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Of all the Smash Bros games...
Dr. Chaos |
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Lv 48 Hocotate Paladin
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| QUOTE | Because it doesnt have all the tournament-borne nuances that Melee spawned? Brawl plays so much better than Melee it's crazy.
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Agreed.
There was so much people exploited in Melee.
Brawl is pretty much how the series is supposed to play, engaging but simplistic combat with no backdoor techniques.
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 Interviewer: Strangest place you've ever wrestled? D-Ray 3000: In a church basement in spanish Harlem, New York. Brawl code: 4210 3680 5634
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Draco Icebane |
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I think it's pretty dumb that Anther is complaining they evened the playing field.
It's true that the "sweetspot-snapping" (official term: auto-tether[?]) makes recovery significantly easier ... but all the metagame players edge***** to keep people off of them anyway. The only time two people can grab an edge at once is when Popo is on a ledge and his Nana needs it too -- in Melee, she was ****ed. In Brawl, you no longer need 100% accuracy with idiotic recovery moves. See: Pikachu and Lucario. I was absolutely awful at using Agility in Melee even though I played Pikachu for a week straight practicing it and never once managed to grab a bloody ledge, and I still occasionally fail to even make his second dash. (I hate Agility, btw.) In Brawl, now I might actually make it somewhere near the ledge. It's even okay if I overshoot it a bit because he'll stop in the middle. (Well, Lucario will, but maybe Pikachu won't, I don't play him very much.)
They removed wavedashing because it was an awful glitch and the "maneuverability" completely broke half of the characters, so that's that.
They added tripping because that's an amazing idea -- yes, you "randomly" fall on your ass, but if you're such a damned fine smasher this shouldn't offset you very much at all. Wouldn't you admit that the most skilled of players can adapt to randomness in their fighting ... or are you saying you're only good at the same predictable thing, over and over? There should be more random factors in fighting games, since true skill isn't from knowing technical advantages and glitches, and isn't focused on precision -- it's adapability and response. Unseen variables are abound at the core of every true battle, and if anybody cannot adapt, they have no business fighting!
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Draco Icebane |
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| QUOTE (Tuna Unleashed @ Mar 27 2008, 06:17 AM) | | Brawl. My biggest problem with it is that the items seem way too overpowered now. The sword has ridiculous range, the super bomb is, well, the super bomb, the dragoon is a KO and all the parts seem to fall at the same time, heart containers fully heal, the mushrooms actually do more than shrink and grow, you can walk with guns, etc... |
The reason you can walk with guns is that now you can actually hit with them. Before, you had to stay still and *everybody* would be dodging you pretty easily
The Beam Sword's new range makes it pretty godmod but it's your only surefire defense against assholes like Metaknight.
The Smart Bomb is cheap, but it occasionally fails to detonate (it later explodes completely randomly.) You could also catch it in midair, I guess.
The Dragoon is actually easy to dodge
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