If you could have your own preference on your main character, would you choose a standard three hit combo, like Snake, Ness, Wolf, and Sonic, or would you prefer a flurry combo like Fox, Falcon, Sheik, and G&W?
For some reason, I prefer the standard three hit combo because the final hit puts some space between you and the opponent. In general, what's more useful? The standard combo tends to start out slower so it's shielded more easily, while flurry combos leave your character to do a dozen kicks/jabs before stopping, which a slipup of holding A a fraction of a second too long can leave your character wide open.
I main Fox, but I'm not finding any of his jabs useful. Because Brawl is severely lacking in hitstun, jabs are eaily outprioritized and even if they hit, they deal crappy damage and usually has the result of some nasty punishment afterwards.
Flurry combos were nice in Melee usually because the initial jabs were faster which after you could chain into a combo. Example: Fox's Flurry -> Shine -> Wavedash -> Grab/Up Smash/Shine/etc.
Interesting note if you hadn't noticed before, Pit has both a flrry and standard combo, depending on how many times you mash A. Link also lost his flurry combo on the transfer to brawl. Oddly enough, it's a general trend for quick characters to have the flurry combo, such as Fox, Falco, Falcon, Sheik, Diddy, etc. Sonic is the fastest character, yet he has no flurry combo.
What's a better format in standard combos? Odd standard combos are also a choice, such 1-hit Ganondorf's thunder punch and 2-hit Bowser, DK, and Marth combos.
IMO, having a three hit combo would persuade me to using Fox's standard combo more often. Pressing A three times makes Fox throw a dozen kicks which are easily shieldgrabbed and pressing it twice gives foes 4 or 5 damage. I find myself using my shine in place of any sort of jabs, unfotunately...
For some reason, I prefer the standard three hit combo because the final hit puts some space between you and the opponent. In general, what's more useful? The standard combo tends to start out slower so it's shielded more easily, while flurry combos leave your character to do a dozen kicks/jabs before stopping, which a slipup of holding A a fraction of a second too long can leave your character wide open.
I main Fox, but I'm not finding any of his jabs useful. Because Brawl is severely lacking in hitstun, jabs are eaily outprioritized and even if they hit, they deal crappy damage and usually has the result of some nasty punishment afterwards.
Flurry combos were nice in Melee usually because the initial jabs were faster which after you could chain into a combo. Example: Fox's Flurry -> Shine -> Wavedash -> Grab/Up Smash/Shine/etc.
Interesting note if you hadn't noticed before, Pit has both a flrry and standard combo, depending on how many times you mash A. Link also lost his flurry combo on the transfer to brawl. Oddly enough, it's a general trend for quick characters to have the flurry combo, such as Fox, Falco, Falcon, Sheik, Diddy, etc. Sonic is the fastest character, yet he has no flurry combo.
What's a better format in standard combos? Odd standard combos are also a choice, such 1-hit Ganondorf's thunder punch and 2-hit Bowser, DK, and Marth combos.
IMO, having a three hit combo would persuade me to using Fox's standard combo more often. Pressing A three times makes Fox throw a dozen kicks which are easily shieldgrabbed and pressing it twice gives foes 4 or 5 damage. I find myself using my shine in place of any sort of jabs, unfotunately...