BY JACK KIESER:
"Ok, I want to ask this question because I've posted it to other gamers before, and I'd like to get people like Gimpy and Mookie's opinions on this.
For the longest time, fighting games (in general) have rewarded one thing in particular: combos. As was mentioned either in this thread or Scar's thread, the humble beginnings of what we consider the competitive fighting scene today really started with a mistake; during the development cycle for Street Fighter 2, the programmers discovered that it was possible to 'cancel' moves into other moves, allowing for a continuous steam of uninterruptible moves (once the first hit of the 'combo' was landed, of course). Ever since, the concept of the 'combo' has been the cornerstone of every fighting game. Speed, control, 'mindgames'... whatever technical skill or property any given game allows or exudes, the properties can always be reduced to 'does it allow for a combo?',
For as long as I remember, fighting games have showcased this kind and only this kind of skill. If you could think (and move) quickly enough to input a series of particular commands, you were skilled enough to win. Watch any recording of any 'pro' match in any fighting game since SF2 and you will see each player has patterns that will inevitably emerge, combos and series of moves that seem to work every time and that are used almost reflexively. That is the core of what fighting games reward nowadays: muscle memory. Mindgames, what is considered to be the cousin of the combo, in many ways, is usually only necessary up until that first hit is landed, but after that if you know what moves to use in which order and at what time, you are basically golden. After all, that's what a 'combo' is: a series of inescapable and uninterruptible moves.
We, as a competitive gaming community, have taken this to heart. We have decided that the combo is still king, and that the most skilled player is basically the one with the best reflexes. That is fine... to a degree. But, as Thomas Jefferson is oft misquoted to say (although this detracts from the truth of the statement in no way), 'Dissent is the highest form of patriotism.' Ever since Brawl came out (and honestly, probably before then), certain gamers have shared the sentiment that skill does not only come from sheer speed and memorization skills, but also from wit and control. It seems that this is what Brawl will reward in the long run: not players who memorize complex series of moves and commit to muscle memory the movements to perform them, but players who think well on their feet and can deal with (and capitalize on) many different circumstances.
The question I pose to the community is this. For so long, we have convinced ourselves that the 'combo is king', and that the only skill worth rewarding is the ability to commit these combos to memory and to speedily use them when possible. Why can we not reward wit and quick thinking instead, or even as well? Why must we dismiss Brawl simply because we can't combo? After all, every other skill we seem to reward (such as 'mindgames') are simply a means to an end, skills that lead to the same place, to the combo. Why must we discredit and discount Brawl because it rewards a different kind of skill, as though that skill (and thus the game that rewards it) is inherently 'less skillful'? Why can't 'different' be 'equal'?
Why can't we view Brawl as it is, a chance to shift the competitive paradigm in a way that hasn't been done since SF2? A chance to change (or even just supplement) our thinking with a dissenting view that is separate, but just as equal?"
Rhubarbo: Combos my friend are not just memorized sequences, they're more than that. When an opponent is ready to make a move, you can execute a move that nullifies there's and adds hits them. After that hit, you can then progress to punishing them for making the wrong move at the wrong time. That's what combos are, punishment for executing an in-appropriate move. And, when in combo, you aren't helpless, you have DI my friend, something that wasn't in Street Fighter (I don't think it was). You have 8 different ways of DIing and each way allows you to approach the foe differently.
Example (it might not be perfect): In Melee, as Marth, if I got d-tilted by Sheik then u-aired, I might DI away from her diagonally down then do a f-air as she tries to approach me for the next hit.
As you can see, combos aren't pure memorization and just flashy imputs, both players have a say in any combo and both players have to improvize on the whim.
The thing is, in Brawl, there is no real replacement for combos. A replacement would be a fighting system that has specific moves for each character that counter other moves (i.e a Sheik f-smash would counter pikachu's u-tilt). Brawl is basically Melee minus combos (and the ledge game for that matter).