AvaricePanda
Smash Lord
Your argument is based on the fact that guaranteed successive hits in Melee/64 took technical skill, while guaranteed successive hits in Brawl don't. And I'm almost certain it's also based on the fact that the Melee and 64 combos are interractive, while the Brawl combos are guaranteed.This is BRAWL, not SSB64 or Melee. Please stop comparing bawrl with melee and/or ssb64, they are all different and they are played differently. Yes I know you could 0death people in 64 all the time and yes, I know you could do that in Melee too, just that it wasnt that easy because (some) combos can be DI'd out of.
Also, combos in 64 and melee actually required skill to perform and sometimes you just had to improvise... There was Z/L-canceling, wavedashes, etc. In brawl you can just push a few buttons and the opponent cant do ****... ex: DDD infinite, DDD CG, pika CG, pika footstool combo, falcos CG, etc etc. They require no skill to perform... See where Im going?
Im just saying that these infinites/chaingrabs/footstool combos ruin brawl in my opinion, a game that has no combos (yes ok, there are combos... lame ones but they exist). Brawl is already lame with all the chaingrabs/infinites/camping/planking and people keep finding new ways to make it even lamer...
1. Technical skill required means little at high levels of play where everyone has that level of tech-skill. Why should it really be different? If someone in Brawl has a guaranteed 0-40% that's just dthrow->dthrow->dthrow->dthrow->dthrow, and someone has a guaranteed 0-40% in Melee that's L-cancelled D-air->Shine->Wavedash->Jab->Usmash->Uair, why are they different?
Of course, the same people who complain of Falco's CG in Brawl don't bother to realize that Fox's Thunder's Combo linked with any other combo does basically the same percent and is also unable to be escaped if the Fox is good and have the tech skill required. They say, "Well Falco's CG is really easy," but at higher levels of play, Thunder's Combo will be easy too, and higher levels of play are what overall matters. Point is, they're both similar things.
2. For whatever reason, people bash non-interactive guaranteed combos, but are fine with ones that they can DI out of (even though realistically, against good players it doesn't matter where they DI, they'll be followed up with something).
ICs chaingrabs in Brawl take a LOT of tech skill to be able to do consistently--this kills your whole argument about similar things in Melee or 64 take skill when Brawl ones don't--yet they still get bashed hard. Why? Most probably because there isn't a chance at all for you to escape. If ICs are doing it right, you aren't getting out, period.
Now let's compare this with Marth's F-air in Melee. You get hit by it, and depending on your percent and what character you are, Marth has an easy follow-up for another aerial or attack, which can follow-up into another aerial or attack, etc. Essentially, this could lead into a combo into the other side of the stage. The general argument is that it isn't guaranteed--which it isn't--but a good Marth player will be able to follow your DI and follow up with something different depending on where you DI. Granted, it isn't the same succession of moves every time, but he has a possible follow-up for any situation no matter where you DI at some point.
Or how about when he gets a tippered F-air off-stage? If he has another jump, you can get spiked. You CAN DI out of it, but often won't be suspecting to and it can easily mean death.
That was a kind of murky example...but I'm just trying to prove a point. People hate something that does a certain amount of damage that is 100% guaranteed, but they're tolerant if they have a chance to get out of it, even if their opponent is good and will most likely not mess up and be able to read their DI.
And honestly, how many infinites are even in the current Brawl meta-game? There are...
IC's Infinites: These take a high level of tech-skill and are situational; both Popo and Nana have to be together for this to work. Plus, ICs have the shortest grab range in the game. This is easily avoidable by camping platforms and using safer moves to seperate the two, then being aggressive on not-many-options-left Popo or punishing Nana's horrible AI.
D3's infinites: This majorly only affects one match-up, Donkey Kong, in a match-up that's arguably in Dedede's favor even without the infinite. I'm not 100% sure, but apparently Mario, Luigi, and Samus can mash out before 120%, and it only works on Bowser and Wolf at the edge. But really, this makes one character (Donkey Kong) who was viable less viable. That's it. How many people does Sheik make unviable in Melee with her down-throw CG?
Grab-release stuff on Wario: Most aren't infinites, only affect one character in the game, and that one character is the character with the best aerial DI and the character who gets grabbed the least ouf of all characters. Works out pretty well.
Planking: Something that was hardly looked in-depth into and prematurely banned in some regions with an inefficient rule. It's something that some characters can easily get past, and many if not all characters can get past in the first place with a well-timed aerial.
ZSS's Footstool Infinite on R.O.B: Makes one already bad match-up much, much worse.
Pika's Footstool Infinite: Is situational, because you have to be hit by a reverse U-air. You also have two chances to DI out of it.
Oh yeah, there's so many game-breaking infinites and lame things in Brawl, why does anyone play it?