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I can take your word for it, but I'm looking for some sort of analysis to objectively see how bad the situation is.Ask Hylian what he has to say about this. He posted either here or in another thread what he saw from both tournament and friendly matches between the Japanese and Americans – they kicked the crap out of us.
There there - you will also be assimilated.Smashboards hates me right now... anyway, this is what I meant to put as a response to krafty:
Mr. R is the smashville God. Everytime I watch him play there he looks 10x better than on any other stage.For everybody just tuning into this thread because of Omni:
France and a lot of top European players play exclusively on Smashville. Why aren't they better than Japan?
Well, glad to know we agree on something.Nah, I just argue like that. It's on purpose and promotes smart discussion, as those who are defeated by dumb arguments leave immediately.
You can either take my word on it or test it to make sure for yourself. This isn't rocket science.Do you have legit proof for this? Not that I don't believe you, but I would rather not have to test it to be 100% sure.
What is this I don't even1. This applies to turnips and is void because of it.
You could apply this to almost any hazard on any stage. Imagine a battlefield clone where, every 5-10 seconds, a OHKO explosion appears somewhere with no warning randomly on the stage. Clearly, this is a randomizing effect that is completely unacceptable in tournament play... And yet, somehow, "You should be playing with the knowledge that the explosion could come up". Stupid argument. Try giving me a smart one.2. You should be playing with the knowledge that the wall could come up.
...Yeah. Yeah, you do that.Within that 10 second range you should be playing with the knowledge that the stage will change.
I remember vehemently disagreeing with you and referring to both you and TKD as idiots. My sincerest apologies for that.I know this thread is a little old, but I've been saying this **** since 2009 and no one seemed to give a ****.
The same exact points as well, as a matter of fact 1 particular thread me and TKD both went on for about 3 weeks or so with every valid point imaginable and all anyone thought to do (mostly the much worse players) was to try and nit pick points that really had nothing to do with the entire point as a whole.
Turnips = acceptable randomness. Anything that falls under less then or equal to that much randomness has to be acceptable, therefore.What is this I don't even
This is true.You could apply this to almost any hazard on any stage. Imagine a battlefield clone where, every 5-10 seconds, a OHKO explosion appears somewhere with no warning randomly on the stage. Clearly, this is a randomizing effect that is completely unacceptable in tournament play... And yet, somehow, "You should be playing with the knowledge that the explosion could come up". Stupid argument. Try giving me a smart one.
Europe is nowhere near as competitive as Japan. Our best player uses Wario and the 2nd best uses Marth. We have Peach as like 14th but ICs as only 6th or 7th on our tier list. We choose to play with tactics we know to be less efficient for the sake of having more fun. Some of our better players don't even play this game outside of tourney at all, few thoroughly dedicate themselves to one single, viable character.
That's why Japan is much more competitive than US.
Or the USA for that matter.
Our best player uses Wario
Our best player uses Wario
......................[COLLAPSE=" "]Our best player uses Wario
I smell sodium. Everywhere.......................[COLLAPSE=" "][/COLLAPSE]
"I'm going to pressure you and hope a wall or **** spawns on you!" That is a really good strategy, competitive at it's best.There is a point where knowing Pictochat is enough to laugh at "randomly spawning hazards", and they become a problem after they appear and your opponent tries to push them to them. That's just another kind of pressure.
Yes... Lets' not recover to the ledge because of a once in a 100 matches something bad might happen and get punished for it. If the line appeared like once a minute, this would be ok, but no, people generally don't expect something that very rarely happens to happen here. What you are trying to say is that players should start to predict pure randomness.The line is another pressure factor: If the stage is blank, you're offstage, and the line hasn't appeared yet (that's a lot of circumpstances!), you shouldn't aim to the ledge. A little knowledge that may save yourlifestock.
That is a very extreme example. A character with the games best punishing move against a character with the worst recovery of any viable character on a recovery situation. And I still don't get your point. You can like, you know, NOT go to the right side of the stage since there is a ledge on the left side? Vinnie totally deserved that stock. And unlike Picto, that part of Frigate never has a ledge and moves in a perfectly predictable pattern, I don't see how you can compare that to a very rare case in Picto.Yes, your opponent might punish you for landing onstage. I don't consider that's any worse than current Orpheon metagame.
So you are saying it's ok to throw out a move and hope you get lucky and land a 80%+ walllock? That is extremely dumb, a tactic relying on uncontrolled luck.As for walls I've been wondering lately if we've just been playing the stage wrong. As in, it would be great to know which characters can somehow wall lock opponents, and if it is safe to throw that move or not.
As in, if the stage is blank and your opponent near as MK, start throwing Dtilts. They are safe in both block and whiff (and hit at non-very low percents), so, you might get an extreme reward for attemping to do so, or not get anything at all.
With the same logic, if you know your opponent has a move like this, don't approach at all if the stage is blank.
...Turnips = acceptable randomness. Anything that falls under less then or equal to that much randomness has to be acceptable, therefore.
This is true.
However it has to do with a couple things that we should change to give your analogy truth.
1. Frequency. Change the explosion to every 25-30 seconds. (this causes gameplay on the stage to be very different tempo wise from normal gameplay, which isn't a bad thing. It's still overall bad because of random and OHKO, but we'll get to that.)
2. Lethality. We can only die from the explosion if our opponent is hitting us at the time. (This makes it so only the person getting outplayed at that particular moment can die. It's still very tempo based (at high level play you WOULD play around the explosion) but insures much less random deaths and also the fact that people being stagnant during that time would cause nobody to die ever from it.)
3. Randomness. The Explosion now has a random move 'grouping' assigned to it, and you can only die if you are being hit by a move within that move grouping during such a time as the explosion appears on you. The groupings are Ground / Aerial. Being grabbed or in hitstun (before you could airdodge) will always hit you.
And, Finally, 4. Skill Testing. The explsion only kills on the first frame (imagine it being in the middle of a bomb-ombs explosion and a blast box's explosion). However, the explosion STAYS for an extra 7 seconds, during which time (given 30 frames after it appears) anyone who enters the explosion takes 30-50% damage, most of which can be negated by teching the air. (This causes it to be completely arguable. Sure, every once in a while it may cause a random unearned win. But this happens with halberd claw, G&W hammer, Peach's Turnips, DDD's Gordo, YI Ghost/Shy Guy, ETC. However, it also tests skill in its own unique way, one that adds skill definition to the game, and for that it is arguable just as not banning the randomness of moves or things like halberd or YI are.)
Hmm? Your analogy seems to make sense now.
The other one he's talking about is Leon.......................[COLLAPSE=" "][/COLLAPSE]
nah i really didn't care bout being 1st, like if u said lp orr leon was 1st then ok i wouldnt mind that much, but glutonny is the LAST person i'd put on 1stGluto has done a little more than nothing during the last 2 years, Ramin. If it makes you feel better you can also switch it up to "#1 uses Marth, #2 uses Wario" or something and my point remains the same =/
The line is another pressure factor: If the stage is blank, you're offstage, and the line hasn't appeared yet (that's a lot of circumpstances!), you shouldn't aim to the ledge. A little knowledge that may save yourlifestock.
Yes, your opponent might punish you for landing onstage. I don't consider that's any worse than current Orpheon metagame.
Even I deserve to be ranked above Glutonny cuz I been to Germany n ****.nah i really didn't care bout being 1st, like if u said lp orr leon was 1st then ok i wouldnt mind that much, but glutonny is the LAST person i'd put on 1st
Okay then, let me rephrase it and bold the changes I made.What are you talking about, I LOVE PICTOCHAT! It's one of my favorite stages. I even counterpicked it a lot just because I enjoyed playing there. Literally all good players in Finland knew everything about Picto, but bull**** still happened and it was generally accepted that we ban it.
I used to support Picto only a few weeks ago, using very similar arguments you are now using.
I hope that'll be enough.And this is the part where I re-state the obvious statement I made before:
You might not like the stage competitively. I might like it. People everywhere will have different opinions.
I say that it is okay to optimize your possible reward from a small move by actually attempting to wall lock.
You say that is not okay for competition.
Opinions, opinions everywhere.
There is a small but important difference: the line appears only in that one spot, only 5-10 seconds after the previous transformation disappeard, and will only remove the ledge.Since that part is an answer to my post, I'll answer it by changing every occurrence of the word 'stage' by the word 'item' and 'random line that pops in front of you when you're offstage' by 'random bobomb that pops in front of you when you're charging a smash'.
And then I'll pretend it's a good point. Good enough to bring back items to tourneys.
No, it's a game of opinions.But is it really necessary?
That's, like, your opinion.As soon as you're more fighting the stage than the opponent, it's a banworthy stage.
Good for you.And I say that as a diddy main : having PC and JJ as starters would be good for me haha
Basically. And add in the fact that they worry about themselves other than the stages. Although this was probably said so many times by now.Brawl is about four years old.
Japan does play and practice more than we do. That's the difference.
You cannot compare the line to Frigates right side at all. The ledge isn't there at all, unlike for 98% of the time so you can predict it.There is a small but important difference: the line appears only in that one spot, only 5-10 seconds after the previous transformation disappeard, and will only remove the ledge.
I'm pretty sure people can try to play avoiding a ledge within intervals, which we have been already doing on Orpheon. That's my point.
Doesn't apply to Picto since the drawings are too fast.That's, like, your opinion.
I always have considered Brawl a slow enough game so we can try to focus in the stages at the same time than opponents. but that's my opinion.
If it did people would avoid getting the platform, no matter how often that occurs. Or at least I wouldn't put myself in such a risky position.You cannot compare the line to Frigates right side at all. The ledge isn't there at all, unlike for 98% of the time so you can predict it.
If SV platform would randomly bounce upwards, doing a StarKO similar to landmaster, was unavoidably fast and absolutely unpredictable. It would be bad. But if it only happened 1/1000 matches, it would be totally ok, right? Just don't go the platform when it happens?
Who ever talked about react to it?Doesn't apply to Picto since the drawings are too fast.
And though I agree with focus and multitask being a primordial skill in brawl (half of my mindgame is oral haha), here it's not the opponent that makes you multitask, and thus, it's not the players which make the difference.There is a small but important difference: the line appears only in that one spot, only 5-10 seconds after the previous transformation disappeard, and will only remove the ledge.
I'm pretty sure people can try to play avoiding a ledge within intervals, which we have been already doing on Orpheon. That's my point.