infiniteV115
Smash Hero
Actually I guess I'm more or less meh about it. I don't really mind all the CGs in Brawl that revolve around knockback that doesn't send you into tumble.
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I think you've already answered your question. People have differing opinions.arguably the best version of smash.
p:m is a worthy sequel to melee for anyone who's a fan of melee's physics vs. brawl's. i find it's garnered more hype and following in the melee community than the brawl one though, and the community for it is still smaller than melee's. p:m has room to grow, and for this reason, i feel like it's even better that a new game boasting a melee-esque engine not be released; we already have a relatively young sequel that has yet to be fully explored (or even developed, for that matter).Not a 1 to 1 clone. Let me ask why do you think pm is so successful? It's basically melee but greatly expanded. Thats what we wanted from brawl was it not?
Well, we obviously can retread old ground all the time and just do some tweaking here and there. You gotta be bold and daring with the mechanics (and make sure they're actually sound for once).I'm gonna start out calling people who start their post with "don't want melee 2.0" and then list a bunch of gameplay changes that bring smash back towards melee physics. Just so we're clear melee is a good game, arguably the best version of smash. What is wrong with wanting a game that's similar?
Seeing as most people want a mix of Melee and Brawl I see your point. Probably has to do with people not understanding/dumb as well as some ideas suggested coming off a tad too extreme/unrealistic for their tastes. Not really a bad thing, people have a right to their own opinions, just gotta post your idea and hope for the best.What I'm getting at is that there are a lot of people who oppose good solutions to brawls problems just because said solutions are reminiscent of melee.
If I may add my own remarks :1. Tripping needs to go. Yup.
2. Characters need to die earlier. Yup.
3. Shield pressure, please. Yaaay. Weaker shield (but more easily tilted), and move specific shieldstun.
- Stage barriers are too ****ing big. That's the most obvious way of solving this. And that's something they should do.
- Brawl stale moves are ********. Meh. It stops bread and butter moves like Marth's fair from also being killmoves, so it does its job. If anything, I would like move specific decay, so killmoves would decay slower and projectiles would decay faster in example.
- No airdodging until hitstun ends, please. I'm fine with Brawl's airdodge. If anything, add landing lag to it if it was performed during hitstun. Kinda like BullS***Lag, except legitimate.
- Keep brawl airdodges. Yup. The only thing I miss from Melee's is the Waveland, but in Brawl we now have the Platform Cancel. There needs to be some kind of technique like that, it just fastens the game automatically at high levels.
- Kill momentum cancelling. NO. The ability to increase survivability with skill should stay. The survivability itself should lower, but insane DI and momentum cancels are hype. See APEX 2k13 GFs... Insane DI should allow you to survive to 130, not 180, but I still want to be amazed by DIs. I'd even go as far as saying that the momentum penalty on specials should go to give more options.
4. Remove tether grabs. Having an alternative is a cool idea. Thumbs up to you guy.
5. Shielding should need to be timed. Nah. If I'm pressing the shield button, I want to be shielding stuff. More shieldstun already means that powershielding is going to be that much more rewarding (Luigi-like rewarding, it gives him the ability to upB MK's tornado rofl)
6. Make sure your **** works. Yup.
7. And finally, DI during pre-tumble hitstun. IDK what is this about. Please give an example :V