Player-1
Smash Legend
Except you haven't. Please show me how you have.
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Hitstun provides an offensive reward for landing a hit on your opponent by giving the attacker continued opportunities to follow up. What contributes to a defensive game is strong defensive options (very low shield stun, strong shields in general, controllable air dodge with extremely low landing lag) and low offensive reward (follow up reads let alone combos are almost universally too risky).I'm sorry but can somebody explain to me how more hitstun makes the game more competitive?
Don't get me wrong, I prefer Melee's style of physics too, like almost everyone else. I just want to understand the reasoning behind it.
And could you please explain it without using the word "combo"? That'd be great, thank you.
But can you really use terms like "casual" within the context of competitive play? Competitive play, at least the kind that rewards players for improving their skills, is traditionally considered a "hardcore" oriented aspect of games.I don't think you understand what casual means when used in the context of competitive play.
Casual is anything involving fun whatsoever. It's anything outside of decision making and risk reward and all that comes with.
Having an action be technically difficult, while you might find fun, in no way adds in anyway to the decision making process of players UNLESS you get to the point that a player might think "I could attempt this but it might drop" at which point your game suffers from inconsistency, and you've sacrificed competitive value for fun.
Enough has been said numerous times over and over on this subject and I've got a lot I want to get done today. There are numerous design articles from numerous developers and top level players who all itterate that the game shouldn't be about pressing the right button at the right time, but making the right decision at the right time and the closer we get to that the better for the game in a competitive scene.
It is my opinion that it was easier to make a certain objective statement. When did I say it was fact?This might shock you, but that's not an objective statement. That's your opinion.
You are horribly misinformed.What matters is not Sakurai's intentions but the results. Did he succeed in doing that? Some would say yes, but I would say no. You can read my above post for a more thorough explanation on this. It seems to be that to succeed in Brawl, you need to be intelligent. To succeed in Melee, you just need muscle memory.
Please establish a single point he has made this entire discussion.Player-1, there's no point in arguing with him. He's done the same thing with every person who's countered his points. He either doesn't read or doesn't understand the points and will just continue to say that you haven't countered him without any reference to your points at all.
The focus is still on Brawl and its introduction of a type of hitstun that doesn't allow the person being hit to DI.\Also, since the thread is about whether or not the Brawl gameplay system is bad, arguing about whether or not DI is good for the smashbros series is not on topic, at all. DI is a factor in all the games. Once you shift the focus away from just Brawl, you've gone off topic. (But again, he'll just ignore that argument again.)
Actually I am very competent at Brawl.2 things:
#1: This is also true in Melee.
#2: This is not nearly as big a deal in Brawl as you Melee nuts like to pretend it is.
In either game, if you don't read your opponent precisely as you approach, you'll be punished for it. In Brawl, like Melee, top players are very aggressive. It's only people who play Melee exclusively and never watch a Brawl match who thinks Brawl is extremely campy.
I don't care about everything else you said. But WTF! Who told you that? Thank you for proving my point that you've never bothered to watch a competitive Brawl match in your life.
I was gonna question this, but then..In Brawl DI is most often than not irrelevant in terms of chasing. You still need to DI not to die at low % but in terms of DIng a move so you don't get comboed does not matter as even if you don't DI you will be able to react before your opponent can react thus making it irrelevant. (In terms of avoiding combos).
You see, DI is incredibly important in Brawl as well, not only as a survival tool, but to make strings/combos harder for the opponent to achieve.I dont watch most competitive Brawl matches (or Melee, I haven't played much Smash sincr 2011) but I have watched some of the most important matches and everything I say is true.
This is completely incorrect. If you space correctly, or utilize your character's setups if he/she has them, it's completely possible to stop the opponent from having a chance to counterattack you while you're pressuring them.In Brawl when you hit someone, because of the high floatyness and the ability to cancel hitstun there is no way to follow up a hit without taking a high risk of getting hit back.
You're not a top player in Brawl, to my knowledge, so how can you comment on this? Being above the opponent is really terrible.Things like multiple air dodges and its awesome frames and the highly floaty psychics of Brawl also make it so that being on top of your opponent is not as big a disadvantage as it is in Melee making it safer for the person that was just hit and riskier for the person chasing.
It's not so much that there's more risk for the attacker, but more so that they know the opponent has options to escape the most obvious follow up. That's why most players won't just immediately jump for the first opportunity, IE throw them into the air and fully commit to jumping after them.I dont watch most competitive Brawl matches (or Melee, I haven't played much Smash sincr 2011) but I have watched some of the most important matches and everything I say is true. Have you watched them? Normally when someone gets a hit, they follow the opponent partially and then just stay close to the opponent and/or try to bait the opponent but almost never go for a hit. If you watch Melee matches you'll notice how after 1 hit people always go for 2-3 more hits, the difference is exactly that, the risk-reward, Brawl has much higher risk than Melee and yet they both yield the same rewards which leads Brawl into a much more campy and 1 hit skirmishes game.
Go watch Ally v Mikeneko from Apex 2013. In that set alone, there's at least one instance of everything you mention and it contradicts what you say. There are moments when one of the players is in complete control and the other one is limited to airdodging to attempt avoiding damage. Look at how Mikeneko takes Ally from 41% to death in one juggle on PS1. After getting a hit, they don't always wait for the follow up. You've got to mix it up in Brawl.When looking for a replay try looking at one without MK who is the exception to most of the things.
We're talking about follow ups. This sentence holds true to making first attacks so if following up is the same as making the first attack then it is not really following up, is it?This is completely incorrect. If you space correctly, or utilize your character's setups if he/she has them, it's completely possible to stop the opponent from having a chance to counterattack you while you're pressuring them.
Did you even read? I said and I quote:You're not a top player in Brawl, to my knowledge, so how can you comment on this? Being above the opponent is really terrible.
It's not the most obvious, your opponent has the chance to escape any follow up. If it is too obvious he will escape it without a sweat which is why you can't follow up, you need yo switch back to your set ups and baits instead of continuing a string.It's not so much that there's more risk for the attacker, but more so that they know the opponent has options to escape the most obvious follow up. That's why most players won't just immediately jump for the first opportunity, IE throw them into the air and fully commit to jumping after them.
I'll watch it in a bit.Go watch Ally v Mikeneko from Apex 2013. In that set alone, there's at least one instance of everything you mention and it contradicts what you say. There are moments when one of the players is in complete control and the other one is limited to airdodging to attempt avoiding damage. Look at how Mikeneko takes Ally from 41% to death in one juggle on PS1. After getting a hit, they don't always wait for the follow up. You've got to mix it up in Brawl.
In said match, you'll also see Mikeneko utilizing DI to not get sent flying up after Snake's Ftilt, preventing Ally from taking stage control. You do actually need to DI to avoid getting stringed like Gardex said, but it also allows you to sometimes stop the opponent from taking stage control easily.
What about the option to attack? If you go for a smash he will hit you will he not? And as such you can't just go for a Smash, you need to read the opponent. Throwing your opponent into the air (after a certain % where knockback is enough to cancel hitstun) would be the same as him jumping on top of you.@Rayzk Conscientiously questioning your credibility. That'd be a good assessment of DI and airdodging if you were discussing Brawl in 2009.
Ive knocked my opponent into the air from an attack or throw. Theyre now right above me and can airdodge into the ground or jump. If they airdodge into the ground, they eat a smash attack. If they jump, now theyre in the air without their jump and forced to land with pretty terrible options. Tons of these interactions occur throughout a game in brawl, and every top level brawl player would agree at the strong advantage they are left in in such situations. The mindset that a lack of guaranteed combos = DI being useless and brawl turning into a campfest shows a limited understanding of the game, one that you only perceive through the lense of melee.
Once you become truly competent at brawl you learn how to abuse the terrible positions your opponent is in even without guaranteed combos by using your brain. At that point the games defensive mechanics become significantly less daunting.
I wish people would stop pretending that a game with technically demanding movement and gameplay options available to dedicated players has anything to do with whether or not less dedicated "casuals" will enjoy the game.
@Raykz We are completely aware of what you're saying, and trying to tell you that the same thing applies in Brawl. Metagame has changed over the last years.
With proper spacing and movement, it's easy to negate the ability to attack/dodge out of hitstun, thus it comes down to DI
I actually like how brawl handles its frame traps. So what if being in the air isn't as bad of a situation as it was in melee?
My personal beef with L-Canceling/Smooth Landing is from what I've seen in Melee(and to a lesser extent 64) it heavily favors fastfalling characters above others, since they get the most payoff compared to characters that don't (ex. Mr. Game & Watch) but that might be a topic for another day.It's annoying to see half you people say something along the lines of "Well I don't want things like wave dashing and l canceling in because that makes the game less fun for casual players." Which is horse****. There are other, much better reasons to not want l-canceling (and no good reasons to not want a hybrid air dodge to allow wavedashig/landing in conjunction with brawl ADs).
I'm not necessarily arguing in favor of it, but that's not a reason for it to not be included. Almost every game mechanic favors one character archetype over another.My personal beef with L-Canceling/Smooth Landing is from what I've seen in Melee(and to a lesser extent 64) it heavily favors fastfalling characters above others, since they get the most payoff compared to characters that don't (ex. Mr. Game & Watch) but that might be a topic for another day.
You understand what I mean, defensive options werent as good in melee compared to the agrressive ones. I mean it was more rewarding to be overall offensive then defensive in melee and overall more rewarding to play defensively then offensively in brawl."It was rewarding to just attack relentlessly"
I would accuse you of having played very few good melee players.
You understand what I mean, defensive options werent as good in melee compared to the agrressive ones. I mean it was more rewarding to be overall offensive then defensive in melee and overall more rewarding to play defensively then offensively in brawl.
Thats one of the reasons people are split, they have nearly opposite rewarding playstyles.
Doing nothing will get you killed regardless of game. My point being that that melee was more agressive overall and brawl is more defensive. Ive seen this in many fighting games when it comes to rushdown vs zoning players.I think you are confusing "using defensive options" and "doing nothing".
Usually, yes, but not absolutely alwaysDoing nothing will get you killed regardless of game .
There are videos of Luigi doing that in Melee. Probably a bit more relevant.Usually, yes, but not absolutely always
@[Corn]
I see what you're saying, but it's not presented accurately. As far as fighting games go, both melee and brawl are fairly defensive campy games at high levels. Dash dashing, wavedashing/landing backwards, lasers, etc all contribute to this is melee. The issue isn't that the two games are on opposite sides of an aggressiveness spectrum, because they aren't; they're both campy games. Disregarding that brawl is more extreme in this aspect (and further on that side of the spectrum), melee still has things which make it better reflect a competitive game. Lack of hitstun canceling and better and faster movement options are two o the primary ones. Where brawl doesn't reward players much more than 1-3 hits off of a successful hard read before the situation is reset to neutral, thus requiring many hard reads for a KO, melee can make the same thing work off of only one to a few reads, exceptions bring super floaties, jiggs most notably. But to get to the point, the issue is that brawl ISN'T rewarding. Regardless of how patient or defensive you are, almost none of the characters can properly convert a successfully defensive maneuver into a rewarding string; rather, the players are forced to peck and pole at each other from behind overly defensive mechanics until one or the other is in a bad position and a high damage. With the exception of landing single kill moves at those percentages, and maybe some chain grabs at any percentage, the game really doesn't HAVE any rewarding mechanics. Nearly any action you take isn't worth the risk, unless it's a safe, non-rewarding poke. People just end up doing the least rewarding action they can the whole game: waiting for the opponent to make the first move.
Im not trying to go into this.I understand all this, I believe I may be wording things wrong.
Ill try to explain it better. The amount of hitstun in melee rewards landing an attack which increased the overall aggressiveness. The amount of hitstun in brawl doesnt reward the attacker nearly as much as the defender gets from simply poking them back.
exactly, so why bother?
This was a huge gripe with me. Dk in 64 and Ganon in Melee. Ive had the most fun with those characters by far, but I can win much easier by simply picking a faster character.I've always been upset at the advantage that speed gives, since it left characters like Link and Bowser out in the cold as far as tier lists goes.
Now that that's changed, maybe we'll see some tier changes and more people maining them.
NOW I SEE WHY META KNIGHT IS BROKEN.This was a huge gripe with me. Dk in 64 and Ganon in Melee. Ive had the most fun with those characters by far, but I can win much easier by simply picking a faster character.
NOW I SEE WHY META KNIGHT IS BROKEN.
The only three things I didn't like about Brawl, were the speed of jumping and landing[and by extension, the floatiness], the lack of hit-stun, and the tripping.
Thankfully, two out of three seem to be solved, with only Hit Stun being a relatively unsolved question for the community, as far as Smash 4 goes.
Other than those three things, I found that I had much more fun in Brawl than I ever did in Melee, because all of the matches I fought in Brawl, aside from against Meta-Knight, were all closer matches than in Melee, where most anyone with a modicum of skill who mained one of the top-tiers could decimate regardless of the character they faced.
A reasonable question, but I think you'll be surprised to learn that it didn't.doesnt that kind of take away your incentive to aquire a modicum of skill?
A reasonable question, but I think you'll be surprised to learn that it didn't.
I still played to get better, because doing so was still fun for me.
I'm no top-tier player or anything, but I feel I have a decent amount of skill despite the many crushing defeats in Melee, and the complete reversal-of-fortunes in Brawl.
Just because the bar of skill was lower without Melee's techs didn't make learning Brawl inside and out for what it was any less entertaining or challenging for me.