bovineblitzkrieg
Smash Journeyman
Melee is Rearden MetalLol, Apparently, he is a looter for not modeling Smash according to the ideal players (Melee pros).
A is A. Melee is Melee. Brawl is Brawl.
![Stick Out Tongue :p :p](/styles/default/xenforo/smilies/tongue.gif)
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Melee is Rearden MetalLol, Apparently, he is a looter for not modeling Smash according to the ideal players (Melee pros).
A is A. Melee is Melee. Brawl is Brawl.
that wasted 3 minutes of my lifeCheck the sig for further details on just what makes Brawl so good.
The options available are indeed the determining factor of depth and by extension the competitiveness of the game.
Seeing as how you still need to think to not lose in Tic-Tac-Toe, Checkers, and Chess, but the depth is gradually increasing among those; in Tic-Tac-Toe, it literally becomes impossible to lose among people who can think about two moves ahead because every single outcome can be predicted pretty easily, due to lack of options; Checkers has significantly more depth, to the extent that there's probably nobody who knows the perfect move at all times, but not nothing - Chinook is the perfect Checkers computer and playing a perfect game against it will invariably result in a tie... essentially, Tic-Tac-Toe, but with about 3,000,000,000 times as many variable endings, but still solvable and solved; Chess's depth is still being explored due to the ridiculous amount of options given in it.
Yeah in a few ways. I didn't mean for it to generate a finite "competitiveness" rating, just a rough way to put one game above another. By "Speed of Gameplay" I did not necessarily mean how fast the game runs. I think we can all agree that Melee is a more fast-paced game then Brawl, and that both are considerably faster than 64. If you were trying to generate a legitimate number for the game it might be more effective to do it on a scale of 1 to 10 or 1 to 100.That equation wouldn't work as you would have to have a way to find a universal constant for "Speed of Gameplay" and "Predictability of Movement," i.e a given gameplay speed that is considered 1 and a given level of predictability that is considered 1. Since you can't, it would be best it would be better to make change "Predictability of Movement" into "Movement options" using the number of movement options in all possible situations. If this number is high enough you'd have a large amount of movement options and a low level of predictability. Speed of Game play could be ignored as(assuming we're still doing Melee Vs. Brawl) it would be the same as both games run at 60 FPS so technically they have equal speed. Am I taking this too far?
Yeah I agree with you here, that's why I put reasonable in quotes. Sometimes the option you choose would normally be seen as stupid and unreasonable, but in the current context it's perfect.How do you define reasonable? I'm to argue that a big part of what makes Melee special is that the obscure option that you really haven't thought of is sometimes the best one. Is obscure outside of reasonable, though?
but this also happens in brawl and i actually think that it happens more in brawl than meleeUsing the same strategy over and over will get you punished. That's what makes Melee so diverse.
Yes please.pizza?????
ehhhhhhhhhhhhhhhhhhhhh... disagree.but this also happens in brawl and i actually think that it happens more in brawl than melee
Explain how you punish a Metaknight who spams tornado, or a Rob that spams lasers and gyros then.but this also happens in brawl and i actually think that it happens more in brawl than melee
Beginning of tornado has low priority, and he is also vulnerable from the top, among other things. And if ROB spams lasers and gyros (i.e. if you play Overswarm) then you can grab the gyros and throw them upwards so he wont get those back for awhile. I made the mistake of powershielding the gyros. Don't do that, since the gyro disappears when you do. I figure the best counter to gyros down the line will be to catch them in midair. The item-catch mechanic is pretty expansive in Brawl, it can even be done while running, and I think the gyro counts as an item even when its coming out.Explain how you punish a Metaknight who spams tornado, or a Rob that spams lasers and gyros then.
With Diddy: nana, Ftilt, or Bair. Nado = free hits.Explain how you punish a Metaknight who spams tornado
what i am saying is it usually happens (getting punished for doing the same thing repetitively) with most characters. just because metaknight can spam the **** out of his moves doesnt mean u can do it wit most charactersExplain how you punish a Metaknight who spams tornado, or a Rob that spams lasers and gyros then.
Not because they spamwell, you see ban3...metaknight and snake have been owning pretty hard, iwonder why????
even if thats true (which it is anyways, for one char) that's still only 2 char.well, you see ban3...metaknight and snake have been owning pretty hard, iwonder why????
its okay this is a debate; we are supposed to disagreeehhhhhhhhhhhhhhhhhhhhh... disagree.
Technical skill and strategy are closely intertwined, as you have to use your mind in order to figure out how to place this skill into your strategy and incorporate it into your advantage. Technical skill allows your options to expand and see new opportunities. Unfortunately, technical skill plays a much more important role in Melee than what is comfortable for me, as usually how I perform is directly correlated to how my technical skill is at the time. As for outwitting those who are more technical, Aniki (a 2004 Melee master who mained Link and almost never wavedashed) would like to give a testament.Yes, melee, with its advanced techniques did, in a sense, make the game more in depth and did tip the scales signifigantly towards the more "Skilled" player. But I feel what happened is that the skill just grew with an enormous momentum and those whom didn't read the boards or didn't practice with the technical players were left behind to play in their sandbox, so to speak.
But what I feel Brawl did was actually level out the field and made strategy a much bigger factor. An inferior player in skill could actually out wit a much more technical player, if he has the right thinking.
I guess what I'm trying to say, is this; should both games value skill more so than strategy to prove that one is more competitive than the other? Should one game value the faster hands greater than the faster mind to yield a more "worthy" player? I also think the following word should be defined to further the discussion.
Skill
–noun
1. the ability, coming from one's knowledge, practice, aptitude, etc., to do something well...
Have you played against him, AZ?Phanna? Most techincal? You know that first video showing missile canceling from platforms he AR'd.