Supermodel From Paris
Smash Hero
Hey, you. Yeah, you. We've heard your opinions. You melee player. With your smugness and l-cancelling.
We know what you want. We have heard your cries for more technical, faster gameplay. We know you hate Brawl. Well, what do Brawl players want? What do we, the outcasts, the degenerates, the low-class filth want out of Smash 4?
I dunno. But what do I want? Let's chat about that.
LEGGO.
1. Tripping needs to go.
The only reason I'm putting this on this list at all is because I want to get it out of the way and never talk about it again. Tripping is dumb. Brawl players and its fans know it and play it anyway. We want it to go away. Everyone wants it gone. Scrubs hate it, seasoned pros hate it. No one likes it. Well no one but this handsome specimen of man:
So yeah. Tripping should go. Can we stop talking about it now?
2. Characters need to die earlier.
There are several issues plaguing Brawl at the competitive level and many of them stem from the raw amount of time it takes to run a tournament. There are debates about how to remedy this problem on the Brawl Competitive Discussion forums all the time, but the bottom line is that the game has a lot of inherent flaws:
3. Shield pressure, please.
I'm not asking for a lot, but can we have shield pressure and shield stun? Defensive positions should be precarious. When you're hiding in your shield, you should be at a disadvantage. With that said, I don't like how unforgiving shields can be in melee, either. Blocking almost always means you're going to get hit eventually unless your opponent makes a mistake. A middle ground between Melee and Brawl is ideal here.
4. Remove tether grabs.
Tether grabs are a condemnation to "bad." At best a tether character will be decent. Shields are a core mechanic in Smash and having decent ways to deal with them is important. Imagine if a Street Fighter character had a 15 frame grab. **** that.
I care plenty about flavor and personality but there's a line. The mechanic has sucked for every character that has ever employed it and it's time for it to go. Put hookshot and grapple beam on specials. Keep zairs, those are great. There's no way to properly balance them. Making them faster makes them broken, and making them recover faster removes the risk associated with the additional range. Give Link, ZSS, Lucas, Samus, and whoever else real grabs so that they can be better than bad-to-decent.
5. Shielding should need to be timed.
This one is pretty simple: just holding R should not make a player shield on the first possible frame. This is really silly design and is a very, very easy way out of dozens of potential mix-ups.
6. Make sure your **** works.
Mario's dtilt shouldn't be unsafe on hit. Samus' pummel should hit things. ZSS' and Ness' jabs shouldn't be unsafe on hit. No one should incur extra lag because they decided to up+b to the ledge. Ganon's fair should probably you know, autocancel at some point. And maybe his up+b should have some hitstun. Lucas' zair should probably have a hitbox. Mashing out of Yoshi's grab shouldn't freeze the god damned game.
7. And finally, DI during pre-tumble hitstun.
I really don't need to explain this one.
8. **** Melee, Brawl4Lyfe.
We know what you want. We have heard your cries for more technical, faster gameplay. We know you hate Brawl. Well, what do Brawl players want? What do we, the outcasts, the degenerates, the low-class filth want out of Smash 4?
I dunno. But what do I want? Let's chat about that.
LEGGO.
1. Tripping needs to go.
The only reason I'm putting this on this list at all is because I want to get it out of the way and never talk about it again. Tripping is dumb. Brawl players and its fans know it and play it anyway. We want it to go away. Everyone wants it gone. Scrubs hate it, seasoned pros hate it. No one likes it. Well no one but this handsome specimen of man:
So yeah. Tripping should go. Can we stop talking about it now?
2. Characters need to die earlier.
There are several issues plaguing Brawl at the competitive level and many of them stem from the raw amount of time it takes to run a tournament. There are debates about how to remedy this problem on the Brawl Competitive Discussion forums all the time, but the bottom line is that the game has a lot of inherent flaws:
- Stage barriers are too ****ing big. Reduce them. This alone fixes so many of Brawl's problems. You know that airdodge **** you all hate so much? That's there to stop 0-death combos like all that C. Falcon dthrow uair uair knee garbage, not to end combos altogether, and it doesn't (although I'll touch more on this later). Many characters can perform true combos all the way to 90% or so, but then go on to live until 180%, airdodging away from every move that could possibly kill them, not because of airdodges (well partly) but because of how long it takes to reach the blast zone. Dumb dumb dumb.
- Brawl stale moves are ********. Want to know why? This is why:
- No airdodging until hitstun ends, please. Brawl has its share of combos until about the 90% mark, with some characters unable to do them even for that long, but there need to be more reliable ways to string damage together. I don't really want to see a return to melee-style combos (because I want a new game, not a clone). Building damage faster means the stakes are higher and getting hit is a more serious threat. However:
- Keep brawl airdodges. Combos are great, killing someone from a hit guaranteed is okay sometimes, but the idea with Brawl airdodges was that at higher percents you should be able to use airdodges to avoid death for a little while. It's balanced, it's interesting gameplay at high levels (airdodge reads at high level play are incredibly cool), and it's scrub-friendly too. Trying to land in Brawl is hard for many characters, it isn't as easy as you might think.
- Kill momentum cancelling. Bucket braking and the like are interesting and cool character-specific gimmicks and mechanics and I personally like them as they give personality and uniqueness to some characters, but fast falling to reduce momentum (after getting out of hitstun early) makes stocks drag on forever.
3. Shield pressure, please.
I'm not asking for a lot, but can we have shield pressure and shield stun? Defensive positions should be precarious. When you're hiding in your shield, you should be at a disadvantage. With that said, I don't like how unforgiving shields can be in melee, either. Blocking almost always means you're going to get hit eventually unless your opponent makes a mistake. A middle ground between Melee and Brawl is ideal here.
4. Remove tether grabs.
Tether grabs are a condemnation to "bad." At best a tether character will be decent. Shields are a core mechanic in Smash and having decent ways to deal with them is important. Imagine if a Street Fighter character had a 15 frame grab. **** that.
I care plenty about flavor and personality but there's a line. The mechanic has sucked for every character that has ever employed it and it's time for it to go. Put hookshot and grapple beam on specials. Keep zairs, those are great. There's no way to properly balance them. Making them faster makes them broken, and making them recover faster removes the risk associated with the additional range. Give Link, ZSS, Lucas, Samus, and whoever else real grabs so that they can be better than bad-to-decent.
5. Shielding should need to be timed.
This one is pretty simple: just holding R should not make a player shield on the first possible frame. This is really silly design and is a very, very easy way out of dozens of potential mix-ups.
6. Make sure your **** works.
Mario's dtilt shouldn't be unsafe on hit. Samus' pummel should hit things. ZSS' and Ness' jabs shouldn't be unsafe on hit. No one should incur extra lag because they decided to up+b to the ledge. Ganon's fair should probably you know, autocancel at some point. And maybe his up+b should have some hitstun. Lucas' zair should probably have a hitbox. Mashing out of Yoshi's grab shouldn't freeze the god damned game.
7. And finally, DI during pre-tumble hitstun.
I really don't need to explain this one.
8. **** Melee, Brawl4Lyfe.