TheManaLord
Smash Hero
shadowball pressure is a myth, get out of here with that
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FD does not equalize gameplay as it heavily favors chaingrabbers and projectile campers. A counterpick system with a good stage list is what equalizes the gameplay.
I don't think banning every stage but FD will make other communities take us more seriously. As far as I know most fighting game communities view us as ban-happy scrubs, and they don't even take Melee seriously in the first place.
hey mana. yougonna go have yourself a cry because the 100 people on the planet that play tekken seriously dont like/understand your game?Who cares about them though? We know Melee *****, they don't know ****.
Also I think that Battlefield and DL might be more balanced than FD.
Right, we shouldn't worry too much about what other people think, although it's a pity Melee isn't more popular in competitive gaming circles.Who cares about them though? We know Melee *****, they don't know ****.
and I think when sheiks gimp me it takes away the trueskill of the victory. I'm better than them, but they still always win cause they gay me with edgeguarding. I think we should ban hitting someone after they double jump off stage because it's cheap and skilllessjonas you don't understand what equalizing gameplay means
i know stages are fun and awesome and all, but when sets are determined on counterpicks and character changes it kind of takes some of the trueskill out of it. and when you use the argument it adds more variables so it takes more skill, see items, see other hazardous stages that are legal, etc. there are lots of things we can do to make it one way or the other, but traditional gameplay makes the best competitive environment. halo mlg smash mlg etc
I'm not saying that more variables make the game take "more skill". I'm saying that some characters perform better on some stages, and they should be allowed to utilize their advantages in competition. If it takes more skill for a Ganondorf to beat a Fox on FD, why not let him counterpick a stage where the characters are on more equal terms?jonas you don't understand what equalizing gameplay means
i know stages are fun and awesome and all, but when sets are determined on counterpicks and character changes it kind of takes some of the trueskill out of it. and when you use the argument it adds more variables so it takes more skill, see items, see other hazardous stages that are legal, etc. there are lots of things we can do to make it one way or the other, but traditional gameplay makes the best competitive environment. halo mlg smash mlg etc
it was a joke for the sake of pointing out how ******** an argument based on talking about what takes more "trueskill" is. ... and a really ****ing obvious one at that... :sigh:Umm, Mogwai Gimping is not nearly as easy as it was back in the day, Falco's/Fox's have so many different ways to recover now, to the point where gimping/edgeguarding takes prediction and skill. If you're getting gimped that's an area of the game you need to start improving on. A lot of it is reading and covering options.
Why? As I said, Smash Bros is different from other games. The idea that static inviroments are more competitive comes from other games with different game designs.when you play any other competitive fighter, there is no stage, you play the same every time. characters have defined matchups and abilities because of this.
if you want a different experience each time, more stages is the way to go. but by and large competitive environments are usually kept static.
Of course, but the question is what makes the game competitive. If it's static enviroments that are the same in every match, we might as well ban all characters but Fox.Jonas you are correct Smash is different, but I feel the idea to make everything as "competitive" as possible remains the same regardless of what game.
lol, fine, I'll play devil's advocate for the sake of argument.Um I agree with you wtf lol
there's apparently something missing from thisjonas you don't understand what equalizing gameplay means
i know stages are fun and awesome and all, but when sets are determined on counterpicks and character changes it kind of takes some of the trueskill out of it. and when you use the argument it adds more variables so it takes more skill, see items, see other hazardous stages that are legal, etc. there are lots of things we can do to make it one way or the other, but traditional gameplay makes the best competitive environment. halo mlg smash mlg etc
There is a reason why items are banned, and the reason is not that they cause diversity. Most of the competitive Smash community have reached the consensus that they detract from competitive play by being random and over-powered.@jonas: great argument, smash is different. lets use items.