Right got me there on a few. I'll go over them.
- Platform cancelling is still in their check phanna's vids.
That no longer works with aerials. Check Phanna's comment in said vid.
- dash dancing: Still in but different and you can trip. Read about the pivoting to do dash dances and you'll be surprised what you can do with it.
Already read it. Already do it. It still pales in comparison to the old version of dash dancing, which had a much wider range and thus was ultimately better for spacing. Not a welcome change.
Foxtrotting is awesome in brawl.
But only because wavedashing was removed and dashdancing got shafted. We only used foxtrotting to try to recreate these techniques.
- dash cancelling: Shielding after a dash is about the same result. And usmashing when running is easier
Shielding after a dash is not as fast and does not allow you to go into a dash dancing like dash canceling did. Jump canceled up smashes were not difficult enough to warrent removing jump canceled grabs.
- ASDI : It's out? K. But smash DI itself is still in and thats more important.
Less important=/=
not important. ASDI's removal was not nessecary.
- Relfective powershielding: out obviously certain chars have good reflecting abilities though and items can be caught while attacking. shields go down fast so you can atleast approach the one shooting a projectile.
That doesn't change the fact that some characters are simply forced to approach while being hindered by projectile spam (I'm looking at you Ike) and would've benifited greatly from simply leaving the reflective properties of powershielding in.
Double jump cancelling: out but chars seem to have other ways of using there second jump to get a similiar result.
The desired effect was to quickly pull of ground level aerials. Explain how this is replicated in brawl.
Float cancelling : out so don't attack shields with peach like you did in melee anymore.
And yet a pointless removal that could've simply been left in.
You asked for essential techniques that were removed besides L-canceling and Wavedashing. I provided you with quite a bit and those were just off the top of my head. I could just go to the melee section and look up more you know.
This is subject for debate. I think you can jump fast enough so I don't see the problem regarding shorthopping.
Every frame counts. Characters' jump animations are almost twice as long in brawl as in melee. I think that was a pointless speed reduction who's only purpose was to cater to people that can't put in the effort required to press a button faster.
Wavedashing as it is in melee is out obviously but it doesn't mean you can't move backwards while looking forward. With zero suit samus you can even slide across the whole stage either backwards and forward while glidetossing.
And the characters that don't spawn items?
I never said jumping is a complicated input
Yuna mentioned that shorthopping is easier because jumps take longer to come out. You said that things are better if they are less dificult and produce the same effects. I said that the speed reduction was completely pointless as shorthopping was not difficult. That and it is now slower. Slower to the point where at the beggining I actually input the aerials too fast and it didn't come out after the short hop.
or pressing 2 buttons is one but pressing 1 to reach the same result and gain the same benefits is better since it is less demanding. The easier it is to use the better as long as it doesn't take away control.
The problem is that we did not get the same result. Wavedashing was just removed. There was nothing added to replace it, and the things we've made to substitute it are actually more technically difficult than wavedashing ever was. It's a lose lose situation.
I thought it was shieldash my bad. Let me tell my take on why shields dropping fast can actually improve offence. You are approaching but instead of being forced to jump in with a attack you can run in and shield at the last minute.
You mean playing defensively and waiting for your opponent to approach you. That doesn't sound like you're improving the offense, that's just switching to defense as soon as you get close to them. It's a good strategy, but does not change the fact that approaching someone who's shielding is bad. It's just making it so that you are the one shielding in this case.
Your either to late and get grabbed or they attack to soon and hit your shield getting you a shield grab. Or you can run or jump away fast enough. I havem't covered each situation for this example I know but the point I'm trying to make is that the sides have shifted.
You mean taking advantage of the defensive options now that you are on defense and your opponent is trying to approach you since he's now on offense. Because you see, the defensive player is still the one with the advantage, only now it is you who is the defensive player. This still hasn't solved the balance issue between defense and offense.
The player defending hasd become the player attacking and the player approaching has become the player defending. This can change really fast cause of all the defensive options.
And what if they decide that since you are shielding they're just going to run away rather than approach you? Remember how we all said that approaching was bad? Well, this still didn't change and the smart player will just try to reset their position so that they don't have to approach anymore. I think this is a bad thing, since offense and defense should be balanced, and if anything be leaning more towards offense to discourage camping.
That might be true but looking at the average speed they are the fastest of the bunch and can travell across the stage fast enough. Sonic passes the stage faster then fox does in melee btw. That is why I said you can't say this game is faster than this game since there's difference category's that have a speed. Since you can't control your dash as much as in melee that might seems slow but other factors have been sped up.
The new FD is technically smaller than the old one.
And what do you mean can't control your dash in melee? If anything you had more control since you could dash cancel, dash dance, and wavedash out of dashes, in addition to shielding like you can in brawl.
True but that's why were experimenting huh. You can't keep track of everything in smash and your often surprised by something. It makes it intense for me cause it's exciting to be so close to my opponent or catching him with several attack in a row cause he has so many ways to avoid it. And then it feels rewarding for me when I manage to pressure him well enough that he feels trapped for a bit.
And it's also intense to make your opponent fall for a mixup because he thought it was a real combo, then make him struggle trying to get out of a combo because you made him think it was a mixup. There were plenty of escape points in the longer melee combos, they were just well hidden because the opponent didn't realize that it wasn't really a real combo. But now they know that almost nothing actually combos, so they break out much more as you don't get to use that kind of mindgame anymore.
Again I haven't been grabbed when attacking yet is there a thread about this or something cause I'm still hitting first when we have this situation.
http://www.youtube.com/watch?v=GeuXNw5P3G4
It's not super armor, but that doesn't really change the fact that he can just grab you out of your attacks.
Depends on the char certain chars can run instantly. I'm using diddy as my prime example cause I'm most familiar with that char. Also your logic seems wrong. Landing lag doesn't impact running speed, air speed, falling speed, hit lag. And as for the falling speed if you do a arial and fastfall at about the same time you will fall faster then normally fast falling. Not saying it's faster then in melee but it's fast atleast.
I wasn't trying to relate landing lag and running speed. I was just listing the things that got slower.
And the point was, they are all slower than melee. It was just not neseccary. It has nothing to do with it being slow. It has everything to do with it being
not as fast
And block speed? grab speed? Air dodge speed and recovering from lag speed when blocking, grabbing, air dodging or spot dodging. Seems like there's more categories and if you compare these with melee you will find it's faster or doesn'd differ much from melee.
Actually, jump canceled grabs were faster than shield canceled grabs. And both grab speed and block speed (which includes the ending lag from each) would fall under ground speed (it's more than just running you know) and attack speed. Airdodge would fall under air speed. Melee still wins in ground speed due to faster dash canceling methods. Melee still wins in air speed due to faster falling and momentum from dashes being carried into jumps.
BTW, that's another pointless thing to remove. If I'm running full speed with Sonic and I jump, I should not immediately lose all of my momentum and suddenly become one of the slowest characters. In that respect, Melee's physics engine actually made more sense and had more applications.
certain attacks are speedy certain aren't. Recovering after pikachu's down b is faster meaning you can actually use it in other situations. And there's a lot of these subtle differences that impact the meta game.
We're talking general engine here, not character specific balances. But yes, that was a good change. That change still could've been done without taking out all the other stuff though.
It doesn't do more damage then 10 well placed hits resulting in a KO.
It does if I'm doing it for over 2 minutes, and I don't put myself in any danger. Even if I only hit 1/6 projectiles if I shoot 120 of them I do quite a bit of damage.
And as long as that is the case camping can be a safe way but it's actually taking the long route to win.
That's fine. I don't mind.
It's efficient as long as your opponent can't approach you well enough but there's tons of ways to defend against projectile camping
This is true
and tons of ways to approach them.
This is where I don't agree. You have a few ways to approach them, while they have many ways to defend against your approach.
And again you can use defensive options for offensive approaches.
It's not an offensive approach if it requires your opponent to approach you. Why would I do that when I was the one camping. My entire goal is to just keep you away so I can keep camping. Personally I wouldn't even try to approach when you're at KO percentages. I'll just stop spamming projectiles so much and switch to the "I'm going to let you attack my shield and hit you afterwards" method.
This will only be so for a short time I think. Look at the thread about offence in the tactical discussion and you'll see how much you can do against a camper. The really good campers that still win then are just good players though and there is nothing wrong with that cause it's just another style.
I saw that thread, and none of the things mentioned really let you attack the camper safely, or punish the camping itself. Rather they were just things to reduce the effectiveness of the camping. But that doesn't mean that I can't just sit on the other side of the stage shooting arrows, while you sit there powershielding everyone of them. If I mess up, nothing happens. But if you mess up, you take damage. Seems like a safe bet to me.
I can be suprisingly patient when I want to be.
And when I don't want to be patient, or at least don't want to camp with projectiles (which is most of the time actually. I really don't like playing like that anyway), the I just play as Marth, who is one of the best approachers in the game.
Do you know why he's so good at approaching? Because he doesn't have to put himself in jeapordy everytime he approaches. He actually has attacks that leave him safe even when they're blocked, so he can effectively force a move. More characters need things like that, but most characters don't have the luxury of nearly lagless aerials.
That's the main problem in brawl on the offensive side. Approaching for most characters is generally not safe. From the defensive player's perspective, this change was a good thing because now their shield is actually safe. From the offensive player's perspecitve, this change was a bad thing since now they can't stop you from shielding all the time (well, some characters can, but most can't).