9Kplus1
Smash Master
falcon can't mix up his recovery to the extent that fox can. between angled fire foxess and shortened phantasms, it's actually not that easy to predict fox's recovery and punish it accordingly. falcon on the other hand has to sweetspot the ledge in a lot of mus (don't why you aren't using ganon as an example instead) making it painstakingly easy to determine how to edgeguard him.Sorry, allow me to clarify: Fox has one of the most predictable recoveries. Almost every character in the game can punish his recovery well so that makes it bad to some levels. C. Falcon can travel huge distances but his recovery isn't considered good due to the edge guard factor so why not Fox? I will admite garbage was a poor word choice, its more like a middle of the road recovery.
i tottally missed the point, that's why I said the exact same thing, in order to make it relevant to that part of your post. besides that, i explained most of the mu and why puff's recovery doesn't determine how long it can be. reading is fundamental y'know.You missed the point. ANY MU COULD BE PLAYED HOWEVER PEOPLE LIKE THEM. i was illustrating that Falco400 cant assume that matches between Fox and Falco will always be short, and then matches between Falco and Puff could vary. BOTH COULD VARY. There are no rules on how to play any MU. Saying this does not magically prove that recoveries don't affect match length.
not to sound like a total ****, but are you ********?? pichu will lose fast because pichu is ****, not just because he's light.Good point. I should've mentioned that character weight is also a huge factor on how effective a recovery is to begin with. Pichu would die incredibly fast beause he is very light but isn't as floaty as most other chars so he isn't as hard to combo as say Samus or Puff.
again, have you considered that pichu is just a bad character with terrible match-ups vs the entire cast? his recovery is very good, but you know, if someone knows how to play the mu, pichu won't get the chance to abuse it. same goes for peach / samus.The potency of his recovery is limited because him being knocked off stage is going to happen a lot faster than Samus or Peach. Samus and Peach don't actually have to start using their recoveries until much later whereas Pichu will start getting knocked off at mid percents. Of course his match would be shorter.
what factors in the mu? how about which character is bad against / weak to what the other character can dish out? marth can **** up falco with his mexican grabs to early gimps; falco can't sit there and laser marth all day because powershield grab melts whatever falco can go. falco's recovery is p. bad, but that means that this mu can go on for a long time if both players go about their business reeeeeeeeeeaaally carefully. by the ongoing logic, p:m should give every character awesome recovery in order to make mus shorter.But why? Why would it affect match length? What factors in the MU? Is How people play the game? Well that is a weak argument because it incredibly relative as stated earlier.
um, ok. lemme not exaggerate this time. samus and peach don't kill as well as the average mid-high tiers and if both players choose to play defensive enough, neither character will be offstage in a bad position as often as say, two combo / gimp heavy characters like falco / fox / marth.My point is that saying fox vs falco is a fast match time due to their physics, and then saying that two characters with great recoveries and floaty physics have a slow match, but then state that it has nothing to do with recovery is a contradiction.
holy ****, stop being dumb. the same can be said for good recoveries -- they're not consistent either. THEREFORE RECOVERIES AREN'T VALID IN THIS ARGUMENT RIGHT???? thanks for proving my pointMUs could be played in any way possible, this is not a constant, thus it is not an argument.
huh? falco is a glass cannon while samus can ccdsmash damn near everything and actually feel safe in her shield with screw attack. their general playstyles differ greatly (no, they play defensively pretty differently), so why would you compare them??However, match limit and MUs are affected by what kinds of tools the player has, and their physics and recovery play a huge role in this. If matches with Falco will be short due to his fast falling speed, low weight, and bad recovery, then conversely, samus will have a long match die to her floatiness, high weight, and good recovery.
hax can make a match pretty long with falcon if he decides not to approach; pp loves to play defensively afaik; taj's m2 plays defensively as well. match length is dependent on tons of factors, but player choices play a huge role in the duration of a match. falco has pretty bad recovery, but can lengthen any match to the full eight minute if he camps enough. fox has really good recovery, but doesn't have to abuse it in order to make a match really long; fox can just run around and dd / laser camp all day if the player using him chooses to do so. puff is an all-around defensive character, so of course her matches are going to be p. long, gimps are just less likely. unless the character playing against puff solely relies on gimps to win, the length of the match won't be affected that much.But since Falco's physics and recovery are unfavorable offstage, he has a shorter match? Can you possibly attempt to admit the reason for why matches are short vs long?
well, she'll be more susceptible to combos and won't ruin frame advantages as often, which is great for falcon, falco, etc, but samus can cc stuff better and get to platforms more safely with screw attack. also, samus still has two p. good recovery options to choose from as well as projectiles to clear to ledge with. removing bomb jumping would shorten matches because it takes a ****ton of time to do.Make Samus a fast faller and remove her down-b recovery option and see if her matches are the same length.
yes, i do. recoveries aren't the only factors that help characters in brawl get back to the stage. it's not as if i said "omg recoveries are guud but they're irrelevant to recovering", because that's obviously not the case. auto-snapping ledge grabs and 'magnetic' ledge grab length are what a lot of characters abuse when recovering.wtf? Do get what i said?
you're referring to hitstun and gimps, no? that's cool because i was doing the exact same thing. almost every character in brawl risks getting gimped when they're far offstage, but that won't happen very often at lower %'s since they can get out of hitstun earlier and momentum cancel.I said in Brawl you dont generally kill someone unless your hit knocks them into the blast zones without question. Which doesnt happen until like 150% and you eat a fsmash. Momentum canceling won't stop you from hitting that blast zone outright.
You're giving examples of characters with bad recoveries to prove your point. Ok, so vbrawl link and ganon die if they get hit offstage at 90%~ as well -- oh look, point proven.If you dont hit characters straight into the blast zones, most to all characters in Brawl will recover. This doesn't happen in melee. You can fsmash falco, or ness, or bowser at like 90% and even though they don't hit a blast zone, they still may not be able to recover.
they can't recover because they have bad / mediocre recoveries ?_?Thus they die at way lower percents because of the inability to recover, which is something that is good about melee.
edit: i'm very sure that the pmbr knows what they're doing. considering that this project has been in the making for over a year, it's safe to assume that something as important to melee**** as match length would've been fixed and messed around with ten times already.