JOE!
Smash Hero
ok, so then what is a combo then?That, sir, is a single underplayed character stringing uairs.
it cant use the same move more than once ever?
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
ok, so then what is a combo then?That, sir, is a single underplayed character stringing uairs.
Yep. Basically, pros focus on the small things and abuse mistakes that they assume their opponent will make.Also "predictability" isnt' what is going on with the best players. They are doing things to trigger the reaction from their opponent. Prediction is nice, but it's not as reliable as subtly provoking reactions from your opponent. Also certain things that seem like they are predicted actually have small tells from your opponent. It's not as mystical as people are making it out to be, although at the same time I'm not downplaying it cause it's seriously one of the big things that determine how skilled someone is at almost any game/sport.
You are wrong. Melee is considerably more technical. While l canceling is a large part of it, in Melee you also had to space your ledge grabs. You didn't magnetically lock onto it without any sort of timing or spacing (especially with Link's hookshot and Samus's Grapple). And because of this, wall teching was a necessity. Furthermore, the ability to wavedash added a great deal of tech skill, from edgehop wavelands (a necessity as a Ganon player, I would say), to platform wavedashing. Sh double laser for Fox, I believe, has a 3 frame window for execution, not to mention the ridiculous amount of tech skill need for wave shining, Fox's up throw up air, Falco's pillaring, Marth's chaingrab, etc.There are plenty of things technical about Brawl. It's when you don't hit the L/R-button after every move you want to cancel lag with or wavedash in out that makes it less technical in some players' eyes.
You are 100% wrong. I can tell from this post that you have 0 competitive Melee knowledge.While I do agree with some of these, others aren't problems at all. I always found dash dancing to be rather pointless and it doesn't really change anything now that it isn't there. Sure, you can say that it was for mindgames, but you can accomplish the exact same thing by just standing still. You can dash in either direction just as if you were dash dancing, and you also have access your tilts, jab and smashes, as well as the dash attack, u-smash and ariels you could do while dash dancing.
Fox: waveshining, shdl, shl, shine stalling, shining, chaingrabs,As far as cst's are concerned, Melee certainly did have them, but if I remember correctly (and I might not, so correct me if I'm wrong), they tended to be more common among the low-mid tier characters, with the more popular characters only having 1 or 2 at most:
This is the best post I have ever read.When I first wrote that up, my line of reasoning when it came to shine shenanigans was that it was no different that any other character doing something out of shield, but I guess that shine is a smidgen faster than shield so it does make a difference.
After quite a bit of thought, I think that I came to a final conclusion about why I like Brawl so much: I sucked at Melee. There was such a physical barrier between being good at the game casually and being good at the game competitively, and I, for the life of me, could not get my fingers to move that fast (the same reason that I'm terrible at competitive RTS's like Starcraft). Brawl opened thing up for me, because I no longer had to have amazing dexterity to compete. I just needed to use my head and outwit the opponent. Melee players feel slighted because that skill that they had before has been downplayed, and that is completely understandable. I'm just happy that I don't need awesome physical abilities to be good at a game I like.
You can't ever discount tech skill as a part of skill, otherwise everyone would be amazing at sports. Execution is an important and vital part of doing...well, anything. For example, I went to school to learn to draw so I could come up with an idea and quickly represent it so others can understand it. You don't have to be able to draw to have a good idea, but if you can't execute it, how the **** will anyone know what it is?I have a question I'd like to ask somebody thats played both Brawl and Melee. which of the 2 requires more skill. By Skill i'm not referring to Technical Skill(Since it's obvious the answer is Melee because of WD, SHFFL, CC etc.) but I'm talking about actual skill in that you outsmart the opponent, in that you have to think about what your going to do. I know that In melee you have to outsmart your opponent by anticipating where they'll DI or how to DI out of a combo etc but in Brawl since there are less combos and stuff wouldn't you have to think more? It's just a question because i've been curious which one makes you think more.
I've said this and I'll say it again: The bold applies to just about every fighting game, minus the stage thing of course. I don't follow the Melee competitive scene aside from the rare video that I have watched (simply because I've "retired" from Smash), but I'm pretty confident that Melee applies the same concepts, but maybe it's not as obvious to you.It's kind of like comparing apples to oranges. Melee was more about reflexes and rapid thought processing, while Brawl was about planning out "strategies", analyzing your opponents, and abusing the stage more. So, Melee is better for those that like to play rapidly and fight on the spur of the moment, while Brawl is more about outthinking you opponent and using all of your resources (even the stage itself). I'm personally split on which one I prefer more, I didn't like how "heavy" Melee felt, 64's gravity was pretty good though.
I only did so because I think that they are way more advanced than D3's chaingrab, which makes up almost his whole game.@ list of Melee techniques:
now, Im not sure but i wouldnt rush to call Chaingrabs and such ATs...
Melee seemed to have a major strategic element to it, just the speed of play made it rather harder to utilise. Yes, Melee did feel a little heavey, which was why I could only play as Kirby and G&W (Jiggly would have worked if I could remember that he wasn't Kirby) but that did add a certain competetive feel to it that 64 lacked. 64 is the only Smash where I've been able to use the entire cast though and thus I do feel that you're probably right on the gravity issue.So, Melee is better for those that like to play rapidly and fight on the spur of the moment, while Brawl is more about outthinking you opponent and using all of your resources (even the stage itself). I'm personally split on which one I prefer more, I didn't like how "heavy" Melee felt, 64's gravity was pretty good though.
Airdodging keeps you safe from pika-thunder spammers.I'm going to sum this up in 5 or more sentences.
Airdodging was the dumbest idea ever.
seriously, that's what kills your combos, you can can get hit then simply airdodge it.
also, your hitlag is terrible, in retrospect, if you get hit in the face with a kick you shouldn't be able to recover for a little while.
really, i think brawl's physics are just bad.
i understand it's a game and there is limitless possiblites for your physics, but they are just, bad.
and people saying "brawl has combos" no,no, no it does not.
It is not even viable to even a single combo.
If we were going to compare brawl to an actual fighting game (i.e street fighter) combos are mostly inesacaple, can't be DIed out of, or airdodged.
Smash64 and Melee actually can be viable to combos because there is enough hitlag to consecutively attack someone without a sudden interruption.
I would love brawl like my left nut if it wasn't for airdodging and that terrible hitlag.
Everything else, i'm alright with, except no sheild pressuring and the fact you can basically bs your way out of any strong attack with DI, vice-versa with regular attacks.
True, but you should learn to just dodge it.Airdodging keeps you safe from pika-thunder spammers.
Brawl or smash in general, is not street figther, even with combos, it's not street fighter. there is a different style of gameplay.Brawls physics are what keep it from being just another street fighter, along with the combolessness.
oh god rofl, you can move in all games, you can move in smash64, melee, mario, etc. etc.while i'm sure street fighter games are fun to lots of people, it's why i play brawl, because you can actually move!
no. no. no. no. Smash64 combos are escapable, so are melee, so are street fighters.and why would you want combos? because the game developers are doing all the fighting for you if the combos are inescapable.
loooooooooooooooool there is no ability at all to start combos in brawl (small ones at that) and not all combos are guaranteed to work, or to even finish in smash64 or melee, or even street fighter.if someone pull out a "real" combo, then i can set my controller down, have a snack, a drink, maybe even a stretch, and then pick up my controller when they finish and do my own combo.
...........there is no difference in intellect in either game, you forget about how many AT's, L/Zcanceling are required to be good. also, there is so many techs and so many definitions and frame data for both smash64 and melee, and even street fighter, even brawl too.it's just a big game of "Who can start the sequence first?". melee gave you a chance to actually do something, but brawl now allows for a more intellectual game.
...not sure if troll, i'm really, really, not sure.Psh, Street fighter a actual fighting game? riiiiiiiiiiiight.
Yeah, i'm a street fighter hater. Brawl Rocks!
But, in the AIR? My god, that would require some sort of... air dodge...True, but you should learn to just dodge it.
what he meant was that the lack of "lol comboes" keeps it from being one of the 298312938618261 fighters that just clone the SF2 scheme of thingsBrawl or smash in general, is not street figther, even with combos, it's not street fighter. there is a different style of gameplay.
do you have the same kind of movement in SF as you do with any smash character?oh god rofl, you can move in all games, you can move in smash64, melee, mario, etc. etc.
What he meant was that once you are hit into a "combo starter", the dev's physics take over for the player, meaning the player is no longer fighting and is just stuck in a combo. In other words, the devs just took over your character.no. no. no. no. Smash64 combos are escapable, so are melee, so are street fighters.
>not wanting combos and developers are suddenly doing all the fighting
oh god you're killing me.
loooooooooooooooool there is no ability at all to start combos in brawl (small ones at that) and not all combos are guaranteed to work, or to even finish in smash64 or melee, or even street fighter.
doesnt this kill your argument of brawl sucking seeing as you need just as much mental skill to play it as SF or Melee?...........there is no difference in intellect in either game, you forget about how many AT's, L/Zcanceling are required to be good. also, there is so many techs and so many definitions and frame data for both smash64 and melee, and even street fighter, even brawl too.
okay i'm sorry but i had to quote this.JOE! said:What he meant was that once you are hit into a "combo starter", the dev's physics take over for the player, meaning the player is no longer fighting and is just stuck in a combo. In other words, the devs just took over your character.
Soupamario said:loooooooooooooooool there is no ability at all to start combos in brawl (small ones at that) and not all combos are guaranteed to work, or to even finish in smash64 or melee, or even street fighter.
*sigh* i was saying that even in street fighter, melee or smash64, once you start a combo, it's not guaranteed to work or to even finish, also, you have to setup up a combo to do a combo.JOE! said:Combo: 1 move leading to another with little to no chance of retalliaion from the opponent
*looks at Yoshi's Bair -> tilt at any %*
*looks at Fox's Dair to anything*
*Looks at Sheik's Ftilt leading to Ftilt, Utilt or Jab*
*looks at plenty more examples*
Yeah, there are combos, not just big ******** strings of them
Ahahaha, I lol'd.But, in the AIR? My god, that would require some sort of...air dodge...
Smashers like traditional fighters. Traditional Fighters don't like Smash
This post is a clear example of someone who doesn't know what they are talking about.All Street Fighter games (sans Fighting Street) have combos. 64 and Melee have combos. Blazblue has combos. Tekken has combos. King of Fighters has combos. Jump Super/Ultimate Stars has combos.
Brawl lacks what almost all other fighters have: "True combos". What it does have is chaingrabs and laserlocks though. So you can say Brawl fine, but it needs a better (if not an overhaul) comboing system so make the game feel faster and more requiring of skill.
This is why there are mods like Brawl+/-/P:M/Unstoppabrawl etc.
It's not bad. It's just not as interesting to those who love the fighting genre a lot.
This is where a quote comes up:
If you had read my post, I mentioned that I felt that it required a better combo system. Never did I mention (despite looking like an implication) that Brawl had no combos.This post is a clear example of someone who doesn't know what they are talking about.
Lucario's Fair>Nair is a legit combo until higher percent. Uthrow to Utilt is a legit combo until aura kicks in or they get to high in percent.
Sonic can spin dash to nair to bair.
Link can Bomb>footstool>Dair.
Peach has uair strings, Dthrow to Ftilt at low %.
~
And you say true combos in Melee, like what? Falcon's Dthrow to knee? Fox's Uthrow to uair? Sheik's Dthrow to fair? Roy's Bthrow to Fsmash at mid %? Link's Dthrow to UpB?
Those are legit combos, but a lot of the flashier combos in Melee aren't legit. DI is a fun little thing in all smash games, it lets you change the direction where you are going so you can't always do the same exact follow ups all the time with some strings. Can you chase DI, of course, you can do that in Brawl as well.
The correct thing to say is that Brawl has less combos
Your post pretty much implies that all is has is chain grabs and laser locks. It's poorly worded, the moment you said,If you had read my post, I mentioned that I felt that it required a better combo system. Never did I mention (despite looking like an implication) that Brawl had no combos.
You could have gotten away with this if you did put the bolded part in front of the paragraph.Brawl lacks what almost all other fighters have: "True combos".What it does have is chaingrabs and laserlocks though. So you can say Brawl fine, but it needs a better (if not an overhaul) comboing system so make the game feel faster and more requiring of skill.
This post is a clear example of someone who doesn't know what they are talking about.
Lucario's Fair>Nair is a legit combo until higher percent. Uthrow to Utilt is a legit combo until aura kicks in or they get to high in percent.
Sonic can spin dash to nair to bair.
Link can Bomb>footstool>Dair.
Peach has uair strings, Dthrow to Ftilt at low %.
~
And you say true combos in Melee, like what? Falcon's Dthrow to knee? Fox's Uthrow to uair? Sheik's Dthrow to fair? Roy's Bthrow to Fsmash at mid %? Link's Dthrow to UpB?
Those are legit combos, but a lot of the flashier combos in Melee aren't legit. DI is a fun little thing in all smash games, it lets you change the direction where you are going so you can't always do the same exact follow ups all the time with some strings. Can you chase DI, of course, you can do that in Brawl as well.
The correct thing to say is that Brawl has less combos
Well, forgive and forget :DYour post pretty much implies that all is has is chain grabs and laser locks. It's poorly worded, the moment you said,
You could have gotten away with this if you did put the bolded part in front of the paragraph.
First off, I'm not so certain the Brawl scene is bigger than the Melee scene was in its heyday. Secondly, Melee's tournament scene was grown from scratch, and took years of refinement before the current rule set was established.What I'm currently puzzled about is what Brawl has that has made it's competitive scene so much bigger than Melee's was if Melee was the superior competitive fighting game. Melee certainly had more depth a far as what you could do with a character and how you could play with a character, yet Brawl has still surpassed it. Anybody have any ideas as to why that is?
/topicchange
The tourney community has nothing to do with the mods though.The Tourney Smash community wants this game to be Melee so bad (to the point of modding it) rather than just accept Brawl for what it is.