^ pwned again!
I'm baffled by the people that say that Brawl is more about mindgames and prediction because it's slower... if it's slower and there's less options, it's easier to predict what your opponent is going to do, and you have less options yourself... which means that there's less to think about.
What is the counter argument to my above statement? That you have to think "harder" about your two or three options or "work harder" to get better spacing??? I honestly can't think of a logical justification.
The pro-Brawl argument on this top seems to be that less options somehow lead to more mental depth. W-what the ****???
When you've perfected the spacing of your chosen character's spammable attack (or proj spam), you don't really have to outthink the opponent anymore.
I highly, highly doubt anyone can defeat this argument without noob logic.
I seriously think you are a troll that just posts "pwned!" every time coreygames says something in response to others. I have not been 'pwned' in any way, it's just a disagreement.
Anyway, I can't see any other way to respond to this except with a point-to-point analysis. It's the best way to counterpoint an argument. We can agree to just let it off afterwards, but I can't reply to this with just a short message. I just know that there is no way we can settle this at this point, so from now on, we'll agree to disagree. Just so you know, I happen to like this color/font combination, as it is easier for my eyes than plain white,
To make it easier for you, though, I'll list my main argument right now. In Melee, you had options if you didn't execute everything perfectly. You had wavedashing to space yourself any way you wanted it, and L-Canceling to remove some of the lag from your aerials. In Brawl, you have to think about the way you execute your attacks before you use them, because you have no L-Canceling if you miss the attack and no wavedashing to space yourself. In proportion, you were punished more in Melee, and punished less in Brawl.
What we simply need is for the metagame to develop. Yeah, now, the best way to win is to find some type of safe defense and abuse it like heck, but all it takes is for people to find some way to beat that strategy and we'll have to advance our metagame all over again. Remember that a Link player, Aniki, was one of the best Melee players in 2004. He incorporated projectiles with his attacks and had no need for wavedashing (since it wasn't use widespread yet). Other players were able to beat this style by making their players faster with their AT's. Brawl players just have to find some other method. Do not doubt, though, that it will eventually happen, and pressure players will be able to beat campers.
Will the metagame be as advanced as Melee? Probably not. Will that mean that this game will be less competitive than Melee? That's just a matter of which playstyle you prefer.
Now, I will dissect coreygame's argument by just listing the paragraphs. I'm not forcing you to read it, I'm just saying what I think about what you said.
#1) The wording may have been better, but I essentially meant what you said. The point is you have not played anyone that your strategy couldn't beat, which means you just need to play better people. Sadly, having this game online means that you will mean exponentially more scrubs than good players.
#2) I use Fox because he is one of the most technical characters to play as and also the top-tiered character, not to mention he can use a move that comes out in one frame and leads you open to punishment if it hits. You have much less of a window to think in Melee than you do in Brawl, which is why I usually state that the person with the quickest mind and fingers will win in Melee, which the person with the smartest mind will win in Brawl. Of course, there will be exceptions.
#4) I know how awful Jiggly is in Brawl. I'm just saying it's unfair to compare one of the deepest characters in Melee to a pretty linear character in Brawl (ftilt, chaingrab, waddledees, rinse and repeat). Metaknight, Snake, Pokemon Trainer, they have substantially deeper styles than Dedede does, and comparing those characters to those in Melee will give you a better understanding of the issue. I would have to say, though, that Jigglypuff is much more varied than Fox, Falco, Marth, Captain Falcon, or Sheik is at the competitive level.
#6) I asked you that question because you said you would admit to Brawl being more balanced when you get beaten by a Yoshi player in a tournament. Besides, we don't even have tiers yet in Brawl, so we don't know who the lower-tiered characters are, but I'm sure that these characters will have a greater chance of winning than similar characters in Melee. Not knowing about the competitive scene until I joined this forum (due to the fact that there are absolutely no melee players where I live), I have very limited tournament experience. I did, though, get thrashed by Eggm's Yoshi. Twice.
#7) This is really the argument I stated above. In Melee, you were able to get away with not being perfect with your character because you had AT's to compensate for it. In Brawl, you have no such options. Especially with characters who can't spam, you have to play your character perfectly or you get beaten. You have fewer good moves, so you have to find some way to shake it up or else people will predict you and you'll get exposed. Simple as that. In the case of Wobble's Pichu, I hardly see what advanced techniques Pichu has that everyone else doesn't have. In that case, it's just a matter of Wobbles learning his character perfectly and using everything to his advantage. Same principle applies in Brawl.
#8) I was trying to differentiate between people at least trying to find some type of strategy to get around spammers against the scrubs who go "I can't take the spamming, I'll just play as a spammer and just press b all the time and outspam him." The point is, good players TRY to overcome their weaknesses using their own strategies.
This argument is never going to go away.