[QUOTE="VGobbsesser"][QUOTE="kardine"]
That is really niceits part of the game engine but the developers were not aware of it, as a result there was no balancing involved with the one out of a million like wave dashing. It does not matter if it took skill or not it was not a polished move and it detracted from how you should play SSB. I used all these exploits in Melee because that is the only way to compete but then when they refined these exploits into something less chaotic it left the player using the character more for his fighting style. They only ruined the game for those who hate change, Sora aproached these exploits and managed them into Brawl in the best way possible. The punishment is there, if play well and fight strategically then you can dish out punishment. If anything Brawl promotes straight up fighting where Melee promotes passive agressive behaivor. Shooting projectiles at the edge of the screen will not do anything to the other play if they are good enough to dodge it and if the player does hit them with a projectile it is because they planned it out right. Characters should be on the same level, the concept of tiers are torn down (slightly). Characters who can fly back up are lacking in some other area, do I really have to explain the whole game to you? Its right there. Bigger/slower characters never had a chance in Melee and they still do not in Brawl. It is something they have not fixed and should for the next game. At least in Brawl characters like Bowser are a bit stronger now.
The developers weren't aware of how the engine was going to be torn apart and what techniques were going to be discovered,but that's partially because they created such a versatile engine in the first place.It should commendable to the developers that they managed to create such a versatile engine while still managing to keep everything balanced.
I already explained how Brawl lacks a proper form of punishment.
There is basically no hitstun.Almost none whatsoever.It is because of the lack of hitstun that makes it so that when a character attacks their opponent for their faulty actions,there is a strong possibility that the attacking character will be punished instead,because he might be left at a disadvantage.The lack of comboing also prevents punishment fair enough to the mistakes the opponent made.The opponent made the mistake,and the attacker is the one punished; not fair in the slightest.It shouldn't work like that.
Camping (lobbing projectiles at the end of a stage,in this example) is a promoted and (sadly) effective technique.Gameplay speed has been decreased fairly significantly,and the amount of approach techniques has been decreased significantly as well,as every single one is boring,predictable,easily visible,and leave the attack open for (unfair) punishment.Approaching has no longer become a viable option.One could make the risk of approaching,facing damage,but the other player could easily move away,and start camping again.
Matches are kept even when they shouldn't be.I think you misinterpreted me when I said that "characters are on the same level when they shouldn't be," but my word choice wasn't perfect,and I apologize for my unclear wording.I was talking about how the unfair punishment left players at a constant neutral state within the fight itself,not the abilities of the in-game characters.
Recovery is overpowered beyond belief with many of the characters,and magnetic ledges with bigger ledge grabs worsen it.Metaknight,for example,has some of the most insane recovering abilities in the game; he will almost always get back on stage,period.The same could be said for many other characters in Brawl.But I can't say the same for Melee.
Bulky characters could stand a formidable chance in Melee.They weren't popular characters,but a seasoned player could work with them well.L-canceling (something not in Brawl) allowed that to be possible,with aerial attacks and movement sped up significantly,allowing for proper combos and punishment (also left out of Brawl).
I agree its amazing how creative and blank sheet of an engine. It was good for Melee but it was unbalanced overall.Projectiles are useless if you have the skill, try throwing grenades at a seasoned player or shooting them with a homing missle. Gameplay speed is more decisive and accurate than fast and chaotic. Link has combos so do other characters. Again characters that easily recover are neutered in some other way. It does not matter that they can recover because a character like Metaknight lacks power. It is not about lack of stage reach now its about kecking the crap out of the other character until he flys off the stage. Seasoned characters can use anyone no matter which game you are talking about in SSB. Again in Brawl Bowser is more powerful and moves like forward B make him much harder to deal with. Those techniques were either taken out or morphed into something less chaotic. there is always a small faction of players for any popular game that hate any slight variations made to the sequel that is why we see players who have reverted to games like Halo 2 or Gears of War (1). I guess it is up to personal preference but most people obviously were content with the jump to Brawl. I do not see the skill dumbed down just changed to a different style of fighting. You may not like that style but players who kicked ass in Melee kick just as much as in Brawl.
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