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They at least eliminate the possibility for matchup specific juggles, which I think is a bad thing.Unlimited airdodges aren't really the cause of "combo ruiner". Its just that in Brawl you can just cancel out hitstun just by doing raw aerials.
fair enough, but the cool down on an air dodge should definitely be higher brawl airdodge is just too safeThe way Brawl used the air dodge was superior simply due to the fact that it doesn't leave you helpless and you can use it as many times as you desire. The only disadvantage is the lack of movement, which can make some dodges more risky and doesn't allow a last resort recovery option.
If you had ever played Brawl for more than 5 matches you'd know how dangerous airdodging is. Airdodging is why it's so easy to hit bad people with charged smashes and other powerful but slow moves. There should definitely be Brawl airdodges in SSB4 but they should implement wavedash as a mechanic other than an exploit.fair enough, but the cool down on an air dodge should definitely be higher brawl airdodge is just too safe
Lol. So if Up B didn't leave you helpless, would it be superior to its current state?The way Brawl used the air dodge was superior simply due to the fact that it doesn't leave you helpless and you can use it as many times as you desire. The only disadvantage is the lack of movement, which can make some dodges more risky and doesn't allow a last resort recovery option.
Wavedashing is an exploit in every other game it is in. Most advanced techniques and advanced combos in games are exploits. The developer understands this when developing the game, as many studios such as Netherrealm have pointed out. And guess what? They usually don't have a problem with it unless the mechanic is game-breaking. Wavedashing is far from it. Sakurai specifically removed advanced techniques to remove depth from the game and hinder competitive gaming, as it is expressed in his interviews.If you had ever played Brawl for more than 5 matches you'd know how dangerous airdodging is. Airdodging is why it's so easy to hit bad people with charged smashes and other powerful but slow moves. There should definitely be Brawl airdodges in SSB4 but they should implement wavedash as a mechanic other than an exploit.
I think we have the order backwards here. I think gravity time was increased because the new air-dodges, not the other way around. I mean, it kind of made sense taking into account that Sakurai wanted to get rid of wavedashing and ATs, but this is just speculation.Gravity plays a way larger role in the importance of which airdodge makes more sense, wavedashing aside. Brawl had so much hangtime that repeated airdodges actually sort of made sense.
I'd be fine with this.I think I heard someone on these boards suggest a combination of the two, where doing a neutral air dodge acts like it does in Brawl, where as doing a directional air dodge will act like it does in Melee. Thoughts?
Why are you fine with that? For someone that says they like to consider and analyze alternate possibilities, you accepted that pretty quick.I'd be fine with this.
On air dodging canceling hitstun, it just needs to do the aerial ukemis like in BlazBlue.
You have a pretty poor understanding of Brawl if you think Brawl's AD is broken. AD traps are one of the basic elements of competitive play and are one of the most important things when considering juggles in Brawl.Melee AD was perfect. Not broken, but incredibly useful. Kuma, stop trying to make smash into BB, GGX2, or marvel. Prepare for salt. All the people who want brawls broken AD seem to be scrubs who are used to having their hand held.
As usual your argument falls into Melee is Melee and Melee is good so Melee is better than Brawl because Brawl is bad so everything in Melee is better.Melee AD was perfect. Not broken, but incredibly useful. Kuma, stop trying to make smash into BB, GGX2, or marvel. Prepare for salt. All the people who want brawls broken AD seem to be scrubs who are used to having their hand held.
And this is why no one here takes you seriously.Melee AD was perfect. Not broken, but incredibly useful. Kuma, stop trying to make smash into BB, GGX2, or marvel. Prepare for salt. All the people who want brawls broken AD seem to be scrubs who are used to having their hand held.
I think you have become my favorite poster Opossum.And this is why no one here takes you seriously.
Nope. That first sentence is a straw man.As usual your argument falls into Melee is Melee and Melee is good so Melee is better than Brawl because Brawl is bad so everything in Melee is better.
I think Melee airdodges are incredibly situational. There are barely any moments to use them except for wavelanding mixups. Other than that you will lag a lot and get punished even if you do manage to dodge the attack. Brawls AD is perfect as long as it wouldn't be able to cancel hitstun early. And even then, because you AD is the first thing you can do in hitstun, it's the first thing people except you to do to. It's a simple thing really and people get punished really, really hard for doing that.
And this is why no one here takes you seriously.
LOL. Notice how it's two kids with brawl character suggestion sigs saying this.I think you have become my favorite poster Opossum.
We know that air dodges leave you wide open, that's why you need to learn how to use them and not have the game carry you around and do scrubs favors with a ****ty stale game as a consequence. And you suppose? I think it's evident where you stand when it comes to how well you can play the game.Ah but with the air dodges. Melee left you wide open to be hit. Yeah you avoid once way up but that's it. you're done. Near the ground it's not as bad because of wave dashing I suppose.
But multiple ones in Brawl keep you from getting comboed if done properly. And as a Link player is a strong portion of my game to use bombs, and the boomerang effectively. I like the combination idea. Where airdodge in a direction moves you and yoru idle, but no direction keeps you safe and free to do so again. a happy medium
That's a poor argument, and has more to do with MK being especially good rather than AD being broken.@deltacod of course brawl ad is broken. Or you could flip it and say that Hit stun is under powered. On one side of the spectrum you have a healthy pvp scenario, will he/won't he. On the other hand MK can just space up airs. It hits, great. They airdodge, that's cool, try for another up air. Brain dead gameplay if I've ever seen it.
Rofl, an opponent is never so limited in their choices than when they're being hit by a melee string. Get outta here.MK's up air is so good, you could swing, see it miss, then time another one to hit them in their recovery. It doesn't have to be meta. If you do succeed in reading an AD with any other character what happens? Because of the lack of solid follow ups it's like you need to read somebody like a dozen times before it pays off. Even then, I don't really consider it reading when the opponent is so limited in their choices.
Reading an AD with other characters largely depends on what you decide to hit them with.MK's up air is so good, you could swing, see it miss, then time another one to hit them in their recovery. It doesn't have to be meta. If you do succeed in reading an AD with any other character what happens? The same situation repeats. Because of the lack of solid follow ups it's like you need to read somebody like a dozen times before it pays off. Even then, I don't really consider it reading when the opponent is so limited in their choices. If you see me as some random scrub, and you can't take what I have to say as legit criticism, listen to what m2k has said about brawl.
You are in a disadvantage when you get hit in Brawl. You lose stage positioning, momentum, optimal options, you get put either above the opponent or offstage which make you much more liable to follow ups, etc.Wrong sir. Di in melee is way more responsive then it is in brawl. I do agree that brawl is more lenient on you when you get hit, but at that point you should at a disadvantage because you did get hit. In melee, surviving is your responsibility, it's hard but it's better than brawls meddling. Saving you regardless of what move you got hit by.
Hell, if you air dodge, you have frames where you can't do anything afterward and are therefore not at neutral even if you canceled your hitstun.The odds are still in the person who landed the hit's favor. Even if they manage to land, they're probably on a platform/near the ledge, meaning they're not at true "neutral".