Supreme Dirt
King of the Railway
- Joined
- Sep 28, 2009
- Messages
- 7,336
I should hope so.
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Not true at all. The opponent also has control over this. They can avoid getting grabbed/f-tilted. And clearly avoiding these things isn't too much to ask, or else ICs would be first. But they're 7th. And Sheik is so low I don't even remember (23?24?).Specifically because this leads to numerous “automatic” chaingrabs, such as with Dedede and Falco, among many others, and locks, most notably Sheik’s FTilt lock. I just feel that these detract from the game as a whole, as the game is essentially being controlled specifically by one person.
You haven't really said anything as to how air releases are a flaw in the game's design. You just said that they are problematic for some characters (and this only happens when you're getting grabbed by a character significantly taller/getting grabbed offstage). Yes, it's different from 64 and Melee, but that doesn't make it bad. They're just character features that happen to affect their metagame.Grab Releases
In 64 this didn’t exist, grabs always resulted in throws, and there was no pummeling. In Melee, by holding up, you could choose to air release, and by not doing so you would ground release. This put control in the hands of both players. In Brawl, however, if you are being held off of the ground you WILL air release, and for some characters with easily abused Air Grab Release animations, such as Metaknight, Wario, and Squirtle, this can result in chaingrabs or free kills, especially so in Wario’s case, where he constantly has to play around the idea of 1 grab = free 20%-30%. Though ground releases are far less problematic, as for the most part you can escape into the air, you cannot air release while in hitlag or hitstun. Some pummels, such as Marth’s or Charizard’s, keep a character in hitlag or hitstun the entire time if buffered. In the case of Ness or Lucas, who have longer than average ground release animations, this means they can be instantly regrabbed, though in Lucas case you must move forward. Again, grab releases for the most part put all control in the hands of a single player, which I view as detrimental to the game.
I agree with this, tripping is stupid. It's random and any sort of random element makes the game less viable for competitive play (unless the random event gives fair warning, eg PS1's transformations). With fair warning, all players have some sort of control over the situation, which is good. With tripping (no warning), NEITHER player has control (with the exception of choosing to run less, I guess) and THIS is detrimental to competitive play.Tripping as a whole, including tripping induced by moves
Most people simply have an issue with random tripping.
1. A character has a 1% chance of tripping every time a dash is inputted. The dash animation does not actually have to come out, you simply have to have inputted a dash.
Almost everybody has a move like this, so it's no big whoop. After you get tripped, all that matters is the follow-ups your opponent has, which depends on the character.2. When hit with a move that does not move a character from the ground and does not cross the tumble threshold for knockback, there is an 11% chance of tripping.
Other than saying that it's random, you didn't really explain how this is a flaw. The randomness isn't even that significant. If you see that G&W pulling out his hammer, you can and SHOULD avoid it, because it might be a 9 (unless one of the previous 2 was a 9 of course). And with that G&W risks getting damage from a 1 (I think it's like 12%?). Furthermore, it has a LOT of startup lag, and getting a ****ty number/simply missing results in him getting punished. Thus, G&W can't really depend on judgement, and you can avoid it. Not a problem.3. Many moves have an additional set chance to trip, ignoring their knockback. Such moves include notably Zelda’s and Metaknight’s DTilts.
Yes, bananas cause you to trip. That's why they're really good items. And only Diddy has them, and they're not even broken. Again, if you know your opponent can do something that will really **** you over, you should be striving to avoid it.4. The item Banana Peels will cause a grounded player that comes into contact with it to trip.
I've been waiting for you to say this for years.I have something quite long I'm preparing.
Do you like fighting games with comboes? Take MvC3 (as far as I know, you need to pray ur opponent ****'s up). I know in BlazBlue you get a Burst but that's it. Same thing with Guilty Gear (not too sure how that one works exactly). In 64 smash you can only SDI. In melee you can DI and SDI, so I guess melee gives some control. 64 to a much lesser extent. Iunno about SSF4. I think its not very combo heavy, but when you are gettin comboed, not sure what you can do to escape.I dislike anything in the game which puts complete control over the match in a single player's hands. and I'm far from done with the list and explanations, just right now I'm on my Wii viewing swf... not exactly the easiest thing to post with.
Also I'm def not finished on why I hate tripping. I have something quite long I'm preparing.
No, I don't. I largely pull the "64 is better" due to 1. nostalgia and 2. trolling people.Do you like fighting games with comboes? Take MvC3 (as far as I know, you need to pray ur opponent ****'s up). I know in BlazBlue you get a Burst but that's it. Same thing with Guilty Gear (not too sure how that one works exactly). In 64 smash you can only SDI. In melee you can DI and SDI, so I guess melee gives some control. 64 to a much lesser extent. Iunno about SSF4. I think its not very combo heavy, but when you are gettin comboed, not sure what you can do to escape.
Anyways, I hope you got the point bro. Whats the answer.
Irrelevant. The fact that it exists at all I feel is detrimental to the game as a whole. Also Icies are entirely irrelevant, their CG is not based on lack of non-tumble DI.BEWARE
****ING WALL OF TEXT
Not true at all. The opponent also has control over this. They can avoid getting grabbed/f-tilted. And clearly avoiding these things isn't too much to ask, or else ICs would be first. But they're 7th. And Sheik is so low I don't even remember (23?24?).
People go on and on about Brawl being better because of no mindless combos, yet defend this kind of BS? Grab releases as far as I can see seem like some sort of artificial way of balancing characters. If you could simply choose whether to ground or air release, I'd be perfectly fine. But why would they fix something that wasn't broken?You haven't really said anything as to how air releases are a flaw in the game's design. You just said that they are problematic for some characters (and this only happens when you're getting grabbed by a character significantly taller/getting grabbed offstage). Yes, it's different from 64 and Melee, but that doesn't make it bad. They're just character features that happen to affect their metagame.
MK (AFAIK) only suffers from GR problems from Snake (ftilt, utilt I think), Marth (tipped fair/dair, fsmash/dsmash with SV's platform), ZSS (uair, DA, regrab and I think usmash) and Captain Falcon (uair). If there are any more, let me know, but there probably aren't MANY more. He can probably SL out of enough things.
Wario is probably affected a lot more by this (being a ZSS I know we have an infinite if he gets grabbed, though it's supposedly extremely hard), but again it's not necessarily a flaw, it's a feature. Yes it affects him negatively, but it's not to any significant degree (he's 6th). Besides, with Wario's unpredictability, great mobility, auto-cancelling aerials, small size, weight and great recover, he more than makes up for these.
Don't know anything about Squirtle except that ZSS has a GR CG on him, cause, you know, I play ZSS
As for ground releases, yeah Ness and Lucas suffer quite a bit. But it's not like that's the only thing holding them back. They have ****ty weight, bad ground games and lack reliable kill moves, and they can be edgeguarded quite easily (especially Ness).
Again, it doesn't put all the control into the hands of 1 player. Both players are in controls as the potential victim can avoid getting grabbed. Furthermore, you have control in the sense that you pick your character. If you're going to pick a character that gets ****ed over when they get grabbed, you deserve to get ****ed over when you get grabbed, because you chose a flawed character. Every character is flawed in some way, and they have to be flawed for the game to be competitive.
Totally agree.I agree with this, tripping is stupid. It's random and any sort of random element makes the game less viable for competitive play (unless the random event gives fair warning, eg PS1's transformations). With fair warning, all players have some sort of control over the situation, which is good. With tripping (no warning), NEITHER player has control (with the exception of choosing to run less, I guess) and THIS is detrimental to competitive play.
Lol, it's not mostly jabs. Ever been tripped by a Ganon DAir?Almost everybody has a move like this, so it's no big whoop. After you get tripped, all that matters is the follow-ups your opponent has, which depends on the character.
This mainly applies to jabs, and you shouldn't be getting jabbed often unless you're playing against an Ike or Falco or Weegee or something.
Rosalina is not a character in this game, your point is invalid >: (Other than saying that it's random, you didn't really explain how this is a flaw. The randomness isn't even that significant. If you see that G&W pulling out his hammer, you can and SHOULD avoid it, because it might be a 9 (unless one of the previous 2 was a 9 of course). And with that G&W risks getting damage from a 1 (I think it's like 12%?). Furthermore, it has a LOT of startup lag, and getting a ****ty number/simply missing results in him getting punished. Thus, G&W can't really depend on judgement, and you can avoid it. Not a problem.
For all other random elements (Rosalina's items, DDD's side-b, Weegee's side-b), these moves all have their own risk to them and/or are quite avoidable by the opponent. I shouldn't have to explain DDD and Luigi, but for Rosalina; Beam Sword is slow, just don't shield against Mr. Saturn and he does like 1% then walks off the stage (lol), and Bob-ombs WOULD be broken if they didn't blow up after a certain amount of time, but they do. And you should be able to avoid it when it's thrown.
I am, actually. Not broken as in lol he beats the entire cast broken, broken as in design. I'll elaborate on this much later, I need some time to put it together.Not a flaw, unless you're calling Diddy broken.
No offense taken. People see different things as flaws in the game.Not trying to be a **** or anything, I'm just trying to show you that the things you consider flaws in the game are really just things that you don't like, for whatever reason. The only thing here that was really a flaw in the game (in the competitive game) is the random chance of tripping on your own (ie not tripping because of a trip-causing move).
That was completely relevant.Irrelevant. The fact that it exists at all I feel is detrimental to the game as a whole.
I know their CG is not based on lack of non-tumble DI.Also Icies are entirely irrelevant, their CG is not based on lack of non-tumble DI.
For the record, I never said anything that would even remotely imply that Brawl>Melee/64. I know you didn't accuse me of saying that, I'm just throwing it out there.People go on and on about Brawl being better because of no mindless combos, yet defend this kind of BS?
Care to explain? I don't get how it seems like it's meant to balance characters. Taller characters are more likely to air release you. Shorter characters are more likely to get air released. There are still bad characters that are tall, and good characters that are short. Doesn't seem like balancing to me, unless I'm way off from what you're trying to say. Explainplz.Grab releases as far as I can see seem like some sort of artificial way of balancing characters.
Don't think they were necessarily trying to fix the ground/air release mechanics from Melee, as they indeed were not broken. They just changed the mechanics so now it depends largely on height (and a couple of other things, in some cases). So, why are you not ok with ground/air releases being dependent on character height (and those other things at times)If you could simply choose whether to ground or air release, I'd be perfectly fine. But why would they fix something that wasn't broken?
Actually, I haven't. Didn't know that could happen.Lol, it's not mostly jabs. Ever been tripped by a Ganon DAir?
See above.Still, the simple fact that's it's an arbitrary 11% random chance... We're playing Brawl, not Pokémon. A game focussed around knowledge and skill, rather than knowledge and probability management.
Don't understand. Perhaps we're using different definitions for the word 'broken'. When I say broken, I mean overpowered. Don't see how design can be overpowered if it doesn't make his metagame overpowered (since he doesn't beat the entire cast like MK does), but you said you'll elaborate so I'll listen to what you have to say.I am, actually. Not broken as in lol he beats the entire cast broken, broken as in design. I'll elaborate on this much later, I need some time to put it together.
why can't i 'like' this post. THIS SOME BULL****Everytime I'm at work with a headset, and I go out of range, it says " Lane One "
However, I hear " Lain won! "
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ADD IT ANYWAYI'd say a drink every time I switch mains... but I've pretty much settled at this point.
xDHe'd probably do it more in hopes of getting us ****ed up, so he has a better chance.
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