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Having read from page 50 to page 23 of your past smashboards posts, I conclude that you shouldn't try and convert people from Melee to your pack idea. No one would play it.My recent posts will be a mix of Smash 4 Kirby and stuff relating to stage and character ideas. The latter because I have a strong interest in hypothetical, creative and design oriented discussion. The former because 4 is the new game and I figured it might be a chance for a new start in a less monotonous game than the last. Turns out, while 4 is pretty reasonable, it's not really what Melee was, hence why I find myself here, failing to convince the community of the fact that Melee has flaws that aught to be addressed.
So, lets set aside Wave Dashing and Kirbycides for the time being, why do you lot wish to keep chain grabbing around? In a game series where there are relatively few true combos of major length and players are required to understand DI (among other techniques) to escape or to counter said escape, isn't having an unstoppable infinite detrimental to the overall ethos of the game? No matter how hard it may or may not be to continue, when the chain grab is going, only one player is playing. Wouldn't we all rather see combos that require a level of mental warfare? Wouldn't that level and type of domination be a more satisfying win?
Enlighten me as to why I'm wrong here, I'm genuinely curious as to your side of the argument.
P.S.: As for why my posts so often relate to Kirby, he's my main. He's the character who feels most natural to me and the one with whom I first learnt to play Melee. Where you get Brawl from, however, I don't know. I got bored of that game pretty quickly and nolonger even own it.