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Quoted for truth.I'm honestly not even sure what would make a new technique "advanced" enough for you. Some of the current stuff is really hard to pull off, but it doesn't merit the "advanced" label, apparently.
I think that the problem is that a lot of people are LOOKING for these, and not playing the game. A lot of the time, people try to find the new wavedash and in the process miss out on basic game mechanics. Very few of us are really accustomed to playing Brawl, and it does take a special sort of person to realize when a little something that may reveal itself in an instant can change the game forever.
I also think that tournaments, big ones, will probably be where a lot of these are discovered and implemented, because they will have all the best players trying to beat each other. This kind of competition breeds the techniques that give some people an advantage. Right now, Brawl competition is fairly local(this really isn't a game made for online, and don't tell me that the Gamespot tourney counts).
And besides, even IF nothing game-changing is developed, that just makes the game MORE complex.
Think about it.
Brawl won't be a one-trick pony(okay, lots of tricks, but the same ones across the board). Brawl will have to develop ways to utilize every character to their fullest potential, and everyone will have to learn to counter these. And instead of (random low numbers, of course) five techs for all characters, you're going to have to deal with maybe five for each character. And it'll make the game that more deep, because we'll just have to learn how to make this game more psychological and we'll have to learn that much more about every character.
The depth of something like that is really impressive.
Sadly, I've had the exact same thoughts about what your saying.there probably are none. Many of you will argue the opposite, that it took years to get Melee to the competitive level it is. However, that was before there was ever a tight-knit Smash community. That was before YouTube. That was before people were ripping the game apart to discover tactics that weren't originally intended. Nothing huge and game-changing has been discovered yet, and I truly doubt there is anything to find.
It sucks, because Brawl had so much potential, especially considering its predecessor.
Not necessarily. Like many people have already said, the problem is that some people are TRYING to find these techs, instead of just playing the game and letting them come naturally. I'll willing to bet that if people stopped digging for techs we'd actually find them sooner. lolIf there were things to be discovered, they'd be discovered 100 times sooner than they were in Melee.
Okay, I feel this logic is flawed in a few ways. Let me provide a counterexample.To add to what the OP said: think of early Melee players as a few dozen middle schoolers working on a lab report in chemistry class. They don't know **** about chemistry and certainly aren't going to make any new scientific discoveries, just as those early Melee players were horrible at Smash and took their time discovering things and becoming better players. Then think of early Brawl players + Smash Boards as a state of the art laboratory brimming with hundreds of the most dedicated, brilliant scientific minds in the world.
See? The Smash landscape is a little different between the releases of the two games. If there were things to be discovered, they'd be discovered 100 times sooner than they were in Melee.
i knoooooooooooooooooooooooow......Vulgar, there are ATs that have been found that change how you play a few characters, but nothing that fundamentally changes the way the competitive game will be played for EVERYONE (or even large portions). Bomb recoveries with Link and Samus didn't really change the way other people played, but WDing, LCing, DIing, dash dancing, JCing, DJCing, etc. had big effects on many characters (if not all). The closest thing to this that has been discovered so far is B-sticking for Brawl, which does not have nearly the advantageous impact any of the ATs I mentioned did for Melee, which became integral in many characters' play styles. The ATs that have been discovered so far will go a long way in developing specific characters and how to play against them, as did JCing reflectors and auto-cancelling B-moves for Fox/Falco, float cancelling for Peach, etc., but they won't be as integral to the game as LCing was (which affected every character a lot). It's those ATs that might integrally affect the game of which a lot of people are hoping for.
answer me this: if only a handful of characters, literally 3-5 members of the cast, are considered "best" (depending on playstyle) at using these universal techniques, what's the point of using anyone outside of that small handful? sure, universal techniques made a few characters playable (ganon, ic's, etc) ... but nobody played them. who played ic's in tournaments? there were literally like 3 noteworthy ic users. everybody played as a space animal with their marth as a backup, or something similar.There was a SERIOUS problem with melee, and that was the fact that characters were incredibly imbalanced. The issue of ATs and the issue of imbalance do not only NOT go hand in hand, they are not even related. In melee, lots of little tricky things were found for individual characters as well. It was these that imbalanced the game, not wave dashing and shuffling. Wave dashing, which everyone complained about, made some charecters playable. Luigi? ICs? My point is brawl is not better balanced by lack of broad ATs. You may have been tired of seeing Fox and Falco and Marth and Sheik ALL the time, so was I, but that has nothing to do with broad ATs or this topic. Characters in all used l-canceling and almost all used wave dashing, this did not make them play similarly. I would love to see someone try to play Falco and Marth the same way.
Point being props for balance, but still boo on removing so many ATs.
shellshifting's not an exploit? l-canceling had been around since smash64, something tells me they left that in on purpose. and the game designers even had a name for wavedashing, so that wasn't an exploit since they obviously knew about it. just because you're not jacking with the game's engine doesn't mean it's not an advanced technique.Will more ATs be found? Yes, will they be perticularly useful? No they will sadly not. Many techniques being listed currently aren't really game changing that we've been searching for, "shell shifting"? That's not even an exploit, he's just obviously designed that way. Try moving like that to much and you'll prolly trip a lot though, that's a lot of stick movement and it IS slower. Maybe you didn't know but in Melee dashes could be crouch-cancled into any smash, this was much similar to wavedashing, but VERY slightly slower. That made a huge difference, so will this.
it's not so much b-sticking as it is the fact that b-sticking allows you to wavebounce. it's wavebouncing that i'm excited about. and yes, it DOES change things. this technique makes marth practically unapproachable up close. are you trying to tell me that giving marth an extreme defensive game like this changes nothing?B-sticking? Cool, buttons do things they obviously shouldn't, this LITERALLY changes nothing as far as we know. As far as we know B-sticking does NOTHING you can't do without changing your c-stick to special. It makes RARing auto, easier, but not necessarilly better. Even the B thing with Lucas can be done without the b-stick.
Anywho, brawl is simply put, slow, and kinda boring. It is know where near as fast paste as melee and that is sad.
So, what you seem to be saying is that a technique cannot be called an advanced technique unless it is an "exploit," something unintended by the game designer. You have invalidated "shell shifting" because he's just "designed that way."Many techniques being listed currently aren't really game changing that we've been searching for, "shell shifting"? That's not even an exploit, he's just obviously designed that way. Try moving like that to much and you'll prolly trip a lot though, that's a lot of stick movement and it IS slower. Maybe you didn't know but in Melee dashes could be crouch-cancled into any smash, this was much similar to wavedashing, but VERY slightly slower. That made a huge difference, so will this.
Good post, but I'm not seeing what your pointing out. I understand that the engine's are different ( I'm sure alot more than I know as well... ), but what I was referring to was the jump from the 64 to melee engine. That was a totally different work of art.MartinGM, Brawl's engine is the Havok (or Havoc, not sure on the spelling) engine. It is a completely reworked engine and is NOT the same as Melee's (though I'm sure they recycled some pieces of Melee's engine). Physics are also part of a game engine, in fact, any general aspect of game that can be shown to be true for the majority of characters/players is often a part of the engine (jumping, running, shielding, throwing, etc.). Yes, the platform may essentially be the same (Wii and GCN are practically identical in hardware capabilities), but the engine on which the game runs is not, and in fact they are very different (which is why many ATs from Melee are no longer present, NOT just SHFFLing and LCing, though they are the most prominent).
there was kara canceling which helped Q Garb range and chung lee's a lot.Let's look at another competitive fighter .. Street Fighter 3rd Strike
the game had no exploitable "AT" for every character to better their game
it was up to the player and what they knew about their character to play against other players
The reason that they 'devolved the game' and 'toned down the competitive edge' is simply because games are first and foremost, profit makers. Why should the company care what a small minority of the consumers think when they can appeal to the majority and make the most money possible? Why doesn't Apple overclock all of its products and sell them primarily to hardcore gamers/hackers/programmers? Because they wouldn't make as much money as if they sold to everyday businessmen, students, and moms, the way they do now.MartinGM1983 said:The developer's understood what was happening with the explotations of animation glitches and shortcomings and decided they gave the avid smasher a very, very large edge in terms of competition. What I don't understand is how the creators of Smash Brother's can claim the games fame lies in friendly competition and shouldn't have a ladder ranking system, while toning down the competitive edge we Melee players should have retained. The simple fact is that a fighting game relies on competition and rank should be taken into consideration. Why devolve the game now?
Sadly, you are correct about the profit scenario. But the developers logic fails terribly when taken into consideration.The reason that they 'devolved the game' and 'toned down the competitive edge' is simply because games are first and foremost, profit makers. Why should the company care what a small minority of the consumers think when they can appeal to the majority and make the most money possible? Why doesn't Apple overclock all of its products and sell them primarily to hardcore gamers/hackers/programmers? Because they wouldn't make as much money as if they sold to everyday businessmen, students, and moms, the way they do now.
A quick google search of "brawl sales" comes up with a number of pages talking about how brawl is so successful, with over a million copies sold in Japan within two weeks. Now, almost two months and a US release later, there are bound to be two million copies sold. Looking at SWF, there are about a hundred thousand members. If everyone is willing to buy twenty copies of brawl, then I'm sure the developers would consider making it super competitive. Until then, accept what you have and learn to beat all the noobs without a major tactical advantage. By complaining that there is no major dividing tactic, you effectively imply that you can't win without it. Shouldn't it show more skill to beat them at their own campy game than with what some may consider a tactical crutch?
edit: blah, used the word tactic(al) too much
Explain how my logic is flawed please ^^;MartinGM, I think the competitive audience for Smash is way smaller than you think. I'm thinking a majority of the already million+sales of this game were for kids or casual players. Also, even MARIO PARTY, pretty much the least skill-based game ever(land on a lot of blue spaces because your random dice number let you? FREE STAR!) has 1st, 2nd, and 3rd place. Your logic doesn't add up.
They're adding to the fun factor. Or rather, what MOST people call fun. Most people don't think competitive smash is fun.