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Thread for Combos

HeavyLobster

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It's pretty pointless to be arguing about what combos are and aren't in the game when we're little over a month away from voluntary sleep deprivation so we can watch that one guy with a Japanese 3DS livestream training mode while we desperately stare at the combo tracker.
 

Terotrous

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People seem to be forgetting that this is Smash Bros. Even in Melee, most combos are 3-4 hits at most, and even something as simple as a throw into a kill move can be an extremely useful tool in a character's moveset.


Also, Air Dodge isn't the great "get out of jail free" card that people who clearly didn't play Brawl much seem to think it is. You can't alter your trajectory during air dodge any more and it has vulnerability when it ends. Many meaty aerials beat air dodges clean, otherwise they aren't especially hard to bait out and punish. It does change a few true combos into mixups, but it's still a favourable situation for the attacker.
 
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#HBC | Red Ryu

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Wait where did Bill say this? Someone told me possibly during Day 1 of the stream but I went back looking for it and couldn't find it. I'll take your word on it though
He was playing against someone using DK or Fox I think with Rosalina and someone mentioned that he said he couldn't do things in the demo like he could elsewhere.
 

Shariq

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Really. Really. Really. :facepalm:

Right, because Marth instantly FSmashing out of UAir isn't a combo. Because Bowser totally didn't FAir into jab in the SDCC grand finals, because Mario's UAir totally doesn't combo into itself a billion times and then into something else in multiple gameplay videos. Because there totally wasn't SDCC footage of Fox comboing Dash Attack into three UTilts into NAir. Because we never saw gameplay footage of Sonic dragging a foe to the ground with Side Special, then dealing another hit on landing followed by a Spin Dash Jump into FAir.

I give up, man. I just give up.
I need to see that Sonic combo. Do you have the link to the gameplay where you saw that?

EDIT: Cmon man. I can see that you have been online recently. Do you have the link to wherever you saw that Sonic combo or not?
 
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VhatDeHel

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He was playing against someone using DK or Fox I think with Rosalina and someone mentioned that he said he couldn't do things in the demo like he could elsewhere.
Hm, looked for it but still couldn't find it. Hope that is indeed the case though!
 

Downdraft

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People who say there are no combos simply do not want to see combos because it means their beloved Melee/ProjectM might bite the dust. :) <3
There's far more to Melee/PM than combos and higher ground speeds: better control over one's character, ability to reduce landing lag, aerial momentum, faster pacing, higher tech skill, etc. Also PM is an incredibly balanced game; Melee and Brawl were not, and it remains to be seen whether or not Smash 4's balance will be any better. Melee/PM are a bit more complicated than many people make them out to be. I'm sorry for the so-called Melee elitists and PM purists, but much of the stuff posted about those people sounds exaggerated, inaccurate, and misleading. People shouldn't get their jimmies so rustled that they regularly post misconstrued information as fact. I get that some Brawl and Smash 4 supporters might be hurt or tired of the nature of some Melee/PM fans, but no grouping of Melee/PM fans represent the entire fanbase. Realize that comments like yours might offend us. Two wrongs don't make a right.
 

JamietheAuraUser

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I need to see that Sonic combo. Do you have the link to the gameplay where you saw that?

EDIT: Cmon man. I can see that you have been online recently. Do you have the link to wherever you saw that Sonic combo or not?
Hmm... Can't seem to find it again. Perhaps I was mistaken? Regardless, I can confirm that the standard Spin Dash > Spin Dash Jump > FAir is a true combo now, which it was not in Brawl. (Might be DI-dependent, but I doubt it.) And that the transition from Spin Dash to Spin Dash Jump deals 2 hits now instead of 1.

Samus's Missiles look like some form of positioning reset, though. Not the Super Missiles, the standard homing kind. They're so slow at the end of their movement that if you try to air-dodge them, it just delays you taking the hit and gives Samus more time to follow up.
 

ferioku

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There's far more to Melee/PM than combos and higher ground speeds: better control over one's character, ability to reduce landing lag, aerial momentum, faster pacing, higher tech skill, etc. Also PM is an incredibly balanced game; Melee and Brawl were not, and it remains to be seen whether or not Smash 4's balance will be any better. Melee/PM are a bit more complicated than many people make them out to be. I'm sorry for the so-called Melee elitists and PM purists, but much of the stuff posted about those people sounds exaggerated, inaccurate, and misleading. People shouldn't get their jimmies so rustled that they regularly post misconstrued information as fact. I get that some Brawl and Smash 4 supporters might be hurt or tired of the nature of some Melee/PM fans, but no grouping of Melee/PM fans represent the entire fanbase. Realize that comments like yours might offend us. Two wrongs don't make a right.
No, Melee and PM fans do not represent the ENTIRE fan base of smash.
 

Senario

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No, Melee and PM fans do not represent the ENTIRE fan base of smash.
Well you did a great job of countering his points as to why people prefer those games for competitive play.

Really, they don't represent the entire fan base of smash but neither does the casual/party scene. You can give both groups what they want as they don't interfere with one another but arguing that the Majority should get what they want and only the majority is a silly argument. Should the majority of the south not have accepted integration of school systems and public places simply because the african american community wasn't the majority? No, of course not that is silly to say that they could've done that. Smash isn't as serious as that problem but you can't argue that we should follow the majority every single time. Sometimes the majority of people aren't well informed about all the topics they talk about or are bone headed. And you can see that every time you see a character request for a character that will NEVER be in smash bros legitimately like any anime character or third party characters that don't fit in the game (Gordon freeman!).
 

LancerStaff

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I'd say the thread is a little early because alot of the characters good with combos haven't really been playable yet. Namely :4falcon:. But even some of the historically slower and less combo oriented characters have had short, potentially escapable ones, like :4bowser:, so it's looking pretty likely at this point.
 

Downdraft

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http://www.youtube.com/watch?v=rgjGJnkF4Lg
Look at that opening combo then the one at 0:47.
That's just the tip of the iceberg of what Project M offers; something comparable is desired in Smash 4.
Zelda is a character whose mobility has been average at best; characters that have mobility problems should be able to combo around that weakness. Also, while chaining tilts or u-airs together might be combos, they aren't particularly exciting. I think the viewers and competitive players would appreciate stuff that doesn't appear basic, escapable, or repetitive.

We'll find out what the final build of Smash 4 offers soon enough. The reveal trailers have looked better than the demos, but they were scripted and likely running off the developers' version.
 

VhatDeHel

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That was definitely not a combo. You can see Kirby perform a back aerial after Yoshi's Nair and he also jumps after Yoshi's Uair. Based on what I can see, Utilt -> Uair was pretty legit, but the whole sequence of the 4? Just a string.
True, I didn't really notice the back-air. Kirby could have airdodged but imo it shows some promise because I think that it may still be possible to keep hitting the Kirby cause you know where he is going to go momentum-wise, so Kirby is still at a disadvantage.
 

Yodude57

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can't post what doesn't exist there are no combos.
Why are you so negative in everyone of your posts that I've encountered? Back to topic: your wrong there are definitely combos don't know what videos you've been seeing but there is enough evidence to show that they're are definitely combos in this game.
 
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Yodude57

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Can't wait for everyone who says there are no combos to be proven completely wrong as soon as the Japanese release of the game happens. Not trying to hate but I don't understand how at this point people can't see how there are combos in this game.
 

Downdraft

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Can't wait for everyone who says there are no combos to be proven completely wrong as soon as the Japanese release of the game happens. Not trying to hate but I don't understand how at this point people can't see how there are combos in this game.
Some people are trying way too hard to convince the other side that combos do or don't exist.
It isn't that simple. There's more to a combo than connecting attacks in succession.
There's more to this game than combos.
Whether or not comboing in this game can rival PM or Melee levels remains to be seen.
If it falls short, I'm sure most of us can find other ways to make the game competitively fun.
 
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Yodude57

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Some people are trying way too hard to convince the other side that combos do or don't exist.
It isn't that simple. There's more to a combo than connecting attacks in succession.
There's more to this game than combos.
Whether or not comboing in this game can rival PM or Melee levels remains to be seen.
If it falls short, I'm sure most of us can find other ways to make the game competitively fun.
I definitely agree that there is more to smash than combos I just don't understand how people can't see them but that's just me. Could you tell me what you mean by combos are more than connecting attacks in succession?
 

Downdraft

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I definitely agree that there is more to smash than combos I just don't understand how people can't see them but that's just me. Could you tell me what you mean by combos are more than connecting attacks in succession?
Connecting attacks in succession is the definition, but that isn't the whole picture.
Lag, aerial momentum, DI, tech-chasing, hitstun, etc. factor into the offender and defender's options between attacks. Comboing is a little more complicated than just connecting attacks. The attacker only has a fraction of a second between moves to decide their next action, and the defender must be prepared for the possibilities.
 
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Yodude57

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Connecting attacks in succession is the definition, but that isn't the whole picture.
Lag, aerial momentum, DI, tech-chasing, hitstun, etc. factor into the offender and defender's options between attacks. Comboing is a little more complicated than just connecting attacks. The attacker only has a fraction of a second between moves to decide their next action, and the defender must be prepared for the possibilities.
Thx for clarifying! :)
 

JamietheAuraUser

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Some people are trying way too hard to convince the other side that combos do or don't exist.
It isn't that simple. There's more to a combo than connecting attacks in succession.
There's more to this game than combos.
Whether or not comboing in this game can rival PM or Melee levels remains to be seen.
If it falls short, I'm sure most of us can find other ways to make the game competitively fun.
Personally, I hope that combos in this game do not rival those in Melee, as those are really, REALLY long on occasion and can make the defender feel completely helpless, as well as actually being boring to the audience if they go on for too long and the movement in the game is too fast for a viewer to properly follow. That said, Brawl is far too slow partly as a result of its lack of damage output for a successful punish, and combos are one of the more satisfying and visually-pleasing ways to remedy that.
 

Shariq

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I personally think that 3 to 4 hit combos should be common and any longer than that be because of a good read or something.That would make for exciting matches to watch while at the same time not making the person being attacked feel completely helpless.
 

Egg-Off the Conquerer

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Personally, I hope that combos in this game do not rival those in Melee, as those are really, REALLY long on occasion and can make the defender feel completely helpless, as well as actually being boring to the audience if they go on for too long and the movement in the game is too fast for a viewer to properly follow. That said, Brawl is far too slow partly as a result of its lack of damage output for a successful punish, and combos are one of the more satisfying and visually-pleasing ways to remedy that.
Combos in melee generally aren't that long. You'll notice the long ones are seen at high levels of play and are generally due to poor DI or good predictions from the attacker. One of the things that makes smash very unique as a fighting game is that even when you're being combo'd you have options so the defender is rarely ever helpless.

Saying that viewers can't follow melee is pretty insulting. Smash bros isn't really that fast as far as games go, and the average viewer is perfectly capable of following high levels of play.
 

JamietheAuraUser

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Combos in melee generally aren't that long. You'll notice the long ones are seen at high levels of play and are generally due to poor DI or good predictions from the attacker. One of the things that makes smash very unique as a fighting game is that even when you're being combo'd you have options so the defender is rarely ever helpless.

Saying that viewers can't follow melee is pretty insulting. Smash bros isn't really that fast as far as games go, and the average viewer is perfectly capable of following high levels of play.
Well, I for one have trouble picking up on every single cool advanced technique a high-level competitive player does in Melee. And from the standpoint of a tournament viewer, I live for "cool tricks" and mindgames. Brawl, to me, is a lot more transparent in terms of what's going on in terms of positioning, pressure, and mindgames during a match. That might just be because it's been too long since I've last played Melee.

As for helpless defenders: Marth chaingrab vs. Fox. Also one or two other 0-death matchups I've seen in Melee that I can't recall off the top of my head. (Not as bad as Smash 64 though. Or the Ice Climbers in Brawl with their multiple multiple multiple chain grab infinites.)
 

Road Death Wheel

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Combos in melee generally aren't that long. You'll notice the long ones are seen at high levels of play and are generally due to poor DI or good predictions from the attacker. One of the things that makes smash very unique as a fighting game is that even when you're being combo'd you have options so the defender is rarely ever helpless.

Saying that viewers can't follow melee is pretty insulting. Smash bros isn't really that fast as far as games go, and the average viewer is perfectly capable of following high levels of play.
trust me they are not. if you seen the fox melee combo video like everyone else has with out pointing the commands being pressed no average viewer would be able to actually follow what just happened.
 

Senario

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Well, I for one have trouble picking up on every single cool advanced technique a high-level competitive player does in Melee. And from the standpoint of a tournament viewer, I live for "cool tricks" and mindgames. Brawl, to me, is a lot more transparent in terms of what's going on in terms of positioning, pressure, and mindgames during a match. That might just be because it's been too long since I've last played Melee.

As for helpless defenders: Marth chaingrab vs. Fox. Also one or two other 0-death matchups I've seen in Melee that I can't recall off the top of my head. (Not as bad as Smash 64 though. Or the Ice Climbers in Brawl with their multiple multiple multiple chain grab infinites.)
That is not a zero to death. There are very few zero to deaths in melee. Fox and Marth matchup is purely based on reads on the character's DI and where they go, sometimes the DI is so slight that even some of the best players can miss which way you are going to grab in that direction. The defending player ALWAYS has input in getting out of that combo.

That said, are you really arguing against what is effectively a counter to the top tier character of the game? It isn't even a zero to death in most cases at top levels of play. It simply is a good way to rack up early percent.

It may FEEL like a zero to death, but only because you probably DI'ed wrong as nearly everything you can get out of. Except wobbling, and not enough people play ice climbers/it isn't as simple as it looks to wobble. The setup takes a lot of skill and if Nana is too far you can't do it. Single climber is hard to play as.
 

JamietheAuraUser

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Really? Hard to tell with the way it typically plays out from tournament vids. I won't question you on this though, as you clearly know more Melee than I do.

And no, I'm arguing against having a situation in which that kind of chain even happens. I saw a "friendlies" match in which someone (I think it was Falco?) just flat-out forfeit after being grabbed by Peach. Does she have a death combo from grab that I don't know about?

As for the issue of combos, in Melee I see many situations in which taking a hit at 50% = 5-8 hit combo leading to you being inescapably edge-guarded and KO'd if your attacker has even half a clue.
 

Senario

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Really? Hard to tell with the way it typically plays out from tournament vids. I won't question you on this though, as you clearly know more Melee than I do.

And no, I'm arguing against having a situation in which that kind of chain even happens. I saw a "friendlies" match in which someone (I think it was Falco?) just flat-out forfeit after being grabbed by Peach. Does she have a death combo from grab that I don't know about?

As for the issue of combos, in Melee I see many situations in which taking a hit at 50% = 5-8 hit combo leading to you being inescapably edge-guarded and KO'd if your attacker has even half a clue.
You would need to be more specific about which character matchup you mean. In general the ones I do see comboed like that are done by really good players on really combo'able characters. Fox and Falco are balanced out a bit due to how fast they fall, makes them easy to juggle despite their really good shield pressure. Though surprisingly a lot of edgeguards require a good read about how your opponent is going to recover as well. Are they going to miss the sweet spot on the ledge? use a tilt usually or a smash. Are they only recovering from below? If you can go onto the ledge, though that is NOT safe all the time as they can hit you with their up B if you did it wrong. Are they recovering high so you have to go attack them? There are a lot of options and unsurprisingly you can miss edgeguards fairly often even at top levels of play. Ken ("King of smash" due to his record in his prime) actually has a lot of trouble with edgeguarding and he is by no means a bad player, he is still a very good one. There are a lot of options to cover and picking the right one is difficult even for the best players because as you get better, so does your opponent at recovering or finding new ways to recover.

As for Falco vs peach, peach is a very good char you don't see too much of but I can't imagine a falco just outright forfeiting after being grabbed lol. Though peach does have a very strong throw on one of her throws if I remember and it works as a kill move. It could be that the falco might have been salty/Not wanting to deal with this right now? It is possible since a lot of people can ragequit if they are that type of person. I know that sometimes if a person is for sure dead on their last stock sometimes they just "no contest" to get to the next game. Everybody understands they would've died from it and if there was any question you can rewatch the game and note the percent+character they were playing against and if it would've killed them. And even if it wouldn't have I don't think you can get a rematch if you do that lol. Usually it is implied that if you "no contest" you lost that game.
 

Dr. James Rustles

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Jamie, if you think an 8 hit combo in Melee can be done with half a clue, I invite you to wipe out all of the Melee noobs.

Being "inescapably" edge guarded has more to do with the strength of recoveries in other games than the combo game. Maybe you know that, though. Positioning and DI are severely underestimated regardless. If you can do something unexpected (re:weird) and get someone to commit even one missed edge-guard attack (like Marth's down-tilt) your chances of getting back on stage increase astronomically.

Like Senario said, Fox being helpless in this case is just the natural result of having his fast fall speed. I think most characters in Melee can get a throw chain on a spacie at some percent just because of how fast they fall. It's Marth's grabs that dominate because of his range - it's like the characters just teleport into his hands. Scorpion Marth needs to be a thing.
 

JamietheAuraUser

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Jamie, if you think an 8 hit combo in Melee can be done with half a clue, I invite you to wipe out all of the Melee noobs.

Being "inescapably" edge guarded has more to do with the strength of recoveries in other games than the combo game. Maybe you know that, though. Positioning and DI are severely underestimated regardless. If you can do something unexpected (re:weird) and get someone to commit even one missed edge-guard attack (like Marth's down-tilt) your chances of getting back on stage increase astronomically.

Like Senario said, Fox being helpless in this case is just the natural result of having his fast fall speed. I think most characters in Melee can get a throw chain on a spacie at some percent just because of how fast they fall. It's Marth's grabs that dominate because of his range - it's like the characters just teleport into his hands. Scorpion Marth needs to be a thing.
I don't mean that an 8-hit can be done by anyone with half a clue, I mean that being inescapably edge-guarded after that 8-hit combo can be done by anyone with "half a clue". (Although I've seen Sheik pull out some pretty BS-length combos as soon as the foe is over 60-70%-ish. Like "does hitstun in Melee really last THAT long?" levels of combo. Like, "end" a combo with NAir > land > wavedash forward twice > full jump > FAir.) And even there, I was exaggerating. What I was more getting at is that in Melee, edge-guards are successful far more often than they're not. (Compare competitive Brawl or Smash 4, where being sent off-stage is not an instant death-sentence.)
 

Dr. James Rustles

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I don't mean that an 8-hit can be done by anyone with half a clue, I mean that being inescapably edge-guarded after that 8-hit combo can be done by anyone with "half a clue". (Although I've seen Sheik pull out some pretty BS-length combos as soon as the foe is over 60-70%-ish. Like "does hitstun in Melee really last THAT long?" levels of combo. Like, "end" a combo with NAir > land > wavedash forward twice > full jump > FAir.) And even there, I was exaggerating. What I was more getting at is that in Melee, edge-guards are successful far more often than they're not. (Compare competitive Brawl or Smash 4, where being sent off-stage is not an instant death-sentence.)
Yeah, ideally Hitstun should last a long time even at high percents. It's really stupid to whiff a possible finisher at 60-70% then have to keep hitting the opponent one hit at a time, dealing with them coming back or falling to the stage each time out of hitstun until they die just from being 140% or something.

I mean, when the goal of the game is to get the opponent to hit a blast line, the moment of truth better be when they're off stage instead of from center stage with a fully charged forward smash. Exaggerating of course but it's not really a competition of percents. The percents represent what we'd have to do to get someone to that point and what our options are for going to completion. In that case I'd at least rather edge-guards be more successful than they are not.
 
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Senario

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I don't mean that an 8-hit can be done by anyone with half a clue, I mean that being inescapably edge-guarded after that 8-hit combo can be done by anyone with "half a clue". (Although I've seen Sheik pull out some pretty BS-length combos as soon as the foe is over 60-70%-ish. Like "does hitstun in Melee really last THAT long?" levels of combo. Like, "end" a combo with NAir > land > wavedash forward twice > full jump > FAir.) And even there, I was exaggerating. What I was more getting at is that in Melee, edge-guards are successful far more often than they're not. (Compare competitive Brawl or Smash 4, where being sent off-stage is not an instant death-sentence.)
Sheik has a lot of techchases and reads she can use so it could seem like a long combo but really she just reads the opponent.

Also Sheik is one of the better characters of the game and always has options to combo KO an opponent once you get up to 70-80 ish percent. I don't think that it is all that many hits when you look at the pure combo hits though. As percent gets higher the harder it is to follow up as people get launched farther.

Marth is one of these where he is good at low-medium percents but once you get them over 110 ish? He has a really hard time comboing into a kill move and usually has to get a read or a good hit. Unlike sheik which can forward air/has multiple ways to set up forward air or throw it out for a punish.

Hitstun should last longer the higher percent they are though.
 
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Egg-Off the Conquerer

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Well, I for one have trouble picking up on every single cool advanced technique a high-level competitive player does in Melee. And from the standpoint of a tournament viewer, I live for "cool tricks" and mindgames. Brawl, to me, is a lot more transparent in terms of what's going on in terms of positioning, pressure, and mindgames during a match. That might just be because it's been too long since I've last played Melee.

As for helpless defenders: Marth chaingrab vs. Fox. Also one or two other 0-death matchups I've seen in Melee that I can't recall off the top of my head. (Not as bad as Smash 64 though. Or the Ice Climbers in Brawl with their multiple multiple multiple chain grab infinites.)
I won't go into the stuff you were incorrect about because other people have already discussed it, but let's look at combos in other highly viewed fighting games.

Marvel vs Capcom is the crowd favorite, with generally the highest viewership at evo. Now I can't get into specifics because I don't actually know much about the game but I watch it often and lemme tell ya somethin. That game is essentially just trading big long flashy combos. That, and the game is extremely hard to play requiring precision on combos and AT's that make melee cry itself to sleep at night. And yet it is the most viewed fighting game. So what does that tell you?

Next up is street fighter, also heavily viewed. The game has shorter cmbos than MvC but that isn't exactly hard to do. As a matter of fact I would say the average SF4 combo is about as long (maybe longer) than melee's combos, and SF4 combos are almost always impossible to get out of. Also talk about complicated AT's, have you ever seen a Focus Attack Dash Canceled quadruple shoryuken?? It's not easy to pull off.

Both of these games exentuate the qualities that you listed as undeairable in Melee to a much greater degree than the gamecube party fighter ever does and yet SF4 and MvC are the most popular *spectator* games at evo.

So I get it, you don't like melee's combos. But, like, that's just your opinion. Objectively combos and AT's are very popular in competitive games.

Now can we quit arguing about combos and focus on posting videos of them?
 

HeavyLobster

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Saying that viewers can't follow melee is pretty insulting. Smash bros isn't really that fast as far as games go, and the average viewer is perfectly capable of following high levels of play.
To be completely honest, I started following competitive Smash by watching Brawl, and Melee took some getting used to from the viewer side(Even competitive Brawl looks decently fast compared to casual matches). It's not too bad, and nowhere near as difficult to follow as most fighting games, but it's worth noting that the fighting game genre is infamous for being inaccessible, so what's accessible for a fighting game isn't necessarily accessible for a casual Smash fan.
 
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