Ulevo
Smash Master
No. This is completely false.Please elaborate on the wealth of "ways" to outplay your opponent from an offensive perspective not present in Brawl. It's the same dang stuff. Remember, I'm talking about approaching. I'm not generalizing.
For almost all intents and purposes the only reason Brawl can be campy and "hit-and-run"-ish is because of the lack of hit-stun and as a result, a lack of combo strings that aren't interrupted by a mashed neutral by the noob getting combo'd. This in turn makes people prefer to play campy so they can minimize the situations in which their inflicted damage is punished-reflected right back on to them.
First of all, it isn't the same dang stuff. The shield stun values are different, the movement options are different, the ways to bait people are different, the frame values on specific moves are different, more things can be cancelled.
The main reason Brawl is so hit and run is two-fold.
1. There are very limited ways of getting "in" without being punished.
2. When you finally get "in", there's limited reward for you achieving this.
Let's analyze both.
The reason there are limited ways of getting in, or that it is unsafe to get in, is for a few reasons:
1. A lot of characters have really long grab ranges, particularly characters like Dedede.
2. Shields have very, very minimal shield stun. Characters can grab or act out of them upon being hit almost instantaneously, and this makes even spaced moves unsafe. On top of this, almost no moves in the game are what would be considered to be even remotely close as frame advantage on shield hit.
3. The rewards associated with grabs in Brawl are very high. Dedede has stage wide chain grabs and infinites, Ice Climbers have inifnites, Snake has tech chases and frame traps in to kill moves and bull**** tilts, Pikachu has chain grabs, G&W has tech chases, Falco has chain grabs that lead to high percents or huge stage advantages, lots of characters have grab release exploits, and the list goes on. Even for characters that don't have punishing follow ups, grabs do a lot of damage, and some even kill.
4. A lot of characters have ways to act out of shield outside of just grabs, such as Meta Knights shuttle loop, G&W Up B, Marths Dolphin Slash, et cetera.
5. Characters do not have the ability to L-Cancel, therefore certain characters that have long recovery frames on aerials are basically condemned to very linear, binary movements on the ground because aerials are too dangerous to use. It's no coincidence why characters like Gannondorf are some of the worst in the game.
6. Because Dash Dancing and Wavedashing are out, your methods of being able to try and feint an approach and fake your opponent out and bait an unsafe move so that you can capitalize is much harder.
7. The gameplay is slower, and moves are more telegraphed, which also makes feinting and faking out opponents harder.
8. Momentum doesn't carry from a run, so if you see an opportunity to capitalize on an opponents mistake, this becomes more difficult as your aerial speed is lower.
9. Jump Cancelled grabs and Dash Cancelled grabs are out, so that means that if you want to grab out of a run, you're committed to using the dash grab, which on most characters typically has more associated ending lag, and in many cases a smaller hit box. You can run in to R+A but this takes longer due to the up time of the shield.
10. Projectiles in this game are gay. Falco SHDL, Pits Arrows, Bacon, Dedede's Waddles, Grenades, Toon Link's crap, Diddy's bananas. It doesn't help that some of the characters with really great projectile games are characters with some of the best retreat and get-me-out-of-jail-free cards in the game, like Falco's lagless Phantasm.
11. You can't crouch out of a run, which means that your approach options on how you punish or poke from a run are limited.
12. You can't crouch cancel anymore, so using tactics that involve getting in aggressively and eating damage % so that you can retaliate to wrack up your own damage % doesn't work anymore. This was important for certain characters in Melee like Sheik, because they couldn't combo certain characters very well until they hit a % threshold, and until then they weren't as good of a character, so taking hits to retaliate with things like down smash made sense.
13. Rolls and side steps are stupid in Brawl. Characters like Lucario, Meta Knight, Falco, Rob, and Dedede have incredibly advantageous rolls and spot dodges because of how fast they're able to act out of them with almost virtually no down time, while also having the longest duration of invincibility possible. This is poorly designed systemically to have because these techniques are designed as ways to dodge attacks if timed properly but to be punished if read or mistimed, but in Brawl are too forgiving and give the defender a huge advantage (i.e. spot dodge in to R.O.B./Meta Knight down smash)
14. A lot of character specific techniques are gone. Fox can't cancel his shine with a jump, Yoshi can't double jump cancel, Samus can't do landing missiles to follow behind as a safer approach, et cetera.
15. You can't reflect projectiles with shields anymore, making projectiles even more powerful.
16. Hit boxes on moves are generally much bigger in Brawl, making pokes for damage and shield stabs more favourable.
17. Because a lot of characters have a limited amount of kill moves, and even kill moves that are safe or easy to use, they need to preserve these moves by using other moves to wrack up damage as a means to avoid decay until they can land that crucial KO move. A lot of characters also don't have safe kill moves that KO at reasonable %, meaning they need to get their opponents to much higher % before going for a KO, and this facilitates defensive play since it won't matter if they make risky plays and take damage in the process of getting them to that threshold. Marth is a hallmark example of this, but there's plenty of others.
18. Projectiles refresh your decay que, even when repeatedly used, further promoting their use.
19. Other reasons I'm probably forgetting.
The reason there are limited reward for getting in include:
1. Combos don't exist except in a few very specific circumstances, or on specific characters that are privileged.
2. If you get in and attack the enemy, especially at low percents, they'll just attack you back if you're in range. This creates a tit-for-tat scenario, and you don't want tit-for-tat exchanges, you just want 'tat' exchanges where you come out the victor.
3. Characters are floaty. Even in a game where combos don't exist, being able to read the DI and movement of your opponent to try and follow up is important, but this is made difficult when everyone plays like they're on the moon and have no limits to how many times they can air dodge.
4. Even if you get in and manage to do damage, certain characters will still get their guaranteed punishment options off on you. Does it really matter if you as Sheik managed to get in and fair Snake when he just hits you with two forward tilts? Absolutely not.
5. Rolls in Brawl are not only incredibly forgiving in terms of end lag and invincibility duration, but how quickly they come out, and more importantly how far they go, make resetting the positional advantage you just gained very easy for the opponent. Characters like Meta Knight and Lucario have rolls that go very far back very quickly, and can't be punished.
6. Other reasons I'm probably forgetting.
Basically you and anyone else arguing this position is either being incredibly lazy in their analysis, or is just ignorant to how Melee operates in comparison to Brawl, as far as I'm concerned.
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