• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Should King Dedede's infinite chaingrab be banned?

Should King Dedede's infinite chaingrab be banned?


  • Total voters
    1,603
Status
Not open for further replies.

EdreesesPieces

Smash Bros Before Hos
BRoomer
Joined
Mar 15, 2004
Messages
7,680
Location
confirmed, sending supplies.
NNID
EdreesesPieces
So care to explain why making 10 characters unviable would make the game broken? It still has more characters than Melee. That would be plenty fine.

Note: My point is to say that we already ban things because they make some matchups completely undoable and the best example I have is Bridge of Eldin because it was banned for the very same reason that I believe we should ban the infinite.

Ironically (I use Ness a lot ) I have no problem with Marth's infinite on Ness. There's ways to DI out, make it tough, and its much easier to avoid Marth's grab. Not to mention its just a better and less risky option for him to release grab to downsmash rather than risk wasting percenatege. I'm against banning it because it's not a true broken infinite the way DDD's are.
 

Fatmanonice

Banned via Warnings
Joined
Jul 27, 2006
Messages
18,432
Location
Somewhere... overthinking something
NNID
Fatmanonice
Marth and Charizard do not have infinites on them anymore and we're talking about DEDEDE's INFINITE that makes 100:0 matchups as of now. That is for later talk.

100:0? This is probably the most garbage statement in this whole thread. Even with the infinite against him, Mario's match up is 20-80. If I remember right, the worst match up in the game is Fox vs Pikachu which is supposedly 90-10 and, golly gee wilikers, there's not even an infinite involved! LOLWTFBBQOBGYN! To put it mildly, your logic sucks.

Who says thosematchups are 70:30? Random people such as you??? Im just wondering. You go find 2 people of exact equal skill and when the Metaknight player wins 7/10 of the matches you let me know.

Because you're such a leading authority, amirite? :laugh: I don't think you even realize how laughably hypocritical that statement was. Off the top of my head from the last time I looked: 80-20: Mario, Luigi, Link, Ganondorf, Samus, Captain Falcon, Pikachu, Squirtle, Ivysaur, Jigglypuff, Ness, Lucas, and Sonic. 70-30: Peach, Donkey Kong, Shiek, Toon Link, Pit, Ice Climbers, Olimar, Fox, Wolf, Charizard, Marth, and Ike. 25 out of 39 with only three characters being 45:55 in Metaknight's favor, Diddy, Snake, and Yoshi.

It is also not one match, anyone can pick Dedede and do this once again wtf.

Whether or not they lose to most high/top tier characters is irrelevant and they for the most part dont. We're talking about removing impossible matchups..
They're not impossible though, just hard. Again, with Metaknight tearing up more than half of the cast, why is this even an arguement? Things just as gay, like I listed in my last post and several others, are being allowed so why should this be an exception?
 

Hive

Smash Lord
Joined
Sep 12, 2006
Messages
1,605
Location
Mountain View, ca
I've decided this will be my last post about ddd, so i'm gonna try to sum up all my feelings and
complaints here ^^ after this i don't want to write anymore since i feel like its gotten too repetitive
^^if you don't like any of my arguments feel free to disagree with them or if so inclined use the next
three pages to cuss me out on how much of an idiot u think i am...but please at least hear me out and
not base your judgements on disagreeing with one small thing you dislike
there are very good arguments on both sides... people need to understand this instead of the constant
thinking that one entire side is completely scrub. :D so here it is, my last ddd post. :D

A Case Against DDDs infinite by: Hive (sorry if this is too long, i honestly am not trying to spam)
anyways: Some reasons I would like to address for banning DDD's infinite

First off I would like to define what DDD's infinite means to me, and why i think it is different from
other cgs and infinites...

-Of course I'm thinking of DDD's infinite cg on Samus, Luigi, DK, Mario, and Bowser
some notes: what i mainly mean is DDD's standing and small step cg's on these 5 characters which
almost certainly results in a stock or nearly a stock (brickwalling simplifies the cg process even more
than usual as well)...
his cg on these 5 with a dash in between isn't what I'm addressing....
While his cg can be argued that it is similar it also makes the argument too broad...
also, while I believe wall cgs and walkoffs both warrant a ban, I'm not including these in this
bc whether or not to include these is almost always bound to be a matter of opinion.

-Concerning Bowser's "small step" infinite... while it is technically not an infinite by itself (even
though it runs like 200% damage on starter levels...), as I think CO18 pointed out, Bowser can still be
infinited on any platform because when space runs out it turns into a ledge infinite.

Why its a problem:
Its actually fairly difficult to address this problem w/o first addressing how its different
than other cgs...
YES, i think there is a difference. I think the differences between it and some others CAN be shown, and
that its not nearly as blurry as some people would like to make it seem... though it can be tied with a
few other things depending on your opinion of it...

Some arguments against it being just
"another move" or "another combo"
- This argument seems to come up a lot from ppl who would like
to try to tie in it being banned to leading to banning other things in brawl... and while
it is technically a combo, and a move, I would also like to point out what i think makes it different
from other combos and moves.
Not one of these but all of these contributed to my decision:
edit: (also i'd like to add most so called combos can be broken out of at some point during it... while ddd's infinite leaves the player completely incapacitated)

-DDD's grab range I believe is one of the main factors that separate from most other grabs....
BC its range is so large, and bc it comes out fairly fast, it can be used often and w/o as much risk of
punishment or risk of it being avoided.

While it can be avoided sometimes I really think the chances of it being avoided entirely a whole match
are close to none... or at least not nearly reliable enough to depend on no matter what skll level. I
know at least that CO18 and Seibrik have both challenged anyone to go even a stock w/o being grabbed at least four times, with any character the opponent chooses...
I imagine they both know what they are talking about... also most higher level vids i've seen between
ddd and a cgable character would seem to show the same as well... I think its safe to say that "Don't
get grabbed" is not an option here... even though theoretically its possible it assumes you are on a
completely different skill lvl then your opponent.

-How Situational DDDs grab is: like a few other cgs this tech can be performed in almost any
circumstance... platforms, ground level... and so on. now with the new ledge grab tech found i imagine
this will include ledges over time as well..
This i think separates from ledge grabs, wall grabs, and even ICs grabs due to the fact that they have
to be synched.

-Its influence on matchups: A lot of times even with cgs and infinites.. the matchup is still failry
winnable by both sides...
in DDDs case it turns the matchup into an almost unwinnable situation for the other person...
These five characters have little to no chance against winning this match...
Should this matter? -is a common counterargument... bad matchups have and will exist all over the
place in brawl and we shouldn't try to make the game completely balanced. this is true. and i think its
why a lot of ppl think this will lead into other bans... even though most pro-ban ppl seem clear that
they only want to outline this one move..
The difference for me is a few things:
-The technique kills the other players involvement in the game for a prolonged period of time (what
point is a fighting game w/o fighting?)
-The technique doesn't effect DDD's strategy in these matchups much.. since cg is still a viable option
and is approached the same way...
-and it turns an almost unwinnable matchup for these characters into a plain disadvantaged one...
why does this matter? bc it helps prevent double character counterpicking (which I'll address in a
sec..) and also bc it makes the matchup at least entertaining to play, since their is a chance that each
side can win... skill will become a factor in deciding a winner again.
-Why Ics infinites aren't the same- ICs cgs can be avoided better bc of their grab range and ability to
desynch them... also even with their cgs they are still only mid-tier and do not make any matchups vs.
anybody unwinnable. Also it is essential to their metagames. DDDs I would argue is not.... some of the
most recognized DDD players in regions that ban infinites would seem to support this... DDD is still top
tier even w/o it.

Why its not the same as melee or other fighting games-
First off comparing it to other fighting games is a pretty weak argument (except for melee bc of obvious
similarities) while it similar in respect to its genre the differences between them will always make
this pointless to argue.
but here are a few reasons why its not the same:
-in many other fighting games infinites are shared by most if not all of the cast making them a viable
technique by everyone....
-also in many other fighting games the build of the game (way more offensive than brawl) and also the
lower hps of ppl, mean that infinites don't outweigh even regular combos and moves by nearly as much.
In brawl however this kills a larger portion of the match... (since it is more defensive and players can
take A LOT more damage before a stock is ended)

Differences Between Brawl and Melee-
THis is a good anti-ban argument i've heard, one of the more solid ones in my opinion...
there are a few differences:
-combos and hitstun are more prominent in melee
-You can tech out of most grabs
-and stocks don't last as long (which is why standard play is 4 stocks compared to brawl's 3)
-MOST cgs in melee don't outweigh the matchup as much
-Also some infinites that do outweigh matchups are also ESSENTIAL for that character in other matchups so taking it away while saving one character essentially hurts the other...
With DDDs, however, again this is not the case.
However the games are still very similar and previous decisions need to be taken into account...
I wish there was more detailing why these decisions were made before though....
but anyways, there seems to be a few arguments that some melee cgs before were as devastating to
matchups as DDDs is in brawl...
to this i have to say... nothing. ^^ I don't know enough about why it wasn't banned before really :(

Finally a few more counterarguments I'd like to address :D

-Counterpicking a level prevents a bad matchup-

Why this is wrong: The first level in a series is almost always a neutral level, DDD will of course ban
two that he dislikes... any of these starters though offers DDD perfect opportunities to infinite.
The second game (assuming you lost) you will get to counterpick... DDD has a few bad lvls and this will
help you ideally to get a win... but you forget that also if you do win DDD will get the counterpick,
and DDD has some REALLY good lvls for him (walkoffs, walls, etc...)

-Conterpicking a character prevents his infinite from being effective-
yes and no. in a double blind situation this is impossible of course... but if you do cp many ppl will
most likely pick mk a very popular, easy to be decent with, counter to DDD.
A lot of times this will have the added effect though of making DDD have to cp as well...
which ends up in a ditto... I think forcing character to cp is a main reason DDD mains want infinite
banned as well.

-There are not enough ppl effected to warrant a ban- THis will always be an opinion issue.. there's
really no point in arguing this.
-However imo I believe that since there are only a few characters effected banning it would also not
have much of a negative effect if a ban were introduced.
-I don't believe the rulesets should only try to protect characters if jut a majority or high tier
characters are being threatened
-and i believe that sbr's rulings on Bowser's suicide and such show that character specific rules ARE
possible.

-It can be broken out of at higher percentages- until there is more support for this it remains to be
seen how effective it will be.... many times the characters can't break out til ko percentages anyways,
or near enough that ddd can just switch to a cg for the rest of the percentages....
However, most DDD mains that i've heard from don't seem to ever really have the problem of ppl breaking
out... Also, this is usually caused by something situationally happening in the level or button
mashing...
Which is still pretty lame :(
Also, idk if its there anymore but for the longest time there was a rumor that you could break out at
earlier percentages, though most ppl didn't realize this was ony possible if u were grabbed in the air.

-Samus, Mario, DK, Bowser, Luigi mains at higher levels have figured out ways around it/to avoid it.

which is just plain wrong.... unfortunately ; ;
Which is also probably why most mains of the character mains in question and also most DDD mains want it banned by a large majority

-Banning DDDs infinite would be hard to implement or outline-
well, there are quite a few areas that already do... and it seems like they really don't have many
problems with it at all... which is usually a good indication.

-Overswarm is secretly Jonathan Swift- again the logic here is inpenetrable ^^
he also eats babies, yum!



YAy! ok i think that's everything! which means i get to shut up now ^^ i hope this was at least

partially interesting :D
 

pure_awesome

Smash Lord
Joined
Sep 17, 2007
Messages
1,229
Location
Montreal, Canada
Why do you insist on being within reason?

I think that Super Mario Bros. should be allowed because all the random elements are predictable, and it provides for strong counterpicking. Technically, the stage does not have anything wrong with it that would make a matchup determined by chance. So why not use it?
Walk-off walls over-centralize the game. This breaks the within reason clause of my rule, by completely changing a fundamental mechanic of the game.

Anyone? Ten characters? So far we've got "I want them to be viable." Anyone else?
 

WastingPenguins

Smash Ace
Joined
Mar 29, 2006
Messages
827
Location
Ohio
Ten. Happy?

Ten.

There. You have your number. Where does that get us?
Thank you! Finally someone willing to answer a question.

...so why ten?

Guess what? ANY reason you make as to why ten (or whatever arbitrary, utterly subjective cutoff line you concede) could be made exactly the same way for any number of characters.

So humor me. Give me a reason why ten is too many but five isn't. And if possible, try to think up an argument that doesn't regress to the fact that you just FEEL that ten would be too many.
 

RDK

Smash Hero
Joined
Jan 3, 2006
Messages
6,390
Thank you! Finally someone willing to answer a question.

...so why ten?

Guess what? ANY reason you make as to why ten (or whatever arbitrary, utterly subjective cutoff line you concede) could be made exactly the same way for any number of characters.

So humor me. Give me a reason why ten is too many but five isn't. And if possible, try to think up an argument that doesn't regress to the fact that you just FEEL that ten would be too many.
Simple. 10 is more than 6.

6 was your presented number for too much. With no set standard, it's all relative anyway.
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
Ignorance is your bliss.
Plenty of people who are not affected by the infinite, including me, have been speaking up in this thread calling for the ban of D3's infinites. You have not read very far back in this thread, apparently.
Apparently not.

:laugh:
 

cman

Smash Ace
Joined
May 17, 2008
Messages
593
Says the DK main. Until people who aren't affected by D3's infinite speak up (like Edreese did) nothing will happen. I mean hey, I was once against Marth's (debunked) infinite on Ness. The Ness mains fought hard, but failed against the Marth mains, and the legions of ''who cares''

I feel that Ness is being unfairly discriminated here. So im torn.
A) Infinites get banned, but what about Ness? His problem wasn't banned all those months ago and suffered (tourney wise) for it.
B) It' snot banned. I can't go DK/Mario e.c.t. But at least they we'rent treated better than Ness.

PS: add Lucas

PS2: 55% for ban , 45% against.
This doesn't really help the ban side's case. The Marth infinites were found to be avoidable. This brings up the question that maybe the DDD infinites can be avoided with better DI like the Marth ones. Before someone says 'set knockback', I'm pretty sure grab releases count as set knockback.
 

EdreesesPieces

Smash Bros Before Hos
BRoomer
Joined
Mar 15, 2004
Messages
7,680
Location
confirmed, sending supplies.
NNID
EdreesesPieces
I would rather have those characters viable instead of unviable.
Me too. I'm simply playing Devil's advocate, using the anti DDD's infinite ban arguements in order to argue for the tournament use of bridge of Eldin. This is because I believe the countarguements will be copy-paste identical to the arguements made about banning DDD's infinite.

Cman - DDD's infinite is done through a down throw, not a release grab.. But DDD's down throw is inescapable by these characters at any percentage. There's barely any Ness players and we found a way. There's a million DK + Luigi + Samus + etc etc players, if there was a viable way out it would be found by now.
 

CO18

Smash Hero
Joined
Jul 25, 2007
Messages
5,920
Location
In Your Mom
They're not impossible though, just hard. Again, with Metaknight tearing up more than half of the cast, why is this even an arguement? Things just as gay, like I listed in my last post and several others, are being allowed so why should this be an exception?
Again random people make those matchup charts.

Why is Mario 80:20 disadvantage vs Metaknight.

Says who?

Boss's Mario tears up Metaknight mains in MD/VA who are considered better than him and place better in tournaments such as forte and plank.

That is not a solid argument. Were talking about removing broken matchups.

Metaknight has no broken matchups, those matchup charts are simply made by random scrubs.
 

pure_awesome

Smash Lord
Joined
Sep 17, 2007
Messages
1,229
Location
Montreal, Canada
Thank you! Finally someone willing to answer a question.

...so why ten?

Guess what? ANY reason you make as to why ten (or whatever arbitrary, utterly subjective cutoff line you concede) could be made exactly the same way for any number of characters.

So humor me. Give me a reason why ten is too many but five isn't. And if possible, try to think up an argument that doesn't regress to the fact that you just FEEL that ten would be too many.
Since my number was completely hypothetical anyway, I change it arbitrarily to 35. There is no reason I should not be allowed to do this within the context of the argument.

Therefore, 35 over-centralizes the game by making it DDD vs the guys who counter DDD. With 5 character, this doesn't work. The real number for this rule would likely be lower than 35, but what the hell, I'm not a mind reader.

Are we done with this little number exercise now? Can we please talk about the counterpick system? For real?
 

The Halloween Captain

Smash Master
Joined
May 20, 2008
Messages
4,331
Location
The northeast
Walk-off walls over-centralize the game. This breaks the within reason clause of my rule, by completely changing a fundamental mechanic of the game.

Anyone? Ten characters? So far we've got "I want them to be viable." Anyone else?
Um, I though D3's infinite did change a fundamental mechanic of the game. Actually, ten is way to large a number, I think it should be two, maybe one. When it's two, it is still less than 10% of the cast, and changes character counterpicking slightly at most. What D3 does is screws over the mains of 1/8 the cast, versus 1/20 or 1/40.
 

bobson

Smash Lord
Joined
Jul 28, 2008
Messages
1,674
They're not impossible though, just hard. Again, with Metaknight tearing up more than half of the cast, why is this even an arguement? Things just as gay, like I listed in my last post and several others, are being allowed so why should this be an exception?
Beat a pro Dedede with DK and I'll concede that it's just a "hard" matchup.
 

aeghrur

Smash Champion
Joined
Jun 7, 2008
Messages
2,513
Location
Minnesota
Why do you insist on being within reason?

I think that Super Mario Bros. should be allowed because all the random elements are predictable, and it provides for strong counterpicking. Technically, the stage does not have anything wrong with it that would make a matchup determined by chance. So why not use it?
Because it has walk-off stages allowing for things such as deaths from CGs, nanas, Inhale, tech chasing grabs, etc.
Counterpicking must not be too dominant, but it should be supported as a part of the game.
This infinite is a tech allowing for strong counterpicks. This allows for more options as well for it gives another character to counterpick someone. Instead of 3 counterpicks to these 5 characters(made up number), it becomes 5. This boosts the number of characters you can counterpick with and thus supports the system yet does not make counterpicking too dominant as those characters can also win for it is not a 100-0 match up and it still allows for skill to come through(though VERY hard, lol). Also, it does not make counterpicking over dominant as it only boosts the counterpick match ups by 5 instead of significantly boosting the number.

Sorry if this argument is all jumbled and bad, lol, watching Fringe. xD Good show peoples, good show.

:093:
 

EdreesesPieces

Smash Bros Before Hos
BRoomer
Joined
Mar 15, 2004
Messages
7,680
Location
confirmed, sending supplies.
NNID
EdreesesPieces
Running through these arguements in my head and ESPECIALLY tournament results and matchups ive experienced, i'm beginning to realize how unbroken MK is compared to these infinite chain grabs.
 

PKNintendo

Smash Master
Joined
Aug 9, 2008
Messages
3,679
It seems like we'll get this banned. I just have this feeling okay?

I hope your happy Sakurai. Anyway anyone else pissed of at the fatass penguin?
 

pure_awesome

Smash Lord
Joined
Sep 17, 2007
Messages
1,229
Location
Montreal, Canada
Um, I though D3's infinite did change a fundamental mechanic of the game. Actually, ten is way to large a number, I think it should be two, maybe one. When it's two, it is still less than 10% of the cast, and changes character counterpicking slightly at most. What D3 does is screws over the mains of 1/8 the cast, versus 1/20 or 1/40.
DDD's infinite doesn't change any fundamental mechanic in the game any differently than any other true combo would.

Lucas' downthrow to utilt removes your opponent's ability to DI and all that jazz, but it's fine. DDD's is just a more powerful version of that.


I would like everyone to keep in mind that I am pro ban. I am merely pointing out that every single one of these arguments is moot until we decide what in the hell we want to do with the counterpick system and pre-match selection system.

Intelligent discussion, guys. C'mon.
 

CO18

Smash Hero
Joined
Jul 25, 2007
Messages
5,920
Location
In Your Mom
I've decided this will be my last post about ddd, so i'm gonna try to sum up all my feelings and
complaints here ^^ after this i don't want to write anymore since i feel like its gotten too repetitive
^^if you don't like any of my arguments feel free to disagree with them or if so inclined use the next
three pages to cuss me out on how much of an idiot u think i am...but please at least hear me out and
not base your judgements on disagreeing with one small thing you dislike
there are very good arguments on both sides... people need to understand this instead of the constant
thinking that one entire side is completely scrub. :D so here it is, my last ddd post. :D

A Case Against DDDs infinite by: Hive (sorry if this is too long, i honestly am not trying to spam)
anyways: Some reasons I would like to address for banning DDD's infinite

First off I would like to define what DDD's infinite means to me, and why i think it is different from
other cgs and infinites...

-Of course I'm thinking of DDD's infinite cg on Samus, Luigi, DK, Mario, and Bowser
some notes: what i mainly mean is DDD's standing and small step cg's on these 5 characters which
almost certainly results in a stock or nearly a stock (brickwalling simplifies the cg process even more
than usual as well)...
his cg on these 5 with a dash in between isn't what I'm addressing....
While his cg can be argued that it is similar it also makes the argument too broad...
also, while I believe wall cgs and walkoffs both warrant a ban, I'm not including these in this
bc whether or not to include these is almost always bound to be a matter of opinion.

-Concerning Bowser's "small step" infinite... while it is technically not an infinite by itself (even
though it runs like 200% damage on starter levels...), as I think CO18 pointed out, Bowser can still be
infinited on any platform because when space runs out it turns into a ledge infinite.

Why its a problem:
Its actually fairly difficult to address this problem w/o first addressing how its different
than other cgs...
YES, i think there is a difference. I think the differences between it and some others CAN be shown, and
that its not nearly as blurry as some people would like to make it seem... though it can be tied with a
few other things depending on your opinion of it...

Some arguments against it being just
"another move" or "another combo"
- This argument seems to come up a lot from ppl who would like
to try to tie in it being banned to leading to banning other things in brawl... and while
it is technically a combo, and a move, I would also like to point out what i think makes it different
from other combos and moves.
Not one of these but all of these contributed to my decision:

-DDD's grab range I believe is one of the main factors that separate from most other grabs....
BC its range is so large, and bc it comes out fairly fast, it can be used often and w/o as much risk of
punishment or risk of it being avoided.

While it can be avoided sometimes I really think the chances of it being avoided entirely a whole match
are close to none... or at least not nearly reliable enough to depend on no matter what skll level. I
know at least that CO18 and Seibrik have both challenged anyone to go even a stock w/o being grabbed at least four times, with any character the opponent chooses...
I imagine they both know what they are talking about... also most higher level vids i've seen between
ddd and a cgable character would seem to show the same as well... I think its safe to say that "Don't
get grabbed" is not an option here... even though theoretically its possible it assumes you are on a
completely different skill lvl then your opponent.

-How Situational DDDs grab is: like a few other cgs this tech can be performed in almost any
circumstance... platforms, ground level... and so on. now with the new ledge grab tech found i imagine
this will include ledges over time as well..
This i think separates from ledge grabs, wall grabs, and even ICs grabs due to the fact that they have
to be synched.

-Its influence on matchups: A lot of times even with cgs and infinites.. the matchup is still failry
winnable by both sides...
in DDDs case it turns the matchup into an almost unwinnable situation for the other person...
These five characters have little to no chance against winning this match...
Should this matter? -is a common counterargument... bad matchups have and will exist all over the
place in brawl and we shouldn't try to make the game completely balanced. this is true. and i think its
why a lot of ppl think this will lead into other bans... even though most pro-ban ppl seem clear that
they only want to outline this one move..
The difference for me is a few things:
-The technique kills the other players involvement in the game for a prolonged period of time (what
point is a fighting game w/o fighting?)
-The technique doesn't effect DDD's strategy in these matchups much.. since cg is still a viable option
and is approached the same way...
-and it turns an almost unwinnable matchup for these characters into a plain disadvantaged one...
why does this matter? bc it helps prevent double character counterpicking (which I'll address in a
sec..) and also bc it makes the matchup at least entertaining to play, since their is a chance that each
side can win... skill will become a factor in deciding a winner again.
-Why Ics infinites aren't the same- ICs cgs can be avoided better bc of their grab range and ability to
desynch them... also even with their cgs they are still only mid-tier and do not make any matchups vs.
anybody unwinnable. Also it is essential to their metagames. DDDs I would argue is not.... some of the
most recognized DDD players in regions that ban infinites would seem to support this... DDD is still top
tier even w/o it.

Why its not the same as melee or other fighting games-
First off comparing it to other fighting games is a pretty weak argument (except for melee bc of obvious
similarities) while it similar in respect to its genre the differences between them will always make
this pointless to argue.
but here are a few reasons why its not the same:
-in many other fighting games infinites are shared by most if not all of the cast making them a viable
technique by everyone....
-also in many other fighting games the build of the game (way more offensive than brawl) and also the
lower hps of ppl, mean that infinites don't outweigh even regular combos and moves by nearly as much.
In brawl however this kills a larger portion of the match... (since it is more defensive and players can
take A LOT more damage before a stock is ended)

Differences Between Brawl and Melee-
THis is a good anti-ban argument i've heard, one of the more solid ones in my opinion...
there are a few differences:
-combos and hitstun are more prominent in melee
-You can tech out of most grabs
-and stocks don't last as long (which is why standard play is 4 stocks compared to brawl's 3)
-MOST cgs in melee don't outweigh the matchup as much
-Also some infinites that do outweigh matchups are also ESSENTIAL for that character in other matchups so taking it away while saving one character essentially hurts the other...
With DDDs, however, again this is not the case.
However the games are still very similar and previous decisions need to be taken into account...
I wish there was more detailing why these decisions were made before though....
but anyways, there seems to be a few arguments that some melee cgs before were as devastating to
matchups as DDDs is in brawl...
to this i have to say... nothing. ^^ I don't know enough about why it wasn't banned before really :(

Finally a few more counterarguments I'd like to address :D

-Counterpicking a level prevents a bad matchup-

Why this is wrong: The first level in a series is almost always a neutral level, DDD will of course ban
two that he dislikes... any of these starters though offers DDD perfect opportunities to infinite.
The second game (assuming you lost) you will get to counterpick... DDD has a few bad lvls and this will
help you ideally to get a win... but you forget that also if you do win DDD will get the counterpick,
and DDD has some REALLY good lvls for him (walkoffs, walls, etc...)

-Conterpicking a character prevents his infinite from being effective-
yes and no. in a double blind situation this is impossible of course... but if you do cp many ppl will
most likely pick mk a very popular, easy to be decent with, counter to DDD.
A lot of times this will have the added effect though of making DDD have to cp as well...
which ends up in a ditto... I think forcing character to cp is a main reason DDD mains want infinite
banned as well.

-There are not enough ppl effected to warrant a ban- THis will always be an opinion issue.. there's
really no point in arguing this.
-However imo I believe that since there are only a few characters effected banning it would also not
have much of a negative effect if a ban were introduced.
-I don't believe the rulesets should only try to protect characters if jut a majority or high tier
characters are being threatened
-and i believe that sbr's rulings on Bowser's suicide and such show that character specific rules ARE
possible.

-It can be broken out of at higher percentages- until there is more support for this it remains to be
seen how effective it will be.... many times the characters can't break out til ko percentages anyways,
or near enough that ddd can just switch to a cg for the rest of the percentages....
However, most DDD mains that i've heard from don't seem to ever really have the problem of ppl breaking
out... Also, this is usually caused by something situationally happening in the level or button
mashing...
Which is still pretty lame :(
Also, idk if its there anymore but for the longest time there was a rumor that you could break out at
earlier percentages, though most ppl didn't realize this was ony possible if u were grabbed in the air.

-Samus, Mario, DK, Bowser, Luigi mains at higher levels have figured out ways around it/to avoid it.

which is just plain wrong.... unfortunately ; ;

-Banning DDDs infinite would be hard to implement or outline-
well, there are quite a few areas that already do... and it seems like they really don't have many
problems with it at all... which is usually a good indication.

-Overswarm is secretly Jonathan Swift- again the logic here is inpenetrable ^^
he also eats babies, yum!



YAy! ok i think that's everything! which means i get to shut up now ^^ i hope this was at least

partially interesting :D
Good points.
 

RDK

Smash Hero
Joined
Jan 3, 2006
Messages
6,390
Um, I though D3's infinite did change a fundamental mechanic of the game. Actually, ten is way to large a number, I think it should be two, maybe one. When it's two, it is still less than 10% of the cast, and changes character counterpicking slightly at most. What D3 does is screws over the mains of 1/8 the cast, versus 1/20 or 1/40.
Infinites are nothing more than an unescapable combo.

Again, this is all a matter of degrees. Why then should we not ban all attacks altogether, since some of them inevitably lead to combos? Surely the player being comboed should not be required some amount of skill.
 

WastingPenguins

Smash Ace
Joined
Mar 29, 2006
Messages
827
Location
Ohio
Since my number was completely hypothetical anyway, I change it arbitrarily to 35. There is no reason I should not be allowed to do this within the context of the argument.

Therefore, 35 over-centralizes the game by making it DDD vs the guys who counter DDD. With 5 character, this doesn't work. The real number for this rule would likely be lower than 35, but what the hell, I'm not a mind reader.

Are we done with this little number exercise now? Can we please talk about the counterpick system? For real?
This is utter bull****. If the standing infinite worked on, say, 30 characters, or 31, 32, 33, etc., you and everyone else would want it banned.

Again, utter bull****.
 

bobson

Smash Lord
Joined
Jul 28, 2008
Messages
1,674
How about you beat a pro Pikachu using Fox/Wolf? See what I did there? Here, I'll do it again... beat a pro Metaknight using Captain Falcon. Beat a pro Pit on Final Destination using Ike. See where I'm going with this?
You're... giving me beatable matchups?
Pikachu VS Fox is the only thing that even approaches the hopelessness of DK VS Dedede.
 

Plairnkk

Smash Legend
Joined
Jan 18, 2006
Messages
10,243
Again random people make those matchup charts.

Why is Mario 80:20 disadvantage vs Metaknight.

Says who?

Boss's Mario tears up Metaknight mains in MD/VA who are considered better than him and place better in tournaments such as forte and plank.

That is not a solid argument. Were talking about removing broken matchups.

Metaknight has no broken matchups, those matchup charts are simply made by random scrubs.
does he now? thats funny because ive never lost to boss -_-
 

CO18

Smash Hero
Joined
Jul 25, 2007
Messages
5,920
Location
In Your Mom
Mario vs King Dedede is 80-20 as are Pit vs Ike and Captain Falcon vs Metaknight. In comparison, Pikachu vs Fox/Wolf is supposedly 90-10.
AGAIN RANDOM PEOPLE MAKE THIS **** UP.

King Dedede vs Mario is 100:0 with the infinite. Its impossible for me to lose a mario main with my c-stick set to grab there ya go.

Anyone can say anything.

I Now say Pit vs Ike is 90:10 in Ike's favor because My friends ike beat my pit.

No it doesnt work.
 

cman

Smash Ace
Joined
May 17, 2008
Messages
593
Cman - DDD's infinite is done through a down throw, not a release grab.. But DDD's down throw is inescapable by these characters at any percentage. There's barely any Ness players and we found a way. There's a million DK + Luigi + Samus + etc etc players, if there was a viable way out it would be found by now.
I understand the small differences. I was merely pointing out that it took a long time to discover that Marth's was not an infinite, and that it could be used as an argument against banning DDD's now. I did underestimate the number of DK/L/Samus/hbsdhfba/Mario mains though.
 

The Halloween Captain

Smash Master
Joined
May 20, 2008
Messages
4,331
Location
The northeast
Mario vs King Dedede is 80-20 as are Pit vs Ike and Captain Falcon vs Metaknight. In comparison, Pikachu vs Fox/Wolf is supposedly 90-10.
That doesn't make sense. I'm sorry, but the D3 v. Mario matchup must be wrong. All D3 has to do is grab Mario and D-throw him until an F-throw can kill. D3 has like the best grab game in Brawl. This is in addition to D3's other options, shuch as waddle-dee spam, aerials, tilts, etc.
 

Fatmanonice

Banned via Warnings
Joined
Jul 27, 2006
Messages
18,432
Location
Somewhere... overthinking something
NNID
Fatmanonice
http://www.youtube.com/watch?v=A5DEnaS6alc

RAAAAAAPEED.

See gtfo with these random matchup charts made by random scrubs.
You don't even know who Reflex is, do you? Also, the fact that you just labelled all the character boards as "random scrubs" insults my intelligence. Really? You're going to label most of the people who actually play competitively and don't screw around on the General Discussion board as "random scrubs?" Also, why do I get the feeling that you're tossing the word "scrub" around like some people would n***** just to get a false sense of superiority?
 

da K.I.D.

Smash Hero
Joined
Aug 22, 2006
Messages
19,658
Location
Rochester, NY
here, let me change that for you
show me a vid of a pro DK/ others beating a D3 that knew how to infinite.

now try to reword that with any other match up

show me a vid of a pro _____ beating a _____ that knew how to (you can only use one word here)
 

aeghrur

Smash Champion
Joined
Jun 7, 2008
Messages
2,513
Location
Minnesota
THC or CO18, please answer.
I would like to see your response.

Because it has walk-off stages allowing for things such as deaths from CGs, nanas, Inhale, tech chasing grabs, etc.
Counterpicking must not be too dominant, but it should be supported as a part of the game.
This infinite is a tech allowing for strong counterpicks. This allows for more options as well for it gives another character to counterpick someone. Instead of 3 counterpicks to these 5 characters(made up number), it becomes 5. This boosts the number of characters you can counterpick with and thus supports the system yet does not make counterpicking too dominant as those characters can also win for it is not a 100-0 match up and it still allows for skill to come through(though VERY hard, lol). Also, it does not make counterpicking over dominant as it only boosts the counterpick match ups by 5 instead of significantly boosting the number.

Sorry if this argument is all jumbled and bad, lol, watching Fringe. xD Good show peoples, good show.
:093:
 

CO18

Smash Hero
Joined
Jul 25, 2007
Messages
5,920
Location
In Your Mom
That doesn't make sense. I'm sorry, but the D3 v. Mario matchup must be wrong. All D3 has to do is grab Mario and D-throw him until an F-throw can kill. D3 has like the best grab game in Brawl. This is in addition to D3's other options, shuch as waddle-dee spam, aerials, tilts, etc.
It doesn't make sense because it's not true and he relies on random people, majority of which dont go to tournaments who rely on theory to supply their matchup charts.
 

The Halloween Captain

Smash Master
Joined
May 20, 2008
Messages
4,331
Location
The northeast
You don't even know who Reflex is, do you? Also, the fact that you just labelled all the character boards as "random scrubs" insults my intelligence. Really? You're going to label most of the people who actually play competitively and don't screw around on the General Discussion board as "random scrubs?" Also, why do I get the feeling that you're tossing the word "scrub" around like some people would n***** just to get a false sense of superiority?
You didn't actually address our issue, about the D3 matchup being wrong.
 
Status
Not open for further replies.
Top Bottom