It's not all on Brawl's defensive mechanisms, but that's the closest thing I could think of. I'll probably end up changing it later.
Smash has always been a peculiar fighting game. Some people who play 2D fighting games even say smash is a bad game because it is so different. What makes it so different? The offense? Not really, attacking is attacking. Is it the defense? No, at least not the way most people look at it. So what does Smash have that other fighting games don't? It's amazing mobility.
Most people have the mindset that Brawl's defensive options are air dodge, side step, roll, and, of course, shield. These people are forgetting an extremely important defensive option. The options mentioned above have their uses, but should not be relied on. They're best comparable to Link's projectiles. He has very many of them which all have uses, but none of them are really good(sorry Link). Brawl's best defensive option is something so simple, it feels like I'm putting a lot of you down because of this guide, but I feel its necessary because I've recently figured out how important this is. Brawl's best defensive options is to not get hit without throwing out attacks or an air dodge.
I'm sure all of you have heard Isai's famous "Don't get hit" phrase. Not getting hit is the simplest way to explain it; however, it can be very complex. To understand how this works, one must understand the intimidation of their space to their opponents, especially when they don't shamelessly throw out an attack for spacing. It's extremely intimidating being in and idle float state because you have every option available to you. Simply being somewhere can force the opponent to throw out attacks, air dodge, or even move away. Double jumping, which is shunned by many, helps in this a lot.
One must also understand that they cannot be intimidated by a characters body during an attack. By this I mean, know where certain attacks hit. When someone uses an attack, it doesn't turn their whole body into a hitbox. It actually extends their hurtbox. People only need to respect hitboxes, not the character's figure.
Now that that's out of the way...
Everything is punishable.....with the right movements. Throwing out attacks for spacing, moving in at the wrong times, and yes, even lasering is punishable. Throwing out attacks locks you into the attack until you hit the ground or until the aerial lag of the move finishes. This is extremely dangerous. If the opponent sees you throwing out attacks and knows where youre going to be open, whether it's where you land or after the attack is over, you're going to get punished. If you utilize Brawl's mobility by moving back and forth either on the ground or in the air, you have all of your options available to you. There's no screw up to punish yet since you didn't do anything to be punished for.
To punish the opponent for certain moves, you would need to position yourself right and let the opponent miss with it. Usually this is moving into them, but timing it so they barely miss while you're moving in. For example, Falco can punish MK's fair by timing his landing from the jump and a sliding up smash after the move's hitbox goes away, but MK still can't move(this example is one of the harder ones). As stated before, respect hitboxes not character's bodies. If you predict them far enough, you could even run or jump through them.
To practice this, try playing a match against a friend without attacking, air dodging, sidestepping, or rolling. See how long you last and try to see how many times you can run through them.
So what am I trying to accomplish? This Tommy_G kid must want us all to suck by telling us to not do anything so he can be the best. Ha, if I had that kind of influencial power, I wouldn't use it on smashboards. Once you start attacking less, all of your options are going to unfold in front of your eyes. You're going to see so many options to attack that you've missed in the past. You're not going to feel that mind numbing heart pounding pressure as much. You're going to feel in control.
Besides, this is mainly for friends of mine irl......sooo......yeah. XD Hope you guys can understand what I'm trying to say. Good luck.
Smash has always been a peculiar fighting game. Some people who play 2D fighting games even say smash is a bad game because it is so different. What makes it so different? The offense? Not really, attacking is attacking. Is it the defense? No, at least not the way most people look at it. So what does Smash have that other fighting games don't? It's amazing mobility.
Most people have the mindset that Brawl's defensive options are air dodge, side step, roll, and, of course, shield. These people are forgetting an extremely important defensive option. The options mentioned above have their uses, but should not be relied on. They're best comparable to Link's projectiles. He has very many of them which all have uses, but none of them are really good(sorry Link). Brawl's best defensive option is something so simple, it feels like I'm putting a lot of you down because of this guide, but I feel its necessary because I've recently figured out how important this is. Brawl's best defensive options is to not get hit without throwing out attacks or an air dodge.
I'm sure all of you have heard Isai's famous "Don't get hit" phrase. Not getting hit is the simplest way to explain it; however, it can be very complex. To understand how this works, one must understand the intimidation of their space to their opponents, especially when they don't shamelessly throw out an attack for spacing. It's extremely intimidating being in and idle float state because you have every option available to you. Simply being somewhere can force the opponent to throw out attacks, air dodge, or even move away. Double jumping, which is shunned by many, helps in this a lot.
One must also understand that they cannot be intimidated by a characters body during an attack. By this I mean, know where certain attacks hit. When someone uses an attack, it doesn't turn their whole body into a hitbox. It actually extends their hurtbox. People only need to respect hitboxes, not the character's figure.
Now that that's out of the way...
Everything is punishable.....with the right movements. Throwing out attacks for spacing, moving in at the wrong times, and yes, even lasering is punishable. Throwing out attacks locks you into the attack until you hit the ground or until the aerial lag of the move finishes. This is extremely dangerous. If the opponent sees you throwing out attacks and knows where youre going to be open, whether it's where you land or after the attack is over, you're going to get punished. If you utilize Brawl's mobility by moving back and forth either on the ground or in the air, you have all of your options available to you. There's no screw up to punish yet since you didn't do anything to be punished for.
To punish the opponent for certain moves, you would need to position yourself right and let the opponent miss with it. Usually this is moving into them, but timing it so they barely miss while you're moving in. For example, Falco can punish MK's fair by timing his landing from the jump and a sliding up smash after the move's hitbox goes away, but MK still can't move(this example is one of the harder ones). As stated before, respect hitboxes not character's bodies. If you predict them far enough, you could even run or jump through them.
To practice this, try playing a match against a friend without attacking, air dodging, sidestepping, or rolling. See how long you last and try to see how many times you can run through them.
So what am I trying to accomplish? This Tommy_G kid must want us all to suck by telling us to not do anything so he can be the best. Ha, if I had that kind of influencial power, I wouldn't use it on smashboards. Once you start attacking less, all of your options are going to unfold in front of your eyes. You're going to see so many options to attack that you've missed in the past. You're not going to feel that mind numbing heart pounding pressure as much. You're going to feel in control.
Besides, this is mainly for friends of mine irl......sooo......yeah. XD Hope you guys can understand what I'm trying to say. Good luck.