JOE!
Smash Hero
out of curiosity, which stages are you talking about?
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The stage that randomly flips upside down dumping all the characters off the bottom of the screen, Olimar's stage (I feel I have no control), and the Ice Climber's stage.out of curiosity, which stages are you talking about?
Hmm, did you ever wonder why?I guess this was one of my hang-ups with Brawl and why it just didn't seem quite right in comparison to Melee. I was used to the quick reflexes and rapid thought processing in Melee. When I tried to apply it to Brawl, it just didn't transfer well, if at all.
Stage will determine the winner no matter what. The point of the games to learn the elements of it. Knowing the stage is the same as knowing a match-up. In other words, in Starcraft 2, you don't play Lost Temple and them be surprised that the Terran tank dropped on you.Also, one thing I've been really vocal about to friends is that I ABSOLUTELY HATE FIGHTING THE STAGE MORESO THAN MY OPPONENT. The stages on Melee one could mitigate with a little practice. On the other hand, the stages on Brawl (some of them) will determine the winner or loser irrespective of what happened from a fighting aspect. That alone almost made me forget about Brawl altogether and just stick with Melee.
Until now I did. I feel like I have at least a little understanding as to why now that I have read this thread, and looked up some of the more unfamiliar terms like DI, hit stun, etc. (things I had no idea that they existed until the past few days).Hmm, did you ever wonder why?
If you don't know those you probably don't have the basic Smash education necessary to make an argument either way on this topic <_<Until now I did. I feel like I have at least a little understanding as to why now that I have read this thread, and looked up some of the more unfamiliar terms like DI, hit stun, etc. (things I had no idea that they existed until the past few days).
That's a rather strong statement there. At most, you can say someone has an advantage/disadvantage on a certain stage, but it doesn't mean they'll lose. A 4-6 just really means you got to put more effort in the match than the opponent.Stage will determine the winner no matter what. The point of the games to learn the elements of it. Knowing the stage is the same as knowing a match-up. In other words, in Starcraft 2, you don't play Lost Temple and them be surprised that the Terran tank dropped on you.
Use the stage, and you'll win.
I would argue that performing deadly punishes demonstrates as much mastery in Melee (not necessarily 64 haha) as ... whatever would be the equivalent in Brawl.I don't have much of an opinion on Melee or 64 versions, seeing as I never much played them. I do hear quite a lot of people bashing on Brawl with the "lack of combos therefore it sucks." saying. I don't much see this major malfunction however, Brawl still supplies enough gameplay, strategy, and fun to hook me to the game. It seems to be mentioned as a "slowed down" version on Melee according to what I have heard.
I don't really view that as a bad thing however, it gives people a chance to truly show their expertise of a character rather than get destroyed after making a split-second mistake. Not that I am really bashing Melee or 64 though, I am just giving my opinion on the matter concerning Brawl.
As for tripping, I kind of find it funny when it happens, hehe. It can get annoying at times, but I find it funny when I am rushing in to USmash, or someone else is charging me and trips.
Haha, occasionally yes. Not much when I am playing against people seriously, but when I am playing against someone in a friendly match, I find it funny. I didn't mean to say that Melee KO's don't show as much mastery, I think what I meant is with the absence of a good combo system in Brawl, it sort of gives each player a good or equal chance, depending on the tiers of course. Melee still requires a lot of skill to perform the great KO'ing combos, I think it is just a little too fast paced for my liking. Just my opinionated stance, though.I would argue that performing deadly punishes demonstrates as much mastery in Melee (not necessarily 64 haha) as ... whatever would be the equivalent in Brawl.
Also do you seriously think tripping is "funny"
The first time I played this game I tripped, and my initial reaction was "WTF?" And my friend was like, "...oh yeah, they trip sometimes."As for tripping, I kind of find it funny when it happens, hehe. It can get annoying at times, but I find it funny when I am rushing in to USmash, or someone else is charging me and trips.
Sure, I definitely feel the same way about tripping during a serious match, it's happened to me and it's not all that funny anymoreWell you just made it sound like punishment in Melee didn't require mastery of a character which it certainly does
S'all good though
And yeah I'm sure tripping might be like ... vaguely amusing in friendlies.
In tournament matches I would feel pretty unfortunate if I tripped and lost or if my opponent tripped and I won. Would feel pretty cheated either way x(
Haha same reaction, I was like, "Um, what was that?" I thought who I was fighting threw like an invisible hit somehow, took me a while to catch on . The only time I don't mind tripping like I said is when I am versing a friend, and it is fun to watch them trip. In all seriousness though, I do quite hate it. Mainly for the reason you stated, "Tripping and then getting decimated isn't really determining who the better fighter is." Sadly, some people still treat it as if it was their victory.The first time I played this game I tripped, and my initial reaction was "WTF?" And my friend was like, "...oh yeah, they trip sometimes."
That aspect of the game is something that I really do not like and I'm glad there are options out there to not have to deal with it. Games of skill that inherently need randomness are Poker and Magic. Not a game such as this one. Imagine if you were playing Chess, and a third person rolled a die to determine which one of a players' pieces were randomly taken off the board.
I feel like the randomness (somewhat random) of the levels, along with the unknowns in the trophies and the Pokeballs are enough. Tripping and then getting decimated isn't really determining who the better fighter is.
I'm actually dumbfounded.Until now I did. I feel like I have at least a little understanding as to why now that I have read this thread, and looked up some of the more unfamiliar terms like DI, hit stun, etc. (things I had no idea that they existed until the past few days).
Missed the point. Knowing the stage is very important, just like knowing your character and the match-ups. If you won because of the stage, good job. Either your opponent couldn't take the stage or you used it better. The win is justified and uses skill.That's a rather strong statement there. At most, you can say someone has an advantage/disadvantage on a certain stage, but it doesn't mean they'll lose. A 4-6 just really means you got to put more effort in the match than the opponent.
Then, deal with it. The stage is a part of the game, so you have to learn it. Only n00bs whine and complain about itBesides, there's at least the personal limits for what one tolerates on a stage. I can't stand something like the magma wave in Norfair, Rumble Falls in its entirety, and Wario Ware's minigames because they take away from the main focus which is to fight the opponent when those shifts happen.
I think Sakurai did admit in an interview he wanted to slow the game down from Melee. It's not a bad thing per say.It's not really a lack of combos, if combos still didn't exist but Brawl had all the gameplay mechanics down pat (this includes all the problems with teching, footstooling input, wall jumping, wall cling input, L-canceling, wavedashing and etc.) Then I think people would still be moderately okay with the game because it would still require some techskill to do well.
But because Sakurai allowed you to cancel hitstun with aerials and air dodges as well as allow you to get out of tumble through air dodging he was just promoting a slower paced game. It's as if he was trying to model Super Smash Bros 64 without the crazy high hitstun and instead with none of it. You can't even really combo off of items and that was what made Smash 64 items fun to a degree.
I'm not going to doubt the first bolded, because there is some truth to that.When you get right down to it though the game's programming just wasn't perfect. It may be in the eyes of many people as a "finished" game but really Sakurai and his team have stuff on the disc that looked like needed a second run through (another 6 months basically) to actually make sure that there was nothing wrong. But they didn't want to delay it any further because of the hype the game had and they already delayed it several times before.
The point is, Brawl wasn't a finished game when it hit and neither was Melee but at least Melee stayed true to what Super Smash Bros. 64 set out. Brawl deviated from the core things Smash 64 set and that is what the main problem is with Brawl IMO.
Melee built up on a lot of things in Smash64, while Brawl removed or vastly altered what Melee included. Canceling went from cutting all aerial lag to only half. Shields gained the ability to "power shield" and reflect projectiles back at the opponent, and shield stun was cut, hitstun was cut, but air dodging was added (and everything that came with it), side specials were added, DI was changed up, you could tech off everything, tethers were added, character's momentum in the air and the ground was significant, etc. It added a ton of new features to the series.The second one, doesn't mean much really. 64 is pretty much the basics of what smash is, as a platform fighter. Melee and Brawl changed or added things to this, neither game changed any of the true core mechanics.
Techskills do not make a good competitive game. Techskills are just those little tricks people pull to try and give them an edge. No tech skills doesn't mean a bad game. In fact, without it, you have more room to play mind games and develop new strategies. It would be sad to say that competitive Smash Brothers was all about things like L-canceling and wavedashing.It's not really a lack of combos, if combos still didn't exist but Brawl had all the gameplay mechanics down pat (this includes all the problems with teching, footstooling input, wall jumping, wall cling input, L-canceling, wavedashing and etc.) Then I think people would still be moderately okay with the game because it would still require some techskill to do well.
What is exactly wrong with the programming? he doesn't say.When you get right down to it though the game's programming just wasn't perfect. It may be in the eyes of many people as a "finished" game but really Sakurai and his team have stuff on the disc that looked like needed a second run through (another 6 months basically) to actually make sure that there was nothing wrong. But they didn't want to delay it any further because of the hype the game had and they already delayed it several times before.
In 64, you beat up people to raise their damage to knock them outThe point is, Brawl wasn't a finished game when it hit and neither was Melee but at least Melee stayed true to what Super Smash Bros. 64 set out. Brawl deviated from the core things Smash 64 set and that is what the main problem is with Brawl IMO.
Falco400, myself, and the rest of the people in the PMBR team have spent over a year looking through and modifying character files. He's not scapegoating, we've seen the errors in programming in both Melee and Brawl. In Brawl, Ganondorf's Fair was supposed to auto-cancel, but they used the wrong time of timer on the code for the move. There's a bunch of mistakes like that in both Brawl and Melee, and it shows that both games needed more development time before release.What is exactly wrong with the programming? he doesn't say.
You forgot about custom stages, multiple tracks for stages more than two, the added characters having more creativity, the added stages being more creative in design.Melee built up on a lot of things in Smash64, while Brawl removed or vastly altered what Melee included. Canceling went from cutting all aerial lag to only half. Shields gained the ability to "power shield" and reflect projectiles back at the opponent, and shield stun was cut, hitstun was cut, but air dodging was added (and everything that came with it), side specials were added, DI was changed up, you could tech off everything, tethers were added, character's momentum in the air and the ground was significant, etc. It added a ton of new features to the series.
In Brawl, you get tripping, final smashes, extra taunts, and the ability to turn off tap jumping. Airdodging is overpowered, shield stun is almost nil, power shields don't reflect, tethering is incredibly simplified, slower character movement, the ability to airdodge out of hitstun, and characters auto-snap to ledges during their recoveries.
(I am kind of intentionally leaving things off both lists. If I were to truly do an exhaustive list of changes I'd kill myself.)
Both games had stupid coding errors and oversights. Your point?Falco400, myself, and the rest of the people in the PMBR team have spent over a year looking through and modifying character files. He's not scapegoating, we've seen the errors in programming in both Melee and Brawl. In Brawl, Ganondorf's Fair was supposed to auto-cancel, but they used the wrong time of timer on the code for the move. There's a bunch of mistakes like that in both Brawl and Melee, and it shows that both games needed more development time before release.
However, Melee may have ended up a better game because of it. The only example we have of Sakurai having almost as much time as he wants in a Smash game is Brawl, and we know they spent their development time on things like weeding out lag canceling and (as shown that it was originally in the demos) as compared to noticing things like IDC, and everything else dumb in Brawl.
/rambling post
You forgot about custom stages, multiple tracks for stages more than two, the added characters having more creativity, the added stages being more creative in design.
(I am kind of intentionally leaving things off both lists. If I were to truly do an exhaustive list of changes I'd kill myself.)
Both games had stupid coding errors and oversights. Your point?
It's like I already addressed both of your points in the very posts you quoted.However, Melee may have ended up a better game because of it.
Nah, just proving your post is full of bias. Ignorance at it's finest.Neither my list nor my list with the additions that you posted are truly exhaustive. Good job ignoring context and figures of speech, though!
basically this thread should have been closed after this.just because you have a fancy red name doesn't mean you can suddenly start posting like you have knowledge of this game now red ryu :/
wow at this whole discussion....heres a few key things I wanted to point out more than others because i'm lazy
1.)Melee and all of its techs generally contribute to adding ALOT of depth to the game, L canceling being the best example. Being able to cancel aerial lag basically leads to any combo you can do, thus leading to depth. Is that hard to understand?
2.)SF4 doesn't reward offense, you're mixing up moments of agression with "offense". SSF4 is one campy **** of a camp at the top level, you can even just call it down back fighter, lol. (irrelevant side comment)
3.)Brawl barely has any technical aspects that even add any sort of depth, its a shallow game where you just have to work with whats given to you in your character
4.)Brawls lack of combos are only going to hurt you if its what you look for in a game, although I can admit it will probably shy away other avid fighting game players at first unfortunately
**** this community, and for the record I prefer brawl>melee, doesn't mean I cant admit melee is just overall a better competitive game :/
DEFENSE WINS FIGHTING GAMES FGTS, BUT NOT ENOUGH MELEE PLAYERS HAVE THE PATIENCE TO ABUSE IT
In the Project M thread he was complaining that we gave Kirby his sex kick back. (Have you checked it out, by the way? I swear I've seen you around but.. A lot of people have been in the thread.)Ignore Joe. He's one of the MANY people who didn't play Melee competitively, but knows all about how Brawl is better.
Notice the two bolds. You said it yourself, that they took out auto-cancels. The programming can't be wrong if they did it intentionally. Than how can it be a mistake.Falco400, myself, and the rest of the people in the PMBR team have spent over a year looking through and modifying character files. He's not scapegoating, we've seen the errors in programming in both Melee and Brawl. In Brawl, Ganondorf's Fair was supposed to auto-cancel, but they used the wrong time of timer on the code for the move. There's a bunch of mistakes like that in both Brawl and Melee, and it shows that both games needed more development time before release.
However, Melee may have ended up a better game because of it. The only example we have of Sakurai having almost as much time as he wants in a Smash game is Brawl, and we know they spent their development time on things like weeding out lag canceling and (as shown that it was originally in the demos) as compared to noticing things like IDC, and everything else dumb in Brawl.
/rambling post
Lag cancel =/= auto cancel.Notice the two bolds. You said it yourself, that they took out auto-cancels. The programming can't be wrong if they did it intentionally. Than how can it be a mistake.
Bias is ignorance, dude.It was biased intentionally. That you're trying to claim it as me being ignorant is laughable, though.
If I were asked to list the reasons I dislike Brawl, I wouldn't mention the addition of many characters and customizable controls, because I see them as positive things. I could bring in contrasting points to deepen by post, but in my eyes this thread really doesn't require such a thing.
Still going to throw it out there, this is nothing new to Smash.Lag cancel =/= auto cancel.
Also you can clearly tell it's a mistake for both Ganondorf's Fair and DK's Fair by how the animations have already basically ended after a full hop or double jump. They did not match the timer in their character file to the animation or their animation to the timer. Either way, it's a mistake plain and simple and the game is littered with things like this in other character files and even in gameplay mechanics as a whole.
That may be but in Brawl it negatively impacts the game.Still going to throw it out there, this is nothing new to Smash.
Coding errors also help. Lucario can Side B grab on frame 1 while he's within 9 frames of landing because of a coding error.That may be but in Brawl it negatively impacts the game.
no, i was complainign that everyone had the "same" sex kick, it's a pet peeve of mine as an Animation MajorIn the Project M thread he was complaining that we gave Kirby his sex kick back. (Have you checked it out, by the way? I swear I've seen you around but.. A lot of people have been in the thread.)
Bias is having an opinion. You're biased as well. If you don't know it, then you're the ignorant one.Bias is ignorance, dude.
No, I said I was too lazy to write a thesis statement in a SWF post. Just like I said in my original post. Apparently I should have stated it in a less subtle manner. Maybe in bold.and as for what you quoted, I was showing how you brought up an issue, but danced around explaining it by saying you essentially didnt want to explain yourself
They are the same thing. Just that an auto cancel is a full lag cancel. (I doubt the developers made a big distinction).Lag cancel =/= auto cancel.
Also you can clearly tell it's a mistake for both Ganondorf's Fair and DK's Fair by how the animations have already basically ended after a full hop or double jump. They did not match the timer in their character file to the animation or their animation to the timer. Either way, it's a mistake plain and simple and the game is littered with things like this in other character files and even in gameplay mechanics as a whole.