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I beg to differ. Take Japanese Pit's voice for example. If I was playing against Masachi I would want to throw my controller at his face mid-game.It isn't a cultural thing, it is the same game with the same mechanics and there exists a larger, more advanced and more competitive scene here in the States.
o hey tobyhey attila
well thanks dekari can confirm that shmot is very good looking
actually couldnt find on. but for all the reasons ive previously mentioned a bunch of times.Please try to get a vid of a good ics vs a good MK, and show me why ics get *****.
i mention that they play slow. its a caution thing, i think. very precise. if youre slow, youre less likely to make mistakes.They SDI blizzard into a fully charged fsmash, swordgard, that breaks shields, btw.
ICs can't win.
Attila,
why do they have to play so slowwwwww?
And how come I never hear them perfect shield anything?
o hey toby
well thanks dekar
actually couldnt find on. but for all the reasons ive previously mentioned a bunch of times.
i mention that they play slow. its a caution thing, i think. very precise. if youre slow, youre less likely to make mistakes.
I like this.the 'b' bracket gives everyone who doesnt make it through pools a chance to have a tournament themselves, and gives a chance for people who got gayed in pools to prove that they arent weak.
because neutral stages are not neutral and you might have just been stage gayed.Can anyone explain to me why a player needs an advantage when they lose(counterpicking stages), why do we have non neutral stages?
Maybe the japanese have it right.
If their character generally does worse in neutrals, but well on counter-picks, it essentially gives you two chances on neutrals, because honestly neutrals aren't that neutral.Can anyone explain to me why a player needs an advantage when they lose(counterpicking stages), why do we have non neutral stages?
Maybe the japanese have it right.
Its not because its an old standard that we should not question why it is in place from the start. And adumbrodeus, its not bias, I am really wondering why we are essentially creating ourselves a rubberbanding effect(ala mario kart).Don't be trying to stray from the definition of competitive smash swordgard.
babum.
*_*
and it's also probably not the best time of the year to try and define what's feasibly competitive or not.
Counterpick stages are one of the staple includes of Smash that seperates it from other fighters.
Why should we go on stages which are not deemed neutral? Either they are or they are not. Why is something not ok on first game but ok if you lose? Makes no sense.because nobody wants to fight IC on FD and then on SV
or diddy
or falco
or snake
Because if we'd only go on neutral stages we wouldn't play on any stage at all.Why should we go on stages which are not deemed neutral? Either they are or they are not. Why is something not ok on first game but ok if you lose? Makes no sense.
Yea but some are much more neutral than others. There is a pretty big jump in stage shenannigans when you compare FD to Rainbow CruiseBecause if we'd only go on neutral stages we wouldn't play on any stage at all.
I don't know about you guys, but here in America we call this "Swiss pairings."- 5 rounds of 'pools' by where winners verse winners and losers verse losers. top half qualify for 'A' bracket. bottom half qualify for 'B' bracket.
An issue remains that the three stages Japan uses (FD, BF, SV) are not really very "neutral" at all. FD is close to Mr. Game & Watch's worst stage in the game so when I'm in one of those random pools and the round is on FD, I'm in a horrible position, especially if my opponent knows ICs or MK. In general, I really suspect their ICs are just not as good as ours; there's no way a good ICs player wouldn't be able to just rampage with that stage list. Okay, they can SDI Blizzard... so? Just desynch that Blizzard so when they SDI through they're greeted by Nana's usmash or something. And really not getting grabbed? Any disadvantage the ICs grab range gives them is made up for by the fact that there are two of them.
As per character diversity being high in Japan, I'd like to throw out there that character diversity is also high in the US Midwest which has typically a lot of stages. I'd like to just say that Japan is doing it wrong and that more stages promotes more diversity, but really, this is a case of us having some conflicting evidence... just want to make sure no one is inferring that Japan's three stages help their diversity since there's conflicting evidence on that front too. I'd like to say that stage diversity has virtue in and of itself (regardless of our supported selection algorithms, playing on only 3/42 stages seems pretty lame). I think that, all else aside, the game has more to gain than to lose by playing on more stages, and while I'm no fan of tradition for tradition's sake, a counterpicking system is the most logical method I've seen to allow those diverse stages to be used.
EDIT: I don't agree about a shenanigan jump between FD and Rainbow Cruise. It's just shenanigans for different characters is all.
Thanks for the good explanation.The difference between Mario Kart and Brawl "rubberbanding" is that for Brawl, this takes place in separate matches. In Mariokart, you can "rubber band" at any time, on any lap for that race. Rubber banding is promoted throughout the entire match/race (You can competitively race without items or do time trials, or you can change the items that come up, but that is besides the point.)
If you lose the first one for Brawl, you are now benefited for losing by getting a CP stage. The difference is that you have already lost a game, so you can't keep intentionally losing to gain an advantage because eventually you lose the match. Now, say you lose the first match. Second match, you get the advantage and win. Third match, you guys are even, but basically your opponent get's to Rubber Band from a neutral position. This is basically his advantage for winning the first match. Even if he loses the second match and things go back to even, the next game starts out with him having the advantage instead of both players getting relative equality on stage choices.
I think that is a fair advantage for winning the first match. It basically says to the opponent, "Ok, you can rubber band for this match, but even if you succeed, I get to do it back to you." Even if you only have "neutral" stages on, the nature of rubberbanding would not simply dissipate. It would simply not have as many choices/opportunities as before.
More an observation then anything else, IC players tend to prefer rulesets that neutrals dominate.Its not because its an old standard that we should not question why it is in place from the start. And adumbrodeus, its not bias, I am really wondering why we are essentially creating ourselves a rubberbanding effect(ala mario kart).
That depends on how you measure the skill of a whole region.I've seen a plethora of videos of Japan as they have evolved/as time has passed and I still think overall they are behind.
Does US best include Ally? If yes then we really own ***.That depends on how you measure the skill of a whole region.
If it's "US' best players vs Japans best players" then it's pretty obviously in US' favour but if it's "average US player vs average japanese player" I'm pretty confident the japanese player wins.