Wow, Sonic_Wave, that was a lot that you posted O_o
I'll just have a brief little description of what I meant by each part/response to your response...I guess I wrote that in a bit of a hasty, harsh tone~
Sonic_Wave said:
While punishment to the point of not playing is overkill, the punishment must be there so that you have at least some fear of being hit. In brawl, there are almost no attacks that will definitely sting into another, no bread and butter combos. There is no real fear of being hit, because as long as it doesn't kill you then it doesn't really matter. You can just airdodge and escape, or even use it as a chance to get a free hit back on your opponent. That is more like rewarding the player that got hit, because they get a free hit in exchange, but they don't have to trick you into getting hit. They can just hit you in your lag with a fast attack. That makes the defensive player have the advantage over the offensive one, which is a fundamental flaw when it comes to fighting games.
I guess that's true, but Brawl isn't exactly conventional...I dunno, I expect Fighting games to be a game in which constantly reacting and staying on your toes is the point of the game...
If I hit my friends once and then they can't do anything to escape the combo I've now put them in, my analytical mind wonders, "why have the combo in the first place?"
The thing is, a combo is just x amount of damage that you give in an inescapable string: it could very well just be an attack powered so that it deals that much damage in the first place, since most of the punishment is caused by that first hit...Well, that's just my two cents
Although the "reward" you mentioned for the attacked player isn't exactly true, if you don't pursue your opponent, they probably can't hit you back any easier than you hit them...
They were hit into the air, but they still have the same options given to you...they can airdodge or attack, but you can too...So yes, there are no more "combos" but it's by no means flipping it over so that the attacked person is at a pure advantage~
most attacks appear to have enough knockback to send the opponent away before the lag, but...
if an attack has THAT punishable lag without having the knockback to follow it up, it would likely be better to use it later on, when they have extra damage...
Although yes, I agree, punishment is lacking in Brawl: this is probably to appeal to the casual players and to shorten the gap: at most any given moment, all players are at an equal advantage of hitting each other, so casuals don't get destroyed and comboed "eternally" by the competitive...But for a purely competitive game, Brawl isn't exactly the most optimal...
Sonic_Wave said:
Melee was actually very lenient when it came to combos. You had the opportunity to DI, Smash DI, and tech off of things, you had multiple lives to make up for a bad mistake, and you got knocked further at higher damages which made combos very much a spur of the moment thing rather than being as straight forward as other fighters and while in other fighters you're pretty much stuck if you let yourself get hit that first time.
The combos in Melee were thought up as they went on, as a reaction to your DI and attempts to escape, which is the most forgiving kind of combo mechanic that I've seen actually work in competitive play. "You can still combo, we're just going to make you work for it and give them a chance to possibly escape." That's basically how comboing in Melee worked, other than the bread and butter combos.
Agreed~
I don't in any way think that Melee was very strict for combos considering other fighters, but I personally didn't like the way combos were so hard to escape because I never really saw Melee as a traditional fighter: it seems like it should be rather lenient...
I think this because whenever My friends get hit around, I just sort of do a few easy hits, but they can't react, no matter what they do: it just seems like their options are a bit too limited, but...
I see what you're getting at there, as they need to have some options, but not too many...Otherwise, there's basically no difference between idle and being hit, since really, you're in the same situation for both. You've really got me there, it was a very good system~
I just have some moments where I guess it seems almost unfair how long the stun is...(I'm looking at you, chain throwers <_<) But otherwise, Melee definitely was a pretty drastic, yet effective system for competitive play~
Sonic_Wave said:
Name one aspect of Melee that wasn't strategic. Have you ever thought that skill and reaction time could be a part of the strategy?
Items.
I'm only kidding, not really...Strategic, yet still luck based...I just wanted to bring it up out of the blue XD
Anyways, That's very true, but Melee's been brought to the point that everything is now predictable with only the most construed plans becoming anything out of the ordinary...
I know that everything in Melee was strategic, heck, almost everything in any game can be strategic to a degree...
What I meant was that people, once they connect a good hit, no longer have to factor reaction time much, since they have so limited options...But as you said before, limited options are pretty necessary...
It's really a double-sided coin, I guess they can't work both ways, can they? Allowing players to always have some route to escape, while not allowing them to get off the hook too easily...D:
Although...Wouldn't strategy and reaction constitute skill, as opposed to the other way around? (This isn't really important, but I just want to point out that I don't think that skill and strategy are exclusive of each other...)
Sonic_Wave said:
We are talking about the highest level of play here. At that level, reaction time is no longer a factor. We will know exactly how much stun each move has, so we'll have a plan for whenever we get hit. We'll hit them back because there's nothing they can do about it. Melee's DI was anything but weak, and was a massive improvement compared to 64. Now you could not only SDI, but you could change the actual trajectory of the attack. That's one of the most unique things about smash! While it's possible to chain hits together, it's also possible for the opponent to screw you up by changing his DI! They took it too far in brawl though. Now you can't actually combo anybody, so there's really no point in following up after an attack (unless you out range them), because they can just hit you back.
I guess that's what bugs me about Melee the most:
The way people CAN reliably go and follow the hits is something I guess I just don't like...
I use it a lot, but I sometimes feel it's what's giving the speed characters that much of an advantage...
Anyways, Yeah, it certainly wasn't weak, I don't know what I was thinking... -_-u
But because they couldn't counter attack, and all they could do was screw you up, it meant that every hit you make, you ALWAYS should pursue...Sure, it doesn't mean it'll always work, but I know that if I hit somebody into the air, I MUST follow if I want to make the best of it...
I like adding consideration on to the minds of the players, I guess..
I like how in Brawl, you think, "Should I
really follow this guy?" It adds another layer of thought process...sure, it's probably in the way of the competitive play, but I guess I'm not a competitively experienced person D:
If I ever made a game, you bet it'd be a major pain in the neck to play XD
I guess I like the idea of always having to balance your options with everything you do, and Melee comboing is
slightly straightforward in that you know you have to pursue them, the only question being "how?"; Brawl encourages the question "Should I?" before you even ask "how?"
It must be a personal thing, I guess...I'm a human anomaly~ =D
Sonic_Wave said:
Are you implying that there was some point where they weren't like chess? Smash, Guilty Gear, Naruto GNT4, Street Fighter, Melty Blood, ect. are anything but button mashers!
lol,
I never meant to imply anything!
I meant for it to be taken at face value...
Chess and fighting just seem so different...so the idea that games based off of fighting end up becoming as strategic as chess is just sort of amusing to me~
I must phrase this sort of thing better in the future, sorry about the confusion/offense...D:
Sonic_Wave said:
Or that they have the common sense to realize that airdodging is now harder to punish and now is an extremely good option for avoiding followups! Combos do not exist in brawl because by definition, a combo is inescapable if the attacking player does not mess up! However, now even if the attack player plays perfectly, he can't really punish a mistake with anything more than one guaranteed hit. Don't you think he should be given the advantage if he's capitalizing on a mistake? Even in chess, if your opponent makes a mistake and you capitalize on it, then the opponent is put a few turns behind in their strategy. They now have to play catch up. That is the nature of competitive games. But brawl is simply being too forgiving, and forgiveness is really not that great in a competitive environment.
True, true...
But the thing about chess is that your given time to think about your opponent's possible plans...
I guess I just figured that if a game is in real-time, then it should force you to think "in real-time"...
Well, if you look at this differently, as opposed to being competitive, but just as a game in general...I think this is a fine game mechanic...
The game isn't the best competitive game, but as a simple game of enjoyment...
I think it's just fine that there's this move that allow you to escape whenever...
Of course, it just ups the necessity for mind-games...
Although you definitely are right that air-dodges are a bit overpowered when it comes to comboing...but I still think that it's an okay game mechanic: this game isn't designed to appeal to the competitive, I guess: it seems more targeted at the casual smasher....
The biggest gripe I have with Chess and Smash compared together, I guess, is that in Chess, your mistakes are allowed to be super-punishable, because you are given time to consider what your options are, so your risks will increase accordingly...
Smash is a split-second misjudgment and you're stuck until you're careening off screen with 50% extra damage D:
I dunno, but it just doesn't seem like the advantage should be that wide...
I still stand at the mid-ground: from my (limited) competitive view, Brawl has become a bit too lenient, but...
I still prefer it over Melee's...sorry...
I skip the next two comments because they're kinda covered already or soon to be...
Sonic_Wave said:
Wait a minute, where'd that idea come from? Chess is not sterile at all. Each turn you have to think of a new strategy based on how your opponent's move fit into your strategy, and if you ever make a mistake then you are easily set back quite a few turns. One mistake can even cost you the game if your opponent capitalizes on it and doesn't make any mistakes of his own. That's exactly how it's supposed to be. Chess isn't that forgiving of a game either, so I don't see what you're talking about. If you make a mistake, and your opponent doesn't make a mistake, then you lose.
Yeah...I guess that was a tad "extreme" the way I put it...
("sterile"...wtf is wrong with me? XD)
What I mean to say is that...
Not that it's not punishable, by what I mean sterile, but that...
there isn't any unpredictability DURING and ONLY DURING your turn:
I don't have to think about you suddenly moving your piece while I'm considering my options...
But yes, on second thought/considering your comments, I see how a player's performance can never judge your skills in either of those games...
An epic win in Chess still relies on your opponent's skill as well~
likewise, a good "combo" (don't exist in Brawl D: ) will be affected by whether or not your opponent remembers to use the all-powerful air-dodge <_<
Sonic_Wave said:
They should have that assurance, because that assurance is their incentive to go on the offense. If there's more risk than gain in a tactic then you don't do it. If attacking your opponent is more likely to get you killed then it is to kill them, then there's no point. Why should I ever approach you if you're the one who gets the advantage from it?
Where is my incentive for ever approaching? Will I only approach if I'm losing and will lose the match if the timer runs out? Why should I do anything besides turtle and let you come to me? I get no reward for attacking, because if I do then we just trade hits, but if I play defensively I have the chance to shield it and hit you back out, reseting the playing field but with you having more damage. When attacking, I can only tie. But when defending, I have a chance to win. Which option do you think I will chose?
...yes.
Yes.
I agree now...
Apparently, I have absolutely no insight on what a competitive game should be like...D:
By being so forgiving, this game has been reduced to prefer turtling...
Which is true...This basically overthrows my argument. Nice post~
...What was my argument? wasn't this thread about the concept of whether a person who couldn't combo 3-4 hits has a problem or not?
Well, I might be using the topic of this thread as a shield...trying to divert the subject so I don't have to answer that response...
And Ankoku, you are very right...Chess=/= Smash, and it really shouldn't...
<_<
But they have similarities, which makes it a nice comparison~
But perhaps...we take it too far.
In conclusion (wtf? Is this how I end this post?)
Sonic_Wave,
I am by no means a competitive gamer, or competitive anything...
I know nothing about what makes a good competitive game...
Perhaps I have no experience? Perhaps I am too easily swayed by your argument? Perhaps I'm insecure about my own?
Regardless, you have helped shed some light on this topic, and I thank you for it~
Awesome post, Sonic_Wave, you've shown me exactly what a competitive view is and what it stands for...
But even though Brawl is a pretty suckish game for the sake of good competition,
I'm still gonna play it and have a heck of a time~