DRaGZ
Smash Champion
EDIT: I am asking for a pro to post his or her opinion because I have very very recently realized I have dwarfed community influence compared to a respected pro in this community. Thus, I am humbly asking for the pros of this community to post their opinions on this topic and explain why they feel that way. That is all.
I am a massive hypocrite and a douchebag for saying this because, in the past, I was a strong naysayer of Heavy Brawl. But now, I think it may be Brawl's best hope at standing a competitive chance.
Please hear me out before the flaming.
One of the most prevalent and effective strategies in Brawl right now (hell, it's the only strategy with some characters) is camping. The reason camping is so prevalent is because there are many more defensive options than there are offensive options; simply put, it's much easier to camp than it is to approach. Let me pose a few hypotheticals.
We have a Wolf versus an extremely campy Toon Link. Wolf has one of four options: run at Toon Link and do a dash attack, approach Toon Link aerially, RAR Toon Link, or attempt to jump behind Toon Link and catch him by surprise. Of course, none of these will consistently work: the dash attack is far too predictable, the aerials approaches are predictable enough to be countered with a boomerang, and the jumping behind Toon Link is slow enough to be caught with an up-smash or a d-smash. Even if you fastfalled the aerials, it's still much too slow to do much good. Overall, Wolf is in a ****ty position, and a position I've found myself in quite often.
EDIT: And before anyone who decides not to read this whole opening post (just the opening post, is that too much to ask) also decides to flame, yes, I use Wolf often. But I am a R.O.B. and Toon Link main. I don't like that R.O.B. has to camp back to win against campers and I don't like that Toon Link's most effective strategy of camping also happens to be his easiest. Camping wars isn't competition, it's a war of attrition, like putting two mice in separate cages and placing bets on which one starves first. It's slow and boring.
However, with High Gravity turned out, it's a different thing altogether. From what I can gather, High Gravity only seems to affect falling acceleration and sets the max falling speed a bit higher (I could be wrong on this, but this is what I think is going on). The key to this is that fastfalling is now fast, and thus this makes aerial approaches much faster. Going back to Wolf's four options, the dash attack is still stupid, but the aerial attack is now quicker and less predictable, the RAR is much faster, and the landing behind of Toon Link is an extremely good juke.
At the same time, when I am playing as Toon Link, camping is no longer a great way for me to spend my time because an opponent now has several ways to approach me. The key to this is that pure camping is no longer an attractive strategy, thus the game gets mixed up and far more interesting.
I regularly play with a good Toon Link and have always had trouble with him with my Wolf. Now, with Heavy Gravity on, I can actually approach him and freakin' punish him because Wolf's tilts don't knock away Toon Link as much anymore. If anything, the "slamming into the floor" lag actually functions as a kind of hitstun, allowing me to set up a combo freakin' consistently. It's a thing of beauty!
The major point I am making here is this: I am not saying camping is impossible to deal with in Brawl. You can counter with more camping, and some characters are naturally good at dealing with campers. What I am saying is that camping as a predominant strategy is boring for a competitive scene. Heavy Brawl balances the gameplay between offense and defense again, thus the game is fresh and unboring.
Many of you feel sorry for regular Brawl. That is because you are crazy. It has no feelings. And the new Brawl, Heavy Brawl, is mooch better.
UPDATE:
I've been making direct comparison between regular Brawl and Heavy Brawl, specifically with R.O.B. versus Pikachu, two characters whose controlling style does not really change much between the two. I've now realized what the culprit is that makes Heavy Brawl more viable.
Yes, approach is much easier since short-hopped attacks can actually pierce a camper, but the core of the issue has always been "how can we punish once we have approached?" Usually, it boiled down to one or two hits because the attacker could always get away due to the high knockback. But in Heavy Brawl this knockback seems to have been diminished. But it actually hasn't...
Knockback itself hasn't diminished, rather it's been the actual airtime itself that changes! It's because actual attack values from the characters haven't changed at all, including the amount of knockback each character does, but rather it's the acceleration of their falling that prevents them from getting away as easily!
The problem was vertical knockback which, in turn, contributed to horizontal knockback. Since horizontal knockback itself hasn't changed, it's still a very valid method of killing. However, since vertical knockback is now weighted down by accelerated gravity, the vertical knockback itself is both simultaneously fought by the additional gravity, making it go only about 3/4 of what it normally would, while greatly increasing the falling speed. This makes opponents hit the ground faster and allow combos to be set up in a much more realistic fashion.
You can test this out for yourself on Shadow Moses Island with a R.O.B. and Pikachu, once on normal mode and once on Heavy Brawl. Have Pikachu position itself below one of the lowest platforms and do a d-throw with R.O.B. For regular mode, Pikachu's body will actually touch the top platform before coming down. In Heavy Brawl, however, not only will Pikachu miss the top platform (only going about 3/4 the distance it went before), it also falls much much quicker.
Of course, I'm taking into stuff like character-specific accelerations and stuff, but you get my drift.
This is a list of buffs and nerfs to characters people and I have found so far through experimentation.
Buffs
Nerfs
Neutral Stuff
This is a list that jugabro created comparing jumping heights between Heavy Brawl and Regular Brawl.
http://smashboards.com/showpost.php?p=4225629&postcount=196
This is an analysis of how recoveries work for specific characters in Heavy Brawl
http://smashboards.com/showpost.php?p=4232490&postcount=270
Also, if you're worried about your autocancelled moves:
No, I don't hate Brawl. I LOVE BRAWL. That's why I want it to prosper. I've already posted two other threads on how to stop this problem of camping:
http://smashboards.com/showthread.php?t=158342
http://smashboards.com/showthread.php?t=158268
But this option negates the need for that kind of excessive prioritization against camping because camping simply isn't nigh invulnerable anymore.
Also, if anyone else is trying this out, please post what you've discovered so far. Please, at least try it out before flaming me. With every flame on the Internet, God beats a kitten.
Also, just to make it clear what we're trying to do here:
UPDATE: This is what's going to happen if we stick with regular Brawl:
Gimpyfish: http://smashboards.com/showthread.php?t=158791
And this is what we need to do to keep this community going:
almightypancake: http://smashboards.com/showthread.php?t=159410
almightypancake: http://smashboards.com/showthread.php?t=159643
I'm also not the only one to have supported this (and most certainly not the first to have thought of it). Here are some topics from the past that also support this idea, all of which, unfortunately, was met with much vilification without impartial thought:
SGX: http://smashboards.com/showthread.php?t=141682
WIGI: http://smashboards.com/showthread.php?t=154387
Solid Moose: http://smashboards.com/showthread.php?t=151300
Dark-Pikachu-0: http://smashboards.com/showthread.php?t=148336
SheerMadness (I owe you an apology...): http://smashboards.com/showthread.php?t=142339
CHUK: http://smashboards.com/showthread.php?t=141935
In the thread with SheerMadness, I act like an embarassing idiot.
Also, videos that show off Heavy Brawl in action.
Human playing:
http://www.youtube.com/watch?v=xosSI_wCJA8
http://www.youtube.com/watch?v=iomUOudEybs&feature=related
http://www.youtube.com/watch?v=D8OCFl6EILs
Human vs. CPU
http://www.youtube.com/watch?v=Zd-dJj0IM_4
http://youtube.com/watch?v=XMljvCOZ9WQ
http://youtube.com/watch?v=jthGTYJycMo
http://youtube.com/watch?v=tzJomfJd6rw
http://www.youtube.com/watch?v=jgfW_-w9GcM
http://www.youtube.com/watch?v=hfejR61ulIU
http://www.youtube.com/watch?v=Cb6oxOLmNBo
http://www.youtube.com/watch?v=w9LgtlrsTjc
http://www.youtube.com/watch?v=_o3SqCoKcpY
EDIT: Also...
IT WAS ALL THE PINK REAPERR'S IDEA. I am a PLAGIARIST.
No but seriously, I got the idea of trying this out again from one of ThePinkReaperr's posts in Scar's thread, and he apparently got it from some other random Japanese guy. Circle of life...or good ideas I guess.
I am a massive hypocrite and a douchebag for saying this because, in the past, I was a strong naysayer of Heavy Brawl. But now, I think it may be Brawl's best hope at standing a competitive chance.
Please hear me out before the flaming.
One of the most prevalent and effective strategies in Brawl right now (hell, it's the only strategy with some characters) is camping. The reason camping is so prevalent is because there are many more defensive options than there are offensive options; simply put, it's much easier to camp than it is to approach. Let me pose a few hypotheticals.
We have a Wolf versus an extremely campy Toon Link. Wolf has one of four options: run at Toon Link and do a dash attack, approach Toon Link aerially, RAR Toon Link, or attempt to jump behind Toon Link and catch him by surprise. Of course, none of these will consistently work: the dash attack is far too predictable, the aerials approaches are predictable enough to be countered with a boomerang, and the jumping behind Toon Link is slow enough to be caught with an up-smash or a d-smash. Even if you fastfalled the aerials, it's still much too slow to do much good. Overall, Wolf is in a ****ty position, and a position I've found myself in quite often.
EDIT: And before anyone who decides not to read this whole opening post (just the opening post, is that too much to ask) also decides to flame, yes, I use Wolf often. But I am a R.O.B. and Toon Link main. I don't like that R.O.B. has to camp back to win against campers and I don't like that Toon Link's most effective strategy of camping also happens to be his easiest. Camping wars isn't competition, it's a war of attrition, like putting two mice in separate cages and placing bets on which one starves first. It's slow and boring.
However, with High Gravity turned out, it's a different thing altogether. From what I can gather, High Gravity only seems to affect falling acceleration and sets the max falling speed a bit higher (I could be wrong on this, but this is what I think is going on). The key to this is that fastfalling is now fast, and thus this makes aerial approaches much faster. Going back to Wolf's four options, the dash attack is still stupid, but the aerial attack is now quicker and less predictable, the RAR is much faster, and the landing behind of Toon Link is an extremely good juke.
At the same time, when I am playing as Toon Link, camping is no longer a great way for me to spend my time because an opponent now has several ways to approach me. The key to this is that pure camping is no longer an attractive strategy, thus the game gets mixed up and far more interesting.
I regularly play with a good Toon Link and have always had trouble with him with my Wolf. Now, with Heavy Gravity on, I can actually approach him and freakin' punish him because Wolf's tilts don't knock away Toon Link as much anymore. If anything, the "slamming into the floor" lag actually functions as a kind of hitstun, allowing me to set up a combo freakin' consistently. It's a thing of beauty!
The major point I am making here is this: I am not saying camping is impossible to deal with in Brawl. You can counter with more camping, and some characters are naturally good at dealing with campers. What I am saying is that camping as a predominant strategy is boring for a competitive scene. Heavy Brawl balances the gameplay between offense and defense again, thus the game is fresh and unboring.
Many of you feel sorry for regular Brawl. That is because you are crazy. It has no feelings. And the new Brawl, Heavy Brawl, is mooch better.
UPDATE:
I've been making direct comparison between regular Brawl and Heavy Brawl, specifically with R.O.B. versus Pikachu, two characters whose controlling style does not really change much between the two. I've now realized what the culprit is that makes Heavy Brawl more viable.
Yes, approach is much easier since short-hopped attacks can actually pierce a camper, but the core of the issue has always been "how can we punish once we have approached?" Usually, it boiled down to one or two hits because the attacker could always get away due to the high knockback. But in Heavy Brawl this knockback seems to have been diminished. But it actually hasn't...
Knockback itself hasn't diminished, rather it's been the actual airtime itself that changes! It's because actual attack values from the characters haven't changed at all, including the amount of knockback each character does, but rather it's the acceleration of their falling that prevents them from getting away as easily!
The problem was vertical knockback which, in turn, contributed to horizontal knockback. Since horizontal knockback itself hasn't changed, it's still a very valid method of killing. However, since vertical knockback is now weighted down by accelerated gravity, the vertical knockback itself is both simultaneously fought by the additional gravity, making it go only about 3/4 of what it normally would, while greatly increasing the falling speed. This makes opponents hit the ground faster and allow combos to be set up in a much more realistic fashion.
You can test this out for yourself on Shadow Moses Island with a R.O.B. and Pikachu, once on normal mode and once on Heavy Brawl. Have Pikachu position itself below one of the lowest platforms and do a d-throw with R.O.B. For regular mode, Pikachu's body will actually touch the top platform before coming down. In Heavy Brawl, however, not only will Pikachu miss the top platform (only going about 3/4 the distance it went before), it also falls much much quicker.
Of course, I'm taking into stuff like character-specific accelerations and stuff, but you get my drift.
This is a list of buffs and nerfs to characters people and I have found so far through experimentation.
Buffs
- People die much more quickly (I've seen Wolf go beyond 200% against Jigglypuff, but usually characters die at around 110%) EDIT: Now that I think about it and have played some more, I think it's primarily because we weren't used to the gravity. People actually tend to die more at around 140%. This is good for the competitive environment because we can get more even results. (the game can actually be played with four stocks again with less playtime than regular Brawl at three stocks).
- Spiking/meteor-smashing actually tends to kill now. This is primarily because there seems to be less reaction time. This promotes an aggressive ledgeguarding.
- Edgeguarding actually works because you can no longer just make it back to the ledge by DIing towards the stage like crazy as you recovery, you actually have to plan it out a bit now. This adds a bit more depth.
- Heavy Brawl does not affect vertical kills! It only seems to affect falling acceleration and somewhat seem to increase the max falling speed. EDIT: It technically does affect vertical kills, but not enough to be noticeable (i.e. vertical kills are still made at around 110%)
- Spamming is much, much more punishable, especially if you do attacks that barely lift an opponent off the ground and force them to land (the landing lag acts like some kind of hit stun).
- Approaching with short hops is viable again! RARing is actually consistently useful because you won't go over the opponent's head when they duck, they'll still hit.
- "Slamming into the floor" lag is almost like hitstun when you use medium-strong attacks against an opponent. This stops working after they get into the 70's%, but that's how it was like in the previous Smash games anyway.
- If you rush at a spammy character and jump with an airdodge over him, it's a fairly safe way to get behind your opponent for a fast d-air (so far, I've seen it work well with Wolf and Captain Falcon, it doesn't work with R.O.B. because he runs too slow).
- DeDeDe’s up+B is now a fearsomely powerful recovery move.
- Both Lucas and Lucario now have great approaches with a dashing short-hopped d-air.
- Captain Falcon's Raptor Boost doesn't throw the opponent as high, making for an easier time following up with an attack (I actually managed to do the newbie Raptor Boost to Knee combo consistently!)
- Projectiles don't change behavior: that is, throwing something, like a Gyro, will still have it follow the same arc and fall at around the same speed. I know, because I had already timed R.O.B.'s gyro fairly well in regular Brawl and did not have to adjust at all in Heavy Brawl.
- Believe it or not, Ganondorf is actually buffed because his attacks have just enough knockback to prevent counterattack but close enough for him to somewhat follow. Plus, his train game is unaffected. He still sucks majorly though.
- Wario is MASSIVELY offensively buffed. His aerials are now a force to be reckoned with, and short-hopping them is a great way to stop campers.
- DeDeDe is also insanely buffed (his Nair approach is amazing).
- RARing with Pikachu is his best approach.
- Footstool jumps are now a viable way of killing! This means that even characters without a good spike or a meteor smash can now attempt one, albeit with more risk.
- almightypancake: All the advanced techniques seem to work better now, including airdodging. There's also a much larger punishment for doing them incorrectly, making them more like "techniques" rather than "things you can spam!"
- Diminishing attacks actually seem to make a difference. For instance, a highly aggressive dash-attack spamming R.O.B. will actually continue connecting hits.
- Sonic is now a force to be reckoned with both in on the ground and in the air, allowing him to actually approach opponents with combos in mind. In regular Brawl, his most prevailing strategy was hit-and-run tactics.
- The general trend I have seen in terms of character change is that some characters feel like they haven't changed at all but have many more offensive options. Characters that have had their recoveries nerfed seem to have been buffed elsewhere (for instance, DeDeDe is now immensely powerful and his recovery is actually difficult to deal with, Sonic's aerials are now very strong, etc.)
- It is much easier now to punish for a foolish "falling-off-of-the-edge". In particular, R.O.B., Pit, Metaknight, and Snake are very good for gimping an opponent that is below the ledge and a bit ways away from the stage (literally run off and attack). Bowser, Ganondorf, and DeDeDe, if the players are good enough to recover, are BEASTLY off-the-ledge edge-guarders since their knockback is far more punishing with the higher gravity.
- Ganondorf and DeDeDe can still autocancel about as easily as before.
- Bowser's "grab and punish" game has been greatly boosted. In particular, his down-throw and up-throw are great starters for combos, and his Bowser Slam is more disorienting than before for the opponent.
- .kR0: Characters with amazing bairs but high short hop/****ty fast fall gets buffed like mad
- .kR0: increases the speed of the overall match
- .kR0: slightly easier to string together moves
- .kR0: nerfs the incredibly gay airdodge mechanic (at least when you're off the ledge)
Nerfs
- The biggest problem I can find so far is that Sonic's Up+B is awful (he jump about as high as his regular jumps). This can be remedied by timing side+Bs correctly or using his neutral+B if the opponent is near (this is something the computer showed me)
- Multi-jump characters like Jigglypuff, Pit, Metaknight, etc. are hampered, so their jumping recovery mostly consists of slightly elevating horizontal movement. DeDeDe is the most noticeably hampered in this aspect.
- Autocancelling is more difficult. It is still possible with Ganondorf's u-air (very easy) and his n-air (harder), but I haven't been able to do autocancels with Bowser.
- .kR0: Camping on Final D is still gay (can be considered worse due to the less height of short hops) [DRaGZ: I personally think this is disputable, but okay]
- .kR0: Momentum based recoveries (Sonic, D3, Ike's >B, Samus, Links/Toon ,Diddy, etc) gets nerfed like ****
- .kR0: Characters can't short hop-fastfall some of their moves (Ike's nair)
- .kR0: The gay kind of gimping comes back (Rob's bthrow/fthrow->fair is a instant stock on most characters. Nothing you really do since airdodging isn't an option anymore. You fall too fast)
Neutral Stuff
- Toon Link's up+B is severely hindered, and it only seems to work close as normal when you do it right after you second jump since it uses the momentum of that jump. Edit: I’ve realized that this is not true. Toon Link still has a lot of DI influence in the air, so he’s still in relatively good shape in terms of recovery.
- The Halberd's laser no longer rack's up damage uncontrollable: you can actually DI away from it and you'll have only taken 6-12% damage. It's no longer a problem!
- Diddy's Up+B is tricker to work: You have to KNOW how much he can go after a specific amount of charge and then aim it directly under the ledge because you don't have enough time anymore to just DI to the ledge. This requires a bit of practice, but after a while you recover consistently. His Forward+B is also now far more useful in recovering.
- Jigglypuff is nearly unchanged. She can still make it all the way to the other side of Final Destination by traveling below it. She can also Wall of Pain really effectively now.
This is a list that jugabro created comparing jumping heights between Heavy Brawl and Regular Brawl.
http://smashboards.com/showpost.php?p=4225629&postcount=196
This is an analysis of how recoveries work for specific characters in Heavy Brawl
http://smashboards.com/showpost.php?p=4232490&postcount=270
Also, if you're worried about your autocancelled moves:
Alright, this is something I think should be put in the first post:
Automatic L-cancelling
For some reason, everyone seems to think that the automatic lag-canceling of moves has somehow disappeared with more gravity. This is not the case. Any move which lag-canceled before still lag cancels after switching to heavy gravity--in all cases, the cancel is more noticeable. Moves like Marth's Fair, Wolf's Bair, Pika's Bair, etc. are now quite effective combo starters and chain starters.
No, I don't hate Brawl. I LOVE BRAWL. That's why I want it to prosper. I've already posted two other threads on how to stop this problem of camping:
http://smashboards.com/showthread.php?t=158342
http://smashboards.com/showthread.php?t=158268
But this option negates the need for that kind of excessive prioritization against camping because camping simply isn't nigh invulnerable anymore.
Also, if anyone else is trying this out, please post what you've discovered so far. Please, at least try it out before flaming me. With every flame on the Internet, God beats a kitten.
Also, just to make it clear what we're trying to do here:
Alright, here goes:
We are not advocating this because we suck at brawl. We are not advocating this because we hate brawl. We are not advocating this because we think brawl sucks. We are not advocating this because we wanted melee 2.0. We are not advocating this because there's no wavedashing/l-cancelling/whathaveyou. We are not advocating this because we're sad. We are not advocating this because we played the game twice and didn't like it.
This is from almost two months of observations from highly competitive players regarding the nature of brawl, its histun and superior tactics, its simple learning curve and emphasis on players enjoying the game whether they win or lose (a wonderful idea, but has nothing to do with competition).
People are searching desperately for ATs and exploits and glitches and whatnot... but ultimately, all it takes is a little more menu selection to increase the competitive viability of the game.
Also, I think we're focusing too much on the idea of "camping". A ton of posters who think they're beating good campers are debating because they don't understand what it is we're actually opposing.
The problem is that Brawl favors the defender overwhelmingly. Between two players of equal skill, the defensive player is always at an advantage due to the following reasons:
1. Powershielding. Much easier in brawl, much, much faster in brawl. There has yet to be an AT with more metagame significance.
2. Shieldgrabs. Most characters have an absurdly long shield-grab. You simply can't approach someone on the ground if they are shielding (and not a moron).
3. Rolling/Sidestepping. These are significantly sped up, and allow for a character to get out of a high-stress situation rather easily.
4. Low hitstun+high knockback+floatiness. There is absolutely no real concept of punishment. That is to say, the defending player has the advantages listed above. If they screw up, the situation simply resets. The defender isn't punished much at all. They're knocked nice and far, too far to chain, and then they're back in an advantageous position.
This is true theoretically and anecdotally. Shield lag is much lower than attack lag. Hitstun and floatiness mean that any combo is simply an opponent making poor decisions. Between equally skilled players, this does not happen.
Mindgames do not enter into play, simply because there are SO FEW attacking options, and each one is visible a mile away. Very few characters have short hoppable aerials, and those that do tend to do much better jumping out of shield to retaliate vs. an agressor. You know that an attacker can A: Shield B: Grab C: Attack. The latter two you see from a mile away, and the first just leads to two defensive players.
No one's saying that every good player right now camps. But mathematically, and in practice, being the defensive player puts you at a distinct advantage. Considering no one wants to be at a disadvantage when they're playing for money, tournaments will consist of people playing defensively. Consistently playing defensively is camping.
Camping is not projectiles.
Camping can happen up close.
Camping is simply playing purely defensively. It's the smart move right now.
The argument that something will "happen" to get rid of this disgusting defensive advantage is entirely invalid.
This is something happening. This is a change to the game. This gets rid of the overly-powerful defense. It allows for more approach options. It allows for punishment. It allows for edgegames.
If this were an advanced technique, people would be all over it. But for some reason, people would prefer for us to break the game rather than play within the game's creation.
I think these three quotes sum up what I've been trying to say far better than anything I've been doing.I suppose I have one more thing to say before I retire.
Far too many people seem to be under the impression that those who favor Heavy Brawl do so because camping is 'unbeatable'. Nothing could be further from the truth. Camping isn't unbeatable, rather it provides the greatest benefit (the most damage to your opponent) while placing yourself at the least risk.
In other words camping is the best method to rack up more damage than your opponent does.
This is all a direct result of the relative weakness of both approach and punishment. Learning how to 'get around' camping won't stop it from granting better risk/reward than offensive strategies. Since camping is the best way to win and many players don't like camping Heavy Brawl is suggested as a way to balance offense and defense and thus make the game deeper and ostensibly more fun.
Personally, as a non-competitive player, I enjoy Heavy Brawl because it allows edge guarding to be a viable strategy. The fact that most characters could recover from being punted in mid-air several times and still just float back to the ledge is annoying. And before anyone wants to point out that I should just play a different game if I don't like it I think I'll say in advance that I would prefer to simply use one of the myriad options for granting variety to game play. Namely Heavy Brawl.
UPDATE: This is what's going to happen if we stick with regular Brawl:
Gimpyfish: http://smashboards.com/showthread.php?t=158791
And this is what we need to do to keep this community going:
almightypancake: http://smashboards.com/showthread.php?t=159410
almightypancake: http://smashboards.com/showthread.php?t=159643
I'm also not the only one to have supported this (and most certainly not the first to have thought of it). Here are some topics from the past that also support this idea, all of which, unfortunately, was met with much vilification without impartial thought:
SGX: http://smashboards.com/showthread.php?t=141682
WIGI: http://smashboards.com/showthread.php?t=154387
Solid Moose: http://smashboards.com/showthread.php?t=151300
Dark-Pikachu-0: http://smashboards.com/showthread.php?t=148336
SheerMadness (I owe you an apology...): http://smashboards.com/showthread.php?t=142339
CHUK: http://smashboards.com/showthread.php?t=141935
In the thread with SheerMadness, I act like an embarassing idiot.
Also, videos that show off Heavy Brawl in action.
Human playing:
http://www.youtube.com/watch?v=xosSI_wCJA8
http://www.youtube.com/watch?v=iomUOudEybs&feature=related
http://www.youtube.com/watch?v=D8OCFl6EILs
Human vs. CPU
http://www.youtube.com/watch?v=Zd-dJj0IM_4
http://youtube.com/watch?v=XMljvCOZ9WQ
http://youtube.com/watch?v=jthGTYJycMo
http://youtube.com/watch?v=tzJomfJd6rw
http://www.youtube.com/watch?v=jgfW_-w9GcM
http://www.youtube.com/watch?v=hfejR61ulIU
http://www.youtube.com/watch?v=Cb6oxOLmNBo
http://www.youtube.com/watch?v=w9LgtlrsTjc
http://www.youtube.com/watch?v=_o3SqCoKcpY
EDIT: Also...
IT WAS ALL THE PINK REAPERR'S IDEA. I am a PLAGIARIST.
No but seriously, I got the idea of trying this out again from one of ThePinkReaperr's posts in Scar's thread, and he apparently got it from some other random Japanese guy. Circle of life...or good ideas I guess.