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Yeah, when I said that I was in the mentality of talking about heavy hitters, in which case their fastest option out of shield tends to be a jab or a ground move.I was merely pointing out how you were somewhat wrong. You made it seem like there is nothing you can do until the shield goes away and that is not true.
Power shielding doesn't give Ganon or Ike a good, reliable approach. Power shielding simply gives Ike and Ganon the ability to shield projectiles without damage to their shield and without as much lag. This doesn't make it easier for Ike and Ganon to catch someone that is being campy.Powershielding shuts down the projectile game and some characters rely on this.
In other words, you are saying the lack of Ikes and Ganon is due to their lag. If Ike and Ganon had a reliable approach that wasn't laggy then the lag on their other moves wouldn't be a big deal. As it stands, Ike and Ganon have to really fight their way in to actually land a move on their opponents much harder than many other characters on the roster.The reason you don't see many Ikes and Ganon in brawl is because of lack of hitstun and lag canceling.
Yeah, and that is EXACTLY why I talked about ground speed, air speed, and the overall speed of their attacks -_-. I talked about all aspects of what makes a character fast or slow, I didn't just pick ground speed.In the same token, there is more to speed than just running fast...we just dont look at speed the same way here
You don't seem to understand that if your opponent simply held away the combo would have ended after the Jab cause of DI. Training mode combos don't mean much in a real match. Also, you don't seem to remember that I said that Ganon can only chain hits at low percent.Flame choke>Jab/Dtilt is a true combo and the Dtilt sets up nicely for follow ups and he can also tech chase. You don't seem well educated in Ganons moves and what he is capable of.
He can't string together uairs, not even at 0%. That is unless you are using more hitstun than 10%. He can only hit with one because the actual lag on uair is immense. You could get "non-legit" uair strings, but that is far from true comboing. Dair bouncing you off the ground would also have limited followups, and could only be performed at low percents as the dair has way to much knockback. Also, it doesn't matter how quick he gets you off the stage, his edgeguarding isn't the most effective, and you also don't tend to realize how much impact DI has, cause if I DI almost all of Ike's moves up I will be knocked high into the air, far outside the reach of Ike, and could simply fall back towards the stage.With S canceling, Ike can string together multiple Uairs. I didnt mention Dair spikes, I was referring to Dair bounces off of the ground which combos into anything. And you forget..hes Ike! He doesn't need that many well timed moves to get you off the stage. Hitstun helps greatly with his slow smashes
I very much doubt his explosives combo much. You will have to show that in action to convince me on that. Up throw probably isn't a legit combo (as most throws don't really set for anything up) and if it is, it is only possible at low percent. Utilt is in the same boat, because it is notorious for it's knockback.Uthrow, Utilt, explosives
Downthrow doesn't combo. It never has, and never will. It is a wake up game. If you are smart, you can be very successful with it, but nothing is guaranteed.Dthrow
Again, DI. Also, Ike, Ganon, DK, Bowser, Snake, and Charizard aren't known for their effective gimping. The only heavy hitter that has an exceptional edgeguard game is D3 with his bairs, but he could already take his opponents to the edge off of one grab anyway.The point isnt about who can combo more. You make it sound that "low combos" make them worse when a 3 hit combo that sends you off the stage is just as effective as a 6 hit combo that accomplishes the same task.
They can't hide their weaknesses. They have slow aerials. If you pay attention, you can see them coming. Even if you don't have time to avoid it, you have plenty of time to DI. The only way to effectively use their slow moves is to use them wisely and bait their opponents into going on the offensive and landing their blow. That is basic smash though, and that is not an impervious tactic.but I guess if both can hide their weakness well enough, this point is null.
So it's alright when you pull them out for yours, but when I retaliate the argument is null? If you didn't want to get into theory game (really iffy territory) then don't bring it to the forefront.Now we are dealing with semantics and the "what ifs" which isn't good for either side. So this argument is also null.
Using the word broken is to my discretion, and my point still stands that D3 would not likely be broken with S-canceling. Now, while D3 would be better with S-canceling, most other characters get more help from the S-canceling code than he does. This would lend me to believe that any perks D3 gains would be offset by the gains of other characters.Dont use the word broken. S canceling makes characters more overpowered. I know he wasnt top tier because of his aerials which means when his aerials (other than the bair) are more usable, he will be an even better character
This was true in melee as well. Space your aerials so you don't get shield grabbed. Shield grab is not a bad thing, as it just punishes a poor approach.When you see an aerial coming, just shield grab it. Not even S canceling can stop the power of shield grabbing in this game and since the punishment for mistakes are higher, this sort of aggressive playstyle is still not as favorable.
That's why I use both auto l-cancel and S-cancel.Dropping it takes about as much time as the lag on the move would which means the only way to reasonably follow up is by jump cancelling it or roling :S.
I'll test this today, as this seems like a legit problem.I'll just point out that from the time that I experimented with S-canceling, characters with multihit aerials without knockback (or fastfalling the move to bypass a last hit with knockback) can pretty much just grab their opponent before they can even do anything.
I understand. I just wanted to point out that they could also jump away after the attack which is less lag then dropping your shieldYeah, when I said that I was in the mentality of talking about heavy hitters, in which case their fastest option out of shield tends to be a jab or a ground move.
Well this is a character weakness. But they can walk forward, PS, walk, PS and thats good for approaching. If this doesn't give them against camping prjoectiles, how does S canceling do better?Power shielding doesn't give Ganon or Ike a good, reliable approach. Power shielding simply gives Ike and Ganon the ability to shield projectiles without damage to their shield and without as much lag. This doesn't make it easier for Ike and Ganon to catch someone that is being campy.
How come there are some points where you completely interpret it the wrong way to a point where it seems intentional? I said "lag canceling" which refers to both "s and l canceling" which means its the lag after the attack that hurts them the most. And about Ike and Ganon "fighting" for their hits, why would they use the moves with start up lag at times where it would be difficult to land them? They would use other faster moves like grabs and jabs tilts to lead into the slow start up moves. Your refuting this with more "what if" situations.In other words, you are saying the lack of Ikes and Ganon is due to their lag. If Ike and Ganon had a reliable approach that wasn't laggy then the lag on their other moves wouldn't be a big deal. As it stands, Ike and Ganon have to really fight their way in to actually land a move on their opponents much harder than many other characters on the roster.
The jab alone ends the combo. Period. But you said that flame choke didnt combo into anything when you can tech chase, jab or Dtilt. The dtilt may not work for all characters but the dtilt leads into many moves and the fact that he is almost guaranteed a Dtilt after a flame choke is really nice for his combo game. And you apparently didnt read where I stated in my videos that if you DI away, they won't happen "at that level of hitstun" The hitstun we have now is MORE than the vids which means it is possible WITH DI. This is the second time I have said this and you still ignore me -_-You don't seem to understand that if your opponent simply held away the combo would have ended after the Jab cause of DI. Training mode combos don't mean much in a real match. Also, you don't seem to remember that I said that Ganon can only chain hits at low percent.
S canceling removes ALL ending lag from this move and you are in hitstun long enough to compensate for the starting lag. People die quicker off the stage because you cant jump cancel the attack which brings you closer to the corners if you need to be or use aerials to slow your momentum down btw.He can't string together uairs, not even at 0%. That is unless you are using more hitstun than 10%. He can only hit with one because the actual lag on uair is immense.
Umm, Uthrow is equivalent to most ppls Dthrow which sets up to an Utilt. You forget that you the stale move system is very powerful which helps the high knockback attacks very much...I very much doubt his explosives combo much. You will have to show that in action to convince me on that. Up throw probably isn't a legit combo (as most throws don't really set for anything up) and if it is, it is only possible at low percent. Utilt is in the same boat, because it is notorious for it's knockback.
Yea I know not in that sense of the word, but you can tech chase so it is "comboable." Its not like it leads to nothingDownthrow doesn't combo. It never has, and never will. It is a wake up game. If you are smart, you can be very successful with it, but nothing is guaranteed.
Ok, I guess they always have their foes return without trying...got it -_-Again, DI. Also, Ike, Ganon, DK, Bowser, Snake, and Charizard aren't known for their effective gimping. The only heavy hitter that has an exceptional edgeguard game is D3 with his bairs, but he could already take his opponents to the edge off of one grab anyway.
Slow start up. But S canceling removes the ending lag. You make it sound as if all slow start up moves are worthless.They can't hide their weaknesses. They have slow aerials. If you pay attention, you can see them coming. Even if you don't have time to avoid it, you have plenty of time to DI. The only way to effectively use their slow moves is to use them wisely and bait their opponents into going on the offensive and landing their blow. That is basic smash though, and that is not an impervious tactic.
No. I you say they cant combo. Then I point out the moves that are combo friendly, and you point specifics as to why they don't work such as "anyone can see it coming a mile away" or some other lame reason as to why they don't work. And yea, if you can see slow moves from a mile away, why is it that Falcon in melee was able to charge Falcon Punch kills from literally, a mile away? Was it because he used that to hit an active foe who can do anything? No. He uses the quicker moves first to lead to his slower moves.So it's alright when you pull them out for yours, but when I retaliate the argument is null? If you didn't want to get into theory game (really iffy territory) then don't bring it to the forefront.
I said don't use the word broken because Im not saying its "broken" rather, really overpowered which I feel is a difference. So your argument proving to me how S canceling doesnt break characters has no bearing on the debate if I agree with you. You should be proving to me why they are not "overpowered"Using the word broken is to my discretion
Oh right, so you could shield grab Fox, kirby, jiggs and yoshi in the middle of the Dair.This was true in melee as well. Space your aerials so you don't get shield grabbed. Shield grab is not a bad thing, as it just punishes a poor approach.
It looks worse on paper because the shields are too powerful!!! so when we have shield stun, whats on paper is what will be reality.What part about the "shields being too powerful" is confusing? And human error, you don't need to be frame perfect when you can buffer them..Wind Owl pointed out that all of your options from shield have lag. Jumping isn't instant, nor is spot dodging, rolling, or letting your shield down. There is lag there. It's really fast, but it's far from the speed that Kupo is talking about. Take into account human error and differing jump speeds, it's easy to see how this just seems way worse than it is on paper. In practice, it's nothing like what Kupo is arguing.
Well I think this is where this discussion went wrong. He is arguing that S canceling is not broken without shield stun, and Im arguing that S canceling is broken with shield stun.If we have S-canceling we don't need shield stun and vice versa. They balance each other out pretty perfectly, except that you can't spotdodge (or wavedash backwards) to punish lag with S-canceling... which you wouldn't even need with Brawl shields.
You can't argue against S-canceling by saying that shields are too powerful if the two codes won't even coexist.
I don't. I read and re-read your posts. I double check before posting and make sure my argument is sound. If I misinterpret it then I apologize, but also, you should reread your posts and make sure that your message is clear as well.How come there are some points where you completely interpret it the wrong way to a point where it seems intentional?
I don't think you are understanding what I mean by an approach. Power shielding doesn't give anyone an approach. It's true that by power shielding you can close the distance between you and the opponent, but that isn't what I mean.. An approach is an effective, safe, and reliable attack or strategy that is used to get inside, bait, or pressure your opponent. Ganon and Ike have very poor approaches because of their startup and ending lags on both their air and ground moves. They have a few decent poke moves (like ganon's dtilt) but that is far from an effective approach. With S-canceling, that all changes. By using their long reaching fairs they can space their aerials and apply pressure on their opponents relatively safely.But they can walk forward, PS, walk, PS and thats good for approaching. If this doesn't give them against camping projectiles, how does S canceling do better?
The new hitstun is not so significant to allow ganon to pursue and opponent that DIed away from his powerful attacks. DI will break heavy hitter combos very early because of the sheer launching power of their moves. I don't understand how you could argue against that, because DI is very powerful in Brawl.The hitstun we have now is MORE than the vids which means it is possible WITH DI.
I didn't say they are worthless. I just was saying that they aren't perfect nor overly powerful. Use those moves wisely and you can do well, but even then a wiser opponent can break through it. It's just how things go when you trade speed for power. The silver lining is that heavy hitters don't need to land nearly as many blows to do the job as the rest of the cast.You make it sound as if all slow start up moves are worthless.
I'm very glad you mentioned this. As per what Starscream posted, I took notice too, so I did extensive testing. So I'll transition into what this post is really about. Starscream was right about Fox's drill leading into a grab.Oh right, so you could shield grab Fox, kirby, jiggs and yoshi in the middle of the Dair.
Give me more information, cause right now that doesn't make any sense.falco's fair is ***** dude. do some more testing.
I do reread my posts too see that they make perfect sense and they do to me. Ill admit that Im very inexperienced at debating and getting my point across so that others understand it well so I apologize.I don't. I read and re-read your posts. I double check before posting and make sure my argument is sound. If I misinterpret it then I apologize, but also, you should reread your posts and make sure that your message is clear as well.
I do question your interpretation of my posts. You didn't realize that I wasn't including shield stun in my debate. That leads me to believe that you are jumping the gun a bit with your posts. I used to do that too so I know how it is. No worries. Just realize that in a heated debate like this you should be sure you fully understand your opponents arguments so you are better able to defend your position.
I understand. I just interpreted approach a differently. I know that once ganon gets in range of you, his Flame choke can be good for starting things. But enough about specifics, we shall let the player deal with that problem ^_^I don't think you are understanding what I mean by an approach. Power shielding doesn't give anyone an approach. It's true that by power shielding you can close the distance between you and the opponent, but that isn't what I mean.. An approach is an effective, safe, and reliable attack or strategy that is used to get inside, bait, or pressure your opponent. Ganon and Ike have very poor approaches because of their startup and ending lags on both their air and ground moves. They have a few decent poke moves (like ganon's dtilt) but that is far from an effective approach. With S-canceling, that all changes. By using their long reaching fairs they can space their aerials and apply pressure on their opponents relatively safely.
I understand DI is very powerful but ganon can move quite fast with his flame choke. I argue because I know it works and if you have 20% hitstun, im sure the heavies can combo well, but 10% like you play they wont combo that well. I don't use 20% nor do I advocate it, I just used it for extremes.The new hitstun is not so significant to allow ganon to pursue and opponent that DIed away from his powerful attacks. DI will break heavy hitter combos very early because of the sheer launching power of their moves. I don't understand how you could argue against that, because DI is very powerful in Brawl.
I said you make it sound as if they are worthless. So I give you the benefit of the doubt but saying that it comes across as if you say it is worthless.I didn't say they are worthless. I just was saying that they aren't perfect nor overly powerful.
Nice but I was actually referring to melee and I thought I said "melee" in that line anyway. But since your not arguing with shield stun in the equation, nvm.I'm very glad you mentioned this. As per what Starscream posted, I took notice too, so I did extensive testing. So I'll transition into what this post is really about. Starscream was right about Fox's drill leading into a grab.
I agree. We should definitely do this next time.I think a lot of our misunderstandings came from the discrepancy with all the codes available. If we ever debate again I'll start things off telling you the exact codes I'm using.