Double Fox is vulnerable to Double Fox.
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I find analogies to be very useful in describing how things work. For example, explaining how a dog reacts to mistreatment by explaining how you would feel if your dad smacked you and rubbed your face in your urine when you wet the bed. Of course there are differences, but the similarities are what should be focused on.Come on Sveet, bad analogies again? You can craft an analogy to justify whatever you want. An analogy is only as good as your inability to discover a flaw in it, and your analogy is clearly flawed: we're not starting with nothing and adding things to it. We're starting with Melee, and no matter what you do, there is always some ground you have to start with. In other words, you're not starting from nothing in the kitchen.
What you guys are doing is taking a fully-made sandwich recipe, going down to the bread and meat, then asking me to justify the use of each condiment. While some of condiments on the original recipe might have been bad, this doesn't mean I have to prove why every single one is not terrible. Except this analogy isn't even right, because the choice of dropping down to just bread and meat is a logical, consistent one (it's absolutely the "core" of a sandwich). The choice to drop down to only the starter stages is arbitrary.
Regardless, as you see, this type of argument is absolutely ****ing stupid. If you have an argument to make, make it, but analogies are to try and explain something to someone who is having a hard time understanding. Not to prove a point.
What Ferrish said. Analogies are very useful to explain non-obvious arguments, but they don't stand on their own very well.I find analogies to be very useful in describing how things work. For example, explaining how a dog reacts to mistreatment by explaining how you would feel if your dad smacked you and rubbed your face in your urine when you wet the bed. Of course there are differences, but the similarities are what should be focused on.
They aren't the core of the game by any objective means. To call them "the core" is absolutely a matter of convention. You can argue that they're the core of the current metagame because we have played on virtually nothing but those starter stages for the past decade, and you can argue that they have some special properties you prefer (e.g. that they emphasize some specially preferred skill set). But there's nothing to make them "the core" of the game. We see that Melee without those stages (that is, if Sakurai had chosen to simply not include them) would not suddenly fail to be Melee. The metagame would be different, but it's not like we'd be playing a third person shooter.Btw, in the game of melee, the neutral stages are actually objectively the core of the game. They share the more common features than those that aren't included as neutrals. There are almost no differences between YS, BF and DL except scaling, and in my proposed stage list they were the 3 stages in the strike with PS, FD and FoD as counter pick stages (since they are the most dissimilar/least consistent).
The fact that they're fewer in number is just another "special property." Even if it's true (I don't believe this, because I think the term "neutral stage" is bull ****), it doesn't provide any reason for the game to be centered on these stages since, as I mentioned, we'd still have Super Smash Brothers: Melee without them.Pokefloats and Rainbow Cruise share a lot of similarities, but they are fewer in number than the neutrals. I wouldn't mind a side tourney ruleset focused around these two stages as neutrals, but obviously that wouldn't be fit for standard play.
I guess you could say that but I don't see Fountain of Dreams being banned even though it's notorious for being hated. Seems more a case of chicken or the egg for you guys.The point being that the criteria are still crafted in order to ban the stages you dislike.
There's not any real reason for them to be called neutral. Originally, we chose the first stage of a set randomly, so we restricted the random select to a small subset of stages. We called that subset of stages "neutral," though "starter" would have been a more appropriate term. Now, we still refer to these stages as "neutral stages," despite the fact that there is no longer a need for the distinction between neutral and counterpick.Isn't battlefield considered neutral because it has the bare minimum (land and platforms) and absolutely nothing else? Then Yoshi's Story and Dream Land 64 are considered neutral because they're almost the same. Fountain of Dreams and Final Destination are considered neutral because people are stupid.
Keep in mind I've only been playing for two months, so I probably have absolutely no clue what I'm talking about.
The bare minimum is land. Why are platforms required? Final Destination is more "neutral" than Battlefield because it has the only element needed for play -- something for each character to stand on after they fall off the life beemytheengy.Isn't battlefield considered neutral because it has the bare minimum (land and platforms) and absolutely nothing else? Then Yoshi's Story and Dream Land 64 are considered neutral because they're almost the same. Fountain of Dreams and Final Destination are considered neutral because people are stupid.
Keep in mind I've only been playing for two months, so I probably have absolutely no clue what I'm talking about.
What if I said,Platforms are considered required because almost every stage has them.
Who decided to add platforms as a requirement? Who is this "we"? Who was the one person or who was the small enthusiastic group of people who got together and decided to start telling people platforms were important and that we should agree with them?It's a requirement we added because we consider having platforms important.
Okay, but why do we consider platforms to be the norm?Because we consider land and platforms to be the norm for the game, and battlefield is those but nothing else, we end up with Battlefield as the neutral stage.
If we felt like making hazards required, then we could. I assume our new neutrals would be brinstar, big blue, mute city, onett, and green greens. Honestly, I think that'd be a pretty fun list to use.What if I said,
"Moving hazards are considered required because almost every stage has them."
That's just as true as your platform statement. So why aren't you advocating moving hazards
Indeed, normally 2 of the same character is not super good. Imo, you need to have different character composition in order to do better like to compliment one character's weakness and strength even more and I don't feel like double Fox does that well.. For example, how does Fox save Fox off-stage without running the risk of getting owned out there? lol. In that regard, Falco/Fox > Double Fox.. and it's most likely so in general too.i think double fox is a bit overrated unless it's pokemon stadium
i think sheik teams better with fox vs most team combinations on most stages
and nothing tops Puff Fox. Puff can OHKO off of a shine or grab easily, and can always save fox.
In the same way, I think brinstar and jungle japes should be allowed since they can work on the exact opposite way (or more like create better 2vs1 situations).teams is very strategic in a lot of ways. like it's okay to hit your partner a lot of times. or it hasn't been banned yet but 2 sheiks can shino stall on one edge. fun stuff.
i think mk2 should be legal. it encourages depth and rewards tight play, and a lot of characters are surprisingly gay there so it evens out in the end. the cooking strawman sucks.
the personal hygiene rule was my idea. as was banning MK. as were a lot of other things from the old rule set that got a cut + paste into this one.
Yeah but you play DK and I play Marth.Real men care about semis and finals
Hence the joke.Does that mean neither of you are real men?