-You've heard this already, but there are very few real follow ups, setups or combos. No one has figured out a consistent 2 piece outside canned strings.
I would take out "very", but this idea is/was correct. However, players are getting better at abusing the positional advantages they are put in once they land a hit. I think a lot of people under value positional advantages/disadvantages in brawl. Do CGs count? Those exist too. Generally though, you're correct: few true combos.
Falcon's Forward B is a good example: WHY does this move exist if following up with ANYTHING is impossible? You maybe get an Up Air at 0-10%. After that, your opponent is knocked so far that you can't even consider yourself on the offensive anymore, you're practically neutral with your opponent. It's a lunging launcher with no real purpose at this point. Same deal with ALL his throws.
This I disagree with. Falcon may not get a true combo off of raptor boost in brawl, but following up is far from impossible. First, the opponent is above Falcon after said hit, and at this point all brawl players should know how bad it is to be above the opponent in a match. Second, Falcon can chase you in the air or wait to punish you're landing, and this is where picking the correct options comes in. If he follows you in the air, he can go for frame traps, attempt to outspace you, or read whatever you're going to do. If he stays on the ground, same deal. It's more about dealing with 50/50s, outside of frame traps.
@bolded- Being above the opponent =/= neutral. Just the other day, CT_ZeRo released a video on landing because it's such a bad position to be in. This is something I've seen get players get better with over time. They've started to abuse how much more limited the opponent is once they're in the air.
Anything that puts the opponent in the air is useful in Brawl. It can lead to frame traps or positional advantages, and let's not forget that one of the opponents most powerful options, shield, is unavailable once airborne. Given how good shield is in brawl, that's a big deal.
Power Shield: Seemingly GONE. If you timed your Shield presses correctly, you would get a new sound effect but no Parry or Projectile reflections (no game play effect). Maybe it changed somehow, but in the 2-3 days of my friends playing, no one has witnessed PS in effect. If an overpowered projectile develops you're ****ed.
Fortunately, this hasn't happened. I'm not well versed in Melee's PS mechanics, so I can't say if Brawl's changed anything outside from not reflections or parries.
Different Falling Speeds: GONE. Everyone has a homogenized falling speed, meaning that the meta game inherently suffers.
What? Try playing Luigi for a bit. Unless I'm misunderstanding how you're using "homogenized", I disagree with this. The differences in fall speed in Brawl aren't as drastic as the ones in melee, but I wouldn't call them homogenized.
-This game was made to be played with items. I believe this whole heartedly. The only character that could kill before 100% consistently was Ike, so he won most of the matches. Killing off the sides for most characters doesn't happen until closer to 200%. Characters are so floaty, they often make it back to the stage without using their second or third jumps, they simply Air Control towards the stage -- often even after being intercepted by an offstage attack. Brawl tournaments will never finish within a reasonable time frame at this pace. This game was not meant to be competitive.
What's your point here? Every Smash game was meant to be played with items. They're in all 3 and turned on by default for a reason, aren't they?
Correct me if I'm wrong, I don't think the developers intended for any of the games to be extremely competitive either. If they did, items shouldn't be in, the characters would be better balanced, and half of the stages in the games wouldn't be there.
You were right in predicting brawl tournaments would drag, but this is a T.O. problem. Brawl is a relatively slow game, yes, but there was/is nothing stopping us from changing how tournaments were/are run to make the game finish on time.
-Attempting Edge Guards at this point feels pointless with the auto sweet spot feature. This is why in vids, players seem so illogical when trying to edge guard. A character can sweet spot FROM ALMOST 2 CHARACTER LENGTHS AWAY.
It's not pointless. Gimps are still possible and the edge guarder is still potentially doing damage, even if the opponent makes it back.
In one situation, I was playing a timed Stock match, Ike vs. Fox. After going up one stock, I started ****ing around and started dropping beneath the stage and regrabbing the ledge with his Up B. Fox could do nothing. Not only was it hard to attack me because of the Auto Sweet spot, he couldn't Shine because of the Super Armor present all throughout Ike's Up B. I got the time down to 20 seconds before I accidentally killed myself.
Nowadays, that would get you killed. All Fox would have to do is steal the ledge from you once you ledge dropped and edge hog you, or just hit you while you're rising up with Aether.
Furthermore, Ike's up B fails to sweetspot the ledge after 5 consecutive sweetspots, so Fox could've just waited. You would've either had to come on stage eventually (difficult to do safely when under pressure), or you would have been vulnerable on the ledge.
-This was my the strangest problem with this game. The game, amazingly, seems to have control issues. I don't know if it's just the nature of the new system and there's a mechanic we're not aware of, flirting with us, so I can't say for sure -- but everyone found themselves turning the opposite direction or jumping randomly when generally playing. It was quite annoying, the controls just don't feel very tight. This may be us just not being very good yet, but it's something that I don't remember experiencing in the previous games. It happened most after landing an aerial or trying to DashDance and was completely ****ing over the ground game.
A 0-2 Frame random input delay was found, but that's all I've heard about control problems.
The philosophy governing the development of this game is clear to me: this is a party game with fighting game aesthetics. Glitches and techniques will likely develop (like any other type of game) but they'll all exist within a paradigm of severe restrictions.
The first sentence describes every Smash game.
With regards to techniques, I don't think so. I consider pivot grabbing a technique, and that's used commonly. DACUSes are used often by some characters, and some even use BDACUSes. Diddy's bananas have been explored more, and since he can spawn them whenever he wants, they're something to learn about. Anyway, nothing game-breaking has emerged, but I wouldn't all every technique severely restricted. I guess if you compare them to wavedashing and/or L-canceling, they'd seem restrictive.
I predict high level play in the future will consist mostly of glitches that don't completely break the general game play (just like Halo 2).
This turned out wrong. Current top level play IMO is about how you play the neutral game, your punishment game, how you reset to neutral, spacing, etc., but nothing involving glitches or anything that breaks the game. However, there is a LGL, so maybe you could argue that planking breaks the game, but that hasn't really been fully explored.
I'll gladly eat these words with a healthy seasoning of dead particles from the hairy ****** of an AIDS infested concubine if I turn out to be totally wrong in the future.
Your fact statements (ie things different from melee) were spot on, and you were right about some other things. You weren't totally wrong.
I'm just curious to see how people's perception to the OP and this game have changed over the years. I've hardly paid much attention to the Smash scene at all in the passed few years, so I have no idea as to how things have progressed in this scene - in regards to Brawl in particular. My unfortunate, combative tone as an aside: how on point was I regarding my initial impressions of this game? How far off base? I'm sure the game has a thriving competitive scene due to the nature of it being the newest Smash game, but how has the game's competitive mechanics held up in the eyes of its scene in regards to its predecessor? I'm truly curious.
I can't say what I would've thought if I had seen this earlier. I wasn't around SWF when this was made. Anyway, the only thing I don't like about this OP now is that it does something many other posts explaining the "problems" with brawl do, and that is calling X in Brawl bad/a failure by comparing it to Melee or 64, when Brawl wasn't even meant to be a sequel. It is a successor, not a sequel.
Sequel examples: Super Mario Bros -> SMB Lost Levels -> Super Mario Bros. 3 ; Super Mario Galaxy -> Super Mario Galaxy 2 ; Banjo Kazooie -> Banjo Tooie ; Sonic the Hedgehog -> Sonic the Hedgehog 2 -> Sonic 3 and Knuckles.
Sequels directly build off of the previously offered gameplay and or story. By putting a "2" or "3" in the title, the developer is implying that they're building right off of the previous game.
Successor Examples: Super Mario 64 -> Super Mario Sunshine -> Super Mario Galaxy (in the sense of 3D Mario title) ; SSB -> SSBM -> SSBB ; Mario Kart 64 -> Mario Kart Double Dash -> Mario Kart Wii (omitting handheld versions); Paper Mario -> Paper Mario TTYD -> Super Paper Mario -> Paper Mario Sticker Star
Successors usually keep the same general idea of gameplay, but they're at liberty to change mechanics of it. From SM64 -> Sunshine, you got Fludd. In galaxy, you're in space, no Fludd, and you're armed with your star spins and star bits, and you deal with different mechanics like gravity changes. MK64 = Only Karts. MK:DD = Teamwork. MKW = Bikes plus a new drifting mechanic. Super Paper Mario was much less of an RPG than the previous Paper Mario games.
Nintendo obviously didn't intend for Brawl to be Melee 2. If they did, they would (should) have named it that. They had free reign over what they wanted to do with the next smash game. Unless the game is stated to be a sequel, we shouldn't treat it as such. That's why I tend to dismiss most of the "problems" found with brawl, because they're usually mentioned in comparison to something that it was not meant to directly emulate. It's totally acceptable to not like X in Brawl because it was different in Melee, but that doesn't mean X is bad. That's like me calling the teamwork concept in double dash bad because I thought the idea of racing solo in MK64 was much better for a racing game, or saying that Super Paper Mario sucks because it's not an RPG like the first two.
I think there are a few objective problems with brawl: tripping, random input delay, and how some attacks fail to link. Everything else is just different from the previous smash titles though.
As far as "how have the competitive mechanics held up", I think they're alright. I'm going to disregard the "wrt to its predecessor part" because that is irrelevant to me for reasons mentioned above. As Black Mantis mentioned, ZSS won Apex, so Brawl still has room to grow. Diddy Kong can infinite every important character, yet the technique is not being used regularly. We've got a ways to go.
Edit:
Another thing: about the split in the community. I wasn't around here when Brawl was announced, released, and the flame wars ensued, but I know I can say that all of it was unnecessary and it was what really split of the community. Brawl was just a catalyst: the smash community's immaturity and general intolerance is what led to the split. Players should just play what they enjoy and refrain from bashing another game just because it's not exactly like the one they've committed to.
Edit 2:
Black Mantis, that match reminds of something. I think the first time Hbox v Armada happened, the commentators were saying things along the lines of "wtf is this?", "this isn't REAL melee", etc., and that just goes to show you how intolerant some of the melee community is at times, even to things present in their own game.