TheWishmaster
Smash Rookie
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Seriously? Well I'm not exactly trying to justify tripping, I don't like it as much as the next guy, but mostly because it ruins my pace. Like moves that induce tripping are fine to me, I don't mind that, but on the fly it's more annoying than anything. I've taken hits from tripping definitely, but it's usually not enough to sway the match for me anyways. If you're scoring things like Rest on people for tripping, then maybe I'm underestimating the mobility of Jigglypuff or how aggressively one can play, but for the most part, tripping has rarely wronged me.Depends, I've gotten COUNTLESS rests off on trips with Jiggs.
I'd say going in for too many hits is the sloppy method of play now when recovery from hits is so easy. I understand that this somewhat limits your chances to attack to failed smashes, and coming out of a roll, which is rare when you are playing a top level player. (and shield grabbing) Among other things...There are less combos, less flashy stuff, and while that isn't very important to make the game good the big issue is that this encourages more sloppy play as punishing mistakes is not nearly as effective as it should be.
andPerfect combos are just as bad as Tripping
Actually, not only are these comparisons incomplete (not taking into account skill involved), but they don't relate to the topic. This topic is clearly about Melee hitstun vs Brawl hitstun, not tripping/stage obstacles vs ability to combo. You are just using those as inaccurate, inapplicable examples of how bad high hitstun is.So how is this [perfect combos] any different than having a stage with too many random hazards, since in both cases it's just you vs. the game and the other player just so happens to be there?
I'm just going off on a hunch paingel, but I'm going to assume you aren't really familar with melee competitive/high level play.
I mean your points make sense, but it doesn't seem like you really have the actual game experience to figure out how it actually works. You are not as bad as the people who talk about memorizing button combinations/combos, but you don't seem to understand the cause and effect relationship of these features in high level play.
3. Poor AnalogySorry, but it's pretty clear that I've thought about this a bit more deeply than you have, and I'm not wrong. You are focusing on tiny details and blowing them out of proportion when they do not, in fact, even matter. Meanwhile, you are ignoring the deeper things that do.
I agree with that last sentence, both are terrible analogies that suggest that realism is the most desired aspect of smash which simply is not the case.If you want to use the argument that "Well-trained warriors shouldn't randomly trip and fall over when walking", then couldn't I just simply say "Well-trained warriors shouldn't cringe and freeze up when getting hit"? In my eyes, the two arguements are no different.
wait a second, since 'not hitting first' = 'getting hit', are you saying that you shouldn't place any penalty on getting hit to balance the characters? That makes no sense...Paingel said:The approach is the bottleneck. With hitstun, the first person who lands a hit gets to stop his opponent from attacking. Which is largely why fast/ranged characters ruled Melee. The "strong but slow" characters were owned because their strength was mostly negated by the fact that they could never land a hit first.