LivewiresXe
Smash Hero
I do have to agree with the Final Fantasy kind of comparison. I mean...do many of us go "Man, I really wish FFVI had Materia!"?
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!
Two words: Mortal Kombat!I'll continue my search for awesome games....and games that are just so terrible they're fun to make fun off.
3. I suppose it's subjective whether being able to control two variables instead of just one is more balanced. Its impossible to argue which is 'better' because it's not really fact-based. That said, I'm not super-opposed to 'true counterpicking', but it really sounds like if you learn one character with an advantage on one particular crazy level, that you have a huge advantage.1. The match would almost certainly have to happen at a friendlies Smashfest. We just have to find one were both (plus Ariel, Orlando and my self) can go.
2. Yes, that I misread (or rather I didn't go back and re-read after the stage thing hit me) but that's irrelevant. Being able to change only either your character or level is too limiting since you're still possibly at a disadvantage even though you've just lost a round (especially vs. the higher tier characters).
3. Not true. England is the best stage in fighting game history. Great music + beautiful visuals = best level ever. *ahem* Yes, the level doesn't matter much in Street Fighter (there actually are some differences between them - Brazil is the longest if I recall correctly - but they're too small to matter). However, since the levels don't really matter, that's a variable that doesn't affect advantages, unlike how it works in Smash. My Street Fighter example (err, his Street Fighter example? Doesn't matter...) is just to say that the player that lost changes all of the variables to be in his favor. In SF it's just the character that he's playing, in Smash it's the character + the level, in Arcana it might be the character + the spirit, etc.
4. That's why certain levels are banned. All instances of character-rapage-on-a-level have been quickly ironed out of Brawl through the magic of stage bans. I challenge you to pick a legal stage on which a certain character has too large of an advantage.
Lucas isn't actually all that on Jungle Japes, Azrealt was just terribly inexperienced in that kind of situation.
5. Created in and for Melee. Brawl is different in that stages are less of a pain against your character, particularly when it comes to recovering (the bane of Melee). No character + stage combination is a sure-fire win in Brawl (Metakight + any level notwithstanding... ).
6. Going with a random stage may work against your character and goes against the point of counterpicking.
True Counterpicking, as I shall call it, seems like it would make Brawl better and I'd really like to be able to test it out in a genuinely competitive environment. Next time I have people over I think I'll see how it goes with it. Challenger/loser picks both character and level, winner cannot change anything (except Zelda/Shiek, Z/Samus, and Pokemon).
This week is looking pretty ****ty for me but Thursday would work again (same time and all that) if you're up for it. Are you coming to the bi-weekly? You ***** me with Snake so I'd like to see how you do against the rest.
Metaknight's greatest strength is in gimping. Taking him to a level where that's harder can only work for you without the opponent being able to change away from Metaknight (Norfair, Brinstar and Pirate Ship come to mind as sort-of-anti-Metaknight levels). The worst legal level for tether people is Frigate Orpheon but that's not that much worse for them, they're vulnerable no matter where they go.
The advantage of true counterpicking is that you're actually trying to actively counter the character that you lost against. Metaknight aside, everybody has counters. If your Luigi is killing me, I'll want to counter you by picking a level with a high ceiling. That you can counter my counter by picking a side-killer character instead defeats the point of counterpicking.
That would be awesome!Oh yeah, and what, the whorenado will start shooting out bumpers?
I disagree completely. The Brawl team actually seemed to have taken in a lot of feedback from fans of Melee and constructed Brawl based on that. Easier time grabbing the ledge? More air battles, slower speed, more items, more characters, less clones, etc.Ganon's dTaunt represents Sakurai's thoughts on the fanbase.
"Hm, they want a sword....nah, too much work. Keep him cloney."