C@sH Mooney
Smash Master
lol
Has Chaos ever plays ssbm at a competitive level? =/
Has Chaos ever plays ssbm at a competitive level? =/
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I feel this needs to be repeated just so that people get the idea a little better.It is readily apparent that for whatever the Melee metagame was morphed into what it became, the same minds are absolutely dead set on doing the same in brawl. They want what they want, regardless of what that means in terms of quality of the experience for everyone else.
For some reason they do not understand the idea that complex button pushes are not depth. If these "glitches" are required to make you competitive then they are not "deep" at all, they are a requirement to be able to maximize your character performance. Nothing that is required to be successful at a tourney level is "deep". Wavedashing and triangle jumping are technical skills that are required to play MVC2 well. They in no way add to the depth of the game, they just make certain characters better, IE the ones that can take said techniques and apply them most easily and with best results.
I get the impression that smash players want the game to be about repeatedly doing "safe" things until one hits and then rolling to victory. They don't want to have to alter the patterns in which they play because of their opponent, they don't want the stage to alter the way they play, and they absolutely despise any inactivity or attempt to control space as "camping".
Brawl is set up far more like an old school game where a gameplan against each unique toon and opponent and the ability to control gameplay flow so that you are in position to maximize the tools of your character at all times are far more important than fast twitch reflexes and the ability to execute somewhat complex button combinations. It is a thinking mans game, not a hopped up on red bull rushfest.
This is a view from a community that has been through game tiering wars, I have personally seen the evolution of MVC2, CVS2 and the GG series from infancy. To call a game empty after a month is foolish. Most of this commentary is based on the average smashboards poster, but my inability to find anyone who isn't in this vien to talk to frustrates me. The voice of the scrub is overwhelming the voice of reason.
wow QFTfurthermore i would like to add i wasnt dead set on using the same tactics in brawl that i did in melee. i just didnt want to have to use the same tactics i used in the original street fighter 2 when i was 10 years old with the "addition" of the rock/paper/scissors style follow-up system everyone is raving about that was actually present in melee. its just back then, nobody passed it off as innovative b/c its in pretty much every PvP game ever and because in melee you had more fun things to do than play rock/paper/scissors
noobI feel this needs to be repeated just so that people get the idea a little better.
There are some people who say brawl sucks simply because their friends beat them in Brawl but didn't in Melee. To these scrubs: Get better, stop blaming the game for your lack of skill.
The rest of this post is for people who have a legitimate concern for Brawl gameplay.
Most people are still looking at Brawl the wrong way. They feel that because of the air dodge and the removal of wave dashing, that Brawl isn't going to be a good game. The game is slower, there are no for sure 0-death combos, etc.... People need to understand that different does not equal bad, and that slower does not equal no skill required.
To begin with, the game does have methods for canceling the lag of certain moves, so people need to stop complaining about there being no superior higher skilled way to perform aerials, because there is.
The next thing is the lack of combos. Brawl has no guaranteed combos that extend beyond three hits as far as I know. In Brawl, combos happen when you react to your opponent's reaction to your movements properly. This makes combos both more difficult to pull off, and more rewarding after you do them.
Some people say that the better player doesn't always win in a Brawl match. That is totally ridiculous. If you lose to someone, they are better than you, no johns.
It has also been stated that the difference between a good player and a bad player at Brawl is a lot smaller than it was or ever will be with Melee. This is untrue completely. Since Brawl is new, the highest level of play is not as high comparatively to the highest level of Melee play. This is to be expected. However, that said, a good Brawl player will two or three stock an average player with no problem. If you only beat a scrub by one stock, you suck, get better.
Many assume that being good at Melee means you will be good at Brawl. This is false. Brawl and Melee do have some similarities and your Melee experience will carry over and help you a ton if you apply your knowledge. However, if you assume that by being good at Melee you will automatically be good at Brawl without putting work in, you will be rudely awakened by being beaten by someone you would consider a scrub.
Tripping sucks, nobody likes it. It is in the game and will never be removed. It is no worse than Peach's turnips or bombs were in Melee, and people were fine with that. Discussion of tripping is pointless, it does not break the game.
People say camping makes or breaks this game. That is untrue. If you lose to someone, you are not as good at the game as they are, don't blame the loss on a tactic. Camping is exactly like it was in Melee. The main difference now though is that most people suck at the game and have no ability to manuever their character effectively enough to deal with it. I can't tell you how many people I can beat by just pushing B with Wolf and spamming down smash. Do the same tactic against me and it is a three stock. Camping is so big now because it is what works, and the key to any competitive game is to find out what works vs your opponent and do it. Once again though, if you throw someone my way and all they can do is roll and throw their projectile, they are not gonna have any chance. To beat me, you are going to have to have some intelligence behind your play. If you really are losing to someone that all they can do is throw projectiles, you suck.
The buffering system is something that adds to complexity and is totally controllable and usable. People need to stop complaining about it being some glitched implementation.
The reduced damage after move abuse adds strategy to the game. This existed in Melee, but not to near the extent. I can't name one Peach who used less down smash or a Fox who used less up smash because the move became less effective after each use. In Brawl, there is a degree of strategic move use that must be considered.
Combos are not all that grabs are useful for. Grabs are also good for moving the enemy to a more desirable position.
People who say Melee required no thinking are idiots. Being a smart player is an incredibly important aspect to high level play. However, smart play is more important in Brawl than it was in Melee. In Melee, there were some techniques one could perform that eased the requirement of fully understanding what your opponent was going to do at all times because the technique itself was so effective that it was probably going to land regardless of what the opponent wanted to do in most cases. The very simplest example of this is short hop laser. One could sit on the side of FD and use the technique and it will probably get at least a few hits before the enemy gets to you regardless of their approach. In Brawl, no such technique exists.(There is no projectile technique in Brawl that is that effective) In Brawl, you have to know what your opponent is going to do every single time you come into contact with him/her if you want to land a hit without getting hit yourself. That is why Brawl requires a more constant understanding of the mindset of your opponent.
Further evidence of this is that someone lets say Vericz could do short hop laser all day and four stock Melee scrubs without really thinking about or caring about what tactics they were going to use. If he wanted to three stock people in Brawl, he would have to be signifcantly more careful with every single move he did.
That's enough for now.
Well you're not as Angry as you would like some people to believe.noob
10 char
WowI feel this needs to be repeated just so that people get the idea a little better.
There are some people who say brawl sucks simply because their friends beat them in Brawl but didn't in Melee. To these scrubs: Get better, stop blaming the game for your lack of skill.
The rest of this post is for people who have a legitimate concern for Brawl gameplay.
Most people are still looking at Brawl the wrong way. They feel that because of the air dodge and the removal of wave dashing, that Brawl isn't going to be a good game. The game is slower, there are no for sure 0-death combos, etc.... People need to understand that different does not equal bad, and that slower does not equal no skill required.
To begin with, the game does have methods for canceling the lag of certain moves, so people need to stop complaining about there being no superior higher skilled way to perform aerials, because there is.
The next thing is the lack of combos. Brawl has no guaranteed combos that extend beyond three hits as far as I know. In Brawl, combos happen when you react to your opponent's reaction to your movements properly. This makes combos both more difficult to pull off, and more rewarding after you do them.
Some people say that the better player doesn't always win in a Brawl match. That is totally ridiculous. If you lose to someone, they are better than you, no johns.
It has also been stated that the difference between a good player and a bad player at Brawl is a lot smaller than it was or ever will be with Melee. This is untrue completely. Since Brawl is new, the highest level of play is not as high comparatively to the highest level of Melee play. This is to be expected. However, that said, a good Brawl player will two or three stock an average player with no problem. If you only beat a scrub by one stock, you suck, get better.
Many assume that being good at Melee means you will be good at Brawl. This is false. Brawl and Melee do have some similarities and your Melee experience will carry over and help you a ton if you apply your knowledge. However, if you assume that by being good at Melee you will automatically be good at Brawl without putting work in, you will be rudely awakened by being beaten by someone you would consider a scrub.
Tripping sucks, nobody likes it. It is in the game and will never be removed. It is no worse than Peach's turnips or bombs were in Melee, and people were fine with that. Discussion of tripping is pointless, it does not break the game.
People say camping makes or breaks this game. That is untrue. If you lose to someone, you are not as good at the game as they are, don't blame the loss on a tactic. Camping is exactly like it was in Melee. The main difference now though is that most people suck at the game and have no ability to manuever their character effectively enough to deal with it. I can't tell you how many people I can beat by just pushing B with Wolf and spamming down smash. Do the same tactic against me and it is a three stock. Camping is so big now because it is what works, and the key to any competitive game is to find out what works vs your opponent and do it. Once again though, if you throw someone my way and all they can do is roll and throw their projectile, they are not gonna have any chance. To beat me, you are going to have to have some intelligence behind your play. If you really are losing to someone that all they can do is throw projectiles, you suck.
The buffering system is something that adds to complexity and is totally controllable and usable. People need to stop complaining about it being some glitched implementation.
The reduced damage after move abuse adds strategy to the game. This existed in Melee, but not to near the extent. I can't name one Peach who used less down smash or a Fox who used less up smash because the move became less effective after each use. In Brawl, there is a degree of strategic move use that must be considered.
Combos are not all that grabs are useful for. Grabs are also good for moving the enemy to a more desirable position.
People who say Melee required no thinking are idiots. Being a smart player is an incredibly important aspect to high level play. However, smart play is more important in Brawl than it was in Melee. In Melee, there were some techniques one could perform that eased the requirement of fully understanding what your opponent was going to do at all times because the technique itself was so effective that it was probably going to land regardless of what the opponent wanted to do in most cases. The very simplest example of this is short hop laser. One could sit on the side of FD and use the technique and it will probably get at least a few hits before the enemy gets to you regardless of their approach. In Brawl, no such technique exists.(There is no projectile technique in Brawl that is that effective) In Brawl, you have to know what your opponent is going to do every single time you come into contact with him/her if you want to land a hit without getting hit yourself. That is why Brawl requires a more constant understanding of the mindset of your opponent.
Further evidence of this is that someone lets say Vericz could do short hop laser all day and four stock Melee scrubs without really thinking about or caring about what tactics they were going to use. If he wanted to three stock people in Brawl, he would have to be signifcantly more careful with every single move he did.
That's enough for now.
i dont see anyone making this argrument. ill concede the buffer system is one of the good things about brawlThe buffering system is something that adds to complexity and is totally controllable and usable. People need to stop complaining about it being some glitched implementation.
my argument is that this isn't enough. grabbing is very risky in brawl because of the slower speed and the fact characters can attack almost instantly out of their shield (thereby hitting you out of your grab)Combos are not all that grabs are useful for. Grabs are also good for moving the enemy to a more desirable position.
I will agree that grabbing has significantly dropped in power from Melee. That said, grabbing still beats someone who is spamming shield grabs. Another use for a grab now is throwing someone off the stage and then ledge guarding them. The grab doesn't get you the kill, but it puts the enemy in the right place for you to at least attempt it. Character per character though, the quality of the grab varies drastically.my argument is that this isn't enough. grabbing is very risky in brawl because of the slower speed and the fact characters can attack almost instantly out of their shield (thereby hitting you out of your grab)
so my reward for reading my opponent, performing an unsafe approach to punish them, and succeeding is...10 damage and the opportunity to read my opponent again. from what i've seen, brawl disproportionately rewards playing safe, making matches boring
in melee, this strategy existed and was generally more effective.Another use for a grab now is throwing someone off the stage and then ledge guarding them.
Yeah the tactic was better in melee. I do dislike the chain grabbing in the game though. We as a community just have to decide how we will deal with it.in melee, this strategy existed and was generally more effective.
also, the prevalence of relatively skill-less chaingrabs in brawl (pika 100% on FFers wtf)...not really going anywhere with this one we haven't already gone, but idk i mean didnt they beta test this game? its not like they didnt know about chain-grabs in melee since they deliberately took sheiks out of the PAL release
Man kye I love your grammar lol too smart hahaArrrrgggh!!!
Chao's post is an epitomical example of what I was hinting at in my last post. Here is someone completely oblivious to the universal truths of the discussion, so he manages to place merit within personal anecdotes that he feels support his convictions. This individual truly believes he is providing a larger picture, but he isn't, as his thought process is clearly not governed by these universals. His mathematics are bound to the confines and contexts of competitive fighting games.
Here's the facts: the abstraction of any layer of complexity from any macrocosm ultimately results in a less complexed whole. The universal definition of "depth" implies the concept of "how much". A puddle of water hosts its own depth, but is ultimately more shallow than an Olympic-sized swimming pool, which in turn, ultimately pales in comparison to an ocean. With the palm of your hand, scoop any measure of water from any of these vessels -- however miniscule -- and its volume suffers. In turn, its ultimate measure of depth suffers .
In relation to Melee, in relation to other fighting games (I hate to even call Brawl a fighting game, but that is indeed what it is), Brawl lacks the universal definition of depth. This, however, has little correlation with how competitive the game will ultimately be. If a large amount of people enjoy the game and employ a competitive mindset, the game will ultimately be competitive. Had it been popular enough, Power Stone 2 could have been competitive. Fvcking marbles can be competitive. Humanity's inclinations can make anything competitive. Melee contains more depth than Super Turbo by definition, but which game has been more competitive is arguable.
While many of Melee's "techniques" need not exist in Brawl for it to have a satisfying volume of depth (Wavedash, various glitches, chain grabs etc.), to claim that the subtraction of variety in the transition to Brawl does not hurt the game's potential depth in relation to the previous game is a logical absurdity.
-Kimosabae
Did you know that all grabs have super armor on them? Meaning, you can take a hit and percentage and still land the grab...so hitting somebody out of a grab is a LOT harder than it was in Melee.grabbing is very risky in brawl because of the slower speed and the fact characters can attack almost instantly out of their shield (thereby hitting you out of your grab)
To be honest, I'm not sure what option they took away from somebody trying to beat a camper. In my opinion, with the new airdodge and easier powershielding, they made it easier to approach a camper. Seriously, camping in this game is ridiculously easy to get around...I'm not sure why people keep falling back onto this one.Camping is unbalanced in this game because of the limitations of the attacker. In melee the aggressor had many more options to approach then he does in brawl. With the removal of many of these options, the camper only has a minimum amount of approaches to worry about.
I love how you can eloquently make your points and make them sound so valid, but completely ignore things.Arrrrgggh!!!
While many of Melee's "techniques" need not exist in Brawl for it to have a satisfying volume of depth (Wavedash, various glitches, chain grabs etc.), to claim that the subtraction of variety in the transition to Brawl does not hurt the game's potential depth in relation to the previous game is a logical absurdity.
Werd. I've got some of those.I'm sure @ HK we will see some "homemade" brawl tech
I see no tactical disadvantage to brawl camping. Brawl camping may not be worse than melee camping, but it should be done by EVERYONE (who has a projectile) because the advantage in brawl is inherently to the turtling character. The removed an innumerable amount of variations for the attacking character by removing lcanceling, WDing, DDing etc etc etc etc etc.Brawl camping isn't that bad.
But admit it or not...I really don't care either way...there was quite a bit ADDED to this game as well.
Now, you can approach with jumping airdodge to an attack...I'm seeing so much depth ALREADY in the implementation of this single strategy that a lot of people seem to be missing.
The super armor on grabs MAKES SENSE...it needs to be there. Now, if you've timed and spaced a grab, Fox can't jab you out of it. Sure, he lands the jab, but you still get your grab.
I dislike when people keep saying that "so much was taken out from Melee" without completing that sentence. There was a lot added...admit it or not. It's there. Maybe it's techniques that don't appear usable at the moment to most players, but they are coming out...
Fine.I love how you can eloquently make your points and make them sound so valid, but completely ignore things. I dislike when people keep saying that "so much was taken out from Melee" without completing that sentence.
You keep saying this as if it's law and I couldn't disagree more. I'll just put it like that. I'm not a fan of longwinded posts saying the same things over and over.because the advantage in brawl is inherently to the turtling character.
How exactly does lcancel help against campers? the others I can kinda see, but their use is limited anyway. imo, the new airdodge is quite a bit more useful against the camping game than anything you just stated,....The removed an innumerable amount of variations for the attacking character by removing lcanceling, WDing, DDing etc etc etc etc etc.
That was an example. Of course I'm not going to sit here and waste my time saying everything that was taken out and everything that was put in...that's obvious. Of course they added more, which I enjoy, such as the reverse grabs, reverse jump-aerial game, the buffer system....etc etc etc. you can't expect me to list them all. the airdodge one was the most instantly obvious one, in my opinion.The only thing you claimed was added was the airdodge system. Problem is the dashing airdodge you're lauding (if i understand you correctly) is the same as a triangle jump in melee. Unless you're talking FH airdodge into an aerial... but then you lag when you hit the ground. Even still a triangle jump to shuffled aerial accomplishes the same thing in melee.
Other than footstool jumping there was minimal things added to this game which could not be replicated by the melee system already. The fact we didn't replicate them in competitive melee probably points to more effective strategies which trump brawl's limitations.
Again, you're making generalized, sweeping statements such as "we can be relatively sure each character will be immeasurably more shallow than if they still played by the melee system." That's beneath you, Thomas. We can't be sure of that...and to be utterly honest, in just playing it now, I personally believe Brawl has the potential to be the deeper game...people are just unwilling to let go of their lag cancels.even though we cannot tell which game will be the deepest right now because of that, we can be relatively sure each character will be immeasurably more shallow than if they still played by the melee system.
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Another thing I want to harp on is with the removal of lag cancels on aerials, the platform system which was developed in the last couple years of melee and is universal to smash 64 is now obsolete. Falling through platforms and aerialing or running off and aerialing is a bad idea (compared to what it was in melee & 64).
I for one really enjoyed the options caused by this style of play in smash (even though i wasn't very good at it myself) and feel the removal of this system is another reason why brawl feels more like a crappy version of a more traditional fighter.
They've taken out the options and taken out what made smash unique.
This quote pretty much sums everything up for me. I can understand people not liking Brawl...I can understand some people will quit...some will continue...some will always like melee better...that all makes sense. And I'm sad that most of my crew dislikes Brawl so much...that kinda sucks for me...when I still am really excited to see what it becomes.I'm amazed that Fenrir is the only Cake Eatter (aside from Rohins who got it way early) that actually sees potential in Brawl. Especially at Exarch saying he doesn't want to explore the game himself and would rather come in later on using what others discover for him.
For one thing, there is the auto cancel. I am sure most people know about it, but I will explain it briefly. Basically perform an aerial as low to the ground as you can while still having it finish before you land, so you have no move based landing lag. This technique can be used for almost every aerial in the game.How do you cancel aerials? I know about the dash upsmash... but nothing I've read has been about canceling lag on aerials. Even edgecanceling was taken out.
You can basically l cancel his dair and knee which helps alot.I know some of Falcon's aerials can as well.
I've played you.Darrel said:added to the fact that you make most of your arguments without playing good people
you just did list them all.Of course they added more, which I enjoy, such as the reverse grabs, reverse jump-aerial game, the buffer system....etc etc etc. you can't expect me to list them all. the airdodge one was the most instantly obvious one, in my opinion.
this existed in meleeFor one thing, there is the auto cancel.
this also existed in melee. for example... falcons nair has 7 frames of lag L canceled and is very difficult to grab from a dashdance b/c of its range. it is, however, easily crouch canceled or shield grabbed (using a running shield to get inside his range for example). falcons knee, on the other hand, has 9 frames of lag L canceled, but is practically impossible to shield grab or crouch cancel because of its massive hit-stun. the caveat here is the knee has no range and it easily outspaced and punishedAnd then there are specific moves with differing lag properties, and I am sure not everything has been discovered.
Lucario's dair has little to no lag already. His nair oddly enough has lag only if you do it and stay in the air for a while, landing cancels the lag from this move.
i would argue the fact that not many other fighters employ those tactics makes smash uniqueI'm not sure how "they have taken out what made Smash unique" is a valid statement. If you hadn't noticed...not too many other fighters have any sort of edge guarding, percentage, varying combos based on percentage, kill zones off the side, etc etc etc.
I'm going so far as to say this flat isn't true. theres bound to be some lingering attraction to the old game, but this is not my beef with brawl. The general consensus of all the old melee players who hate brawl is that if it was a good game we would have moved on regardless of how different it was. clearly you think its a good game and me/exarch/synikal do not. to dismiss our arguments behind a blanket statement like this frustrates the hell out of meWhich is why everybody is spoiled and want Melee skills to transfer directly to Brawl.