Pikachu'sBlueWizardHat
Smash Apprentice
- Joined
- Feb 26, 2008
- Messages
- 166
Here are what I think are the two most common arguments:
1. "Smash Balls are random"
Well there are a lot of random elements in this game. I don't see how anyone can complain about randomness in Brawl when any character can trip at any time, for no reason at all. Not to mention some characters have inherently random attacks.
2. "Final Smashes are too unbalancing"
It's true that some character's FSs are stronger than others, but it's also true that some characters in general are better than others. And we don't automatically ban the strongest characters because they are the strongest; we find ways to beat them.
If we can get past these two things, I would argue that leaving Smash Balls in (but no other items) would actually add an interesting new dimension to competitive Smash.
Let's say in a 1v1 game on Final Destination, both players are in the middle duking it out, and a Smash Ball appears in the air above them. The way I see it, one of 3 things can happen:
a) Both players scramble to hit the Smash Ball as much as possible. The chance of either player getting it is more or less even.
b) Player 1 goes for the Smash Ball, but player 2 continues attacking player 1 and knocks him away. Now Player 2 basically has a free shot at his FS.
c) Neither player goes for it and the fighting continues until one of them can attempt to break it unmolested.
Of course the Smash Ball isn't just sitting still during all of this; it floats around. So maybe player 1 (let's say Marth) knocks player 2 (Lucario) over to the right, while the Smash Ball floats to the right. Lucario is closer to it, but if he's careless and hits the ball over to the left, Marth will probably get it instead.
But if he hits it to the right, the ball is most likely not broken yet, and Lucario is in an interesting position. He's put some distance between Marth and the Smash Ball. Now Marth will most likely be advancing toward the right as much as possible because a) he wants the FS or b) he wants Lucario not to get his FS. And Lucario can either a) try and get the FS himself or b) attack Marth and keep him away from it as long as possible. But if he tries to stall for too long, the Smash Ball may float out of reach, and come back down in a different position where Marth will be able to get it.
Now, there's a reason I chose Marth and Lucario for this example. We can all agree that Lucario's FS is more or less useless in 1v1, while Marth's is arguably one of the strongest. So the Lucario player wouldn't care as much about getting his FS, as he would preventing the opponent from getting his. Similarly, Marth wants to go right for the Smash Ball as soon as he sees it.
In this way the addition of the FS would lead to a very different way to play certain characters. From what I understand, Sonic is not very good, yet no one can argue how formidable his FS is. So a Sonic player might play the standard Sonic way (however that is) or he might play more defensive, trying to avoid damage until the Smash Ball appears. Then he can use his superior speed to try and beat his opponent to it, and thus get his kills that way. It would be kind of lame, but is it any more lame than an overly campy Toon Link or Pit? And hopefully we're playing on a neutral enough stage, one that's not too big for Sonic to completely avoid confrontation.
Finally, none of the Final Smashes are completely unavoidable, so it's not exactly like getting one = instant kill for you. And they're all unique attacks that we're robbing the characters of by not including them.
There were probably some other things I wanted to say, but I forget what they were. But basically, it's obvious at this point that Brawl is not Melee and it never will be, so why not mix things up a little bit? Brawl is already different from Melee, and adding Smash Balls (on Low, of course) adds a new dimension to the game, and a new way to play it.
At the very least we should give it a try.
1. "Smash Balls are random"
Well there are a lot of random elements in this game. I don't see how anyone can complain about randomness in Brawl when any character can trip at any time, for no reason at all. Not to mention some characters have inherently random attacks.
2. "Final Smashes are too unbalancing"
It's true that some character's FSs are stronger than others, but it's also true that some characters in general are better than others. And we don't automatically ban the strongest characters because they are the strongest; we find ways to beat them.
If we can get past these two things, I would argue that leaving Smash Balls in (but no other items) would actually add an interesting new dimension to competitive Smash.
Let's say in a 1v1 game on Final Destination, both players are in the middle duking it out, and a Smash Ball appears in the air above them. The way I see it, one of 3 things can happen:
a) Both players scramble to hit the Smash Ball as much as possible. The chance of either player getting it is more or less even.
b) Player 1 goes for the Smash Ball, but player 2 continues attacking player 1 and knocks him away. Now Player 2 basically has a free shot at his FS.
c) Neither player goes for it and the fighting continues until one of them can attempt to break it unmolested.
Of course the Smash Ball isn't just sitting still during all of this; it floats around. So maybe player 1 (let's say Marth) knocks player 2 (Lucario) over to the right, while the Smash Ball floats to the right. Lucario is closer to it, but if he's careless and hits the ball over to the left, Marth will probably get it instead.
But if he hits it to the right, the ball is most likely not broken yet, and Lucario is in an interesting position. He's put some distance between Marth and the Smash Ball. Now Marth will most likely be advancing toward the right as much as possible because a) he wants the FS or b) he wants Lucario not to get his FS. And Lucario can either a) try and get the FS himself or b) attack Marth and keep him away from it as long as possible. But if he tries to stall for too long, the Smash Ball may float out of reach, and come back down in a different position where Marth will be able to get it.
Now, there's a reason I chose Marth and Lucario for this example. We can all agree that Lucario's FS is more or less useless in 1v1, while Marth's is arguably one of the strongest. So the Lucario player wouldn't care as much about getting his FS, as he would preventing the opponent from getting his. Similarly, Marth wants to go right for the Smash Ball as soon as he sees it.
In this way the addition of the FS would lead to a very different way to play certain characters. From what I understand, Sonic is not very good, yet no one can argue how formidable his FS is. So a Sonic player might play the standard Sonic way (however that is) or he might play more defensive, trying to avoid damage until the Smash Ball appears. Then he can use his superior speed to try and beat his opponent to it, and thus get his kills that way. It would be kind of lame, but is it any more lame than an overly campy Toon Link or Pit? And hopefully we're playing on a neutral enough stage, one that's not too big for Sonic to completely avoid confrontation.
Finally, none of the Final Smashes are completely unavoidable, so it's not exactly like getting one = instant kill for you. And they're all unique attacks that we're robbing the characters of by not including them.
There were probably some other things I wanted to say, but I forget what they were. But basically, it's obvious at this point that Brawl is not Melee and it never will be, so why not mix things up a little bit? Brawl is already different from Melee, and adding Smash Balls (on Low, of course) adds a new dimension to the game, and a new way to play it.
At the very least we should give it a try.