walk. You have access to all your tilts/smash attacks as well as the ability to change your speed/direction on an instant. It's much harder to read someone who is walking toward you as opposed to someone who is dashing toward you. Dashing really limits what you can do and is generally a bad idea. Tripping really just makes new players better by encouraging them to walk.
Believe it or not I also play Dedede. When people dash they are limited to dash attack, aerials, and shield options. I find most people tend to run and shield, it's a habit that gets punished hard at top level play. However it's also a really good burst option, assuming it's used from one dash length away, which you should be walking to get there.That's hilarious and well thought out. Still, I can't say this post is all that silly.
While it is harder to read a walking opponent because of his many options, it's hard to read an opponent that's already in your face because of his amazing dash speed. Also, dash-dancing is an amazing mind game tool when properly used in Melee. As much as dashing limits the options you have, dashing itself IS an option. Outright killing an option via RNG is silly and cannot be excused.
That being said, being a DDD player, I almost never dash because of how pitiful it is.
This then probably tell us that running and walking were never balanced out to begin with. I've often wondered since I went to Capcom fighters and other games what Smash would be like had Moonwalking become an actual mechanic. Then there remains how that should be implemented.Believe it or not I also play Dedede. When people dash they are limited to dash attack, aerials, and shield options. I find most people tend to run and shield, it's a habit that gets punished hard at top level play. However it's also a really good burst option, assuming it's used from one dash length away, which you should be walking to get there.
But the fact of the matter is that dashing itself is an option you always have, which is rendered extremely risky due to pratfalling. Whether it's a good option or not in the situation your find yourself in/the character you have is not my point.When people dash they are limited to dash attack, aerials, and shield options.
Baiting Ftilts is fairly easy as well. Then again, it'd be easier baiting them via some dash-dancing, which isn't extremely reliable.Next time you see someone dash at you try ftilting them
And then I trip.Otherwise be confident in your read and dash grab them.