So I read the posts on this forum, and I see all sorts of whining and complaining. Some of this whining is coming from the crowd who hates tripping. Some of this whining is coming from the crowd who wishes that combos were still in the game. And still others are simply complaining that there's so much complaining!
"Isn't that what you're doing just now? Wow, Paingel! Way to be a hypocrite!"
I'm not complaining, I'm pointing it out. There's a difference. If I were complaining, then I would be expecting people to "fix it" for me. But let me tell you that I'm not expecting nor asking for any such thing.
I am pointing it out. I am mearly stating something as simple as the fact that the sun rises in the east, and that the sky is blue during the day. These are not great mysteries, but they are right in front of those who bother to look up and watch the course of the sun.
But let me point out a few things to you. Things which you may not have noticed. Maybe reading these things will cause you to consider things a little differently.
All of the complaints that I have heard have centered around the fact that it is unavoidable, and that there is nothing that the player can do to prevent it. (Well, unless the player chooses to jump around instead of walk, that is.) Well, obviously, this is a perfectly valid complaint. Your skill is not being expressed in the game. If you get f-smashed because of that trip, then your opponent didn't beat you, he beat the game. The game gets in the way of your competition.
Okay, so that is perfectly understandable from my point of view, but then I hear the complaints about "there are no combos". When they give their reasons for why they say this, it usually comes down to a lack of hitstun plus an emphasis on defensive play.
Let me break these into two seperate issues here. First off: the lack of hitstun. When you use combos, you are taking advantage of hitstun. When you are under the effects of hitstun, there is nothing that you can do except wait for the stun to pass. During this time, the opponent can do anything they want to and there is very little you can do to prevent it.
But wait, isn't that just as unfair as tripping? If you trip, aren't you unable to do anything for a breif moment of time except for wait for the chance to get back up? Isn't your opponent free to do whatever they wish to you during your one vulnerable moment?
Hitstuns and Tripping have this in common: If your opponent wins because you were under their effects, then the opponent didn't really beat you. You can say that the opponent beat the game, or that the game beat you, but that is not the same as having your opponent beat you. The game got in the way of the competition.
The only difference is this: With hitstun, the opponent does it to you, and with tripping, the game does it to you. The only mistake on your part that caused this to happen is allowing yourself to be hit or allowing yourself to dash. And after you've made this very small mistake, there is nothing you can do to recover from it. It's up to the opponent vs. the game now. It is not up to you.
So if the game is better off without tripping, then isn't it the case that it's also better off without hitstun?
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.
And now there is the emphasis on defense. "Brawl is less competitive because there are no combos." "But I've used combos before!" "Yeah, but those combos will only work against someone who doesn't know about defensive play."
So when they say that "There are no combos", what they really mean by this is that "there are no perfect combos, for all of them can be escaped."
So.. wait... doesn't this mean that we can overcome our opponent's actions with defensive play? Doesn't this mean that those who know what they're doing won't be destroyed by a long combo, while those who don't will be? "It is a failure on your opponents part if your combo works agaisnt them."
Then doesn't this also mean that the game doesn't come down to just a handful of perfect combos, but instead comes down to what you know vs. what they know, and what you do vs. what they do?
Isn't that really just you vs. them? Isn't that really just what competition really means? With combos, the play comes down to you vs. the game, and the other player just so happens to be there. So how is this 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?
So why then do you say that this makes the game less competitive? You are no longer finding weaknesses in the game itself, but instead you are finding weaknesses in the player. So why is this less competitive?
I will agree with you in this: that tripping is an unfair addition to the game. However, I also will go on to state that hitstuns and unbeatable combos are also unfair and I'm glad that hitstun was removed and that combos are beatable. Because they were taken out, you no longer rely on "Solving" the game (finding an unbeatable strategy and using it to win every time) and instead can rely on "mindgaming" your opponent. Isn't that a deeper game? Isn't that a lot more competitive?
Brawl without tripping would be competitive, more so than Melee, not because of an excess of combos but rather a lack of perfect combos. If you want to hit your opponent several times in a row to rack up damage, then there will be some prediction involved and you will have to know what they'll do in order to destroy them. Only a severely weak player will be severely punished, while a slightly weak player will only be slightly punished. This, in my mind, is a better game.
"Isn't that what you're doing just now? Wow, Paingel! Way to be a hypocrite!"
I'm not complaining, I'm pointing it out. There's a difference. If I were complaining, then I would be expecting people to "fix it" for me. But let me tell you that I'm not expecting nor asking for any such thing.
I am pointing it out. I am mearly stating something as simple as the fact that the sun rises in the east, and that the sky is blue during the day. These are not great mysteries, but they are right in front of those who bother to look up and watch the course of the sun.
But let me point out a few things to you. Things which you may not have noticed. Maybe reading these things will cause you to consider things a little differently.
All of the complaints that I have heard have centered around the fact that it is unavoidable, and that there is nothing that the player can do to prevent it. (Well, unless the player chooses to jump around instead of walk, that is.) Well, obviously, this is a perfectly valid complaint. Your skill is not being expressed in the game. If you get f-smashed because of that trip, then your opponent didn't beat you, he beat the game. The game gets in the way of your competition.
Okay, so that is perfectly understandable from my point of view, but then I hear the complaints about "there are no combos". When they give their reasons for why they say this, it usually comes down to a lack of hitstun plus an emphasis on defensive play.
Let me break these into two seperate issues here. First off: the lack of hitstun. When you use combos, you are taking advantage of hitstun. When you are under the effects of hitstun, there is nothing that you can do except wait for the stun to pass. During this time, the opponent can do anything they want to and there is very little you can do to prevent it.
But wait, isn't that just as unfair as tripping? If you trip, aren't you unable to do anything for a breif moment of time except for wait for the chance to get back up? Isn't your opponent free to do whatever they wish to you during your one vulnerable moment?
Hitstuns and Tripping have this in common: If your opponent wins because you were under their effects, then the opponent didn't really beat you. You can say that the opponent beat the game, or that the game beat you, but that is not the same as having your opponent beat you. The game got in the way of the competition.
The only difference is this: With hitstun, the opponent does it to you, and with tripping, the game does it to you. The only mistake on your part that caused this to happen is allowing yourself to be hit or allowing yourself to dash. And after you've made this very small mistake, there is nothing you can do to recover from it. It's up to the opponent vs. the game now. It is not up to you.
So if the game is better off without tripping, then isn't it the case that it's also better off without hitstun?
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.
And now there is the emphasis on defense. "Brawl is less competitive because there are no combos." "But I've used combos before!" "Yeah, but those combos will only work against someone who doesn't know about defensive play."
So when they say that "There are no combos", what they really mean by this is that "there are no perfect combos, for all of them can be escaped."
So.. wait... doesn't this mean that we can overcome our opponent's actions with defensive play? Doesn't this mean that those who know what they're doing won't be destroyed by a long combo, while those who don't will be? "It is a failure on your opponents part if your combo works agaisnt them."
Then doesn't this also mean that the game doesn't come down to just a handful of perfect combos, but instead comes down to what you know vs. what they know, and what you do vs. what they do?
Isn't that really just you vs. them? Isn't that really just what competition really means? With combos, the play comes down to you vs. the game, and the other player just so happens to be there. So how is this 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?
So why then do you say that this makes the game less competitive? You are no longer finding weaknesses in the game itself, but instead you are finding weaknesses in the player. So why is this less competitive?
I will agree with you in this: that tripping is an unfair addition to the game. However, I also will go on to state that hitstuns and unbeatable combos are also unfair and I'm glad that hitstun was removed and that combos are beatable. Because they were taken out, you no longer rely on "Solving" the game (finding an unbeatable strategy and using it to win every time) and instead can rely on "mindgaming" your opponent. Isn't that a deeper game? Isn't that a lot more competitive?
Brawl without tripping would be competitive, more so than Melee, not because of an excess of combos but rather a lack of perfect combos. If you want to hit your opponent several times in a row to rack up damage, then there will be some prediction involved and you will have to know what they'll do in order to destroy them. Only a severely weak player will be severely punished, while a slightly weak player will only be slightly punished. This, in my mind, is a better game.